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

Lydia Schmidt
State War Academy Caldari State
0
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Posted - 2012.01.16 19:02:00 -
[61] - Quote
How about a capacitor themed set of warfare links? Perhaps links to boost:
- Capacitor capacity
- Capacitor recharge rate
- Engineering module's cycle time (i.e. neuts/nos/transfer arrays/cap boosters etc.)
Or some offensive themed links (perhaps slightly more suited to the Gallente than their e-war links):
- Boosting gun sig res/explosion radius
- Boosting tracking/explosion velocity
- Optimal/Fall-off
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:03:00 -
[62] - Quote
Targeting Complex
Warfare Command Link
Increases a type of weapons damage (missiles/hybrid/drone/projectile/laser)
One module for each type
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doombreed52
Neotech Industries Infinite Improbabilities
2
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Posted - 2012.01.16 19:04:00 -
[63] - Quote
let me get a post in curse you  |

Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:05:00 -
[64] - Quote
Extrenal Jump Drives.
Fits in a highslot or multiple high slots.
Is destroyed upon jump.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
4
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Posted - 2012.01.16 19:05:00 -
[65] - Quote
Nestara Aldent wrote: How can ishtar benefit from it, when it cant control more than five heavy drones needing 125 Mb bandwidth? How it will benefit from added bandwidth, unless you want to remove the cap of five drones that can be controlled simultaneously and bring again lag that drone boats caused in the past just because of that?
See my suggestion to reduce the fitting requirements on Drone Control Units.
With the amount of carriers and motherships in the average nullsec fleet nowadays, I doubt It would make that much of a difference. |

Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:05:00 -
[66] - Quote
Extrenal Capacitors
Fits in a highslot
is destroyed/ejected upon activation
Fully recharges the entire capacitor.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:07:00 -
[67] - Quote
External Armor Plating.
Provides much more additional armor by percents.
If armor dips below contributing top percent the module is then destroyed.
External Shield Generators
Provides much more additional shielding by percents.
IF shields drop below contributing top percents the module is then destroyed.
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Gasgat Alur
The Order of the Oar P R I M E
0
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Posted - 2012.01.16 19:10:00 -
[68] - Quote
Drone control module (For BS, BC, Cruisers and all ships in between)
A module fitted in high slot to replace weapons and give a ship additional drones.
Effect: Adds 2 additional drones to ship restriction per module but reduces their damage by 10-20% per module. Also increase ships bandwidth by 5-10 per module.
Drawbacks: 50% reduced damage of all drones regardless of how many modules you have.
Prerequisites:
- Combat Drone Operation 4
- Drones 5
Affecting skills: Drone interfacing: Removes 10% of Drone damage drawback per level
Why? Because I wan't drone boats to become DRONE BOATS! A drone boat for me is a ship that can launch a lot of drones. I'd prefer many drones with reduced damage over a few drones with increased damage. I realize a lot of calculating and tweaking is necessary to make this work properly and to be balanced but it'd be awesome!
The figures I used above is just the general idea, haven't put much thought into it but something similar would be nice  |

Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:10:00 -
[69] - Quote
Exteneral Drone Bay.
Provides ship with the nessecary bandwidth to control a flight of drones for its ship size. Prestores the drones inside itself.
Disables internal drone bays if installed.
Drones launched from external cannot be recovered via drone bay and have to be either abandoned or scooped up into cargo.
Module has to be reloaded in a maitenance envrionment.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:24:00 -
[70] - Quote
Missile Pods
These drones take a launchers worth of missiles and deploys itself like a sentry turret against targets. Once depleted the drones die. They are large and may take an entire flights worth of space.
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Astrid Stjerna
Teraa Matar
429
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Posted - 2012.01.16 19:25:00 -
[71] - Quote
Personally, I'd like to see a wider 'spread' of modules for the intermediate skill levels. As it stands, some skills have a 'training gap' in which the player is effectively training a useless level because there aren't any modules that require it.
I'd also really like a few modules to have mixed-slot variants -- for example, a Low Slot module that has a variant capable of fitting into a Mid-Slot. I've often run into a problem where I'll find a module that will let me power up a Low Slot, only to discover that I'd have to remove the Low Slot module to use it (which defeats the purpose of buying and fitting the new module in the first place). |

Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:25:00 -
[72] - Quote
Presto Smartbomb
This is a massively ranged AOE smartbomb that barely does any damage.
Best used against cloaks.
Not best used in high sec.
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Zarnak Wulf
Tribal Liberation Force Minmatar Republic
205
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Posted - 2012.01.16 19:26:00 -
[73] - Quote
I have two lowly ideas.
The first is to create a valued utility high slot item to compete with nuets which are IMHO over prevalent in the game. Many races, other then Minmatar , have empty utility slots due to tight fitting requirements as well. A heat sink module with very low fitting requirements that allows weapons to be overheated for longer would address both issues above.
Disposable shield and armour and cap rigs- Circuit breakers- These would come in shield/armour/cap flavors. A shield circuit breaker, for example, would trip and be consumed when the ship's shields hit zero. A set amount of shields would then immediately be added to the ship. This would be measured in hit points and not a percentage. 500 for small. 1500 for medium. 5000 for large. Ect. |

