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Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 21:53:00 -
[1] - Quote
DRONES -->Salvage Drones Type 1 Able to retrieve loot from Wreck Type 2 Able to use a Savage on the Wreck and Bring that to the Ship Type 3 Able to Drag the wreck to me Slowly like a tractor beam, tech 2 drones able to deliver items to other fleet members via guard command after item is selected.(ammo delivery service)
>>Hull Repair Drones >>Energy Transfer Drones >>Heavy Industrial Mining Drones Fighter sized drones for carriers that mine like a retriever for ores the highsec quality with each race of drone specializing in an ore type: Veld-> Minmitar Scord-> Gellentie Plag -> Amarr Pryo--> Caldari Omber -> Faction (Ore) Kernite -> Faction (sansha) This is to mine Bulk mineral for ship production in Lowsec and Null sec. Allowing Sustainability away from Empire.
MODULES Ore Hold (capital size) Per slot gets a ship a 10k ore hold ideal for Carriers that like to mine.
Cargo Destruction Module (mid) When active, if the ship gets below 25% Structure everything in the hold is destroyed. Does required cap so it can be disabled if the ships is completely nueted.
Connection Modules to Super Capital Allows a Frigate or Cruiser t1 to join with the hull of a Titan or Super Carrier. The Titan or Super Carrier will required a Low Slot Module to allow the connection. Based on Skill it will allow 1 Cruiser or 4 Frigates to join with the Hull. The Cruiser or Frigate will required to dedicate 1 Low slot as well. And the Ships would need to be in fleet with the titan. When active the ship melds partial with the hull of the Super capital (front half Sticking out)GÇô limit race to the titan- The Ships are still target-able but have 50% reduction in signature and 50% reduction to damage, but will be affected by all Ewar, and have a penalty of 25% to tracking. Frigate and Cruiser Pilots would be able to fire freely but they are stuck tot he titan. If destroyed the Pod is stuck floating next to the titan. I though would be possible if fast enough to board another ship from the titan and re attach to the titan if the timers allowed it to happen before the pod was destroyed. This would allow new characters to participate with a super capital. And make the super capital more awsome, death star, but makes the Super cap require a sub cap fleet to protect it.. it is just some of the Sub cap fleet are in the belly of the titan. If the titan or super carrier Jumps, the combined ships are left behind as they would conflict with the Titans navigation system and be impossible to code. This would also give the small ships in the fleet something to shoot at binging me back to the days of wing commander.
Ramming Spear (High Slot) Allows whips when charging with active module resulting in bumping another ship above 50% speed to do damage against another ship. A initial damage spike for tacklers.
AOE One Shots Warp Disruption 5 Second 1 Shot Mid slot items that will AOE a large area with a Strength one Warp Disruption field. Able to only fit one on a ship and it burns out after 1use (used for that small tackle ship to delay a fleet enough for the rest of the allied fleet to arrive) Web Disruption (also work as a bomb) 15 Second 1 Shod Mid slot item tha will AOD a large web area with a 50% speed reduction web. Able to only fit one on a ship and it burns out after 1use
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 22:01:00 -
[2] - Quote
MODUALS Subcap Industrial Configuration Modals STORAGE Allows a Sub Cap to activate this module: -->Module has a 5 min cycle -->transforms into a storage array, ----->(Graphic NPC Silo with the front end of the industrial sticking out the side) --> accessible to fleet members, --->Multiples Storage of the ship to 500 times or 50,000% it normal Cargo size. ----->(Ie A max rigged Itterion V would have close to the storage capacity of a Large ships Assembly array) -->Have the HP of the Storage Silo be that of the ship --> Not other module can be active while this modal is active (No cloaky Storage Ships) --> Module can not turn off if items are in the ship. So jettison all of it!! -->This will provide a work around POS mechanics that don't allow 1 slot mass storage, which is needed for large alliance based mining ops. Also adds an additional role in mining ops. Other POS Industrial Configuration Modules: -->Allow other Pos Components to be come a Sub Cap module so it can be set up on the fly. -->Limiting volume size based on cargo space and Structure Hit points based on the Industrial's Hit points -->Can be anchored any where not only in a POS shield where it could be safe (limitation for high sec may require standings) -->When the POS Industrial Configuration Module is in effect no other Active or passive modules can be in use. -->Special Skills for each module will be required -->This would be an effective use for those players who have several accounts used for mining to use them for something else. Keeping a need to pay for several accounts. -->Ideas include: ----->Many of the Weapon Batteries (so you want gate guns)(Never though my industrial alt would ever fire a missile batter let alone be one) ----->Some quick Assembly Arrays (For ammo or drones on the Go, ) ----->Reprocessing Array (You mine, I Refine, he builds) ----->Assembly Arrays (need to change?)(I hold your ship for you)(this is how you can hide Dreadknott inside a Itteron V) ----->Store Front (Fleet members can buy their goods as if it was a concession stand)(guess who is now primary)
Local Transmitting Inhibitor A cloak type device that instead of hiding the ships removes the player from the Local. No other modals can be in effect while active. Tech 11 may allow stationary Cloaking.
