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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
myFORUMalt alts
Science and Trade Institute Caldari State
41
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Posted - 2012.01.19 13:00:00 -
[361] - Quote
Drones I either want CCP to declare that they don't like drone usage, or recognize them as a primary weapon systems.
Drone should have, drone damage rigs (other then sentry ones) Low slot drone damage module T2 fighters/Fighter bombers Drone focused marauder (im thinking something in the 750-900 dps drone platform, something lower than carrier, but better than dominix) T3 Drone cruiser
And while were at it, sentient drone spawns are the worst thing in the game. When in bounty space you get 10mil faction spawns + valuable loot + t2 salvage. When in drone regions your faction spawn is worthless. No loot worth anything, no bounty and unless you get super lucky with the t2 salvage 3/4's of the time its worthless too.
Oh and since you took away tier 3 missile based battlecruisers, give us one of those too. Yes, I complain about things I don't like. |
Moonaura
The Dead Rabbits Society
115
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Posted - 2012.01.19 13:55:00 -
[362] - Quote
I think several of the module and good ideas here, actually need their own new class of ship potentially.
Hows about a corvette class? Or some new forms of heavy T2 Cruisers or heavy T2 battlecruisers. This would help distinguish them on the field and I think would be far more warmly welcomed by the player base, than just the modules themselves.
So, if we're going to have something like a shield bubble, create a ship that gets a far bigger bonus for that module or a ship that reduced the activation times etc. And with any idea that changes the tactical situation, there should of course always be counters to those tactics, which ideally should rely on a human element to control them. |
Rel'k Bloodlor
Mecha Enterprises Fleet
89
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Posted - 2012.01.19 14:07:00 -
[363] - Quote
Don't know if its been posted but warp disrupter drones. Lights do .2 str(need 5 to point) mids do .4 str (need 3 to point) heavy's do .8 (need 2 to point)
Gallente drones so they would be slower than most. |
Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 15:11:00 -
[364] - Quote
Anti-Emission System
Weapon Upgrade System Reactive Module Low Slot Counter EWAR Limit 1
Helps protect host ship from electronic warfare attack by passivly locking onto source of warfares and firing the weapons back at the target if activated regardless if ship has a targeting solution or not. If multiple sources exist closest source will be piroritzed. Also provides a marginal resistance against all forms of electronic warfare.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 15:16:00 -
[365] - Quote
Emergency Booster
Emergency Series Activated Module Consumable Module Self Destructive Navigation
These emergency use boosters causes damage to modules hull armor and shields and generates a considerable amount of heat to boost the ship to extremly fast speeds in an attempt to get away from inderdiction methoods. Agility however is nearly nullified during the process as well making the ship entirely unturnable during the burnout. Warp command cannot be given for as long as its active which half operating on the burn and half colldown before ejection. Once internal module fuel tanks are exhausted the module is then ejected thus unfitting it and requires a replacment module to be fitted in order to be used again.
This makes the ship rather vunerable to long range snipers and very fast intercepts, nullifies webifiers very well.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 15:22:00 -
[366] - Quote
Diverted Matrix
Dual Function Module Fitting Low Slot Module Group
This module provides additional CPU to the ship until activated. Once activated the module stops providing CPU to the ship and takes up several other subroutines improving various ship performances from navigation or to weapons or shields. Individual modules for each type of bonus or mix of bonuses.
This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier cpu is not required anymore this module can go on being useful elsewhere.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 15:32:00 -
[367] - Quote
Circuit Breaker
Dual Function Module Fitting Low Slot Module Group
This module provides additional Power Grid to the ship until activated. Once activated the module stops providing Power Grid to the ship and takes up several other subroutines improving various ship performances from capacitor to shields. Individual modules for each type of bonus or mix of bonuses.
This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier powergrid is not required anymore this module can go on being useful elsewhere.
As a safety percaution cannot be activated as long as there is a module that requires its cpu to be operational. Overheat overrides the saftey, causing heat damage and generated heat on the most Powergrid intense module currenlty fitted.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 15:44:00 -
[368] - Quote
Emergency Circuit Breaker
Emergency Series Evolving Module Consumable Module Self Destructive Low Slot Fitting Local Logistics
This emergency module turns into a fused emergency circuit breaker when thrown. This module generate heat and lowers shield max and recharge rate for additional capacitor power initally and for its duration of use increased capacitor recharge rate. This module leaves behind a fitted trash module which is worthless after it deactivates, cannot be reactivated, reprocesses for much less than original module. Can be unfitted. Penalty caused by the module are passive and do not go away after the cruicut breaker expires.
