| 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) |

Mechael
Ouroboros Executor Collective
74
|
Posted - 2012.04.24 05:23:00 -
[781] - Quote
Anchorable missle silo construction platform - when you put the appropriate materials into it, it upgrades into a missile silo that will reach across the entire solar system to bombard enemy structures. Anchor it next to your sovereignty blockade units (or wherever) and it'll start (very slowly) lobbing massive missiles at any non-friendly structures in the system.
Perhaps it could be fragile and cheap enough to make a good target for small gangs. If its damage output is balanced properly (through slow rate of fire or outright lowish damage) it could be a very interesting addition to sov warfare mechanics. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Elder Ozzian
Stargates and Smuggler Barons
30
|
Posted - 2012.04.24 06:06:00 -
[782] - Quote
For letting the amarrians win for once: Resistance drill, which should have a terrible downside. For letting the amarrians die as they should: Remote resistance optimizer.
And for those acward situations when you run out of cap: Shield tapping for capacitor (opposite to shield booster).
|

Red lensman
BlackSky inc.
0
|
Posted - 2012.04.24 08:54:00 -
[783] - Quote
a module that changes the ship type in scan's and views as ganking is far to easy atm for bait ships like earth war time Q-ships
maybe scripts for ship types for varations maybe allowing the the lv of skill to move the size of ship +/- 1 size probably a high slot so you have to give up some dps to use it, disables active mods from use except maybe passive targeters with sensor boosters allowing you to burn past image with enough power and close enough range or eccm maybe doing the same
|

Morgan Madsen
Red Ochre Mining and Exploration Fatal Ascension
0
|
Posted - 2012.04.24 18:54:00 -
[784] - 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
Focusing strictly on scripts and tracking computers. I'd like to see it broken down to simply "Weapons Computer" and have it be useless w/ out scripts. Currently when scripting for something specific the bonus is 30%. You could use this and add different and unused scripts like damage, ROF and capacitor usage. Overall this wouldn't change a whole lot but it would give a bit more options to armor tanking ship weapons.
|

Axel Greye
Nova Ardour
50
|
Posted - 2012.04.25 07:18:00 -
[785] - Quote
Homing Link Launcher I + Homing Beacon Charge Highslot
Desc: Launches a Homing Beacon onto targeted recipient. Tracks your targets movements in Real Time on your Starmap. Homing Beacon lasts for 5 jumps per level of Astrometric Rangefinding (Max 25 Jumps).
Non offensive module Must be Fitted to a Covert Ops, Recon or Blackops Ship.
^ because locater agents suck
Drone Calibration Dis-coordinator Highslot Area of Effect: 7000m
Desc: Effected Drones no longer respond to commands and will attack any legal target within their control range at random (Enemies, Corp Members, NPC Rat, Drones from the same User etc) for 20 Seconds. (Max 1 per ship) (Does not Effect Fighters or Fighter Bombers)
^ consider it anti-drone ewar |

Axel Greye
Nova Ardour
50
|
Posted - 2012.04.25 07:18:00 -
[786] - Quote
Sonic Particle Accelerator Maser (SPAM) Midslot
Desc: Acts much like a Target Painter, except instead of increasing the signature radius of the targeted ship, it re-directs all missiles targeted towards you to the Mased Ship by masking the signature of both ships to confuse missile guidance systems. Use it to Force all guided-missile damage onto your tankiest ship, or to troll your friends when faced with a Drake Fleet. (can only be activated on fleet members, Does not work vs. unguided missiles)
10% Increased Maser Optimal Range per Level
|

Lesath Scorpii
Cyclone Solutions Twilight Military Industrial Complex Alliance
4
|
Posted - 2012.04.25 13:31:00 -
[787] - Quote
Hardeners affecting two resists at once. |

Rara Yariza
Royal Amarr Institute Amarr Empire
5
|
Posted - 2012.04.25 19:34:00 -
[788] - Quote
I haven't read the thread so if any suggestions have already been said it shows they're a good idea 
*A rig that provides an extra fitting slot. Make them for high / med / low - could limit them so they can't provide missile / gun hardpoint.
*scripts for ecm burst to extend range or strength.
*drone damage mods and rigs - works for all drones rather than a certain class of drone.
*improve F.O.F missile damage, make them only hit agressed enemies - drones don't attack friendlies.
*stasis webifying AoE script for Hic bubbles
|