Sig Spoofer Allows a ship to change its signature found on ship scanner so Eye have to be put on the ship to make sure it is what is it.
Spacial Gravimetric vortex generator: (High Slot) While active some of the damage which would be applied to ships near by is applied to you. Allowing ships with Heavier tanks absorb the damage inflicted on Near by Players (10kml) Allied or enemy. (Don't expect to live after a bombing attack)
Automated Evasive manuvers Module (Propulsion Module High Slot) While active this over flow (the damage that is not counted because you sig is too small or your speed it to fast) damage incoming will be directed from you to the target of the module. This represents that you are actively using this target as a shield. This module may also have the effect slowing the ships a bit (20%). This will Discourage Big Ships using Large guns against small target next to you ally. (some small ally ships may use this to hide with in ally fleets. GÇ£Do not use the big guns you may hit charlieGÇ¥ ( should increase the used of small ships in Large Battles)
Battle Field Camera high Slot Battle Field Viewer High Slot Allows one ships to transmit what it is seeing on the over view to other ships equipped with the Battle Field Viewer. The Field Viewer would be windows like the Browser. Each Field View module will allow the reception of another transmission from a Camera Battle Field Camera.
Passenger Accommodations: (LOW) Game Effect: Reduces size of items that can not be in containers by 1/2 mainly Life Stock, or People This is mainly a role Playing tool.
Clone Vat Bay for Sub Captials ( Possible Tech ii clone bay) This would allow me to install a few fiends and take them up to deep space to drop them off. Flying in a cloaked Ship GÇô 1 high for used to allow clone jumping to be activated. And 1 Low required to hold 1 Pilot. This item would be illegal to prevent ease of use in High sec,
SCRIPTS Shield Transporter I always though due to the name description that Shield transporters should take some of my shield and place it on another. With a script: it would allow a person to use their shield to build a depleting buffer beyond the shields of the targeting ship at a cost of 2 points from me transporting 1 pt to them skill reducing the effect. And the second layer of shield I am sending would deplete after 10 seconds. This way I know Bob is going to be Primaried so I can give him some of my shield to prevent him going down instantly and allow his own shield reps, or the Logi's Normal shield Transporter bring his shield back to full, In a way allowing me to GÇ£ShieldGÇ¥ Some one from Attack with my own Shields. (I am able to shield the tackle with my BS's Shield using my Shield Transporters. (should not be allowed on Ships with extended shield Rep Range ie logi ships.) A similar script could be done to Armour representing a Battle ship trying to cover another ship from incoming damage.
Warp Scrambler Scrip to turn off the Propulsion module dang those 100mn equipped After Burner T3 Cruisers.
DRUGS Drugs that increase Range or Yield or reduce cycle time with other side effects.
