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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Loius Woo
PATRIOT KNIGHTS Crimson Steel Empire
0
|
Posted - 2012.05.02 18:48:00 -
[811] - Quote
Combination of Heat and EW...
An EWAR thermal overload that targets a ship and causes heat damage to the other ships modules. Could randomize effect like ECM, and could randomize which modules it affects. This would be a different approach to EWAR, you don't pop the guys ship, but you make them combat ineffective. |

Dwindlehop
Stimulus Rote Kapelle
2
|
Posted - 2012.05.03 15:50:00 -
[812] - Quote
Quote:In terms of combat, I felt like I was making very few decisions, and telling the computer to do the things I wanted to do seemed like it took a lot of precise clicking. Right click - Lock on Target. Right click - hold range/orbit. F1 and F2 to use both of my weapons on him, as if that weren't why I were targeting him. Then wait for him to blow up, now repeat all of this for the only remaining foe. It seemed to take a lot of clicking to do that, where the only other real options are "let him blow me up" or "warp out". I wasn't really impressed with the combat, and since the rest of the game is build-up or lead-in to combat, it might not be the game for me. That's an email from a RL friend who just tried Eve. Make modules for him. Make an invulnerability hardener which can be scripted to have an ECM effect. Make turrets which can redirect some of their DPS to destroying incoming missile fire. Make a lowslot damage mod that be scripted to increase speed.
Like the adaptive armor hardener on Sisi now, these flexible mods should have less effectiveness than their specialized counterparts. But giving players more choices, both in the fitting window and in space, is what adding new modules should be about. |

Javius Rong
Sigillum Militum Xpisti Fatal Ascension
1
|
Posted - 2012.05.03 16:02:00 -
[813] - Quote
Module to improve explosion radius/speed of missiles (tracking enhancer + tracking computer equivalents). Should have mid-slot and low slot version.
Adaptive invul field - passive version for shields. (like EANM for armor)
|

Ilja Muromez
201st
1
|
Posted - 2012.05.03 19:51:00 -
[814] - Quote
Projectile/Hybrid/Laser Point Defense System Utility High-Slot Req. Small Turret Spec 4-5; Targeting 5 Balanced range, dmg, rof for different effectiveness against different missile types depending on turret type.
In addition to this add a Utility-High Defender Missile Module. Check usage of Defender Missiles in present state for this idea.
|

Ilja Muromez
201st
1
|
Posted - 2012.05.03 20:08:00 -
[815] - Quote
Emission Absorber Utility High-Slot Reduce signature radius
Works like a CovOpCloak New Skill Only fits some ship lines, maybe. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.03 23:16:00 -
[816] - Quote
Defender II Requires Defender Missiles 5 Volume 0.010 m3 Max Velocity 8000 m/s Max flight time 15s May be launched without a target missile on the field. Orbits ship until an inbound missile appears on grid, regardless of its target, and then pursues the missile until the flight time has been reached, thereby exhausting its fuel. This defender aggressively hunts down any and all incoming missiles on the field, regardless of whether they are launched when it was deployed or whether they are "friendly or not." Missiles are determined to be inbound when their range decreases over time. |

Sunviking
The Shining Knights
46
|
Posted - 2012.05.04 15:18:00 -
[817] - Quote
SPACIAL DISTORTION DETECTOR
Role: Detects presence of cloaked ships Ongrid. Does not tell you where or how many there are, just that they are there, somewhere.
Prerequisites: Cloaking 4 ??? ???
Active module, can be set to auto-repeat, has duration of 10seconds. |

Sunviking
The Shining Knights
46
|
Posted - 2012.05.04 15:19:00 -
[818] - Quote
Javius Rong wrote: Module to improve explosion radius/speed of missiles (tracking enhancer + tracking computer equivalents). Should have mid-slot and low slot version.
Adaptive invul field - passive version for shields. (like EANM for armor)
This. Missiles need some kind of counter for the proposed Tracking Disruptor change. It would be pretty heinous if CCP did not release a Counter at the same time. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.04 17:55:00 -
[819] - Quote
Processor Diagnostic System II Fitting slot Medium PG Usage 1 CPU Usage 20 Armor repair rate bonus 8.5% Armor hp bonus 5% Cap Recharge Rate bonus 8.5% Cap bonus 5% CPU bonus 5%
plus the meta 0-4 line following the Power Diag System line
Remote Cloaking Device II Fitting slot High Cloaks target ship for 30s. Target decloaks as soon as he attempts to target another ship or 30s has expired. Both source and target ship may warp at any time. Max vel modifier to source ship -90% scan res bonus to source ship -50% Cycle time 30s |

