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) |
Heathkit
Merch Industrial Goonswarm Federation
73
|
Posted - 2012.04.05 00:40:00 -
[751] - Quote
I'd really like to see stuff that depends on the angle of your vector to the target. Stuff like modules that give you stronger shields from the front than from the rear, or the ability to move shields around. Also turrets with a limited firing arc - small guns that are powerful facing front, or battleship size guns that can only shoot to one side or the other.
I realize it would be a big change, but combat in eve is almost 10 years old. This would make fighting much more dynamic and compelling.
|
Lucjan
R-E-D
39
|
Posted - 2012.04.05 04:46:00 -
[752] - Quote
Rig enhancer module
It makes rigs stronger. High Slot.
Bonus: T1 +10% rig strength T2 + 25% rig strength Faction +20% rig strength
OPTIONAL : Penalty, the calibration cost of rigs goes up
OPTIONAL : Script usage
|
CirJohn
Hell's Accountants Malice Alliance
0
|
Posted - 2012.04.05 05:51:00 -
[753] - Quote
Combat Tractors and Combat Repulsors Well here's my take on this idea. I'll try to keep it short.
Each of these modules adds a velocity vector to both the attacker and the target. Tractors use this to pull both ships closer together, repulsors push both ships further apart.
The magnitude of each ship's vector is equal to a percentage of its own maximum velocity. This percentage should be roughly equal to half the effect of a webbifier of equal meta. The percentage should be the same for both attacker and target.
Stacking effects should be treated normally (additional modules produces reduced effect). Stacking would be calculated with webbifiers.
Each ship's maximum speed (and warp requirement) would need be adjusted based on its current direction of travel.
Module ranges should be between existing tractor beam and webbifier ranges.
This module should use a high slot - forcing the attacker to choose between sacrificing dps or another utility module (such as neuts) This will also make some pilots choose between having tackle in either the high or mid slot, or both.
Advantages: Tacklers and DPS boats can use tractors to close range quickly while the increased velocity helps mitigate incoming attacks. Tractors help smart-bombers close range with targets while speeding away from allies. Sniper, logistic, and support ships can use repulsors to slow approaching attackers or accelerate friendly ships. Skilled use of active piloting would allow pilots to interfere with an enemy's optimal range and transversal velocity. We'll finally have a better method than bumping to get our idiot frineds back inside the force field. These modules scale in a similar manner to webbifiers, allowing problems with each to be rapidly addressed on the other. Interceptors and assault ships with only 2 mid slots will finally get some web-like love.
Disadvantages Though the overall effect is better than a webbifier when used for solo pvp (due to range), it is weaker when used as tackle for a fleet (unless the tackler also carries a web in his mids). Once the attacker has closed range, he must manually pilot his ship with skill for his fleet to receive meaningful benefits. A pilot must trade either dps or another utility module to gain benefits from these modules. Hard science people will complain about the unrealistcs physics, but I'd rather have balancable gameplay.
Final Note: Tier 2 destroyers (medium weapons) -> Tech 2 tugs (with medium weapons) |
CirJohn
Hell's Accountants Malice Alliance
0
|
Posted - 2012.04.05 06:28:00 -
[754] - Quote
Tech 2 Probes Lets fill in some missing items.
Tech 2 Core Probes: Precision Probes These probes gain a small (5-10%?) bonus to sensor strength and max scan deviation. This provides an alternative to faction probes.
Tech 2 Combat Probes These probes gain the limitted ability to detect cloaked vessels, detecting them as if they had a much smaller-than-normal signature. This would mitigate the afk-cloaker problem without defeating the purpose of a cloak. Pilots would have the choice between the stat bonuses of faction probes and the functionality of T2 probes.
Tech 2 Deep Space Probes These probes gain a significant (10-25%?) bonus to sensor strength and max scan deviation. This allows highly skilled pilots to make better use of the large radii of deep space probes. |
bornaa
GRiD.
172
|
Posted - 2012.04.05 11:19:00 -
[755] - Quote
Interference Field Generator
Creates interference field around the ship which causes errors in your sensor arrays - so that you do not have overview in that field (overview for all pilots in that field in empty (giving error)) so you must target other ships using optical scanner. (make that you have to click on the target in the space and than you are given a little menu around that ship - there you have a button to lock that ship)
Making that people in some occasions have to find their targets with their eyes and that target can hide.