Customisable Drugs. Take your current drugs but allow us to lace it with other times that will, -Decrease some negative effects but ad others, -Change the Set negative to a random strength. -Ad UI effects for player vs Negative effect for pilot
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 22:21:00 -
[3] - Quote
MISSiLES
Defender Tech II Tech II Defender Missiles that will destroy Near by Missile volleys protecting your fleet. (may be restricted to shooting down all Nearby Missiles, will be handy for selected fleet types
Logistic Missiles. When they hit the target they repair via their damage category vs Damage but also have to take into account the Damage reduction. This is meant to be used in between battles when hardeners are turned off. They will repair first shields, then armor then Structure
Nuetralizing Missiles. Missiles that drain cap vs imply damage GÇô reduced effect based off of EMP Hardeners
ECM Missiles Missiles that can will temporarily (5 seconds)(non stackable) lower the Sensor Strength of a ship GÇô reduced effect base off of Kinetic hardeners
Thermal Missiles Missiles that increase the damage modules take while being over heated GÇô reduced effect based off of Thermal Hardeners. Resist Nullifying damage: These missiles will reduce the effective tank resists across the board temporarily (non Stackable) GÇô reduced effect based off of Explosive hardeners.
SOVERNTY STRUCTURE MODULES Prospreciting Arrays T2 Prospecting arrays GÇô allow different Ore compositions belts, that are less valuable than the Current allowing miners to find Mostly Veldspar or Omber Belts allowing easier production of Ships in Null sec. I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.17 07:37:00 -
[4] - Quote
Nova Fox - keep up the brain storming Dumb Ideas may start dumb but with a twist from another can become brilliant Once we have the ideas on the board then start seeing what is trash and what can be salvaged.
Looking for Strip miners for Mining barges that can destroy structures like Custom offices but also harvest scarp metal. And a few Drone like elements for refining This will allow Miners to enjoy the dull task of Structure shoots, a change from shooting roids.
I do like crews, have some ship modules that will increase the productivity of the crew like a Holo deck, to unwind in. Or Escape pods system giving crews a better chance to servive
And have the crew also gain experience over time.
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.17 07:40:00 -
[5] - Quote
Tech 2 doomes day, when it finished over loading it destroys the ship and sets off a AOE blast like the original dooms day
or the Original dooms day but massive skill point loss is achieved from it. 6 months to a Years worth of trianing gone I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.18 22:44:00 -
[6] - Quote
Nestara Aldent wrote:Moonaura wrote:Regarding stuff for decloaking cloaky stuff, may I suggest it is a module type and skill tied to destroyers, and perhaps a new T2 Destroyer variant. This is the historical comparison of what destroyers did in a naval fleet role, with anti-air secondary.
I am against anything that is basically a click this to win button. It should be cat and mouse, just like the submarine warfare, cloaky ships already resemble.
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.
If there is a anti-cloaky mechanic, I would like to see it tied to the tactical overlay, and act as a sort of 'ping' mechanic which only works on grid, with only a rough idea where a cloaky ship is located increasing as the destroyer closes in, but pings can only be done every couple of minutes or so. In addition, the de-cloaking mechanic should remain (have to get in range), small smart bombs should get a range bonus on new/existing destroyers, which makes them more useful and gives them a sort of depth charge ability to hurt cloaky ships while not revealing them.
I think it would be fun for all involved. Eve isn't the game about WWII so leave it out of it! Really it makes no sense to make ships in a science fiction game based on what naval ships historically did.
Ah but using the elements of WWII and placing different names and changing things slightly, Will give it depth and make it more of a part of the actual game vs a mini game
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.18 23:00:00 -
[7] - Quote
Anchorable Item
Decloaking Beacon -it emits a constant sensor that will detect (Decloak) ships but will de-activate for 15 seconds something is detected. So Warp Bubbles, cans, debris etc will prevent the sensor from becoming active. 32 Diameter bubble.
A cloak ship can take some effort get around these bubbles with out decloaking
and sneak behind another ship to sneak the sensor bubble
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
Sebiestor Tribe Minmatar Republic
118
|
Posted - 2012.03.26 14:19:00 -
[8] - Quote
Black ops Artillery Missile
Meant to make a Black ops an Anti cap/ Structure Ship that fights from an adjacent system. Encouraging secondary skirmish fleet to patrol adjacent systems to hunt down these types of ships... breaking up blob warfare a bit.
