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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Lucjan
R-E-D
11
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Posted - 2012.01.23 17:39:00 -
[451] - Quote
Communications Disruption Bomb (STFU Bomb?)
Ships engulfed in Bomb blast lose their local channel for 60 sec.
OPTIONAL : Only lose how many people in system indication. OPTIONAL : Lose all communications windows. |
Corwin Arzakh
Homeworld Republic United Homeworlds
6
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Posted - 2012.01.23 18:14:00 -
[452] - Quote
Some faction or deadspace AB's that reduce web effectiveness by 50-75% |
Daedalus II
Helios Research Combat Mining and Logistics
86
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Posted - 2012.01.23 18:33:00 -
[453] - Quote
A module that could change pvp in eve for better or worse:
Imagine an actual invulnerability field. It's a module that when activated makes your ship invulnerable (by setting all resists to 100%) for maybe 10 minutes, but it also completely incapacitates the ship. It's essentially there to buy yourself time to get reinforcements (if there are any). Once the time runs out you'll be vulnerable again and can't activate the module for a cooldown period (10 minutes+). Any hostile modules activated on the ship will still be active when in invulnerability mode (remember it just sets all resists to 100%) so it can be for example warp scrambled already when it goes out of invulnerability mode.
While I'm sure gankers and everyone hoping on a fast kill wouldn't like a module like this, I think it might bring more "good" fights if one look past the initial knee-jerk reaction to the suggestion.
Example: Industrial ship gets damaged by pirates and goes into invulnerability, 5 minutes later reinforcements arrive and bring pirates into invulnerability. Another 5 minutes and the industrial goes out of invulnerability at the same time as pirate reinforcements arrive, and so on until a fullblown battle is on, instead of just a single boring gank. Think about it... |
Lucjan
R-E-D
11
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Posted - 2012.01.23 18:38:00 -
[454] - Quote
Anti-Drone Drone
Drone automatically attacks any drones attacking you |
Lucjan
R-E-D
11
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Posted - 2012.01.23 18:40:00 -
[455] - Quote
Projected Anti-Repair/Anti-Shield Transfer Module
When projected onto a ship, that ship will no longer get any repair/shield transfer
OPTIONAL : Separated into two separate Projection Modules one for shield and one for armor |
Nova Fox
Novafox Shipyards
2891
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Posted - 2012.01.23 19:13:00 -
[456] - Quote
XXSketchxx wrote:ITT Nova Fox spamming ideas
Most of which are terrible.
And you have how many ideas suggested so far? or contributed any post value to this thread?
I can easily go in and call every idea here terrible and come up with reasons why they are all terrible including my own suggestions and this will be more valueable than your posting.
Also the more you complain the more I will post and you can call it terrible all day, it holds no value becuase you don't point out the flaws with the ideas, if you havent been paying attention I am very capable of reworking ideas adjusting aand altering, I am not hard as rock or set in stone person. Why do you think I am overflowing with ideas? Becuase I drift all over the amarr damned place thats why.
I am seriously not trying to insult people here or thier level of intelligence by spelling out every little bit of detail, I am allowing the oppertunity for inspiration of anything else similar even from other posters or ccp.
If you where to critically think about this entire thread, its not a message board, its a Post-it Board. Ideas here will get glanced at and it sparks something it gets brought to the table and then discussed about in ways of how to best intergate this module or interate it. Some modules here I can see ships getting re-rolled to fullfill a purpose. Others requiring entirely new deployment methoods. Others boosting fleet war, some boosting skirmish, few boosting the space simulator envrionment.
I expect not a single module here to make it to TQ in the ways we imagined it, interated it, let alone suggested it as but I do expect inspired modules none the less.
I am about on border line to going back and 6k word every post and dont think its going to slow me down I have about 4 more written pages of ideas. I am even more tempted to review every module here one post at time if it makes you that upset, so stop tempting me or Ill drown you in a sea of text.
Tech 2 Ewar Ammo
Tech 2 Ammo Long Range Ewar
These specially crafted ammunitions apply electronic warfare effects onto thier targets. Electronic warfare effects applied by ammo cannot stack. Only the newest effect is applied. Ammo penalizes rate of fire, does comparable damage to thier technology 1 base ammo.
Resonating - Targeting Painting Ossilating - Sensor Range Dampen Reverberating - Sensor Speed Dampen Ionized - Turret Range Dampen Magnetized - Turret Tracking Dampen Surging - Capacitor Neutralizing (minor effect) Echoing - ECM
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Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
9
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Posted - 2012.01.23 23:18:00 -
[457] - Quote
*Bump*
This is a Dev thread, people. Please don't let it die. I would rather save the Devs the trouble. This is my signature. There are many like it, but this one is mine. |
Ocih
Space Mermaids
64
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Posted - 2012.01.24 02:48:00 -
[458] - Quote
Syndic Thrass wrote:Area of Effect
AoE doomsdays. They're coming back.