Morgan Dinn
The 20th Legion Mildly Sober
0
|
Posted - 2012.04.26 08:22:00 -
[789] - Quote
Here goes
Scripted Area of Effect Multi-Module Weapon Systems. (I like the sound of that hehe)
Basicly it's a mini doomsday and makes the ship a weapon platform and I'm still brainstorming the idea so don't say start to troll yet.
This would use all your turret / launcher slots and mayby some other slots for power. The modules are "linked" to each other and if one burns (if heat is used or the any of the modules gets enough damage to it) out the weapon wont work anymore.
Scripts and weapons would determine the AoE and damage types. It could be from EW to pure damage or some short of an mix. For example loads of missile lauchers with missile scripts would produce a huge missile salvo.
I need to think more. Now for the trolls I will get. Everyone always gets them. |

Moonaura
The Dead Rabbit Society
145
|
Posted - 2012.04.26 08:53:00 -
[790] - Quote
Hows about new module for the forums that allows you to unsubscribe from a thread, without having to post to it?  Caldari focused fleet PvP
Join us for 100% Caldari fleets in Faction Warfare and small fleet PvP
www.thedeadrabbitsociety.com/recruitment |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.26 10:48:00 -
[791] - Quote
Drone damage/hp - low slot Drone tracking and optimal - low slot Ship tractor beam - pulls piloted ships - high slot Smart bomb damage augmenter - increases smart bomb damage - low slot Cloakbomb - a very powerful smartbomb that clears all debris within 3500m and allows the ship to cloak immediately - high slot. |

Wolfman122
League of Legends
0
|
Posted - 2012.04.26 11:49:00 -
[792] - Quote
Not sure if similar has been suggested, I gave up reading all the cool ideas after about 5 pages. 
As a drone user I think the following would be cool, it would give more flexibility for a lot of ships, allow some cool customisation for drone users and bring them more in line with turrets and missile boats while maintaining their individuality
High Slot Drone Modifiers
Yes we currently have the omni link and the link augmenter but they are quite, er, passive. So here is what I propose
* Drone Speed (+X% * Drone Damage (+X% * Drone Repairer (Repair all active drones by X each cycle
A series of high slot only modules which alter the effects of drones. These are active modules and use cap. Only one module can be active at a time but multiple can be fitted. Each module only effects one size of drones, so a light drone module effects only light drones which are being actively fielded by the ship. This allows the mods to be fitted to all sizes of drone boats. However larger drone boats could choose to fit light, medium, heavy modules if they use different sized drones
These modules can also be overheated like standard modules, allowing drone boats to have more tactical moment to moment choices. For instance, I want to target a ship a long way away with my drones? Activate my drone speed module for a couple of cycles, then when the drones get in range I want to switch over to my drone damage module. The enemy ship is targeting my drones and killing them? Activate the drone repairer module. There are probably other types of modules that could be added such as drone tracking, modules for logistics drones etc. |

Selaya Ataru
Pink Kitten Kommando To The Moon
5
|
Posted - 2012.04.26 14:51:00 -
[793] - Quote
Drone Controll Units of different sizes.
The current ones would be capital and would stay as they are.
New Drone Control Units for small, medium and large ships, each increasing the number of launchable Drones by 1 and providing the needed bandwith.
Example:
Quote:Small Drone Control Unit I 15 CPU 8 PG +1 Drone +5 Bandwith
Quote:Medium Drone Control Unit I 45 CPU 150 PG +1 Drone +10 Bandwith
Quote:Large Drone Control Unit I 75 CPU 550 PG +1 Drone +25 Bandwith.
With these attributes, it would be possible for ships to fit "oversized" DCUs if they are willing to sacrifice as much fitting capacity. These DCUs would generally benefit drone BS like the Dominix more than smaller ships like the Ishtar as an Ishtar would not be able to fit as much "large" DCUs. It would however, allow to create specialised drone fittings on ships with an existing drone bonus and/or a large dronebay.
The biggest balancing problem could be ships like the Pilgrim. a Pilgrim would be able to get somewhat large dps for a Covert ship if willing to drop its Neuts. The Rattlesnake could be problematic as well as it combines the Drone Bonus with the half ass Marauder highslots and Rattlesnake Pilots would have very little reason not to use these new DCUs over missile launchers.
However the DCUs would be based on the Advanced Drone Interfacing skill which has enormous requirements. This should balance the large gain, it would also make the Advanced Drone Interfacing skill an actual asset instead for a wider audience of players. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.26 18:16:00 -
[794] - Quote
Passive omni-shield resist module with stats similar to EANM. Active omni-armor in the low slot. |

