| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 [19] 20 30 40 50 60 .. 65 :: one page |
| Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Kamuria
Science and Trade Institute Caldari State
10
|
Posted - 2012.01.30 02:35:00 -
[541] - Quote
1. There's a huge gap in powergrid between 400mm plates and 800mm plates. What about 600mm plates at 135 powergrid ?
2. Let's think about useless modules and make them better. The rigs giving optimal bonus to projectile guns per example, if it was a fixed amount it would be way better than a percentage.
Example : +2000 range for small, +5000 for medium and +10k for large.
Look at the market and check out those items that nobody buys, check out their weakness and make them better. This will add more diversity to modules without inventing anything. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
17
|
Posted - 2012.01.30 06:30:00 -
[542] - Quote
Re-Request: Faction Salvagers, Tech II Tractor Beams
Also, can you PLEASE release the following items? They have been in your database for a long time:
- Tech II Mining Frigates - Bulk Gas Extractors (for Mining Barges) - Those Tech II Frequency Crystals that do Kinetic and Explosive Damage (you heard right)
Even if you don't release them on Tranquility, could you let us test them on Singularity? This is my signature. There are many like it, but this one is mine. |

Sinooko
The Night Wardens Viro Mors Non Est
11
|
Posted - 2012.01.30 08:01:00 -
[543] - Quote
A module that negates overheating damage, but shuts off the module to cool it down for a set period of time. |

Magic Crisp
Amarrian Micro Devices Silent Infinity
16
|
Posted - 2012.01.30 13:54:00 -
[544] - Quote
Scripted siege/triage modules, which modify the DPS output, and enables the remote repping of the target. Tradeoff, ofcourse.
t2 cyno module with different consumption and duration.
meta WDFGs, cynos, siege, triage, savlage, tractor beam modules.
meta rigs.
Cargo expanders could affect orebays/fuelbays/dronebays, or there could be different modules for each, even combined modules.
t2 DCUs? maybe with a second bonus for increasing drone MWD speed. just an idea, this is a bit lame :)
basically everything should have meta variants. recently introduce modules lack this, some of them only has t2 variants.
T2 capital weapons. with ammo.
EDIT Oh, one more quite important thing:
"Cloak nullifier burst battery" as a POS module, with its sov/whatever requirements. This would emit some electrowhatever wave, cancelling all cloaks in the system. Cloaks can be reactivated, everything, just that everyone is decloaked. 00-decloak crier's problem solved, and it's not too op. |

Nova Fox
Novafox Shipyards
3027
|
Posted - 2012.01.30 17:30:00 -
[545] - Quote
Electronic Warfare Upgrade.
Low Slot Upgrade CPU intensive.
This module improves performance of a electronic warfare systems and improves the cycle to an advantage (slower with warp scrambler faster jammers.)
|

Zimmy Zeta
Battle Force Industries Tactical Invader Syndicate
796
|
Posted - 2012.01.30 19:25:00 -
[546] - Quote
Maybe this has been posted already, but I failed at reading the entire thread.. I was thinking of something for our pirates, some kind of highjacking module, a warp-controller. It works like a normal warpscrambler, but once you have the enemy ship into structure and have enough warp-controller points on him, you can "warp fleet"- and the affected enemy ship will warp with your fleet to a safe location where it can be killed and looted before his friends arrive... -.- |

xarjin
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.01.31 05:03:00 -
[547] - Quote
I realize it's not a new module but bringing back mine launcher's would be fun. at least one other other "spaceship game" i can think of at the moment has mine launchers. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.31 06:57:00 -
[548] - Quote
Could a moderator divide this thread into relatively similar ideas. I've seen several good ones get no love because they are lost in the thousands of posts here |

Chaotic Mind
Rennfeuer Curatores Veritatis Alliance
2
|
Posted - 2012.01.31 08:02:00 -
[549] - Quote
Cyno Deviators
so there's an enemy cyno opening in your system. grab the module, add some fuel, warp to the cynofield and fire it up.
Now whoever want to jump to a cynofield in that grid will have good chances to land in 2-3 systems next to the actual destination. Of course those new destinations are still restricted from sec-status, jamming and whatnow.
Modules will have the same duration as the cynogen itself, but should cost at least double LO and will make you pretty immobile for the time it's activated |

