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

Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 16:48:00 -
[331] - Quote
T.A.G. (Targeted Ampflied Guidance) System
High Slot Ewar Chain Efffect Requires Tag Shot Ammo
This Gun 'tags' targets making their signature larger than usual. This effect stacks. This effects counters any module assisted stealthing completely nullifying it for the duration of the tag. This effect doesnt counter rig, skill, ship based stealthing. In low stacks not as effective as painter. Requires multitude of stacks to outperform target painters. This effect has stacking penalties. Prevents Cloaking in the event of escape. Individual stacks are individually timed and do not refresh if a new stack is applied. Stacks wear off eventually.
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Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:01:00 -
[332] - Quote
Disinfectant Launcher
Sanitizer Beam
Logistics High Slot
These systems actively remove any lingering effects on targeted ship preventing downed systems, detatching shield or hull leeches and restabilizing systems.
Launcher system is long ranged option but only removes 1 effect per hit.
Beam systems are short ranged but removes several effects per cycled attempt.
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Borg Stoneson
SWARTA Mostly Clueless
0
|
Posted - 2012.01.18 17:05:00 -
[333] - Quote
I like the idea of a heatsink module that uses coolant, I'm not sure why the game doesn't have this anyway, or more ingamey, why pod pilots haven't rigged up a coolant system already. |

Zimmy Zeta
Battle Force Industries Tactical Invader Syndicate
690
|
Posted - 2012.01.18 17:25:00 -
[334] - Quote
Don't know if it was mentioned yet, I have to admit that I did not read the entire thread. I would like to see a module like a shield disruptor- a targeted high slot module that dramatically decreases the enemies shield recharge rate. Currently active tanks can be pretty easily neutralized by - yeah , you guess it: Neutralizers!. But there is no module to hamper passive shield tanks, wich makes those often overpowered compared to active tanks.
Posting only nice things for 13 days. If anything I post should offend you, please let me know ingame by repeatedly podkilling me. Thank you. |

Aurum Gallente
Anonymous Operations Gypsy Band
34
|
Posted - 2012.01.18 17:30:00 -
[335] - Quote
new modules
pvp tractor beam S\M\L that will push you to victim and victim to you. S\M\L Beams should differ by power and optimal range. Some ships like recons and proteus should have bonus to beam's optimal. This module should NOT affect to moving direction of victim and possibility of warping.
"black hole module" . Russian pilots talk a lot about this. It should be gravitational bomb that will grab ships to the center of explosion. And one more bomb that will push them out of explosion. That modules should affect vector of aligning.
+1 drone module to sub capital ships.
targeted modules for logistics ships that will boost resistances and another attributes of target.
remote warp stabilizer that will add +1 to warp str of target.
new turret that will destroy incoming missiles and protect members in watch list.
damage mods for smartbombs.
reworking modules
Let automated targeting systems to be immune to jamming.
Let lasers do damage to victim's modules randomly.
boosting Electronic Warfare Drones but not ECM drones.
boosting Defender Missiles and let them protect fleet members that in the watch list. |

Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:32:00 -
[336] - Quote
Nanomist Launchers Energized Nanomist Missile Polarized Nanomist Missile Magnetized Nanomist Missile
AOE Logistics Missile Launcher Long Range HoT
Launcher does not auto refire. Reloads much quicker than standard launchers, limited magazine.
This is a long ranged logistics option that come in a form of missiles which deliver a mist of nanobots which attach themselves to nearby objects of targeted ship.
Magnetized Nanomist missile repairs armor over a period of time and reduces the chance of being hit within the cloud.
Polarizied Nanomist missile repairs shields over a period of time and reduces the signature size of targets splashed by the cloud.
Energized Nanomist missiles restores capacitor over a period of time and reduces the effect of electronic warfare against effect targets but does not neutralize them.
Effect does not stack. Rehitting the target refreshes the effect. Can hit hostile targets wihtin range of original target.
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Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:43:00 -
[337] - Quote
Emergency Bulkheads.
Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated.
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Scrapyard Bob
EVE University Ivy League
617
|
Posted - 2012.01.18 18:00:00 -
[338] - Quote
Hull tanking modules - right now, all we have is the +25% Reinforced Bulkhead II series and the Damage Control II.
It would be nice if we could get some modules like the armor plates to boost the raw HP in the low-slots. Or bigger variants on the RB concept. Make the current RB2 module a "small", then add:
Medium Reinforced Bulkhead II - +50% Large Reinforced Bulkhead II - +80%
or
Small Bulkhead - +1000 HP Medium Bulkhead - +2000 HP Large Bulkhead - +5000 HP
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corvus acanum
Dead Space Alpha Shadow of xXDEATHXx
1
|
Posted - 2012.01.18 18:10:00 -
[339] - Quote
I have a couple of ideas. One idea is a hauling "drone" it would take your drone slot but it could not shoot or defend you and it could not be brought into your drone bay. these drones would follow you through stargates and such and basically be giant secure containers or something similar with engines. These would be mostly useful in pve to pick up loot afterwards or for miners to store minerals in.
another idea I had would be a special tractor beam that would allow you to tractor something while you warp. Obviously it would have to be expensive and hard to use.
I would like to see a new ewar module that would disrupt the funtion tank items. for instance a emp pulse that lowers shield resists or a nanite weapon that lowers armor resists something like that.
Another ewar mod that would be nice is a device that releases a sphere of energy based on your ship that disrupts remote shield/armor reppers.
Another nice mod would be one that increases the size of your drone bay and the banwitdth that way if you wanted you could say remove some armor from your ship to make room for extra drones and the ability to launch drones one size larger then what you currently can. obviously this would not include fighters or bombers. and a new class of drones would have to be made that is a little bigger then heavies and smaller then fighters.
another cool idea would be a mod that would be a one time use and disable a ship entirely. i am not talking about like ecm i mean it completely shuts the ship down engines guns fitted mods everything. obviously it would have to leave the basic ship functions intact and the base shield as well. this mod would have to be expensive to use and probably need to have some pretty high ew skills and cap requirements as well. maybe it could even be an aoe device that would affect your ship if caught to. I dont know if any of these have been mentioned and I am sure that they are pretty far fetched but its just some ideas. |

Nestara Aldent
EVE University Ivy League
39
|
Posted - 2012.01.18 18:25:00 -
[340] - Quote
Moonaura wrote:Nestara Aldent wrote:
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.
Hmmm think you're being a little mean spirited here and taking it off topic, but to confirm, the ship classes are almost identical to the roles used in naval warfare, and even in game factions are called things like the Amarr Navy. So, it is not to much of a stretch to suggest that destroyers, who hunt 'stealthy hidden' submarines in naval warfare, hunt 'stealthy hidden' stealth bombers in the science fiction world of EvE. I can't see what is wrong with that suggestion.
Well its just in the English language to call space military the same as seafaring navy, I suppose. In other languages, such as mine, such correlation dont exist, and I would never call any space military navy in my language. To assign from that roles to ships in a sci-fi game just because the ships are named the same as historical seafaring ships but dont have any similarities, will naturally irk me much more than native English speaker, because even the naming of spaceships like frigates and cruisers is odd for me.
But anyway idea that destroyers should be made to uncover cloaked ships is completely different from naming the ships able to detect cloaked ships destroyers. Its just unnatural to do that. Naming a ship based on similar ships from the past is one thing and making it from the ground up to fill the historical role another. |
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Xtover
Macabre Votum Against ALL Authorities
57
|
Posted - 2012.01.18 19:26:00 -
[341] - Quote
CCP SoniClover wrote: We're looking for anything ranging from small variations of existing modules to completely new functionality.
I haven't read the thread yet, but what do I want?
I want my SEBO, hardeners, DCU, ECCM, and other non-target related modules to remain on from session change to session change, only to be broken by cap drain, docking, ejecting, or turning them off.
edit: cloak does not fall into this list. edit 2: MWD/AB either |

Nova Fox
Novafox Shipyards
2865
|
Posted - 2012.01.18 19:39:00 -
[342] - Quote
Nestara Aldent wrote:There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!
Why dont you fix them?
Also going back to edit all of my ideas to be a bit more.... Clear and uniform I guess before I start my next round of ideas.
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Zircon Dasher
Zirconia Trade Group
63
|
Posted - 2012.01.18 21:55:00 -
[343] - Quote
OMGWTFBBQ I
AoE weapon that puts down immense raw damage pulse over the entire grid.
Balance it by making it only available to Titans + 12hr cool down + 1hr immobilization
OMGWTFBBQ II
Higher damage pulse over grid+adjacent grids. Only fittable by new class of ship called a "SUPER-TITAN" + 48hr longer cooldown + immobilization for 5hrs.
 |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.18 22:44:00 -
[344] - 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 -
[345] - 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. |

