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) |
Vae Abeo
EVE University Ivy League
5
|
Posted - 2012.02.04 09:27:00 -
[571] - Quote
Has a Ship Maint Bay extender rig been proposed? If not I would truly love an Orca with a maint bay of 500k. Since its already 400k maybe rigs extend it by 50k so you would have to use two slots to haul ONE BS (Truthfully I don't see how this would harm anything but it would be really useful) even a hulk is 200k so just make it so it cant haul 3 hulks and its good. |
Lucjan
R-E-D
25
|
Posted - 2012.02.04 13:55:00 -
[572] - Quote
Wormhole Analyser
Activateable when locked.
Further detailed information about wormholes remaining time and mass.
OPTIONAL : New additional information : next creation point, active players in that system, number of wormholes in next system, etc. |
Laila lg
Serpent Technologie
0
|
Posted - 2012.02.04 13:55:00 -
[573] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
|
Laila lg
Serpent Technologie
0
|
Posted - 2012.02.04 14:00:00 -
[574] - Quote
Mining Rigs Suggestion
What do you think of mining rigs I know I'm not the only person to think about that..we have mining drones and mining drone rigs but to me that is not as use full what I have to suggest
Ore Mining Rigs
Ore mining rigs 5 % more yield Ore mining rigs tech 2.10% more yield
Ice Mining Rigs
Ice mining rigs 5 % more yield Ice mining rigs tech 2.10% more yield
Gas Mining Rigs
Gas mining rigs 5 % more yield Gas mining rigs tech 2.10% more yield
Cycle Time Duration Rigs Fore Ore,Ice,Gas.Strip Miners/harvester's And Deep Core Mining fore Mercoxit
And maeby deep core mining rigs for mining Mercoxit
Deep Core mining rigs
Deep core mining rigs 5 % more yield Deep core mining rigs tech 2.10% more yield
Think that allot of industry people would be happy about that. Especially if you are Ice mining
|
Pidgeon Saissore
Black Dagger Corp EDEN Alliance
16
|
Posted - 2012.02.05 00:41:00 -
[575] - Quote
Hive ship
Has the sole purpose of being able to dock smaller ships into it and fully behave as if those ships were in station. Multiple classes of the ship. The smallest being slightly larger then an orca would be stargate capable and have a ship bay about 500k to 1 million. Then capital and supercapital classes would have 3 million and 15 million.
This ship would be anchorable so that the pilot could leave without it being stolen. The pilot would recieve notifications if anyone shows up in its overview range.
The ship would have no turret or launcher slots, though possibly bonuses to smartbombs radius and a unique ability that they dont hurt allies. There would be very minimal slots of any kind so this is not a comat ship by any measure.
Someones going to object to this but if fitted with a cloak it would use it when the pilot exits.
The purpose is to have a way to carry your whole personal fleet when traveling. |
Axium Cog
Grand Solar Trinity Surely You're Joking
5
|
Posted - 2012.02.05 11:56:00 -
[576] - Quote
Single Use:
Demolitions Package When activated, this module overheats the power core of your ship, causing catastrophic failure.
A self destruct that actually hurts people around you. Think of it as a smartbomb on steroids. Module drops would be treated as normal loss of ship. Basically youre trading a slot and loot denial for the ability to get one last blow in on your enemies.
Edit: obviously the damage output and explosion range would scale with the class of ship. |
Axium Cog
Grand Solar Trinity Surely You're Joking
5
|
Posted - 2012.02.05 12:05:00 -
[577] - Quote
Nova Fox wrote:Heat Soaking Rigs?
Make it cost capacitor possibly?
Perhaps reduce capacitor recharge time? Run the power core at a lower output to allow the cooling systems to compensate for the overheat of other systems.
I like the idea. Afterall we have heat sink modules, why not rigs? |
Amaroq Dricaldari
67
|
Posted - 2012.02.06 07:36:00 -
[578] - Quote
Tech III Armor Repairer
In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.
It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed. This is my signature. There are many like it, but this one is mine. |
Hans Momaki
State War Academy Caldari State
9
|
Posted - 2012.02.06 07:37:00 -
[579] - Quote
erittainvarma wrote: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.
This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers.
|
PinkKnife
Garden Of The Gods Divinity.
54
|
Posted - 2012.02.06 08:27:00 -
[580] - Quote
Just in general drone improving modules. I'd say start with the simple weapon upgrades for drones. Putting a MFS on a myrmidon really has no use. Same with a Dominix, If we had a upgrade to drone stats for our lows it would give more potential fits for the drone boats.
Likewise, drone combat is very much missing in the ship rig love. |
|
Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.06 22:58:00 -
[581] - Quote
Hans Momaki wrote:erittainvarma wrote: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. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit |
Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.06 23:02:00 -
[582] - Quote
Amaroq Dricaldari wrote:Tech III Armor Repairer
In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.