Sofia Wolf
Ubuntu Inc. Lonely Maple Conglomeration
4
|
Posted - 2012.01.31 18:54:00 -
[550] - Quote
Axillary Rocket Propulsion (ARP)
Low slot module coming in S, M, L and XL size that emulates afterburners (ARP speed bonus should not stuck with AB or MWD speed bonus) . Instead of capacitor it uses rocket fuel PI product each active cycle, different amount of it respective to size of ARP. Its power requirement should be lower then that of equivalent AB.
Intention of this module is to make ships with low number of medium slots more viable choice in PvP as they can now fit AB equivalent in low slot releasing mid slot for dualproping or better tackle.
Interdiction suppressor
Low slot module that provides immunity to non targeted interdiction. It should have appropriate sensor range and resolution penalty to discourage use on PvP ships. |

X Gallentius
Quantum Cats Syndicate Villore Accords
114
|
Posted - 2012.01.31 23:29:00 -
[551] - Quote
HULL RIGS!!! Most Important: Hull Hardener : Increase Hull HP by certain %, in-line with trimarks and CDFEs.
Other ideas: Hull Reactive Plating: Max hull damage per shot = Total Hull HP/(1+Number of Rigs). (Anti-alpha rig to protect frigs from Sensor boosted Macherials) Hull Anti-?? : Increase Hull resistance to certain damage types.
D-SCAN ECM Negates opponent's ability to use long range D-scan |

Bionic Wolf
Drunk Till Dawn
2
|
Posted - 2012.02.01 01:23:00 -
[552] - Quote
ECCM that works |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
17
|
Posted - 2012.02.01 02:55:00 -
[553] - Quote
Bagels. This is my signature. There are many like it, but this one is mine. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
12
|
Posted - 2012.02.01 05:39:00 -
[554] - Quote
Panic warp Immediately warps you using your ships entire capacitor in whatever direction you are already moving. Also can be used while in warp to stop or extend. |

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

Kamuria
Science and Trade Institute Caldari State
10
|
Posted - 2012.02.01 11:06:00 -
[556] - Quote
The drone control units should be passive modules, they don't consume cap so why are they active ? |

Death Warmedup
Pator Tech School Minmatar Republic
1
|
Posted - 2012.02.01 11:20:00 -
[557] - Quote
Give Freighters a single Slot (high/mid/low) and allow it to fit ONLY one specific module which will replace the freighters cargo hold with a ship maintenance bay (minus the fitting service for fleet members) which will basically give you the option to use a freighter to carry large numbers of assembled ships through highsec.
i know people will say, but carriers are designed to carry ships. thats true, but they cant through highsec. also, people are ALREADY using freighters to move assembled ships anyway by packaging them in courier contracts. might as well make it easier and just make it an option. it'd have to be EITHER ships OR cargo though i'd imagine.
it should be able to carry MORE ships assembled than a carrier, but not have the option to launch them in space. purely a hauler for ships than a replacement carrier.
Would make large scale corp movements easier, without all the courier contracts. |

Ren Coursa
House of Coursa
1
|
Posted - 2012.02.01 18:01:00 -
[558] - Quote
Change the way warp scrambling/disruption works to a more dynamic model instead of an absolute model of points.
So the idea is that it actually scrambles or disrupts the process of warping, not shutting it down entirely.
This would add up to increasing align time artificially, adding more out of game skill in understanding when to start getting out depending on situation.
Also the modules would be subject to optimal and fall off ranges.
You could have ships with added bonuses to warp disruption and ships that are more resistant to it, rigs and implants for it etc.
The way i se this sliding scale is that on the low end there would be a modification of a couple of seconds on the warp and on the high end would be a total shutdown.
This would change the tackling game profoundly, and that isnt really a bad thing imo since i find it kind of lame the way it works now. But if people like that its an easy fix using ship bonuses in the same way as cloaking does, allowing some smaller frigs etc to be able to fit the power/CPU heavy disruptors usually reserved for battleships or just straight up adding big % bonuses to the ship. |

Gizznitt Malikite
Agony Unleashed Agony Empire
175
|
Posted - 2012.02.01 18:17:00 -
[559] - Quote
Kla Samon had an idea I though worth mentioning here:
Decoy Container
Essentially, a cargo container that you can configure to contain "fake" goods.
Uses: 1.) Its primarily an obfuscate and/or bait tool to mess with suicide hauler gankers. 2.) It could be a new scam-contract tool.
To balance it, any scans and/or contracts that show the decoy-container's contents, should also list the decoy container. |

ry ry
Doctrine. FEARLESS.
5
|
Posted - 2012.02.01 18:39:00 -
[560] - Quote
Aoe module for decloaking stuff.
Point-defense turrets that shoot agressing drones
Damage mods that provide larger bonuses against specific targets, but lower against anything else.
An industrial module that can manufacture nanite paste in space
Exotic dancer catapult |

ry ry
Doctrine. FEARLESS.
5
|
Posted - 2012.02.01 18:42:00 -
[561] - Quote
Gerrick Palivorn wrote:Deadspace Inducer -Creates a deadspace pocket -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Module restricted to black ops battle ships
Mini Jump Drive -Jump drive that allows the ship to jump to cyno's -Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals
Ship Hijacker -Warp scrambler with large fitting requirements -When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength -Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship Deadspace inducer is actually a cool idea, but surely any fight is a case of seeing who can drop caps then Deadspace the site?
Also, no acceleration gates. So can you warp straight into the pocket or not? |