John Maynard Keynes
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.18 23:37:00 -
[346] - Quote
1) Give all Gallente gun boats a web range bonus as the second bonus and remove one of the actual two
2) A "Ping" module for the Interdictors that allows them to detect (not decloak) cloaked ships within directional range and then warp to this location. --> only not moving ships can be easily killed this way
3) A "siege module" for dreas that allows them to cause area damage (low damage) as a counter for blobs
4) A drone dmg module |

John Maynard Keynes
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.18 23:47:00 -
[347] - Quote
Nova Fox wrote:Emergency Bulkheads.
Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate. |

Nova Fox
Novafox Shipyards
2865
|
Posted - 2012.01.19 00:02:00 -
[348] - Quote
John Maynard Keynes wrote:Nova Fox wrote:Emergency Bulkheads.
Emergency Series Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate.
I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module.
What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?
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John Maynard Keynes
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.19 00:29:00 -
[349] - Quote
Nova Fox wrote:John Maynard Keynes wrote:Nova Fox wrote:Emergency Bulkheads.
Emergency Series Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate. I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module. What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?
Like overheating  |

Iris Bravemount
Airkio Mining Corp Bloodbound.
23
|
Posted - 2012.01.19 00:51:00 -
[350] - Quote
CCP SoniClover wrote:
- Conditional effects
- Dual-function modules
- Reactive modules
- Damage over time
- Chain effects
- Deployable terrain
Chain effects
High end chaining remote repair effects. They would repair another nearby damaged ship (smart selectrion) after the target, with reduced effect. Like a chain heal spell from another famous MMO. Wouldn't bounce from undamaged primary targets to avoid exploits.
Same thing for high end EWAR. (There already is AoE EWAR in game, so why not ?)
Deployable Terrain
Deployable grid sized WH/Incursion effects for a new class of capitals.
Deployable (stationary) cloaking fields. From afar, you could only (but easily) detect that there is a field, not what's inside. Shouldn't be big enough to hide medium POSes and bigger objects. Could be a nice for small POSes in dangerous areas.
Deployable deadspace (incoming warp and MWD don't work inside, but you could still warp out)
Deployable light sources (people will find a use for it)
Deployable warp beacons which will appear on overview systemwide. This could also be a nice thing for distress calls.
Deployable drone scrambling fields in which drone control range is reduced and drone MWDs don't work.
Deployable gravity wells (technical limitations ?). Deployable inverted gravity wells ?
If there was a line of sight system, there would be infinite possibilities. But since there isn't, I won't iterate on those. |
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Moonaura
The Dead Rabbits Society
114
|
Posted - 2012.01.19 02:38:00 -
[351] - Quote
Nestara Aldent wrote:There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!
I was going to suggest a new 'Toilet' module. I mean, I know the saying 'Real pilots do it in their Pod' is all macho and stuff, but ewww!
Docking doesn't help either; There isn't even a toilet in the captains quarters. I end up hanging my caboose out over the side of the railings and letting gravity take care of it... unfortunately sometimes it gets sucked into the ship docking clamp and sits out there spinning around.
So a new Toilet with a Flush mechanic would be awesome, which when activated, releases a cloud of s**t behind you and temporary 'repaints' any ships following. Minmitar ships would of course be immune, because they already look like s**t. 
Naturally, it should come with an appropriate sound effect so everyone is clear a flush has taken place and can try to avoid it.
Anyway, don't worry Nestara, it's called creative thinking where no idea is considered 'bad', but is just an idea (or in my case, something stupid you come up with 2:35am in the morning) and it is good to air, because sometimes wild ideas can lead to interesting places that are more realistic. I agree there are lots of 'Lets create a module that means I instantly win', but its fine to counter those ideas with solid arguments... even with WW2 references  |