CirJohn
The Flying Tigers Intrepid Crossing
3
|
Posted - 2012.05.04 20:42:00 -
[820] - Quote
Interdiction Sphere and Mobile Warp Disruptor Variants
Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?
Warp Disruption Probe variants Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!) Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look) Stabilization probe: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer) Stasis probe: Acts as a webifier upon all ships withing range. (very anti-frigate, but also puts the dictor at great risk) Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always)
Mobile Warp Disruptor variants Mobile Cloak Neutralizer: Reveals all cloaked vessels within range. (effective warning system against cloakers that are too lazy to make tactical bookmarks) Mobile Scan Negator: Hides everything within raange from everyone's d-scan. (does not hide itself or celestials) Mobile Sensor Dampener: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always) Mobile Warp Stabilizer: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer)
|

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.05 00:24:00 -
[821] - Quote
CirJohn wrote:Interdiction Sphere and Mobile Warp Disruptor Variants
Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?
Warp Disruption Probe variants Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!) Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look) ...
If they just jumped through a gate or wh, it seems pretty clear to know where to look. As if jetcan spamming wasn't bad enough for covert ops, your rev probe would make cov ops almost pointless.
CirJohn wrote:Interdiction Sphere and Mobile Warp Disruptor Variants
... Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always) ...
You could just fly a Gallente command ship with the appropriate warfare link. Why have probes that do fleet boosting? Do we really want to go there? Now a sensor/overview dampening probe sounds interesting. Such a probe clears the overview (can't see anything) and clears them from the overviews of everyone else on grid sounds very cool.
Overview Dampening Probe: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships. D-scan ceases to work also. All targets are lost. |

Tovartis Roberts
Nexum Cloned
10
|
Posted - 2012.05.05 15:09:00 -
[822] - Quote
Marauders are pretty much PvE only boats, well i think it would be a good idea to give them some kind of role in pvp and maybe you could make a new module called a marauder class tractor beam, which can be used on hostile ships, dragging them in towards you. this module would be fittable only on marauders and would have limitations based on mass and tractor strength on what it can pull and how fast, This would not prevent them from warping but maybe slow their align time.
Or another idea is based on the same marauder class tractor beam that instead of slowing the enemy down, it vastly increases your speed towards them. Like pulling yourself in towards them. They are called marauders but they dont really fit the name "marauder". yet. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.05 19:17:00 -
[823] - Quote
Wasp SB-900. Activates smartbomb near target. Activation time 10s. Damage 240 HP. Area of Effect 3 km. Scales to -600 and -300 lines.
Drone Augmentor II - low slot. 10% dmg increase, 10% hp increase Drone Enhancer II - low slot. 10% optimal increase, 10% tracking increase
Smartbomb Augmenter II - increases smart bomb damage by 10% and range by 10% - low slot
Covert ops Large EMP smartbomb GÇô Operates regardless of cloak status- high slot. Area of effect 6km. CPU 80. PG 1100 MW. Covert ops Medium EMP smartbomb - Area of effect 4km. CPU 50. PG 200 MW
Shield Field Generator II - Shields are extended to a 15 km shield bubble as the only ship in that space that may be targetted. Objects within the bubble may not be targeted and may only target the ship deploying the shield field generator, which re-directs all incoming effects to the ship deploying it. The shield bubble is the shields of the ship activating the bubble. No two shield bubbles may overlap. Adds 2500 shield to the ship when activated. Activation cost 280 GJ. Activation time 5 s. CPU 160 PG 200 MW - high slot or low slot. Logistics and carriers can fit. Requires logistics 5.
Ship Assault Launcher II - when target is slower than 10 m/s and at 0m, Marines and other Militia from the cargohold deploy to the targeted ship to cause heat damage to the modules (militia) and to eject the pilot (Marines). Heat damage 20 HP. GÇô high slot.
Capital Energy Neutralizer - high slot. Activation cost 5k GJ. Activation time 30s. Energy Neutralized 6k GJ. CPU 60 PG 250k MW
Capital EM smartbomb - high slot. CPU 100 PG 150k MW. Activation time 10s. Activation cost 2k GJ. EM damage 2500 HP. Area of Effect 25 km.
Adaptive Invulnerability Amplifier II GÇô Medium slot. PG 1 CPU 30. Activation cost 0. All Shield dmg resists -20% Energized Adaptive Nano hardener II GÇô Low slot. PG 1 CPU 30. Activation cost 30. Activation time 20s. All Armor dmg resists -30%
Overview Dampening Probe/script: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships, none of them on overview and no target locks on them. For ships within thi bubble: D-scan ceases to work also. All targets are lost. Non-targeted effects like warp disruption bubbles continue to apply to the ships while within the overview bubble. |