I'd like to see it. Even a Supercap smartbomb with the same mechanics as subcap smartbombs only larger AoE damage and cap use.
SuperCap Smartbomb 30km base with a skill book that got it to 45 or 60 km. Won't work at gates the same as subcaps.
I'd like an inertia bomb too. Based on race and desired effect it could either push all ships off range or suck them in. A zoom too for short range ships, a get off my back for long range ships.
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XXSketchxx
Dreddit Test Alliance Please Ignore
127
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Posted - 2012.01.24 02:50:00 -
[459] - Quote
Nova Fox wrote:XXSketchxx wrote:ITT Nova Fox spamming ideas
Most of which are terrible. And you have how many ideas suggested so far? or contributed any post value to this thread? I can easily go in and call every idea here terrible and come up with reasons why they are all terrible including my own suggestions and this will be more valueable than your posting. Also the more you complain the more I will post and you can call it terrible all day, it holds no value becuase you don't point out the flaws with the ideas, if you havent been paying attention I am very capable of reworking ideas adjusting aand altering, I am not hard as rock or set in stone person. Why do you think I am overflowing with ideas? Becuase I drift all over the amarr damned place thats why. I am seriously not trying to insult people here or thier level of intelligence by spelling out every little bit of detail, I am allowing the oppertunity for inspiration of anything else similar even from other posters or ccp. If you where to critically think about this entire thread, its not a message board, its a Post-it Board. Ideas here will get glanced at and it sparks something it gets brought to the table and then discussed about in ways of how to best intergate this module or interate it. Some modules here I can see ships getting re-rolled to fullfill a purpose. Others requiring entirely new deployment methoods. Others boosting fleet war, some boosting skirmish, few boosting the space simulator envrionment. I expect not a single module here to make it to TQ in the ways we imagined it, interated it, let alone suggested it as but I do expect inspired modules none the less. I am about on border line to going back and 6k word every post and dont think its going to slow me down I have about 4 more written pages of ideas. I am even more tempted to review every module here one post at time if it makes you that upset, so stop tempting me or Ill drown you in a sea of text. 10,000 bad ideas went into making the lightbulb just remember that. The one good idea lightbulb did spark inspiration leading to everything your technological social life needs to function today. Tech 2 Ewar AmmoTech 2 Ammo Long Range Ewar These specially crafted ammunitions apply electronic warfare effects onto thier targets. Electronic warfare effects applied by ammo cannot stack. Only the newest effect is applied. Ammo penalizes rate of fire, does comparable damage to thier technology 1 base ammo. Resonating - Targeting Painting Ossilating - Sensor Range Dampen Reverberating - Sensor Speed Dampen Ionized - Turret Range Dampen Magnetized - Turret Tracking Dampen Surging - Capacitor Neutralizing (minor effect) Echoing - ECM
Almost every one of your ideas would be overpowered as hell and are just 'HEY GUYS WOULDNT IT BE COOL IF [INSERT RANDOM IDEA]'
None of your ideas show an indepth analysis as to the potential effects. You are literally just spitting out anything that comes to mind. That is almost as useless as my posting. |
Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
11
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Posted - 2012.01.24 03:07:00 -
[460] - Quote
Lucjan wrote:Warp Disruption Reflector Module
Warp Disruptors reflect back at the hostile craft disrupting their warp.
OPTIONAL BALANCING : Does not affect Warp Scramblers
Damn it, I was gonna suggest that. This is my signature. There are many like it, but this one is mine. |
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Nova Fox
Novafox Shipyards
2921
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Posted - 2012.01.24 03:17:00 -
[461] - Quote
XXSketchxx wrote:Nova Fox wrote:[quote=XXSketchxx]ITT Nova Fox spamming ideas
Most of which are terrible. Almost every one of your ideas would be overpowered as hell and are just 'HEY GUYS WOULDNT IT BE COOL IF [INSERT RANDOM IDEA]' None of your ideas show an indepth analysis as to the potential effects. You are literally just spitting out anything that comes to mind. That is almost as useless as my posting.
Define Overpowered?
Last time I checked a bunch of numbers can make everything undesirable or the next FOTM if you been in eve long enough YOU"D KNOW THIS.
Try again.
The 6k post edition of any of these modules goes into analysis of use, misuse possible abuses, best sitations, worst situations, works well with the following modules, doesnt work all that well with the following modules, Counters, protections, counterprotections, ship peferred for fit, ships designed for and I know I wouldnt have enough room for the blueprint an exact attributes let alone the extrapolations I used to get to those numbers.
If you are that low in intelligence that if I have to spell everything out for your unimagitive mind go right ahead and keep spouting one liners.