It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed. I agree, afterall shields have passive regen, armor should have a chance at something similar. Id even go so far as to make a passive mid slot item that is a nanite efficiency booster which allows for passive regen of armor at similar rates the shield recharger modules allow. I say midslot, cause shield has lowslot items for this which does not interfere with their tank. Again, shield has it, fair's fair. |
Nex Parietis
Templar Directorate Yulai Federation
0
|
Posted - 2012.02.07 06:20:00 -
[583] - Quote
I dont know where else to post this, since its a very small idea. Basically, I would like if the Augmented Capicitor reservior would give the proteus an extra 50mb bandwidth. this would allow a proteus that concentrates 2 subsystems to drones to fly a full flight of heavy drones, as well as allow other fits to add versitility and useage in being able to fly a full set of unbonused mediums. In the case of the Hybrid Propulsion armature, the drone bonus should either be a 25mb bandwidth, or simply allow the 4 heavy drones.
I can see a problem with allowing 4 heavies on a hybrid boat, so i can see why it would be problematic.
As a proteus pilot, id love to see a ship that sacrifices two subsystems to drones to be able to utilize the same drone bays as other drone focused ships use. Thank you. |
Amaroq Dricaldari
67
|
Posted - 2012.02.07 09:01:00 -
[584] - Quote
Tech 3 Modules
Example: Tech III Afterburners would be Low-Mass Ion Thrusters, which would have lower Cap Usage, increased Thrust, reduced mass, and a higher overall speed bonus. It still wouldn't give the same speed bonus as an MWD, but it would give you the ability to get higher speeds on higher-mass fits. -25% Mass +25% Thrust -5% Cap Usage +5% Speed Bonus This is my signature. There are many like it, but this one is mine. |
Callic Veratar
Power of the Phoenix
145
|
Posted - 2012.02.07 16:39:00 -
[585] - Quote
Weapon Mod Injection:
Like a cap booster or strip miner, consumable charges (either damage based or one shot) provide large boosts to weapons for a short period.
https://forums.eveonline.com/default.aspx?g=posts&m=757360
Overcharge-able Shields:
Extend shields beyond 100%. The extra will rapidly drain back down to 100%.
https://forums.eveonline.com/default.aspx?g=posts&m=512927
Shield Vampire:
Behaves like NOS, only drains shields. Should be % based not # based, lest a battleship just strip the shields off a frigate instantly.
Shield Neutralizer:
Reduces the shield passive recharge rate by a fixed percentage. There is potential for multiple neutralizers to stack causing a negative regeneration rate.
Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
EWAR Bubbles:
New class of destroyer, preferably, where each type of ewar gets a field. Neuts cap every few seconds, breaks targets, distrupts tracking, or whatever.
Buffer Plates/Shields:
Modules with low fitting requirements that provide a lot of HP. The module cannot be repaired in any way (in station or in space) used purely as an alpha buffer.
Invulnerable Damage Control:
Module with a short (5-10s) cycle that, while active, disables all modules and targeting on the ship, fully drains the cap, adds 10s worth of align time in agility penalty, and burns itself out in exchange for 99% omni resist. |
Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.07 17:54:00 -
[586] - Quote
Callic Veratar wrote: Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
These
I know mines used to exist, but caused havoc on servers cause people were anchoring them in droves all over nullsec, but a minelayer ship with mines that expire on similar timeframes as probes would be awesome. Infact i may draw one up and submit it as a ship design.
I like the EWAR idea but i think its very prone to making SB's obsolete as they currently are the only ones capable of such an attack, and thats most of what they can do. |
PinkKnife
Garden Of The Gods Divinity.
58
|
Posted - 2012.02.07 19:42:00 -
[587] - Quote
Ubiquitous request for a shield slave implant set. |
Gerrick Palivorn
Caldari Provisions Caldari State
103
|
Posted - 2012.02.08 11:06:00 -
[588] - Quote
ry ry wrote: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?
I can see your point about the hotdrop, maybe combined with spool up timers it could make for some interesting fights.
I was not thinking that acceleration gates would be required to warp in, just a ship in the pocket or a 100% scan
I would like to add a few things, so I will reiterate the original idea and clarify.