This can idea can be used to generate natural in space interference fields which will give completely new way of site PVP to the EVE.
PVP with no overview. It will look more like hunting in the forest.
p.s. Isn't that what people only had before overview??? You already have the tech - use it. That Ain't Right |
Sigras
Conglomo IMPERIAL LEGI0N
96
|
Posted - 2012.04.05 19:53:00 -
[756] - Quote
The Cyno Dictor
This is a module for a particular ship (like a new T2 battlecruiser) that would prevent cynos from opening in its area of effect, which would be a bubble of around 100km. This means you could still get cap ships or bridge on grid but you cant insta hot drop people who are prepared for it. It would not close cynos that are already open in its area of effect, just prevent new ones from opening.
You could also script it and make it a targeted module that would prevent anyone from coming through the cyno that you're targeting (or the cyno of the ship you're targeting)
this would add a great level of strategy to fleet battles, because it would allow a FC to possibly trap half a fleet on the other side of a cyno if they're being directly hotdropped on. It would cause fleets to choose where to deploy their cynos to prevent being trapped half in half out. |
Sigras
Conglomo IMPERIAL LEGI0N
96
|
Posted - 2012.04.05 20:33:00 -
[757] - Quote
T3 Module
Keeping with the idea of "more versatile but not better than T2" these modules would really add to the flavor of comba
T3 Warp Disruptor It starts out as a 20km warp disruptor with all the CPU and cap costs of a regular warp disruptor, but you can script it to be a 7km warp scrambler, it still has the same CPU and cap cost, but now it shuts off MWDs and gives 2 points. Note both are worse than their T2 variants but more versatile
T3 ECM Modules It starts out with the same statistics as a meta 0 multispectral jammer, and you can script it to a specific race and it gets the stats of a meta 1 racial jammer
T3 Armor Hardeners It starts out with 18% resistances across the board (worse than an EANM 2), and you can script it to particular resistance type and it ends up with 50% to that one type (worse than a hardener T2) This module may unintentionally nerf lasers and hybrids :
you get the idea |
Niko DelValle
Promethium Corp.
3
|
Posted - 2012.04.06 02:21:00 -
[758] - Quote
What about low-CPU use links that are significantly weaker then regular links.
You know, so you can still have some kind of support links on ships not really designed for it. The Hyperion for example. |
pockitz
Wyld Stallyons
0
|
Posted - 2012.04.06 09:12:00 -
[759] - Quote
wormhole effect module .
|
Tina Mori
Maniacal Miners INC Cosmic Maniacs
3
|
Posted - 2012.04.07 03:08:00 -
[760] - Quote
Just bring back the old Micro modules for frigates (a few still exist out there) |
|
Sarah Schneider
PonyWaffe Test Alliance Please Ignore
52
|
Posted - 2012.04.08 22:58:00 -
[761] - Quote
Mobile Singularity Generator : Creates a temporary black hole on a certain point of space that pulls every non-anchored objects within a 30 km radius and effectively disables any incoming projectiles/energy based weapons during that time period. Gravitational pull magnitude depends on the ship's mass. Effect can be countered by releasing an ECM burst to disable the singularity generator control system. Can only be used by ships equipped with Singularity Generator launcher.
Singularity Generator launcher : Used to deploy Mobile Singularity Generator charges. Can only be fitted in {insert ship class here}
Module Hardpoint Adaptor: Enable the use of other hardpoint type on a high slot with reduced effectiveness. Penalties of using this module to convert the high slot to another hardpoint type : 1. Missile -> Turret hardpoint receives 75% reduced optimal range, 50% reduced effective falloff, 50% reduced damage multipliers. 2. Turret -> Missle hardpoint receives 50% reduced missile travel time, 25% reduced refire rate. |
Ira Infernus
Praetorium Illegitimus The.Alliance
14
|
Posted - 2012.04.08 23:16:00 -
[762] - Quote
Remote and Drone Hardeners.