I'm Down
North Eastern Swat Pandemic Legion
61
|
Posted - 2012.04.26 21:33:00 -
[795] - Quote
Ewar - Communications Disruption:
25% chance to disrupt broadcasting or recognition communications for 10 seconds.
Prevents broadcasting and scratches out the overview when disrupted.
Aimed at disrupting mass targeting broadcast by an FC or assistance broadcast for logistics ships.
+20% effect per level.
Drones - Drone Bay Optimizer:
High slot module
+100 drone bay -20% cargo capacity 1pg 28 CPU
Optimizes space in your drone bay at the expense of munitions
|

Maabuss
Exiles of Chaos
0
|
Posted - 2012.04.27 05:37:00 -
[796] - Quote
I know this has already been said, but.....
T3 Modules, and more T3 ships!!! |

Ken Kyoukan
0
|
Posted - 2012.04.27 11:58:00 -
[797] - Quote
Yophant wrote:Area of Effect: Can Looter I
With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button. It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis. Hmm, we are getting salvage drones, so why not looting ones, why fly to cans when drones can? Use the same rules as tractor beams and looting, aka popup message on unauthorised actions.
Droxlyn wrote:Rigs to add turrets and launcher hard points. I agree but only where the Highslots already exist, Structural support etc, the rigs add the power/data/ammo/targetting etc. connections to these highslots. |

Esayor Doommesh
Beyond The Gates The Methodical Alliance
0
|
Posted - 2012.04.27 23:19:00 -
[798] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=1206157 |

Ken Kyoukan
1
|
Posted - 2012.04.27 23:31:00 -
[799] - Quote
I think he means a counterpart to my Shield Neut Idea, since we have Cap Neut's and NoS' ingame I'd assume it would drain some of the targets shield to boost your own, but what % I wouldn't know. |

Kale Eledar
Mining and Industrial Services The Irukandji
36
|
Posted - 2012.04.27 23:55:00 -
[800] - Quote
Apologies if this has been mentioned in one manifestation or another already, but I'm at work and don't have quite the leasure of reading the entire thread. :P
My idea is a module that temporarily draws the enemy ship towards the player ship. Its strength is mass based (or has a strength in newtons), so tiny ships couldn't just MWD immediately out of its optimal. That would help short range ships get closer to their targets (I'm thinking blaster based ships whose MWD useage is still relatively high.) However, it would have to diminish in strength as time went on.
The module should be either one time use, a high slot item with ammo and long reload times, or heavily fitting dependent (because range dictating items that directly force ships to move a certain direction or speed leans towards a specialized ship class if not carefully balanced.) I realize bubbles already do this somewhat, but they are situational and require a setup ahead of time (for the most part). Perhaps even a new ship class sucks ships in far better than other ships)? Said ship would do terribad dps.
There are many modules to allow your ship to GTFO from a neut or red, but the ones helping you get closer tend to get you blow'd up and are less "new player" friendly. The Irukandji is recruiting PVP pilots! APPLY NAO. You won't regret it. See our info at : -áhttps://forums.eveonline.com/default.aspx?g=posts&t=70811&find=unread |