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Mirajane Cromwell
34
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Posted - 2012.01.19 16:06:00 -
[369] - Quote
Active Shield Extenders - high slot - low power grid requirement but uses cap to actively extend the shield amount - does not affect passive shield recharge
Drone Hacking Device - when activated, tries to hack enemy drones and send them against their owner or renders them inactive for short period of time - uses drone bandwidth when active - uses multiple types of "software ammo" (viruses, worms, trojans) for different purposes and against different types of drones - area of effect so that you don't have to target individual drones - high slot or medium slot
Firewalled Drone Communications - protects against the above hacking device - medium slot
Energy Destabilizer Smartbombs - neutralizes a portion of the energy in all ships inside the area of effect - much higher power requirement than in single target modules - half the range than in single target module (5km) - neutralizes smaller amount of energy than single target version - longer activation time than in single target module - high slot
Energy Vampire Smartbombs - Drains energy from all ships inside the area of effect - much higher power requirement than in single target modules - half the range than in single target module (10km) - energy transfer amount a fraction of single target module - longer activation time than in single target module - high slot
Energy Charge Dampeners - when active reduces the effects of energy destabilizers and energy vampires - with scripts can be set to be more effective against energy destabilizers or energy vampires and at the same time become less effective against the other - high slot
New Weapon module group: Exotic / Experimental - contains weapons that do not fit the normal categories laser, hybrid, projectile or missile weapon groups - these would be hard to get weapons, perhaps T3 weapons
The following weapon types could belong to this group:
Chemical, Radiological and Nanobot cloud weapons - disperse "toxic/radioactive/nanobot cloud" to the battlefield - damages all ships (DoT effect) and distorts ships' sensors while inside the cloud (targeting delays etc)
Graviton Gun - increases target's gravitational field over time by making it heavier and slower which causes increasing damage to ship's structure until it collapses under it's own gravity - the bigger the target, the more effective this gun would be - ignores shields and armor, causes direct structural damage - effective as siege weapon, uneffective against small and fast targets - would use some exotic and expensive material for ammo
Logitudinal EM Wave Interferometer (or Quantum Weapons or Scalar Interferometry weapons) - creates electromagnetic fields at distance by using longitudinal waves, the energy is triggered to emerge from the local vacuum at the point of the targets - sort of "arcing" weapon, would create those fields to all current active targets - disrupts enemies electronic systems, like loosing control of the ship for short period of time, shutdown mwd/afterburner etc - "infinite range" ie. as long as you can target the ship, you can hit it with this weapon
Dark Energy weapons - changes the characteristics of normal space inside 100km sphere that originates from the player's ship - for example the effect could reduce resistances of all ships inside the sphere
Wormhole weapons - causes armageddon, total annihilation - connects a star or a blackhole to wormhole's other end and transfers the energy from it through the wormhole to the battlefield - the ultimate weapon against blobs, it actually could destroy everything inside a solar system if it lasts active long enough - destroys also the capital ship activating it, thus the weapon itself is destroyed too after use - requires Isogen-5 for activation, should be a very scarce resource so that there would be only a couple of these weapons in the game at the same time
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 19:03:00 -
[370] - Quote
Dual Function Module Thoery
I strongly belive that all the dual function modules must function in such a manner that it becomes a real choice to select its mode of operation and not just a matter of convience that is more of a scripted function than dual module.
For example a module that flips resistances back and forth I consider not a real choice.
However a module that exchanges resistances for attack performance I consider a much better dual function module choice.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 19:14:00 -
[371] - Quote
Armored Vent Thrusters.
Dual Function Navigation Local Logistic Mid-slot
This module provides 0.5MN 5MN and 50MN force for acceleration when activated. When not activated this module adds armor amount and increases max armor.
Shielded Thruster Vents
Dual Function Navigation Local Logistic Mid-slot
This module provides 0.5MN 5MN and 50MN force for acceleration when activated. When not activated this module add shield points amount and increases max shileds and improves recharge rates.