Thomas Kreshant
Republic Military School Minmatar Republic
43
|
Posted - 2012.05.06 15:57:00 -
[824] - Quote
Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..
Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.06 17:09:00 -
[825] - Quote
Thomas Kreshant wrote:Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..
Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists.
There is nothing wrong with some safety in capital travel. If we were to go down that road, would you also say that subcap ships must also have a new warp module too? Would be fun though if such a module could be overheated for faster warp/jump times, where jumps worked like extended warps. Instead of the lengthy 5 min proposed, we could just require an alignment for jumps similar to warps. See my new discussion on Capital Jump drives |

Lin Gerie
Hole Perception Fade 2 Black
0
|
Posted - 2012.05.06 23:02:00 -
[826] - Quote
Idk if this has been said before, but more drone modules. It's great we have control range and damage, but what about tracking, speed or even resistances or specific buffing for their shields armor or hull?
|

Jaxley
The Tuskers
10
|
Posted - 2012.05.07 12:34:00 -
[827] - Quote
Heat rigs: Increase bonus on overheated modules at the cost of much more heat damage on modules per cycle.
User story:
Your armor brawler can't keep up with a shield kiter, so you overheat that MWD. Two MWD cycles later you're in a position to put an overheated web and shortly thereafter scrambler on the kiter. Mids are almost burnt to a crisp, so it's either shut down heat or lose point and MWD. Oh and good thing you made those two MWD cycles count in the first place, as it wouldn't have survived a third.
Still, that guy has had a head start in the dps race; time to catch up with some overheated guns. Best pray to the gods of hull tanking, because you ain't got no armor rigs and maybe 15 seconds of max dps.
Dare to be a complete flipping lunatic, pilot. http://twitch.tv/EVEJaxley |