Sinfulness
HOMELE55 FORECLOSURE.
0
|
Posted - 2012.01.19 03:22:00 -
[352] - Quote
Thanks for looking.
Cloak Hunter Cruiser Class Ship
This ship would be similar to a Heavy Interdictor but for de-cloaking "local" ships, with max skills one could "ping" and hutn down ships within a certain "AU" to the hunter.
Can Fit Following Modules / Scripts
*Cloak Ping (ping would utilize the "survey" skill and additional advanced survey skills to speed up return signal, and accuracy)
A module that can be fitted to a particular ship, to "ping" a certain area for cloaked ships.
*Cloak Destabilizer (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-
Destabilizes the ability for ships to cloak within a certain range around the emitting ship.
*Cloak Disruptor (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-
Disables a ships ability to cloak within a certain area around the emiting ship.
--
Local Space Time Ripper Cruiser Class Ship
This ship would be a whole new class of ship, it would have the ability to launch a probe in the direction the user is facing/clicks. This probe would have a travel time and a range based on its selected ammo type and the users skills. Upon the probe reaching said spot, the ship could then lock onto the probe, and "open" a local warp tunnel that any ship in it's gang could utilize to warp to the probe. The ship itself would not be able to warp to the probe as it would be in a "siege" mode to keep the tunnel open.
Can fit the following modules / scripts
Tunnel Probe Launcher
Tunnel Probe (ammo) (would have various ammo types for different ranges) IE 50km - 100km - 150km - 200km Tunnel Probes
Tunnel Lock Module (requires ship to enter siege mode to maintain the warp tunnel)
--
Drone Related
Nano Mites
These drones would be capable of damaging a ships modules, not the ship itself. IF a ship over-heated it's systems while these drones were on it, the damage would be intensified. (an effective way to introduce sub system targeting / combat)
Nano Mite Drone Categories Weapon Systems Propulsion Systems EWAR Systems Shield Systems Repair Systems Sub Systems
--
Tech 3 Nano Mite Cruiser (to go along with the above)
This cruiser would have the ability to utilize the above nano mite drones in combat. This cruiser would be a cross platform ship, and could be introduced as a "sleeper" technology ship. Enabling a NEW branch of skill training to utilize the ship itself.
--
Tech 3 Battle Cruiser Gang Support Battle Cruiser (limited offensive capabilities)
This ship could also be a "sleeper" technology discovery / engineered ship. It would have the ability to "protect" ships within a certain radius of it. By emitting a "damage reflection shield". This shield would disable the ability for those within to fire their weapons, however sub-systems such as repair systems would still be active, HOWEVER at a slight increase in capacitor due to the high energy emissions of the shield emitter. This shield would also require the battlecruiser to go into a "siege" mode, in which it would use a fuel from a limited fuel bay, more fuel would be consumed if the shield was taking damage, however the shield could take a large amount of "buffer" damage before breaking. Once the fuel/shield run out, the battlecruiser would not be able to re-siege for 5 minutes. It would also have to come out of siege mode to move which would take 60seconds. (new skills could manage all of these abilities)
--
Module Ideas
T3 Propulsion System (capable of loading scripts) Scripts: "0-Max Speed Increase" || "Top Speed Increase" || "Transversal / Manuverbility Increase" Each script would benefit a certain aspect, and withdraw from others
T3 Weapon Systems (capable of using sub system damaging ammo's - see drone nano mites above for ideas)
T1/T2 "ramming spikes" Module would have to be activated, upon activation the faster a ship was moving into another targeted ship the more damage that could be done to the affected ship, as well as possibly halting both ships ability to move until the module deactivated.
Module would have a 30 second cycle time, and a delay in reactivation.
T1/T2 Repair Destabilizer Module would have the ability to "disrupt" Repair devices on affected ship.
T1/T2 Local Burst Propulsion System (frigate / cruiser modules only) Propulsion system that would "boost" a ship an increased distance, however after boosting the ships mass would be destabilized, increasing it's align time, decreasing mobility for several seconds, and not allowing activation of repair sub-systems within this time.. The device would have a cooldown/reactivation delay.
IE. A ship could effectively "burst" away from "direct" combat, but with the potential of being even more vulnerable than before.
T1/T2 Local Jump Drive (frigate / cruiser only) Propulsion based system that would allow a ship to "lock on" to an object in local space, and after a spool up time, warp to it at increased speed. Spool up would be dependent on ship size.
IE A frigate could activate it's local jump drive, and after 15seconds warp at 2 or 3x the speed to an object. (new skills could decrease this by 1 second per skill level, @ level 5 it could take 10seconds OR less/more based on game balancing)
T1/T2 Local Jump Drive Inhibitor (above) Jams local jump drives
T1/T2 Scanner Beacon Intensifier This module would allow fitted ship to activate the module, and any gang members utilizing scan probes would get an increased scan strength if scanning around this ship. (this could be used in-conjunction with the above suggested Cloak Hunter as well) |