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Eva Tara
Knights of Azrael The Azrael Alliance
0
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Posted - 2012.01.19 19:19:00 -
[372] - Quote
Warp bubbles that actual stop people whilst there in mid warp not just landing on grid |
Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 19:28:00 -
[373] - Quote
(Photon, Projectile, Magnetic, Ballistic) Telemetry Calculator
Dual Function Module Weapon Upgrade Local Logistics Low Slot
This calculator takes complex measurements of the entire envrionment and when inactive dedicates itself to arranging defenses to better brace incomming shots making resistances much more effective. This effect stack penalized against similar effects. When activated this module then rediverts its calcuations into firing solutions providing optimal hit solutions improving accuracy and damage at the lost of resistance calculations.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 19:50:00 -
[374] - Quote
Emergency Surge Protector
Emergency Series Local Logistics Evolving Module Consumable Module Self Destructive Medium Slot
When this emergency module activates, it turns into a melted surge protector which provides a surge of shield points increases max shields and provides a reasonable amount of resistances while active at the cost of capacitor cap rate and max capaictor. Once cycle completes the module cannot be reactivated and does not autorepeat, penalties are passive. The melted surge protector is a trash module and nearly worthless and unfitting it is desired. Unfitting without a maintenance array or hangerbay will not be possible
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 20:27:00 -
[375] - Quote
Burst (Hybrid), Ricotche (Projectile), Fragmentation (Missile), Spark (Laser) Ammo
Long Range Ammo. Chain Effect Technology 2
These ammos have slightly less damage than comparable ammo of the same technology level, however they have a chance of hitting another target within the remaining optimal of the first hit object allowing the ammo to hit two targets at once with the second target having slightly lesser damage. Penalties are to the rate of fire as it has to cacluate how to angle the shot between the two targets.
Shots are very likely to hit friendly drones however.
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Droxlyn
TOHA Heavy Industries TOHA Conglomerate
46
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Posted - 2012.01.19 20:32:00 -
[376] - Quote
I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system. |
Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 20:38:00 -
[377] - Quote
ECM Resonator
Ewar Midslot Chain Effect
This Jammer attempts to jam the primary target and if the primary target is receiving eccm support will attempt to bounce jammer waves off the original target onto the booster. Because of the new behavior calculations and effects this module is not as strong as standard ECM Jammers.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 20:39:00 -
[378] - Quote
Droxlyn wrote:I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system.
I think allaince capitols get the right to be named and once approved the name is pernament.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 20:50:00 -
[379] - Quote
External Logistics Pod
External Series Pod module High Slot Remote Logistics Consumable Module Self Destructive
This confitti pack of automated platforms provides logistics support to all targets of host ship when ejected. Unlike most pods these cannot be destroyed. As with all pods they are stupid and do not perform range or friendly checks thus its possible for targets to be out of range or even hostile targets.
These logistics pods repair shields armor capacitor and provides counter warfare effects (but does not provide remote assitance) and last until thier internal stores and supplies are exhausted. If launching host ship dies or leaves the pods as a group will continue to assist thier targets until they are all destroyed or die themselves. Only the host can assign newer targets or reassign targets by locking or unlocking targets of his choice.
As with all ejected modules this module becomes unfitted thus destroying it. In order to reuse one must get a replacment module and reinstall the module.
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Bubanni
SniggWaffe EVE Corporation 123566322353
75
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Posted - 2012.01.19 22:14:00 -
[380] - Quote
low slot that reduces signature by some %, maybe at the cost of max speed
improved active hull repaires mid slot modules to improve damage/rate of fire on guns (as alternative to low slots) perhaps with scripts for either damage or rate of fire salvage drones |
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Mars Theran
EVE Rogues EVE Rogues Alliance
69
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Posted - 2012.01.20 03:10:00 -
[381] - Quote
Droxlyn wrote:I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system.
Please don't. Having stations named by players is bad enough. |
Mars Theran
EVE Rogues EVE Rogues Alliance
72
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Posted - 2012.01.20 05:39:00 -
[382] - Quote
Reposted from a thread here: https://forums.eveonline.com/default.aspx?g=posts&m=678091#post678091
I liked the basic premise of the original idea posted; but disagreed with implementation as suggested. I've remodelled it in a fashion I thought would be more suitable to the game.
Local Scrambling unit, (as I see it):
Anchorable device. Requires Fuel. Online mode: Scrambles Local in Nullsec. Can be used by either system owners or invaders. Should be counterable. Must be anchored and onlined within a certain AU proximity to an IHUB or TCU. Visible and capable of being warped to.
Possible Counter: Sov Upgrades - Military.
Sov Upgrade that strengthens Communication channels in system. Can only be used by the Sov holder, (obviously). Has 5 Levels; each level resists the effects of Level +1 LSUs.