All other aspects of tanking are covered in the logistical chain, and logistic dronebays are only used with token armor/shield bots. The introduction of drones which apply a specific or adaptive resistance would be greatly benificial to every party (so it wont nerf any specific weapon type). Ofc the bonus to remote hardeners wouldnt be that great; +/- 20% for remote modules, and like +/- 4% for large resistance drones. Adaptive modules/drones might also exist (like 15% for the module, and 2-3% for the drone in terms of resistance bonus's) Modules and drones like this would be benificial to the PvE (wormholes, incursions) and PvP (Pirate/Small lowsec/null gangs and Highsec war gangs mainly) communities.
In the above regard, I think a useful addition to the game would also be the introduction of logistics drones which already have a module counterpart (like energy transfer, tracking link, remote sensor boosting, etc etc).
|
Death Toll007
Fleet of Doom Psychotic Tendencies.
37
|
Posted - 2012.04.09 07:12:00 -
[763] - Quote
+1 Disguise module (like cloaking but not, and can only disguise ships of same scale)
-Q-Ship module: Like the Q-Ships from world war II, fit to an industrial, and trades out cargo bay for more fitting slots, specifically high and racial associated tank slots to equip an industrial ship for combat.
-Scripts for Invulnerability field: Fit a script type for an increased capacitor cost for a specific hardener bonus, equivalent to resistance specific hardener, but at already increased fitting, and cap requirements of invuln, and higher cap for using script.
-Perimeter Defense drones: Engage all incoming missiles, bombs, and drones.
AoE -AoE Rig Two new ones, one for bombs one for smarties. Doubles AoE damage and range. -Citadel Flak Missile, XL Flechette rounds. Fires from Citadel Cruise missile batteries only while in siege mode, does 700-1000 dps per dread to a 10km area. +1 Capital Smartie
-DT |
Omnathious Deninard
M'Tar Logistics Division Night Sky Alliance
19
|
Posted - 2012.04.10 17:07:00 -
[764] - Quote
Balance drone damage and tier drone optimum range by size rather than the same all around. Ex Small 1000, T2 1200 Medium 1500, T2 1800 Large 2000, T2 2400 fighter 2500 |
Akali Kuvakei
Imperial Shipment Amarr Empire
0
|
Posted - 2012.04.11 16:33:00 -
[765] - Quote
Please make a new rig that increases hull hp. It can be an astronautic rig. |
Ganthrithor
GoonWaffe Goonswarm Federation
222
|
Posted - 2012.04.11 19:54:00 -
[766] - Quote
Nova Fox wrote:I wont post anything until after inferno.
You just did? |
meatomatic
Millennium League
0
|
Posted - 2012.04.12 22:43:00 -
[767] - Quote
I would love it if they came up with new faction implants for shield and armor tanking, except bonus switched. ie: active armor plants and buffer shield plants |
Karashur Tahazzar
Native Freshfood Minmatar Republic
0
|
Posted - 2012.04.14 00:21:00 -
[768] - Quote
I would love to see Navy Faction Battlecruisers and get rid of the tracking penalty of T2 close range ammo but since thats not what were talking about ignore my post |
Vol Arm'OOO
Imperial Academy Amarr Empire
6
|
Posted - 2012.04.14 04:37:00 -
[769] - Quote
I dont know if its been proposed before -- but i think area effect webs would be cool -- the way i envision it is -- a counterpart to the dictor bubble launcher -- i would make it so that the dictor cant fit both the regular warp disrupting probe launcher and the web area effect bubble -- this way you would have an extra specialized use for the destroyer class. |
bornaa
GRiD.
210
|
Posted - 2012.04.15 14:29:00 -
[770] - Quote
How about micro ships? Frigates are small with small modules... And we had and have few micro modules left... can you put it all back and make smaller ships then frigates for them? That Ain't Right |
|
Lady Aleena
Hedion University Amarr Empire
0
|
Posted - 2012.04.16 09:51:00 -
[771] - Quote
I never understood why a ship's weapon bonus only applies to a certain size of weapon and not to all weapons of a certain type. As you will most likely not change the bonuses of all ships, you could introduce bigger versions of smaller weapons: "Quads"
Quad [large weapon]: Large weapon with medium weapon tracking, signature resolution and range. Damage output somewhere between high medium weapon and low large weapon damage output.