Sinfulness
HOMELE55 FORECLOSURE.
0
|
Posted - 2012.01.19 03:28:00 -
[353] - Quote
More [placeholder] |

Mars Theran
EVE Rogues EVE Rogues Alliance
66
|
Posted - 2012.01.19 03:49:00 -
[354] - Quote
Alternate Modules: Low Slot Module Warp Disruption and Webifier Units
New Warp Disruptor could have range of a scrambler and 1 point of disruption, but effect all ships in proximity to it, including the ship using it when activated.
New Webifier unit that has short range AOE like the disruptor above, but limited velocity penalties of 15-20% Also affects ship using it when activated.
Might be an interesting option for Shield fits which are usually gimped by fitting Warp Disruptors, Scramblers and Webifiers.
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Nova Fox
Novafox Shipyards
2871
|
Posted - 2012.01.19 03:59:00 -
[355] - Quote
John Maynard Keynes wrote:Nova Fox wrote:John Maynard Keynes wrote:Nova Fox wrote:
Stuff about an emergy armor restore
Or you simply use an armor plate. I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module. What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far? Like overheating 
Well if overloaded switched on, it would just add ALOT of heat for its one shot use which can be inconveint if it was activated since its a activate on hull damage and you are overheating something else at the same time. I havent consider overheat for these modules yet. Hmm interesting notions here. But yeah one shot systems I would find having 100% effective increase or duration of effect and emergency systems could suffer less of a penalty when activated.
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Nova Fox
Novafox Shipyards
2872
|
Posted - 2012.01.19 04:54:00 -
[356] - Quote
External Gun Pod
External Series Pod Type Self Destructive Consumable Module Weapon System
This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.
These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide hit an runs.
Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it.
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freed0m rus
Iris Covenant The Gorgon Empire
0
|
Posted - 2012.01.19 06:18:00 -
[357] - Quote
hey why do CCP need new modules, when they have plenty of cool stuff lying around unreleased, hidden in the client?
such as
Active Stealth System I, s, m, and l sized, which reduces sig radius by 20, 40 and 80% Capital rigs, which seem completly logical short duration attribute/combat boosters bloodline/race/faction passive bonuses quite strange booster effects, such as claustraphoby, which destroys your pod if you dont dock being in pod for 30 mins 5mn/15mn/50mn/ prop modules, which would also fit in greatly 3200mm plates, X-L shield extenders, etc (dunno if these are present atm)
would also with great pleasure see coolant tanks people talk about, which work passive and give same bonus t3 Coolant Injector Subsystems have |

Mars Theran
EVE Rogues EVE Rogues Alliance
66
|
Posted - 2012.01.19 07:26:00 -
[358] - Quote
Nova Fox wrote:External Gun Pod
External Series Pod Type Self Destructive Consumable Module Weapon System
This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.
These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide an option for a hit and runs.
Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it. Ejecting Module is considered a hostile act cannot immedialy redock or jump after doing so.
I'd take this idea one step further, and make it an anchorable device with it's own shields. Load it up once anchored with fuel, (Faction Isotopes and Stront.), and online it; then pop in your ammunition and set to attack aggressors. Basically, anyone who goes flashy to you gets shot at while you're on grid.
|

Awatar
Swedish Aerospace Inc The Kadeshi
1
|
Posted - 2012.01.19 09:01:00 -
[359] - Quote
Sinfulness wrote:More...
Wall Of Ideas
Queit a few of them has actually crossed my mind, a fair number of times.
I especially like the:
- "Shielddome" ship that has an AOE shield that negates incoming damage (cause we need more utlity in the game) - The "Fleet Platform" cause interlinking ships to make big badda boom is so COOL (more techporn) - The pinging ship
A way of finding cloakieships like finding submarines would be cool, and would introduce a "counter" to cloakie ships at celestials. atleast.
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Sascha87
Out-of-Space Fidelas Constans
1
|
Posted - 2012.01.19 10:30:00 -
[360] - Quote
Do something against full cloaker, who bloked mining systems,
How : change the cloaking device, you should remove the auto reapeat effekt, same like the portal gen. Aktivate, 5 or 10 miniutes cloaky and than you have to but it back online,
That will live ppl a chance to fight against bomber s and stuff like that. Who ar permanent cloaked in the system. Cause they are more afk as they are playing the game .. |
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