Local Activation unit, (again, as I see it); Wormhole Communications System:
POS Anchorable Device. Creates a Local Communication Channel that detects all ships within a certain AU proximity. Channel is only accessable for the Alliance/Corporation holding ownership of the POS. Should be capable of being accessed by Non-Corp/Alliance pilots. Visible POS device under current mechanics.
Reasoning: This is a communication and sensor device, and requires infrastructure and power/CPU to maintain it. Unlike broadcasting on all frequencies, it detects transponders of ships and accesses pilot information. An encrypted channel allows owners to see the results of these scans and communicate with each other, without alerting the detected non-owner pilots.
In a wormhole, accessing pilot information requires FTL communication with Empire databases used to identify pilots, and recover information on them for standard local communications channels. Deploying such a device without the proper infrastructure to support it already in place; would have similar requirements to deploying and onlining a small or medium POS.
That being said, this is possible.
Outside Access: Communications systems over-ride:
Similar to the Local Scrambling unit. This device must be deployed, anchored, and onlined within a certain AU proximity of a Wormhole Communications System. Requires Fuel. Can be Countered. Visible, but not capable of being warped to.
Accesses Wormhole Communications Systems, and allows the Corp/Alliance who deployed it to view that channel through relays in their own Communications channels.
Counter: Communications Systems Over-ride Countermeasures:
Detects access attempts and works to block them. POS Module. Visible under current POS mechanics. 1 counters 1 + 1. Under current POS Mechanics, this device would be required to be placed outside the POS shields. Requires Fuel.
I'd actually like to see something like this in game. The mechanics are workable I think, and it could add some interesting spice to both WH and Nullsec life. |
Takeshi Yamato
eXceed Inc. No Holes Barred
141
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Posted - 2012.01.20 12:37:00 -
[383] - Quote
Modules for the heat mechanic:
1) A low slot module that increases the bonuses gained from overloading by %. Let's say 50%. This means an armor repairer would rep 15% more and have -22.5% cycle time instead of 10% and -15% when overloaded.
2) A mid slot module that consumes cap charges to dissipate heat from overloading. This reduces the heat that has already built up. Uses the same charges as cap boosters.
3) A high slot module that reduces the speed at which heat builds up.
Scripts
I would love to see scripts removed as physical items and have the respective modules come with full scripts built-in. Reasoning is, we're doing 3 market searches and buys to make use of 1 mid slot on a ship. It's just unnecessarily complicated.
Once this is implemented I wouldn't mind having more scripts for a variety of modules, though I can't offer specific ideas for now.
Lackluster modules revived
1) I would welcome a change to how Nosferatu modules work to make them a better counter to energy neutralizers. - They should always be able to steal capacitor. - The amount of capacitor stolen should be proportional to the capacitor percentage difference between the origin and the target ship and approach zero if both ships are capped out, and approach double the nominal amount when the origin ship is capped out while the target ship is full.
This is going to especially help small ships going up against a larger ship that can easily neutralize the smaller ship's cap to zero.
2) Capacitor Batteries are very underused. I believe they would become more useful with the following changes: - Greatly reduced cpu requirements, slightly to moderately reduced powergrid requirements. - Addition of an X-Large sized version - The capacitor stored in the battery is immune to Energy Neutralizers and Nosferatus (if that proves to be too good, then it should be at least highly resistant). This battery capacitor would be visualized in the capacitor gauge with a different color than orange.
3) The Hybrid and Energy Algid Administration rigs are a bit too weak. Buff them from -10% and -15% cpu requirements to -15% and -20%.
4) The Energized Regenerative Membrane II is too weak to be worth fitting (other armor tanking modules are the better choice for the first 4 to 6 low slots and no serious fit uses more slots than that for tanking). It should be buffed to 20% bonus armor. It's smaller brother, the Regenerative Plating, should be buffed to 15%.
EWAR
There is no working anti-missile EWAR in the game (Defender Missiles are broken). The Caldari use mostly missiles. Gallente are enemies of the Caldari. Sensor Dampeners are the Gallente racial EWAR. Sensor Dampeners are kind of bad. The Gallente should have anti-missile EWAR instead of Sensor Dampeners. Leave Sensor Dampeners as they are and add anti-missile mid slot EWAR and respective bonuses on Gallente EWAR.
Misc
Let us use our repair drones to repair our ship. It only makes sense. |
King Rothgar
Autocannons Anonymous
149
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Posted - 2012.01.20 15:12:00 -
[384] - Quote
1) Explosives pack: high slot module in small, medium and large variety. Detonates your ship upon activation inflicting AoE damage on all those within the blast radius. It should void insurance, have high fitting requirements and massive damage. Allah Akbar!