EveTestDummy
The Scope Gallente Federation
0
|
Posted - 2012.04.28 11:37:00 -
[801] - Quote
WHAT DO I WANT TO SEE? .... Container Blueprints! and a Change to the way some things can be named
At the moment All Containers except the Station Warehouse (SW) are seeded.
I cannot buy a BPO for a Giant Secure Container (GSC), I cannot buy a BPO for a General Freight Container (GFC). I can only buy BPO/BPC and build SWs. But wait - I cannot Reprocess a SW if I am moving to a new location to allow me to use the minerals to build new SWs at my new home.
If I want containers in Nulsec at a Corp/Alliance owned Station, Noooo, I have to build SWs locally or ship in anything GFC or Smaller from where I buy it.
The game is suposedly a Player Run Economy - If this is so, why are containers not in the same category as all other manufactured goods. They should have BPOs and be fully reprocessable.
Other annoying things about containers:
I can flat pack a cardboard box, it takes up no where near the same volume as the assembled box - Why do containers take up the same volume assembled as repackaged?
Naming Containers - Has to be done in my Hangar at a Station. Why? It's just a container - It would be so much easier if I could rename it in the Corp Hangar Array at a POS - at the moment, I have to launch each container 1 at a tiem into space, rename, drag back to the hold, launch the next.
These type of things really need to be looked at.
On the subject of naming things - Item 2 - If I own an Orca, Me, not my Corp, why am I stuck with the same Corp Hangar Tab Names everywhere based on the main Corp HQ Hangar?
All corp hangars and their Tabs should be able to be individually named by a member of the corp who owns the ship, or have starbase config roles in the case of POS arrays.
Corp Hangar Arrays and Ship Maintenance Arrays should be able to be renamed in space like Research Arrays can be.
Request constructive comment |

ShortyMcBeat
Feuer Schwerter
0
|
Posted - 2012.04.28 15:17:00 -
[802] - Quote
A Smartbomb which really deserves the name "Smartbomb".
Maybe using the Angel setting bar of the Directional scan to force the damage into one direction. (also any other bar would be nice). You make less damage if you set it to 360 degrees but can increase the damage if the angel gets smaller.
Also nice for suiciding one one ship: Align, fly, set to zero degrees, shoot.. (Or just to put damage on all ships that are in range)
|

Gabriel Luminati
Garoun Investment Bank Gallente Federation
1
|
Posted - 2012.04.28 23:38:00 -
[803] - Quote
NEW FUNCTIONALITY MODULE.
--> This came about in a discussion with a friend at work about some 'Lego' style modules with the similiar design & effect as the Tech 3 ships <--
Drone Expansion Bay (Either Universal or Small/ Medium/ Large)
Skills: Rank 8 Primary - Drone Bay Configuration I (Requires Drones V)
Secondary - Drone Interfacing V
Tertiary - Drones V Mechanics V Navigation V
Stats: (Active Module)
Fitting - 60% CPU (OR Frigate=50tf / Cruiser=160tf / Battleship=350tf) *This would have to be looked at closer by the techies, to stop any possible abuse in expanded cargo/Nano/shield fitted ships.
Increases Drone Bay by 20% (When fitted & online) Increases Drone Bandwidth by 200% (When active)
Reduces High Slots to 0 (When fitted & online) Reduces Max Velocity by 10% (When active)
Requires High Slot Requires Liquid Ozone=100 (Fuel to activate) Cycle time=600s (10 Minutes)
Skill Bonus: Reduces the amount of Liquid Ozone needed per cycle by 10
The idea of this Module is to change the ship to fit with someone who has better drone skills than any other forms of offense and also gives a new dynamic change to the battlefield. If theres any Gallente pilots like me, then theres sure to be drooling over the fact of having 10 drones out at one time (sub-cap!)
The Fuel / Activation is to stop / hinder any possible AFK drone farming missions or Plexes etc. With these sponges and scavengers in mind, i went for trying to give reasonable active time for ships but not too long for AFKers to macro 6-12 hours or so. Small frigates should be good from 50mins to over 1.5hrs to Battleships which should be good from 2hrs to 4hrs.
The idea behind Liquid Ozone for the fuel is that its one of the bulkiest but reasonable fuels to use and also can be seen as injecting it into the drone systems to increase speeds and capabilities of the Bandwidth. As for the bay size increase, this is where the engines lose out.
I'd be EXTREMELY excited to see something like this in game as im sure alot of others will be too. More dynamics and versatility is the way! |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.30 00:10:00 -
[804] - Quote
Drone Control Unit II Pre-req: Adv Drone Interfacing V PG 80k CPU 8k Act time: 15s Extra drones: +2
Edit: Combat Strip Miner II Pre-req: Mining 5 PG: 15 MW CPU: 60 tf Optimal range: 20km Act time: 120s Mining amount: 360 m3 Module and structure damage amount: 360 Damage to targeted ship structure: True
The combat strip miner damages the targeted ship's modules and structure by harmonizing with the ship's shields to bypass them and acting directly on the materials from which the ship's parts were constructed. It directly mines the ore out of the target's modules and structure causing them to be damaged immediately after the strip miner's cycle or partial cycle finishes. Module damage is applied directly to the module's structure hp. It can also mine ore out of ship wrecks. |