Deadspace Inducer -Restricted to Black Ops Battleships -Uses 1000 Stront to initiate -When Used it cannot be used again for 20 Minutes, it has a 10 minute duration, Originating ship cannot warp/cloak for duration due to the stresses creating the field, if ship is destroyed effects remain for the duration. -It creates a deadspace pocket approximiately 150-175 KM radius -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 -Ships warping into the pocket will stop at 150-175 KM from center of pocket, once on grid they will be able to warp in normally, provided they have a place to warp to
Hypothetically a cyno can be lit on grid and then the ships can warp in, but it would prevent the direct counterdrop.
|
Wayorbit
Profeel
0
|
Posted - 2012.02.08 15:28:00 -
[589] - Quote
Bigger changes i'd like to see:
Cooldowns on modules, would add more complexity and tactic to battle without adding to lag. For example ECM module, 30 second cooldown, chance to jam for 12seconds. Why does module effect duration need to be same as it's cooldown? Some unnamed new MWD: cooldown 60seconds, +1500% speed and agility for 12seconds.
Also expanding idea on cooldowns, only gamebreaking effects would need to have absolute cooldown. All other cooldowns should be kinda like suggestions.... if you use the module too early the effect would have diminishing returns. For example if you used ECM module i described earlier in 20 seconds the effect duration would reduce by 66% or jam strength would reduce by 66%. Calculaton could be "for every 1% of max cooldown the effect would reduce by 2%". So 33% reduction in cooldown would mean 66% reduction in effect.
Change to overheating: instead of damaging modules right from the start have a buffer where you could absorb first or few heat cycles before damage of module begins. Buffer would cool off in 10minutes or so. If you were conservative you could heat once every 10mins forever or X times in a row depending how you need the extra performance. Again more interesting mechanic, better gameplay without adding to lag.
New modules for overheating, buffer amount, cooling power.
Generally new propulsion modules, 1 mandatory is mandatory because it gives hundreds of percents bonus over normal modules giving 20% or so. Some 'teleport' like module that would 'teleport' 50km forward or so. Or would allow you to 'teleport' to a friendly ship with a beacon.
Immobility module that would render you and your target immobile for 5 seconds, 30second cooldown.
Paralyze module that would increase all target module cooldowns by 15%. Or maybe just remote repair, shield transporter and personal repairers and shield boosters.
Changes to CPU upgrade modules and powergrid upgrade modules. Integrate them into some other module. Sensor strength bonus+cpu bonus, power grid bonus with cap recharge bonus.
Some other less used modules could be integrted together. Ship scanner, cargo scanner, survey scanner, salvager, analyzer, codebreaker,.... and so on. Make one ship and cargo scanner. One Analyzer Codebreaker. All those analyzers salvagers codebreakers probe scanners and so on take alot of room from a fitting forcing you to have an alt and making things just bi too complicated.... |
Andrea Griffin
103
|
Posted - 2012.02.08 17:29:00 -
[590] - Quote
EWar Resistance Modules. A module that reduces the effects of enemy EWar (webs, painters, sensor damps, tracking disruption, etc.) by a set amount. Scriptable to provide a focused resistance. Wouldn't it be nice to have a 30-50% resistance to the effect of stasis webs? My frigates would cry with glee.
Also, we are missing modules/rigs that reduce signature radius. It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |
|
Hans Momaki
State War Academy Caldari State
9
|
Posted - 2012.02.08 18:55:00 -
[591] - Quote
Axium Cog wrote:Hans Momaki wrote:erittainvarma wrote: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. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit
Good lord. Read text again please.
|
Ren Coursa
House of Coursa
1
|
Posted - 2012.02.08 21:16:00 -
[592] - Quote
Hot-swapping fitting frames: A module you place in a slot that makes that slot hot-swappable, for a price. For example you put a hot-swapping fitting frame in a mid-slot, then fit a web in there or something and go for a roam. Woops, the enemy you are fighting brings in an ECM ship and locks you down, normally that might be it. But not today since you have your ship fitted for hot-swapping that slot for a module in your cargobay and thats where you keep the ECCM. You hot-swap it and cross your fingers.
Hot-swaping could take time, and the modules might also take heat damage, cap regen would be halted, etc etc. You can play with the downsides all you want.
The frame would require fitting in itself so its not something you really could do to every single slot of your ship.
The idea here is to limit the luck-factor in fitting hard-countering.
Might be a horrible idea due to possible abuse im not thinking of, would be interesting to hear some game-breaking hot-swapping combos. |
GooieGoober
Science and Trade Institute Caldari State
1
|
Posted - 2012.02.08 22:21:00 -
[593] - Quote
There doesn't seem to be many indy mods here so here are a few suggestions:
Navigation computer/scripts - increase warp speed (much like the implants) - warp to 0 autopilot - warp to fleet members in different systems (if I'm not mistaken, you can only warp to in the same system) - Cargo pickup/drop off script. Ship flys to specified station, picks up or drops off cargo into items bay, then waits for next command.
These could be scripts that are loaded into the ship's computer via a one slot opening in any ship (i.e. add a script slot into fitting panel.)