These Ideas are not designed to be cool, awsome or anything, they're just there to spur ideas nothing more. But if you want me to make them awsome justified balanced and all that you are going to start wishing I kept posts simple.
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XXSketchxx
Dreddit Test Alliance Please Ignore
127
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Posted - 2012.01.24 03:23:00 -
[462] - Quote
Nova Fox wrote:
If you are that low in intelligence that if I have to spell everything out for your unimagitive mind go right ahead and keep spouting one liners.
My apologies for not having the "imagination" to spew out every idea that comes to my head as if it'd be a travesty that no one ever heard the brilliant idea that only I could come up with. |
Nova Fox
Novafox Shipyards
2922
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Posted - 2012.01.24 03:32:00 -
[463] - Quote
Thats it gloves off.
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XXSketchxx
Dreddit Test Alliance Please Ignore
127
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Posted - 2012.01.24 03:36:00 -
[464] - Quote
If its any consolation, I think you're a hilarious poster otherwise. |
Nova Fox
Novafox Shipyards
2922
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Posted - 2012.01.24 03:38:00 -
[465] - Quote
XXSketchxx wrote:If its any consolation, I think you're a hilarious poster otherwise.
Sea of Text Incomming.
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XXSketchxx
Dreddit Test Alliance Please Ignore
127
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Posted - 2012.01.24 03:43:00 -
[466] - Quote
Nova Fox wrote:XXSketchxx wrote:If its any consolation, I think you're a hilarious poster otherwise. Sea of Text Incomming.
I'm going to bed, will downvote tomorrow.
Wait...damn it this isn't reddit. WTB dislike button CCP
I'll just post stupidly instead. |
Nova Fox
Novafox Shipyards
2922
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Posted - 2012.01.24 04:20:00 -
[467] - Quote
Modules updated
Remote Heat Sink https://forums.eveonline.com/default.aspx?g=posts&m=659415#post659415
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Khrage
76
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Posted - 2012.01.24 05:25:00 -
[468] - Quote
Goose99 wrote:Rigs that add a hig/mid/low slot.
+1. at the cost of another slot. and probably some fitting reqs %s so the skill paired with it would be worth training up, unless it was just a jury rig skill (and the t2 rig could also require jury rigging lvl 5, making it actually worth training.) |
Walextheone
The Red Circle Inc.
3
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Posted - 2012.01.24 08:20:00 -
[469] - Quote
I'd like a defensive module that you switch between different resists. Like an invul but it has 4 modes. Would be awesome for small scale pvp. The micromanage thing done right gives you an edge. Just like overheating in the right moment.
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Gasgat Alur
The Order of the Oar P R I M E
7
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Posted - 2012.01.24 08:30:00 -
[470] - Quote
CIWS Active defense
A module that fits in a high slot and acts as a 20mm defensive turret, shooting down enemy missiles, drones and even bombs. By adding a short range on the CIWS it doesn't take all the damage away from a bomb, even if the bomb gets destroyed the ship will still be within it's blast radious.
50 CPU~ 100 PG~ 15 GJ~ per cycle (8s~)
Only 1 target can be shot down per cycle and the CIWS should be also have to take resistance into calculations meaning a drone won't be 1 shot by this system.
I don't know what the max drone orbiting range is but the CIWS systems max range should be the same.
Let's say the CIWS max range is 5km, Imagine a line of tracer rounds constantly being fired from your ship resulting in ammunition detonations around you Video of tracers from a gattling gun (check 0:50) |
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Takeshi Yamato
eXceed Inc. No Holes Barred
144
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Posted - 2012.01.24 10:14:00 -
[471] - Quote
New ECCM functionality and scripts
ECCM modules are changed to the following (using a T2 ECCM here in the example): +48% sensor strength (was +96%) - 6.25% ship signature radius
Scripts to modify these two values in the usual manner are added: Signature Radius Reduction Script - doubles the signature reduction bonus while canceling the sensor strength bonus. Sensor Strength Script - doubles sensor strength bonus while canceling the signature reduction bonus.
What's the reasoning behind this? Many want to see a module that reduces signature radius of the ship. ECCM counters ECM but is not otherwise useful in combat, unlike Sensor Boosters and Tracking Computers which counter Sensor Dampeners and Tracking Disruptors respectively. As such, ECCM is only fitted if ECM is highly likely. This idea addressed both of these things. |
Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
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Posted - 2012.01.24 19:58:00 -
[472] - Quote
Ramming module or ship A self destructive module that does large amounts of damage to the impacted ship. Must have some limitations as a bump cruiser would suddenly become a superweapon if implemented wrong. |
Mirajane Cromwell
36
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Posted - 2012.01.24 20:07:00 -
[473] - Quote
Since Sansha are the masters of wormholes - as they have capabilities to create wormholes so clearly they must have some sophisticated modules that might drop once in a while from true sanshas? Stuff like:
True Sansha Probe Launcher - bonus to probe strength between +12% and +15%?