2) Capital class energy neuts, NOS, smartbombs, plates and shield extenders.
3) Capital class rigs.
4) t2 EW drones of all types.
5) Stealth combat probes: 1 AU max range, 0.5 AU minimum range, do not show up on d-scanner in either filtered or unfiltered view, sensor strength the same as normal combat probes at those respective ranges. Can detect cloaked ships.
6) Active omni resistance armor hardeners.
7) Passive omni resistance shield resistance amps.
8) Capital class point and webs: Ignore EW immunity, high PG requirements.
9) Radar: Highslot mod, informs player of all uncloaked ships wtihin 4au and grants an instant warpable point to them. Downside is it grants everyone within 8au a warpable point on you. Also alerts all ships within 8au that you are using radar.
10) ECM, err, a different ECM: Midslot module, blocks radar module described above from granting warpable points on you. Cannot be fitted to ships with radar fitted, it's one or the other.
11) NOT HERE!: Midslot module, removes player from local chat, also prevents player from seeing local chat. Passive module.
12) RAM coating (astronautics rig): Makes ship harder to detect with scan probes.
13) Rage (booster, slot 2): Grants RoF bonus to all weapons, 20% for standard. Side effects (for standard): -20% armor, -20% shield, -20% shield boost amount, -20% armor repair amount.
14) Brick (booster, slot 2): -20% damage from all weapons, +20% to armor/shield HP. |
Shatter Aldent
Inferis Corp TOHA Conglomerate
0
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Posted - 2012.01.20 15:30:00 -
[385] - Quote
I would like to see a mine layer. it would be fun to warp into an area only too see a mine slowly (or quickly) moving in your direction. |
Asuri Kinnes
Adhocracy Incorporated Adhocracy
145
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Posted - 2012.01.20 15:37:00 -
[386] - Quote
Sorry I haven't read the whole thread, used the search function and didn't find this.
Offline Pos - Hacking Module;
Mid-Slot;
Range 2000 meters (so no cloaked hacking);
1Min cycle time
Base 15% chance to take control of the tower
Make a new Skill "Control Tower Hacking", base 10 skill (requires hacking V)
-5% for Faction Towers
+10% to chance/level trained
Also related: Small / Medium / Large rig w/+10% bonus to base chance to hack a tower, with a - 10% CPU penalty
Again, sorry if this has been posted here already.
Wormholes: The *NEW* end game of Eve - Online: No Local. No Lag. No Blues (No Intell Channesl). No Blobs.
NEW FEATURE: NO INCARNA! |
Nova Fox
Novafox Shipyards
2878
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Posted - 2012.01.20 17:43:00 -
[387] - Quote
Stress Band-Armor Stress Field-Shield Stress Wave-Heat Remote Logistics Escort Chain Effect High Slot
These modules are last ditch attempts to save a ship in danger. They will share damage between the host ship and target ships. They only share damage with layer of tank being damage so armor can be damaged on a host ship even if his shields are max if the target is being brought down in armor. This does not share repair effects either local or remotes. This DOES share any emergency based damage or self inflicted damage.
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XXSketchxx
Dreddit Test Alliance Please Ignore
107
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Posted - 2012.01.20 17:50:00 -
[388] - Quote
Nikk Narrel wrote: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.
This would be grossly overpowered. |
Richard Feynmann
DARK ORCHESTRA
0
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Posted - 2012.01.20 18:22:00 -
[389] - Quote
Strategic Logistics Configuration (Skill)
Allow to use "Strategic Logistic Links" - (on Rorqual or maybee on a Carrier)
possible Links (Command Modules):
- faster POS onlining times - hardener/HP boost for POS - anchoring more than one module at same time
Its also possible to create more "offensive" Modules for conquer and more "defensive" Modules for reinforcement.
To bring it in line with the other "Command Modules" it is possible to create also new LS-Skills or an Mindlink. Die Bundeswehr ist dazu da, um den Feind an der Grenze solange aufzuhalten, bis Millit+ñr kommt. |
Bienator II
madmen of the skies
523
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Posted - 2012.01.20 18:36:00 -
[390] - Quote
transport drones.
can transport items from your cargo to a fleet members cargo, useful for ammunition, cap boosters etc. (small, medium, heavy - cargo space, hp increases, speed decreases with size)
works like a container, only the target can open it and take items out of it. (would be cool however if the cargo window opens up automatically) a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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