Black ops Module Combo Requires 5 Modules between 2 Ships Targeting ship GÇô Any Ship able to light a Covert Cyno Cover Cyno -GÇ£NewGÇ¥ Inter Solar Cruise Missile Laser Guidance system Black Ops Ship -Jump Portal Array -"New" Sub Cap Siege Module -"New" Inter Solar Cruise Missile Launcher (For Reload - Hauler required for additional ammo.)
Module 1 Sub Cap Siege Module -Places the Back ops into an Artillery mode, allowing it to shoot items though the cover ops cyno that it can open. -Prevents movement for 5 minute cycles -Fuel GÇô 1 Liquid Ozone per cycle
Second Module -Inter Solar Cruise Missile, (ISCM) Only able to fire while while Sub cap Siege module is active Ship will have to target jump bridge worm hole before being able to launch Mega Missile Reload time is 20 seconds - ammo capacity is 1, only 1 module permitted per ship Will require Hauler haul replacement missiles.
Third Module GÇô Laser guidance system. On the other end of the cover cyno is a ship not only lighting the cyno but also laser pointing (with blue laser) the ship to be hit with the mega missile (ISCM).
Damage of the Missile would be Volume 9,000 Structure HP 500 Amour HP 500 Shield HP 500 Explosion Radius 4000 Max Flight time 5 seconds Max Velocity 3,000/Second Signature Radius 1,000 m Banned in Empire Space Used with ISCM launcher Inertial Modifier 1,000 Single target Base damage 100,000k (damage type) I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Gevlin
Universal Might DSM FOUNDATION
172
|
Posted - 2012.07.14 15:53:00 -
[9] - Quote
Would like to see a module that would be in the high slot that would allow a ship to target another ship , orbit with in 500m and use the ships as a partial cover, allowing a smaller ship to used enemy or friendly larger ships as "partial cover" so some damage target at the small ship is transferred to the targeted ship. Large ships like Titan will provide more cover than a cruiser Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 20:42:00 -
[10] - Quote
Module Local jammer Function like a cyno, Except: while active local turns into something similar to wormhole space. Uses fuel 10 mins per cycle, ship can't move shows up o the overview, and Shows up on the Galatic map depending on preferences. Effects all ship in system. Making the scout work a bit more of a challenge on the other hand knowing one is being scouted becomes a challage
Help protect active mining ops, on the other hand hampers Afk mining ops in null sec. Helps hide a size of a flee fro prying eyes, on the other hand prevents a fleet from knowing they may be jumped
It is allowing players to modify the battle field dynamics
Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:17:00 -
[11] - Quote
Mining Carrier
drones Fighter sizes mining drone awesome at mining low value ore, but supper suck ate the more valuable ores so a max skilled carrier can not out perform a hulk when coming to ABCs
Module Allow ore to directly go into the fleet hang, to make carrier mining practical
This should help increase supply of low ends minerals like trit in null sec, allowing a carrier to hit several low end asteroids at once in a belt, so cycles are not wasted in quickly popping low asteroids in null sec
Also increase the frequency of slow to warp ships in the Asteroidea belts to catch.
Will allow the return of the Epeen Mining mining super carrier ship Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:32:00 -
[12] - Quote
Module and drone
A bad idea but
And ability for a carrier pilot to fit a ship from his ship maintenance hold with a remote control drone unit module so he can control those ships after being spit out of the ship
Carrier controlling 10 BlackBirds
Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:40:00 -
[13] - Quote
Deployable
Requires minimum of a heavy transport Once deployed between a moon mining array and a moon it will steal and collect some of the moon goo coming off a moon.
The item would be a small gang objective and can be a deployed off pos grid, but it is scannable via combat probe
This module would instigate wars, and allow garrila warfar Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 22:36:00 -
[14] - Quote
Module
grid only cyno jammer
I have never been a fan of the hot drop ambush, allowing the most heaviest of ship on grid in position with out the opportunity of the smaller and faster fleet to out maneuver them.
If a module could be in play, visible on solar system over view, prevent on grid cyno this would require an off grid cyno. Requiring small fast ship to first join the fight to tackle while slower/larger ships take the time to join the battle
This would in courage attacks to be done in waves as the advance fleets tried to alpha the grid only cyno jamming boat Some day I will have the internet and be able to play again. |
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