True Sansha Expanded Probe Launcher - bonus to probe strength between +12% and +15%?
Above modules could use the following probes:
True Sansha Deep Space Probes True Sansha Space Probes True Sansha Combat Probes True Sansha Wormhole Probes (makes it easier to locate wormholes)
Some more modules with new functions:
True Sansha Wormhole Stabilizer - uses scripts: time stabilizer, mass stabilizer - time version stabilizes the wormhole by making it last twice as long (does not affect mass) - mass version stabilizes the wormhole by allowing twice the mass moved through it (does not affect time) - only one time/mass effect can be used per wormhole
True Sansha Wormhole Destabilizer - destabilizes the wormhole in some way?
True Sansha Wormhole Signal Booster - boosts the signal strength of wormhole signatures ie. makes it easier to find wormholes with probes when this module is active
True Sansha Radar Signal Booster - boosts the signal strength of radar sites
True Sansha Magnetometric Signal Booster - boosts the signal strength of magnetometric sites
True Sansha Ladar Signal Booster - boosts the signal strength of ladar sites
True Sansha Gravimetric Signal Booster - boosts the signal strength of gravimetric sites
True Sansha Wormhole Generator - creates wormhole to random low sec system - works only inside wormhole system and can only be entered from WH system's side - the wormhole lasts only 5 minutes before it disappears - consumes the module when used |
Gizznitt Malikite
Agony Unleashed Agony Empire
146
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Posted - 2012.01.24 21:22:00 -
[474] - Quote
Decoy Ship
An Anchorable object that mimics a player's ship. On everyone's overview/scan it has the same pilot name, ship type, and ship name of the pilot/ship that anchored it.
Give it static HP and Signal strength (for scanning).
Single use.... once deployed, it lasts for ?60-120 minutes?, or until destroyed. |
Miss Whippy
Bloody Limeys
46
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Posted - 2012.01.24 22:22:00 -
[475] - Quote
Horn: The horn module gives your ship a horn. Titans get big fog horns, while frigates like the Rifter get lame little Road Runner horns.
Meep Meep. |
Lharanai
Empyrean Guard Home Front Coalition
94
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Posted - 2012.01.24 22:43:00 -
[476] - Quote
Max Von Sydow wrote:Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise.
I very much like that idea as I always wanted Q-ships......
but to extend it a little....
- camouflage fails like cloak, if other ships are getting close - ship scanner can reveal the real ship
and finally on the side of the Q-ship, a mod to detect if you are passive targeted Touch my **** and I will **** your **** with an rusty **** and **** into your ****, and then I will **** your **** until you ******************** |
Miss Whippy
Bloody Limeys
47
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Posted - 2012.01.24 23:09:00 -
[477] - Quote
Here's a proper idea.
Repulsion Modules: These modules would create a directed burst of a repulsion wave that would effectively bumb a ship 10 to 20km away. No more station docking games!
EDIT: to make it fairer, it could only work on ships that are still or barely moving. |
Gizznitt Malikite
Agony Unleashed Agony Empire
147
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Posted - 2012.01.24 23:24:00 -
[478] - Quote
Miss Whippy wrote:Here's a proper idea.
Repulsion Modules: These modules would create a directed burst of a repulsion wave that would effectively bumb a ship 10 to 20km away. No more station docking games!
EDIT: to make it fairer, it could only work on ships that are still or barely moving.
Well timed, this would be devastating in many situations... I would suggest restrictions to certain ship classes, module cycle times, and/or other limits. |
Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
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Posted - 2012.01.25 03:50:00 -
[479] - Quote
- Tech II & Faction Tractor Beams - Medium and Large Tractor Beams - Faction, Medium, and Large Salvagers - Repulsor Beams (tractor beams in reverse) - Bulk Gas Extractors (Gas Extractors for Mining Barges) - Active Inertial Dampeners (stronger, Medium Slot, uses capacitor) - Powered-Down Armor Repairer (longer duration, lower repair amount, lower cap usage, lower fitting requirements) - Disposable Repair Nanites (optional ammunition, Tech II repairers only, increased repair amount) - Modified 'self-defence' strip miner (lower mining yield, but does just enough damage for basic self-defence against rats) This is my signature. There are many like it, but this one is mine. |
shadowace00007
Beyond The Gates
6
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Posted - 2012.01.25 04:02:00 -
[480] - Quote
I would love to see a rig that allows the player to extend the CPU of the ship. Its sad that there is a rig, and 3 types of low slot boosters for Powergrid but only one type of CPU bonus in the low slots.
Born Amarrian Raised Minmatar. |
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