Grenn Putubi
The SWAG Lab SWAG Co
3
|
Posted - 2012.05.08 07:03:00 -
[828] - Quote
Couple idea to throw out:
1st an idea for a new mechanic, inspired by a chat I had with a friend about Dust Mercs: Boarding Parties A short to mid range hislot module similar to a probe launcher could launch small pods that latch onto a target ship. Each pod 'infiltrates' a boarding party of marines or mercs onto the target ship. Get enough pods on a ship within a certain amount of time and the player will lose control of his ship, this could mean the ship sits dead in space, explodes, or my personal favorite, forces the pilot to eject from the ship. It could even be a tiered effect on the target ship, as it passes 50% infiltration the ship could start having a chance to ignore player commands, or turn on/off modules at random, till it reaches the 100% mark and the final loss of control occurs. Target ships would be notified that they've been boarded and their crews would automatically respond to deal with the infiltrators. There could be defensive modules that speed up this process. There should be different sized launchers for the boarding pods, small for frigates, medium for cruisers, large for battleships, and Capital sized too. You wouldn't be able to use launchers on ships smaller than the launcher you're using, so mediums wouldn't work on frigs, larges wouldn't work on cruisers or frigs, etc... but you'd be able to use smaller launchers on larger ships, small work on anything, med work on cruiser and larger, etc.... Larger ships would be less affected by smaller launchers, so a single frig launching boarding pods at a battleship wouldn't be much of a threat, the battleship's crew would easily dispose of them, but a small fleet of frigs all launching boarding pods at a battleship would be tough for the battleship to deal with.
The reason this idea is spawned by a conversation about Dust is, because of the new cloning technology and implants, why wouldn't we start using these immortal soldiers to attack more than just planetary structures? The boarding pods could consist of nothing more than a clone vat that can drill into a target ship and start spawning clone soldiers inside the vessel till its stores of organic fuel to build clones exhausts itself. The defensive modules could simply be a similar clone vat inside the ship that provides a steady stream of mercs when a ship gets boarded till its own supplies run dry. This could be used in the future to expand Dust 514's focus to include ship combat as well as ground based combat. I would suggest that if this feature is used to expand Dust's focus that it be limited to capital ships only, boarding a frigate or a cruiser would be pretty fast...usually too fast for players to get any meaningful experience from it. But boarding a Titan or a Supercarrier would be an amazing experience, especially if your performance in the fight would directly affect the outcome of an EVE fleet battle. And it would give Dust players a chance to affect EVE gameplay directly in a similar way to how EVE players can use orbital bombardments to directly affect Dust gameplay.
2nd an idea for new tanking modules: Armor Repair Accelerators: passive low slot modules that double the cycle time of armor repair modules. Many fits for armor tanks require two armor reps, with this module we could fit a single rep and have it cycle twice as fast. The module should provide a penalty to powergrid and cpu usage of armor rep modules, but the overall effect should be freeing up powergrid and cpu when compared to using 2 separate armor rep modules. I'd say a 50% penalty to pg/cpu with a 100% bonus to cycle time, and the module itself should have a low cpu/pg fitting cost similar to the Shield Boost Amplifier modules. It would not affect rep amount or activation costs, so you'd still be getting the benefit and capacitor cost of 2 armor rep modules, but with a bit less fitting costs so you could fit better gear elsewhere.
Nano-infused Armor Plates: a passive low slot module that gives you a passive armor repair rate that functions similarly to the passive shield repair rate. The lower your armor the faster it repairs, while it repairs much slower when you're near to full. It should have a moderate fitting cost and would require diverting power from shields to power it which would cost you a % of your max shields and lower your shield recharge rate.
Shield 'insert damage type here' Recyclers: a group of active mid slot modules that increase your shield recharge rate when your shields are hit with the different damage types. Different modules for different damage types, while active the more your shields absorb the related damage type the faster your passive shield regen gets. The amount of damage absorbed would affect the increase in recharge rate, getting hit very hard would increase the rate more than taking a light hit, but the module should eventually reach a maximum recharge bonus. Damage not of the related type or damage that isn't absorbed by your shields wouldn't count towards increasing your shield regen rate. There should be an 'omni' module that is affected by all the damage types, but has a lower maximum recharge bonus that the specialized modules. The fitting costs should be low as well as the activation cost. The maximum recharge should be pretty high, probably more than 100% but testing would obviously need to be done to find a good number.
3rd an idea for a new support module: Signature Dampening Array: a hislot module that while active reduces the signature rating of all nearby fleet members by 100% or more while increasing your own signature rating by an equal amount. It should have a mid range, probably around 20-30km so you could affect a fair portion of a fleet during an engagement. This would be something to fit on a very fast ship, or one with an extremely powerful tank, since you're going to be taking the pounding that you're helping your fleet avoid by reducing their sig and making them harder to hit. |

PinkKnife
The Scope Gallente Federation
95
|
Posted - 2012.05.08 18:01:00 -
[829] - Quote
Two words. Splash Damage.
Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.
Would be great for breaking up blobs and unbreakable logi chains.
|

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.08 18:09:00 -
[830] - Quote
Shield Frequency Modifier - medium slot. The shields resists are aligned against one specific damage type by diverting some of the resistances into one resistance, depending on the script loaded. Primary resist is increased by the sum of the other resists divided by three, and the other resists are reduced by 1/3 each; calculated after all other effects are applied.
Reply to Pink Added here:
PinkKnife wrote:Two words. Splash Damage.
Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.
Would be great for breaking up blobs and unbreakable logi chains.
Logi chains are only unbreakable if you don't have eWar AND you don't have alpha. In which case, I suggest you get either and try again. |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
75
|
Posted - 2012.05.08 20:18:00 -
[831] - Quote
Shield Vampires - a highslot that acts much like the current nos for cap. Siphons off part of the enemies shield and adds it to your own, doesn't do any damage to structure/armor. The module only siphons off shield if the level of the shield is higher than yours.
Armor/Shield Integrity Disruptor - a module, or possibly a scripted module that can reduce a specific resistance to armor or shields. It should be short range (10km or so).
ICRS - Intergalactic Certified Rocket Surgeon |