Iris Bravemount
Airkio Mining Corp Bloodbound.
4
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Posted - 2012.01.16 19:26:00 -
[74] - Quote
A new ORE ship, dedicated to exploration. Uses the ORE industrial skill.
Boni to Hacking, Archeology, (core) Probing, Salvaging and Gas Harvesting and enough combat potential to deal with the rats guarding the sites. Maybe a gunless yet well shielded droneboat. Very low sensor strenght. BPO at LP store.
+t2 version with enough combat potential to deal with WH rats (within reason) and less mass.
Another ORE ship, dedicated to PI and Moon Mining
Boni to survey probing, planet survey scan resolution when orbiting the planet, PI and MM specific cargoholds. Inbuilt Warp stabs. Very low sensor strenght. BPO at LP store.
A t2 version with better boni, bigger holds and Covert Ops Cloak CPU reduction and less mass.
A bit off topic, I know. |

Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:27:00 -
[75] - Quote
External Booster Rockets.
This is a powerful speed enhancing module that ejected once its internal fuel is depleted.
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:32:00 -
[76] - Quote
Charge Bank.
This midslot module will delay the rate of fire slighlty (1.5x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often.
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Bloodpetal
Mimidae Risk Solutions
271
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Posted - 2012.01.16 19:34:00 -
[77] - Quote
CRAZzzY Ideas
Alright, these are the off the hook ideas...
i'm trying to draw ideas from general science fiction that breaks EVEs typical considerations.
My Little Pony Holo-Projector (Scriptable Bulletin Board)
Would allow you to project ponies into space.
Or realistically, allow you to project something into space. Would be a gimmick module. Make yourself into a Billboard for fun.
Would be great for PVP fights as the "Standard Bearer" charging forward... Think about it. You know it to be true.
Sir, I don't know where your ship learned to communicate, but it has the most peculiar dialect.
Allows you to change Auroras voice. Yes, requires a power slot. :) Or really, a Rig Slot would be awesome. :)
High-Slot Cargo Expanders
Would take up a turret slot and add a "Caboose" to the ship for extra storage for that visual touch using turret slots.
Perhaps would allow you to make compartmentalized cargo holds - a la "Fuel Bay" / "Ore Bay" using scripts to subdivide a ships cargohold in some cases. "Smuggling Bay". 

Commando Missile Attack Pods Would launch from Torpedo Launchers. Instead of causing an explosion on arrival, they latch onto the ships hull and add penalties to the ships ability to perform certain actions.
When Dust supports boarding procedures - would allow DUST Players to create a mini-ship instance to compete on the ship. Scenario would probably be only 2 minutes long before the ship explodes anyways, so would be great for fast content!

Starship Lo-Jack
Could be installed on a ships riggings - would make the ship unpackagable and the rig indestructible without a password - or biometric of the original owner who installed it. Would require a passcode in order to board the ship. If the ship password was compromised would allow you to know where your ship is at all times if stolen (original owner only).
I know this would be popular with all the super cap pilots.
Would also create some LOL threads with "I locked myself out of my Lo-Jacked Titan!"
Back to normalcy...
New EWAR - Missile Guidance Disruptor
Would act like a Tracking Disruptor and disrupt a ships' missiles to either be slower or have worse explosion radius.
New Tracking Disruptor/Sensor Dampener Script - Longer Range
GIves Tracking Disruptors/Sensor Dampeners more range to tracking disrupt snipers at 150-200kms out. Currently the range is 60km+30Km falloff, and that's short of needed to effectively disrupt snipers.
New Frigate MWD
Gives 250% sig radius penalty instead of 500%. Refer to Test Server Assault Frigate discussions on the matter.
Alternate ECCM Backup Sensors
Allows you to add a 2nd sensor type to your ship. So you can add Gravimetric Sensors to a LADAR ship. Would add another way to approach ECCM so you aren't always vulnerable to racial ECCMs.
Auto-Targeting Scripts - Friendly
Allows you to automatically target friendlies in fleet that are on your watchlist (hence already receiving this data) to repair them.
Deployable Cyno Jammer
Deployable Cyno Jammer with limited range (100km?) that would force capitals to be hot dropped away from fights. Can be destroyed, requires anchoring time, etc, etc.
Dueling Links
Would require a slot - would allow pilots to activate aggression against each other without requiring can flipping. Would require mutual activation of the links. In Low/Null Security it might confer the ability to not be warped to by your fleet at a safespot. Scan probes would still work of course.
Codebreaker - Ship Hack Script Turns a codebreaker hacking module from a pure PVE asset into a PVP asset which allows you a chance of being able to turn off one of an enemy's modules at random (or from a list?). Mostly a nuisance attack, but would make things more challenging for an aggressor. Mimidae Risk Solutions Recruiting |

Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:35:00 -
[78] - Quote
You said modules only but I am seeing more and more ships getting suggested.
I present this for ships and modules concerning explroation, archeology, hacking, and salvaging. Sorry if its a long read but basically give other factions thier version of ORE and racially sort them out into thier own full sized professions.
Legionairs ORE Sisters Tribesmne profession expnasion (lost)
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:38:00 -
[79] - Quote
Jump Bombs.
Fits on capitol ships only.
Works in seige mode only.
Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:39:00 -
[80] - Quote
Fireworks Launcher
Shoots a harmless firework display at or near targets or no targets in particular.
Pertty please for summer holidays?
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:41:00 -
[81] - Quote
Electronic Warfare Smartbombs.
Basically those that dont have their AOE versions should have them.
Tracking distruptors, turret ranges ect ect.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:43:00 -
[82] - Quote
Lypmh/Tick Drones.
These suicidal drones when they attach to a target will reveal the ships location to the entire solar system for the next minute until its batteries run out regardless where the ship runs off too.
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Unforgiven Storm
Eternity INC. Goonswarm Federation
82
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Posted - 2012.01.16 19:43:00 -
[83] - 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 Start by fixing the broken ones that nobody uses by removing the problem that they have that leads to this usability problem:
I have 2 modules than come to mind, both t2 modules, armor plates T2 and MWD T2 never use them, the M4 ones give the same bonus for less cap and CPU... There are more...
Start here...
then there is a number of modules that do not have a faction version and are used a lot in the game:
Tractor Beams ECCM modules Capacitor Flux coils Cargo Expanders Remote repair systems Damage controls Shield Extenders Shield Transponters
And there are others that have few faction modules, need more:
ECM modules Target Painters Tracking disrupters Energy Transfers Auxilary Power Controls
By this time you should go and give T2 versions to the remaining t1 modules that do not have them.
And only then go and create new stuff... Allow us to change characters of the same account without the need to logout and put the password again. |

Vizvayu Koga
29
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Posted - 2012.01.16 19:45:00 -
[84] - Quote
Some suggestions:
1) I'd like to see more modules using scripts. Like, in example, a new afterburner where we can decide to get more speed at more capacitor cost, or less speed and more cap stability. Same with a MWD. A new active shield hardener may work too, were we can choose damage resistances using scripts without the need to dock and replace the module. This would add so much more flexibility and options to ship fitting.
2) An active damage amplifier would be great. Right now we have gyros/magstabs/heatsinks/bcus which work as damage amplifiers but they all fit only in low slots, and armor ships are somehow limited in that aspect. We already have tracking computers, which are the active equal to tracking enhancers, so an active damage amp which fits in a med power slot would be awesome.
3) I'd like to see new rigs that are more "extreme", I mean that have a much bigger bonus and a much bigger drawback. In example, a "Projectile Burst Aerator XT I " which drastically increases the turrets ROF but at the cost of a lot more PG. This would make for even more specialized fits, which should be good IMO.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:45:00 -
[85] - Quote
Resistance Reduction Emmitters
These high slot electronic warfare work by reducing the resistances of the parent and target ship at the same time. These will be non scripted and are modulated to one type at a time. there should be no rainbow flavor either.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:47:00 -
[86] - Quote
Other variants of weapon upgrades.
Instead of just increasing RoF and Damage.
How about Tracking and Damage?
Or magazine and damage
or capacitor use and damage?
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Samantha Vosh
Teraa Matar
0
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Posted - 2012.01.16 19:49:00 -
[87] - Quote
Missile disruptor. Same as tracking disruptor, but then for missiles. |

Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:50:00 -
[88] - Quote
External (insert e-war module here)
These external modules will activate against a ship and are rather powerful due to the affoded size allowed externally. Once they cycle out after a minute or so of operation they are depleted and self eject.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:53:00 -
[89] - Quote
New Electronic Warfare.
Frictional Amplifier
Scripted Decreases the cycle times of a rack of modules on target ship. Regardless of what script is used the stacking penalty applies.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:55:00 -
[90] - Quote
New Electronic Remote Warfare.
Frictionaless Amplifier.
Scripted
Increases the cycle times of rack of modules on target ships. Can be used offensively to cap out the opponent Can be used defensively to improve defenses or friendly offensive abilities.
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