Nicolo da'Vicenza
Divine Power. Cascade Imminent
767
|
Posted - 2012.04.30 04:42:00 -
[805] - Quote
Off the top of my head
Remote Warp Stabilizer Module - More for highsec escort missions. Electronic Warp Disruption Countermeasures - Targeting a deployable bubble with this module has a chance of disabling its effects for a short period, working on the same principles as ECM modules Station Mainframe Decryptor - Uses Hacking skill to unanchor inactive/abandoned POSs.
|

Fallo Gallentine
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.05.01 12:29:00 -
[806] - Quote
Covert Operations Modules & Skills
In history, many big battles have fought, but the turning point usually came from the intelligencia and small covert operations designed to overthrow or institute military and social revolution within a much larger power bloc. Currently we have covert ships/cynos/bridges, scanning/probing and local chat, that kind of provide this type of warfare.
A lot of people have been whining about the large alliances holding too much power and making this not fun for the smaller alliances. And everyone hates cloakyfags and pos bashing.
A possible idea would be to have a Covert Operations skill tree line, alongside introducing a whole new set of modules.
I have not explored all the possibilities this could entertain, but I guess the rest of EVE could probably add more great ideas to it. The basis is for a set of skills and modules designed to enhance espionage, surveillance, sabotage and intelligence activites, all wrapped up under the umbrella of covert operations. The certificate disciplinary title could be called saboteur or covert agent.
The idea would be designed to:
* create rich new RP and storyline scenarios, * facilitate new possibilities in strategic warfare and PVP, * do away with cloakyfags once and for all - or at least provide an avenue to counter them, * allow for interesting cat and mouse, cloak and dagger gameplay scenarios, * allow for an alternative to blob/timesink/boring structure/starbase/pos bashing, * ... ?
Having said that, it would require careful diligence in order to not upseting existing gameplay balance too much whilst creating great new fun gameplay opportunities. The primary issues I see would be with regards to distances they would work and which modules, would be permissible in empire. Some fun new missions where you become a covert agent for Surveillance/Security departments for NPC corps employing this tech would likely also make sense.
Modules
Prototype Covert Tracking Beacon Prototype Covert Tracking Device Prototype Covert Tracking Beacon ammunition loads into a Prototype Covert Tracking Device. Shoot it at things to create a dynamic bookmark of the structure or ship that can be viewed on grid/map/bookmarks and traded with other players. Skill levels would determine the resolution accuracy at which the pilot can pinpoint the beacon. Level 1 - Region, Level 2 - Constellation, Level 3 - Solar System, Level 4 - 64AU, Level 5 - 32AU. A passive targeter can also be used to allow tagging a pilot's ship without alerting the victim. Can also be used to easily make bookmarks by shooting at things, on top of the existing conventional methods of bookmarking that currently exists.Note that if shot at a ship, the actual object tagged is the hull, not the pilot or any of its modules or drones.
Prototype Covert Sweeper Probe Ammunition that loads into Probe Launcher. Permits the scanning and detection of any covert items including Covert Tracking Beacons, Covert Detonation devices, cloaked ships/structures/generators and covert signal spoofing. Basically, all covert-tech. Yes this includes cloakyfags. Skill levels determine max scan range, upto a maximum Level 5 of 64AU.
Covert Friendly Signal Spoofing Device Covert Neutral Signal Spoofing Device Covert Hostile Signal Spoofing Device Passive module that will allow a pilot to spoof his standings as excellent/neutral/terrible to other pilots in the local system. There are a few ways to reveal the true standings of a mole/covert spy. Doing a show info and viewing the pilots corporation will reveal who the pilot really is always. Additionally, tagging the module-fitted ship with a covert tracking beacon will also reveal the true identity, which can be used to keep tabs on a would-be-mole, with the mole completely unaware their passive module is not working, unless/until they sweep / clean their ship. Lastly, a ship fitted with this module will show up in covert sweeper probe scans, even if docked, revealing a covert signature at the outpost/station where the pilot is docked. Will be fun vs. huge busy systems of the big alliances and staging systems! This fleet finder mechanic will not allow them to join fleets with corporation/alliance restrictions. but will allow the pilot to join if he asks for an invite.
Covert Hull Signature Mimic Passive module that allows the pilot to mimic the hull class and ship type he is in. Titans cannot be mimicked in hisec. This would also allow a variety of different modules and bpos to be manufactured, including some of the rarer ships and npc ships. Although the cosmic signature will reflect the mimicked ships type, the damage and specifications of the ship will remain exactly the same as the original ship, and will be reported so in the killmail.
Prototype Sabotage Removal Device Along with a new skill would allow the deactivating of tracking beacons and covert detonation devices that have been discovered. This would mean some players would need to take their ship or item to someone else with the skill if they themselves do not have the skill. The time / skills required would vary, making the deactivation of a POS or Carrier a lot more labour/time intensive than removal from frigate or jump bridge.
Covert Station Cloaked Field Generator for POSes. 'Nuff Said.
Mobile Cloaking Field Generator Similar concept to warp disruption bubble, except it will cloak all items within its area of effect, except the signature of the actual generator. There can be several types for different sizes, use of which is determined by skill levels.
Mobile ECM Field Generator Similar concept to warp disruption bubble, except ECMs within its area of effect. There can be several types for different sizes, use of which is determined by skill levels.
... more ... |