Linna Excel
Center for Advanced Studies Gallente Federation
1
|
Posted - 2012.05.08 22:36:00 -
[832] - Quote
Just some ideas I'm tossing out
- Move defender missiles to midslot, add more sizes which can go after more amount of incoming missiles
- Actually I think there should be a new slot level: defensive weapons. These would be added to your ship and use cap (maybe ammo too) but you can't control them directly. They'd be small or medium guns that would fire randomly at attacking ships.
- Cap Punishers - increase the cap use of slots of enemy ships, have one type for each level.
- Damage punishment - targeted ships take damage when attacking
- Drone/missle redirecters - send missiles back at the ship that launched them, drones attack enemy ships for a few seconds
Something, something, something, boobs, something. |

Tiberus Korath
Kiwi's and Company Mordus Angels
0
|
Posted - 2012.05.09 11:13:00 -
[833] - Quote
Oh for the love of god make me some anti cloak bubbles 
or at least some form of Anti cloak EMP field |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.09 17:06:00 -
[834] - Quote
Hyperdrive II Medium slot Enables the ship to travel at 200 AU/s when at full alignment speed. When aligned to a bookmark or object in another system, the module deactivates at the appropriate time to drop out near the destination. and thus arrive at the alignment point in the other system. Requires 10 GJ/s. Requires Navigation V |

Loius Woo
PATRIOT KNIGHTS
18
|
Posted - 2012.05.09 19:37:00 -
[835] - Quote
Consumable drones:
Missile Drones, smaller than similar drones, carry a warhead, and can warp with their parent ship or assigned ship.
Should have a skill associated that allows +2 missile drones per level, to a maximum of 10 in space at any one time.
when targeted and told to attack they kamikaze in and do a fair amount of damage.
Small variant should have the following stats: Volume: 1m3 HP: 70 Max Velocity: 4700m/s Damage: 190 Exp Velocity: 170m/s Exp Radius: 50m
Medium Variant: Volume: 2.5m3 HP: 70 Max Velocity: 1680m/s Damage: 320 Exp Velocity: 81m/s Exp Radius: 125m
Large Variant: Volume: 5m3 HP: 70 Max Velocity: 960m/s Damage: 580 Exp Velocity: 69m/s Exp Radius: 300m
Damage should not be affected by drone abilities or bonuses from ships, neither should they be affected by missile bonuses. They should only be affected by the skill "missile drones" and only to the extent that they can launch 2 per level.
SO: The intended use for this is to allow a ship to launch up to 10 of these before a fight and use them to achieve a large ALPHA. They take up drone bay and so there is a limit to how many times they can be used in a single fight and a drone boat would sacrifice a significant amount of utility by fitting these instead of drones in their bay.
The stats are designed to fit into the drone bay at about a 5:1 ratio with drones, they have the same HP as missiles (so none practically), the velocity is comparable to that of drones of the same size, missile specs are based on damage of the next higher missile type, but explosion based on the same size. So a small hits frigs with cruiser missile size damage, medium hits cruisers with BS sized damage and large hits BS's with more than BS sized damage. But, since they are not affected by missile skills at all, it should balance out fairly well.
This would also allow for a new kind of ship, able to bring a lot of these in its drone bay and controlling more of them at a time as a kind of bombardment ship.
The ability to assign them and have them follow in warp means that a few of these could be assigned to another ship, which enters warp and achieves some large alpha surprise attack, which could be fun and encourage more maneuver warfare. |