Tekashi Kovacs
Golfclap Inc
0
|
Posted - 2012.02.01 20:29:00 -
[562] - Quote
An immunity "bubble" module, that makes you immune to all damage for short amount of time, drains huge amount of cap (or has long reuse delay), deactivates all other modules. Imagine using it while being alpaed in fleet pvp, incursions, lvl5's etc. Timing it perfectly adds another layer of skill to the games combat.
Would be similar to propulsion modules hierarchy which are:
AB (cheap speed boost, no penalties) -> MWD (huge, cap hungry speed boost +penalty)
Invul Field (cheap resist boost, no penalties) -> "bubble" module (100% damage resist, very cap hungry/or long reuse +penalty)
-
Defender missile launcher that can only be fitted on high utility slots
Salvage drones - an alternative, not replacement for salvager module
Sentry drones - able to travel back to dronebay, similar to probes
Damage Control - to be passive module |

Herzog Wolfhammer
Sigma Special Tactics Group
1185
|
Posted - 2012.02.01 20:32:00 -
[563] - Quote
"Damage Amplification Module".
Increase a specified damage type.
I would expect that it would detract from other damage types.
For example, if I am using ammo that does thermal and explosive damage, and I specify for thermal, I lose explosive damage.
For many players, DPS IS their tank. So being able to specify or amplify damage type output at the cost of damage capability that is not needed as much might afford some flexibility for PVe and PVP objectives. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
19
|
Posted - 2012.02.02 01:37:00 -
[564] - Quote
Pidgeon Saissore wrote:Could a moderator divide this thread into relatively similar ideas. I've seen several good ones get no love because they are lost in the thousands of posts here Listen to her. She know's what she is saying.
CCP, you need to do a temporary shutdown of the forums and scan EVERY post in this subforum. This is my signature. There are many like it, but this one is mine. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
19
|
Posted - 2012.02.02 01:48:00 -
[565] - Quote
Tekashi Kovacs wrote:Damage Control - to be passive module It uses so little capacitor that it makes no difference. So why the hell is it active in the first place? You should make it passive, CCP...
...just like turkey dinner... This is my signature. There are many like it, but this one is mine. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
42
|
Posted - 2012.02.03 00:46:00 -
[566] - Quote
Super Weapons.
A Super Weapon would be a weapon that is designed to seem overpowered (near-perfect stats, every damage type, doesn't need ammo, etc), but it would also have the following disadvantages:
- Very Demanding Fitting Requirements (a Battleship or Capital would be highly recommended) - VERY rare (you could only find it as loot in Level 5 Boss Missions down in Null Sec, or possibly even encounters in Wormhole space) - Un-repairable: The ultra-advanced technology and ultra-rare materials behind the device are beyond even the most brilliant engineers in New Eden. I guess overloading it won't be such as great idea, afterall. - Consumes/Damages itself as it is used: That means that you should save it for when you really need it. The fact that it isn't repairable doesn't help, either. This could be explained in-game by the weapon destabilizing its own molecular structure with each shot. It would most likely go out in a blaze of glory once it runs out of health.
They would also be saught after by certain factions, so if you gave it to certain NPCs, they would give you a HUGE reward for it. This is my signature. There are many like it, but this one is mine. |

Drummond
Regeneration Violent Society
6
|
Posted - 2012.02.03 01:57:00 -
[567] - Quote
ECCM Drones. - The perfect counter to ECM drones without simply removing ECM drones from the game (which I would approve of). - Protection from Falcons if you want it
COMMUNICATION DISFRACTOR: - Removes the ability of a target ship to be Warpable by members of his fleet |

erittainvarma
Karjala Inc. The Polaris Syndicate
0
|
Posted - 2012.02.03 02:06:00 -
[568] - Quote
Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
42
|
Posted - 2012.02.03 02:09:00 -
[569] - Quote
I like my Super Weapons idea more. This is my signature. There are many like it, but this one is mine. |

Nova Fox
Novafox Shipyards
3075
|
Posted - 2012.02.03 08:48:00 -
[570] - Quote
Heat Soaking Rigs?
Make it cost capacitor possibly?
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