Fallo Gallentine
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.05.01 12:30:00 -
[807] - Quote
... continued ...
Covert Detonation Device A device that can be attached to a ship or structure that will cause said item to explode after a predetermined time. This allows for more effective destruction of starbase structures and POSes. There could be 3-5 sizes that correspond to skill levels, and have an AoE that causes lesser damage to neighbouring ships and structures. The idea is that with a coordinated effort,a structure can be detonated much quicker than currently but not instantly, and not require a blob, but at the same time allow victims that are not idling and are alerted to the fact, enough time to deactivate it with sabotage removal devices. Obviously, the time should be fixed to say something like 5 or 10 minutes, and allow victims enough time to discover it via sweeping and deactivate it. Can only be anchored starbase or sovereignty structures, and only 1 per structure - so that makes 1 detonation per structure per 10 minutes for instance.
Other
Industrial Sabotage Devices Reduces the mining efficiency of mining modules/ships/gas harvesting until swept and deactivated
Various Planetary Industrial Sabotage Devices Can be deployed onto planets to reduce efficiency of production, power, speed, volume etc, until it is swept and deactivated.
Sweep Satellites Deployed around planets will give you an automatic sweeping effect to detect sabotage, cloaking and other covert tech within an AOE. Spread them around your solar system. Possibility for Spy Satellites to provide offensive abilities.
Balancing
Jumping whilst cloaked should be allowed as they can now be scanned down!!! Noob Friendly!!! But they better be on alert or just be passing through because they can now be scanned down before long.
If a cloaked ship is scanned down, the person who performed the sweep will be able to: - target lock the cloaky ship and hence de-cloak the pilot as per usual, as per normal target locking mechanisms. - instead of shooting, he can tag the ship and then share/trade the bookmark as per normal with other people in fleet or corp.
Combinations of different bubbles ecm, cloak, warp disruption at a gatecamp, etc will make for interesting new tactics! |

Fallo Gallentine
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.05.01 12:44:00 -
[808] - Quote
Corpmates added:
- web bubbles - decloak bomb ammo (AoE decloak) for stealth bombers :) |

Ilja Muromez
201st
0
|
Posted - 2012.05.02 11:00:00 -
[809] - Quote
Quick Reload Module
Low-Slot
Quick Reload Skill 30% / Lvl
Affects Ammo / Cap Recharger / planned Shield Recharger |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.02 18:12:00 -
[810] - Quote
Smartbomb II More damage and range than T1 smartbomb. May be damage specific modules of each size, just as with T1 smartbomb. May be activated while cloaked or under gate or wh cloak. Shows no animation while ship is cloaked, except on the surrounding objects receiving damage. High slot
Covert drone control unit II Drones and fighters/FB can be deployed while under cloak, including gate and wh cloak. Drones belonging to the ship with this module active will not de-cloak it. High slot
Covert passive targeting system II Ships may be targeted while cloaked. The target will not see that they are targeted. The lock is broken when the cloak is broken. High slot |
| |
|
| 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 |