Zimmy Zeta
Paramount Commerce Masters of Flying Objects
1019
|
Posted - 2012.05.10 20:37:00 -
[836] - Quote
Bored as hell, so I thought of some new modules for you...all of them inspired by the "Eve is real" slogan.
1. DOSruptor Cannon: Deals moderate damage, but creates a huge amount of server traffic, basically bringing the server to its knees and creating a massive lag whenever you need one.
2. Achilles Targeting Unit: Completely bypasses enemy's shield, armor and structure - damage is directly applied to C:\windows\system32
3. Temporal Accelerator: Each succesful hit removes a number of days from the active Eve Online account.
4. Mauler Device: Cruel, brutal damage: each hit will create a hidden folder somewhere on your hard drive. P0rn images will be automatically downloaded into those folders and will be randomly attached to any outgoing email on this computer. -.- |

Ilja Muromez
201st
1
|
Posted - 2012.05.11 08:48:00 -
[837] - Quote
Some ideas mixed up in a package. Of course usable as single ideas. Tried to "balance" ideas a bit.^^ I choose giving a counter to racials own weapons, cause i think they know best their own weapons.
Race Hull related Modules. True for all this Modules: Can only be fitted on ships requiring equal race skill. Pirate ships may use both. Max of same Modules allowed 1
Amarr only Modules
Energy Converter Shield Med-Slot Generates Cap % form damage taken by energy weapons. (Half of % used if Hybrid) Reduce damage half of (fourth of Hybrid) percentage, maybe.
Heat Focus Utility High-Slot Raise damage dealt to armor and/or structure by a low percentage.
Gallente only Modules
Remote Drone ECM Burst Utility High-Slot Break target lock of Drones that targeting the activator. AoE
Photosynth Armor Energizer Med-Slot If fitted shield recharge rate is used on armor and shields. Raise the recharge rate amount by a percentage depending on Metalevel
Caldari only Modules
Remote Missile ECM Burst Utility High-Slot Break target lock of Missiles that are fired on activator. AoE 2-10km
Ballistic vulnerability Locator Low-Slot Very low chance of additional Critical Missile Damage. The additional damage depend on Metalevel
Minmataar only Modules
Projectile Deflection Platings Low-Slot Armor deflect % damage from projectiles. (Half of % used if Hybrid) No Mass change.
Projectile Accelerator Utility High-Slot Low chance to penetrate Shield with percentage of damage dealt. Metalevel raise chance. Not affected by Tactical Shield Manipulation. |

Mirajane Cromwell
59
|
Posted - 2012.05.11 13:46:00 -
[838] - Quote
Tech 3 modules
I've been thinking lately how these could be implemented - making them more powerful than T2 or deadspace items seems not to be the best way - so I suggest that tech 3 modules would have "universal slot" attribute, which would mean that you can put these modules in high, medium and low slots (limited to 1 module of each module type per ship for balance) and thus it would create a whole new complexity to how to fit your ship. Obviously these would be very expensive modules, price range most likely somewhere from 100M to 10B (most over 1B) so the high price would also act as a limiter at how many you dare to fit per ship. The actual attributes for these items could be in the range of meta 1-4 as even those would give nice benefits to fits (might be overpowered in some cases so careful balancing would be required). |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.05.11 20:14:00 -
[839] - Quote
What about drones with missiles instead of guns, paired with a module for support? 
eks: rocket/missile drones get ammo jumped in from a ships dedicated module.
Makes a drone damage upgrade mod make sense. |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.12 15:20:00 -
[840] - Quote
Subsystem [Racial] Engineering - Logistical Matrix Using the same technology that can be found inside the ancient Sleeper raceGÇÖs guardian drones, this logistical matrix greatly improves the logistical performance of a Tech III vesselGÇÖs interface with logistics technology. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.
Rather than the usual tweaking of logistics formulas, this design simply doubles the range and quarters the capacitor requirements GÇô something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the range and efficiency of energy flow through logistics modules. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.
Subsystem Skill Bonus: 15% reduction of shield transport, remote armor, and energy transport capacitor use per level. 30% bonus to shield transport, remote armor, and energy transport range per level -10% CPU need for shield transport, -15% power need for Remote Armor Repair systems, -10% power need for Energy Transfer Arrays per level
Turret hardpoint mod: 0 + Launcher hordpoint mod: 0 + High slot mod: 1 + Medium slot mod: 2 + Low slot mod: 2 +
CPU: 680 Powergrid: 1300 Capacitor capacity: 1250 GJ Recharge time: 250 s |
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