Mining mods - capital ship refinery. slow, high PG, but will refine ore depending on the pilot's refining skills - mining barge/exhumer refinery (those flames on the side should represent something actually happening on the ship) This could be even slower than the Orca/Roq refinery and with more loss.
Invention - some have mentioned dual resist shields/armor. What about custom resist mods based on invention through blending of multiple BPCs and/meta goods?
I'm sure some of these would be abused/or are already in some bot programs. But we are dealing in an age that computers are supposed to make work less repetative...why do we need to do these things manually? |
MeBiatch
Republic University Minmatar Republic
165
|
Posted - 2012.02.08 23:46:00 -
[594] - Quote
Hans Momaki wrote:Axium Cog wrote:Hans Momaki wrote:erittainvarma wrote: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. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit Good lord. Read text again please.
it would have to be increased missile velocity and explosion velocity and decreased sig radius... that way it would act like tacking comp/enhancer
there would be a midslot version that has scripts one for ex velocity/sig radius and one for missile velocity
the low slot would affect all three like a TE...
the mid slot would be called:
Accelerated Missle Unit
the low slot would be called:
Accelerated Missile mechanism |
DudeLabowski
The Blitz Fleet
0
|
Posted - 2012.02.09 06:39:00 -
[595] - Quote
t2 capital guns n ammo would be nice... |
Aloe Cloveris
The Greater Goon Clockwork Pineapple
77
|
Posted - 2012.02.10 00:10:00 -
[596] - Quote
Hi. I want sig radius rigs.
Thanks. In. Advance. |
Lucjan
R-E-D
26
|
Posted - 2012.02.10 01:59:00 -
[597] - Quote
Projected Heat Reduction
Reduced Heat from overloaded modules.
---
Projected Module Repair
Repairs any damaged modules that are currently not active. |
Katalci
D.I.R.T
25
|
Posted - 2012.02.10 02:46:00 -
[598] - Quote
Battleship-sized shield extenders. 800mm plates are to LSEs as 1600mm plates are to ???
Hull and armor repair paste, works exactly like nanite repair paste. Shut down your ship to repair, at about the same cost as at a station.
Nikk Narrel wrote: 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.
ECM Burst |
Katalci
D.I.R.T
25
|
Posted - 2012.02.10 02:59:00 -
[599] - Quote
Callic Veratar wrote: Shield Vampire:
Behaves like NOS, only drains shields. Should be % based not # based, lest a battleship just strip the shields off a frigate instantly. Shield Neutralizer:
Reduces the shield passive recharge rate by a fixed percentage. There is potential for multiple neutralizers to stack causing a negative regeneration rate.
1. Just shoot them and use a shield booster 2. How about you just use a gun instead of a worthless module
Quote: Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
Buy CCP some supercomputers, then we'll talk about horribly laggy things like this.
Quote: EWAR Bubbles:
New class of destroyer, preferably, where each type of ewar gets a field. Neuts cap every few seconds, breaks targets, distrupts tracking, or whatever.
No. Snipers + Ewar dictors = victory
Quote:Buffer Plates/Shields:
Modules with low fitting requirements that provide a lot of HP. The module cannot be repaired in any way (in station or in space) used purely as an alpha buffer.
How is this useful in any way
Quote: Invulnerable Damage Control:
Module with a short (5-10s) cycle that, while active, disables all modules and targeting on the ship, fully drains the cap, adds 10s worth of align time in agility penalty, and burns itself out in exchange for 99% omni resist. And then everyone in the 500 man drake blob fits this module, and it takes three times as long to kill them. |
Hans Momaki
State War Academy Caldari State
9
|
Posted - 2012.02.10 07:52:00 -
[600] - Quote
MeBiatch wrote:Hans Momaki wrote:Axium Cog wrote:Hans Momaki wrote:erittainvarma wrote: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. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit Good lord. Read text again please. it would have to be increased missile velocity and explosion velocity and decreased sig radius... that way it would act like tacking comp/enhancer there would be a midslot version that has scripts one for ex velocity/sig radius and one for missile velocity the low slot would affect all three like a TE... the mid slot would be called: Accelerated Missle Unit the low slot would be called: Accelerated Missile mechanism
You can remove decreased sig radius of the target, that's what TP's are for ;) (I tend to not agree on the midslot module, we have TP's allready, but improvements need to be made)
However, missle users need this "missile Tracking Enhancer". The one most needed "new" module ingame IMHO. And yes, short-range missiles should have that skill/rig-penalty removed. It's just not fair that you can't affect them at all, regardless of how many SP you sink into.
I would be fine with another set of skills for them, but atleast give me fair options to increase damage application for them.
|
|
|
|
|
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 |
First page | Previous page | Next page | Last page |