Quad [medium weapon]: Medium weapon with small weapon tracking, signature resolution and range. Damage output somewhere between high small weapon and low medium weapon damage output
Quad [X-large] weapon: X-large weapon with large weapon tracking, signature resolution and range. Damage output somewhere between high large weapon and low x-large weapon damage output
You can also think about Quad [NOS/Neut] with extra fast cycling tim
That way ships could fit specifically for hitting smaller ships than their regular weapon size aims for. This would come at the prize of being inferior to a ship of the same size with regular weapons mounted. This would open up some interesting fitting options as well as surprise moments in space when your "oh-so-under-your-guns-ships" get hit by flak
Especially the quad X-large weapons might need adjustments on other issues on capital ships like regular weapon hit chance on sub-capital ships and maybe E-war immunity
|
TheSwelk
Benevolent Dictatorship
0
|
Posted - 2012.04.17 21:52:00 -
[772] - Quote
LP store offers
It's not a new module idea per se, but a way to introduce them.
I would like to see new modules introduced as a (temporary?) BPC offer from LP stores. These should cost only ISK and LP, so that mission runners can help remove ISK from the economy ;-)
They should be in the LP stores of appropriate NPC corporations. For example, a mid-slot drone mining upgrade could be in the LP store of a Gallente NPC "mining" corp. A laser thing should be from some Amarr NPC military corp.
It should not be announced ahead of time which corp's store gets each one. |
Ogley Tae
School of Applied Knowledge Caldari State
0
|
Posted - 2012.04.18 22:55:00 -
[773] - Quote
One-use (consumable) modules Thruster catalyst injector (as simple as Nitrous oxide)
Search revealed nothing on speed-related consumables.
Main idea Ship's engine catalyst granting a short-term boost to ship's acceleration (Thrust bonus like Afterburners/MWD have and obviously a Mass addition) (Short means 5 sec and less)
Pros Shorter time to initiate warp. Can be a handy way to outrun an enemy after few "boosted" jumps or evade dangerous environment (Hulk vulnerability case); Frees powergrid/cpu on ships that don't use afterburner all the time (e.g. are fitting afterburner against possible warp scrambling). Bumping (no comments).
Cons Shorter time to initiate warp. Can make gate-camping without sensor-boosted tackler pretty sad. Will need some balance work and development to implement cooldown on this module and interference with Afterburner/MWD.
P.S.: This module isn't really necessary, but desirable.
|
Darvaleth Sigma
Draconis Coalition
4
|
Posted - 2012.04.19 07:04:00 -
[774] - Quote
Ogley Tae wrote:One-use (consumable) modules Thruster catalyst injector (as simple as Nitrous oxide)
Search revealed nothing on speed-related consumables.
Main idea Ship's engine catalyst granting a short-term boost to ship's acceleration (Thrust bonus like Afterburners/MWD have and obviously a Mass addition) (Short means 5 sec and less)
Pros Shorter time to initiate warp. Can be a handy way to outrun an enemy after few "boosted" jumps or evade dangerous environment (Hulk vulnerability case); Frees powergrid/cpu on ships that don't use afterburner all the time (e.g. are fitting afterburner against possible warp scrambling). Bumping (no comments).
Cons Shorter time to initiate warp. Can make gate-camping without sensor-boosted tackler pretty sad. Will need some balance work and development to implement cooldown on this module and interference with Afterburner/MWD.
P.S.: This module isn't really necessary, but desirable.
If you had extended your search to the fanfest videos, you might have seen that they are planning to release a module (non-consumable, I grant you) that gives you the "tactical jump" you have described. Give a man a match and you warm him for a day.
Set a man on fire and he's warm for the rest of his life! |
Fehk Shus
SQUINGEL Hades.
0
|
Posted - 2012.04.19 07:12:00 -
[775] - Quote
Industrial Core II Duration -17.5% compared to tech I
Requirements the same but with Industrial Reconfiguration level V
F.o.F Missiles I'm not sure if I ever saw this in use. Please rework them or add something to the game (except for jamming) that makes these more useful (meaning, that missile boats actually HAVE to carry some spare FoFs in case of emergency, just like other races have to take 2, 3 different types of ammo/drones/scripts)
**Stasis Field Generator Can only be fitted on heavy interdictor class ships
Binds the ship to a target (preferably used on caps, supercaps) for a few minutes.
Velocity of both ships, number of allowed targets, sig radius and scan resolution dropping drastically (75%-95%) when active, to make them less vulnerable but still immobile on the field.
** 1) HIC would be used on the field more often, because they aren't used as much as they should be. 2) This would be a module that can be used to counter super hot-drops. In a cap battle, both parties would have to field HICs to support their cap fleet and HICS. It's just nice to have more things to take into account when fielding caps, to make the fights more dynamic. |
Death Toll007
Fleet of Doom Psychotic Tendencies.
38
|
Posted - 2012.04.20 08:46:00 -
[776] - Quote
I have two ideas, both are Cyno centric:
Cynosural field Hacking module: https://forums.eveonline.com/default.aspx?g=posts&t=98509&find=unread
Skill intensive allowing you to jump to non-fleet members cyno fields, skills effecting if you land on grid or just in system (like a jump where destination point is destroyed after you initiate, but before you load)
Remote Cynosural Field Generator: https://forums.eveonline.com/default.aspx?g=posts&t=98503&find=unread
A probe launching-esque mechanic allowing the launching of a remotely activated cynosural field.
Details in the original posts.
-DT
|
Drace Burne
Need A Dispenser
0
|
Posted - 2012.04.22 00:28:00 -
[777] - Quote
heres a thought on drones
why not make a salvaging drone (acts like mining drone.)
collector drone a drone that takes the size of 2 large drones but works differently than other drones.
for example this is basically a cargo container that will follow your ship and can be ordered to warp to a station and dock where the contents are put in Items tab
the thing is these require a skill made just for them like
the size will also depend on ship like a drone ship will get say 1000 m3 space or a normal ship will get 500m3 space and you could make a ship that is a ore ship specially made for these that adds 2000 m3 space per level per drone |
Aren Valle
Lonetrek Mineral Corporation
1
|
Posted - 2012.04.22 21:05:00 -
[778] - Quote
I would like to see the inclusion of a new type of drone rig.
Auxilliary Drone Processor Cannot be fit to ships with current drone bandwidth > 0
Adds limited drone capability to ships at the expense of cargo capacity and CPU. All have a calibration cost of 100.
Small: Drone Capacity 15m3 Drone Bandwidth 15Mbit/second Cargo penalty 30m3 CPU penalty 5
Med: Drone Capacity 30m3 Drone Bandwidth 30Mbit/second Cargo penalty 60m3 CPU penalty 15
Large: Drone Capacity 75m3 Drone Bandwidth 75Mbit/second Cargo penalty 150m3 CPU penalty 50
|
Darkdood
Estrale Frontiers Project Wildfire
23
|
Posted - 2012.04.23 16:39:00 -
[779] - Quote
Idea #1 A new class of ship exactly like heavy interdictors accept its special module is an AOE web/web that effects ewar immune ships.
Idea #2 A Capital class module "Anchor". You set a password and activate it. You get a green box like when anchoring POS modules. That anchors your ship in space so it can't be bumped or moved. If you leave ship then anyone can board it but they can't turn off that module without the password. This would allow people to safely store capitals at POSs etc etc. OR you could require the password to board it? Have the same 30 day timer for anchored containers apply etc.
Power just went out. More later. |
Mechael
Ouroboros Executor Collective
74
|
Posted - 2012.04.24 05:18:00 -
[780] - Quote
Anchorable mines, T2 versions that are cloaked. They'll sit there in space until someone gets within x distance, and then boom. Would ideally come in all 4 sizes (small, medium, large, extra large) and with a new ship type (possibly new Destroyer?) that can lay them and detect/disarm them. Much like stealth bomber bombs, they could come in many flavors.
Uses could be both offensive and defensive, obviously. Mine your own territory, or sneak in and mine your enemy's. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |
|
|
|
|
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 |