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Thread Statistics | Show CCP posts - 5 post(s) |
Winters Chill
Homeworld Republic United Homeworlds
58
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Posted - 2012.05.14 20:01:00 -
[871] - Quote
Some sensible and some crazy ideas. Don't think the dev's read this anymore but hey, maybe one day.
Module : Tactical Scanner.
General Purpose: Works exactly like an asteroid scanner except it gives you approximate values on Shield/Armour/Cap and distance on every ship with 50km.
It also tells you if there is a cloaked ships present and distance but not the direction.
Fitting: Probably could squeeze it onto a PvP frigate.
Slot: Medium or High.
Downside: Increases targeting time.
ORE Spectrographic Gravimetric Sensor Cluster.
General Purpose: Love for miners!. A scanner that works like a the inbuilt ship scanner but only detects only Gravimetric Sites. Has a very long scan time, maybe 10 minutes (reduced by skills). and 100% is based on distance. If you within 4AU it will be 100%. Exploration mining is invented.
Fitting: ORE ships only.
Slot: Medium.
Downside: Greatly increases your signature, making it easier for you to be scanned down.
Module: Seismic Scanner
General Purpose: Works like an asteroid scanner, however when activated there is a chance of finding something interesting in the asteroid. (programming wise the module itself generates the item and it appears on a popup message and is delivered straight to the cargo hold) chances of finding something are very low, but modified by the system security. The item itself could be anything, from a nugget of another asteroid type, to salvage material or metal scraps very rare drops might be BPCs. Basically a slot machine for your mining barge while you mine.
Fitting: Needs to fit unhindered on a mining barge (could require a rare material to "roll" such as strontium)
Slot: Medium.
Downside: Costs Strontium to activate.
Module: Remote Cynosural Generator
General Purpose: Can select a Gas Giant or Star within 5ly+Skill Modifier to light a remote cyno at. Cyno is visible for 5 minute before able to jump to it during that time the capital ship then must "spin" up its jump drive (cannot do anything, moves at 20% speed, docking destroys the module). After those 5 minutes its free to jump. On arrival capital ship is paralysed for 1 minute.
Fitting: Capital Ships only. With high skill requirements.
Slot: High as well as a strontium consumption based on distance.
Downside: Everyone can see you coming, could get ganked. Strontium consumption higher than a regular cyno. Module is cripplingly expensive to build and rare. Can't jump into high sec or cyno jammed systems. Can only be used by the fitted capital, can't move fleets around with it.
Module: Heat Venter
General Purpose: Vents all the accrued heat on your ship.
Fitting: Can fit onto any ship.
Slot: Low Slot
Downside: One fit per ship. Massively increases your signature when activated. Maybe some modules shut down. Can't fire guns?
Module: Layered Shield Efficiency Thingy
General purpose: Works like the old regenerative plating adding a % to shield total (instead of armour). Rubbish on sub caps, but of some use on caps, providing a non-crap bonus to shield amount.
Fitting: Any
Slot: Medium.
was thinking about interceptor fighters, drones and missiles. I've always liked the idea of point defence grids, and fighter melees. It's a real bugger to try individually target fighters and drone in a huge battle, would be more fun if their wear an interceptor type fighter to do it for you. Pew Pew, like Jedi.
So maybe a High slot module representing a network of small guns used to intercept missiles? And a new type of defender missile for taking out drones and fighters. Or we could just have an interceptor fighter for each race, but /art assets I guess. Hope someone sees this. Cheers.
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Ixtelle
Dreddit Test Alliance Please Ignore
0
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Posted - 2012.05.14 20:02:00 -
[872] - Quote
Idle thought Re: Making Tracking Disruption work for missiles: Just make it function as a heat generator. More heat on turrets = slower tracking due to rotating elements expanding disproportionately and less range due to barrel expansion (one way or another, due to less efficient use of propellent, more rail friction, or less efficient laser generation...heat is a good catch-all excuse for guns). Scripts focus the heat more efficiently on one or the other.
Now for missiles, just have the TD screw up the integrity of the missiles' casing, resulting in (depending on scripts or whatever) greater explosion radius and / or lowering their explosion velocity and / or decreasing the efficiency of their propellant, lowering range. Twiddle the degree of the effects to be comparable in how much they 'hurt' compared to using a TD on guns. Simple, and works for all missile types. Missile users get to keep their "if you're in range, I will cause damage to you" factor, but their missiles lose range and / or become much less effective against small or fast targets, same way TD's affect guns. |
Phoebus ApolloX
Reasonable People Of Sound Mind
6
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Posted - 2012.05.14 20:15:00 -
[873] - Quote
Here are my ideas! I didn't read the thread yet so if I ripped off your idea, sorry.
Redo of Armor Plates
One reason I think people prefer shield in conventional small/mid gang combat in pvp is because armor has the drawback to speed. This comes on top of the fact that armor rigs hurt overall speed, and they eat up low slots which are the only slots propulsion-granting modules have.
So my idea is to have four different racial classes of armor plates, with fewer mm sizes (200, 400, 800, 1600). Each plate would have different mass, inertia, overall armor HP and maybe even resist profile. Minmatar plates could be relatively agile with even speed benefits, but provide less HP. There could be a fat plate that provides the most HP but have less agility, like the current 1600mm plate. Maybe one positively affects agility stat but has the normal mass, while providing moderate hp, while another negatively affects agility stat with next to no mass addition but again moderate HP boost. Overall, make all plates less damaging to the overall speed of a ship, and give armor plate users more options to balance the speed-centric stats of their ship to the situation.
Area of effect decloaking burst for interceptors only
A single 10km wide burst (t2 could be 14km) that only a small interceptor can do to decloak a nearby target. It's a role purposed thing so unless your whole gang is interceptors you can't just spam decloak all parts of the gates. This might be the one thing that might make it possible for a gang to catch cloaky T3's, or other narrow misses. Using assisted drones to decloak... well that's just a stupid workaround. Decloaking should be a dedicated function of a class of ships.
If your ship is pulled out of cloak with the burst, your ship herka-jerkas to a slower speed, slowing your warp align time! Not preventing warp altogether, just giving that little rattle to make warping less easy.
Regenerative Plates with meaning
Make regenerative plates more useful by giving them a bonus if fit in tandem with an armor plate. Meaning flat stacking armor plates would be less necessary. Maybe also give them resist bonuses, or agility/inertia bonuses.
Real FOF missiles
A missile that splits into tiny sub-charges that just AUTOMAGICALLY targets all missiles nearby being locked onto you. However because of the random way the charge splits, if a ton of missiles are inbound on you, you're not going to wipe out as many as you would if you just had one target firing missiles at you.
This would look awesome with the new missile design changes!
Rebalance of afterburners and MWD's
MWD's are used predominantly in pvp because they are the only expedient means to reach a breakaway speed, which is your only way to get safe if something bad happens. It seems so proficient that nobody even uses afterburners, except when dual propping their ships.
Well I think it'd be cool if afterburners were given massive agility and inertia boosts, being the fastest way to reach a higher speed, and if their top speeds were brought up a bit so they can be useful. Making a BC go 700-800, but getting them to that speed nearly instantly, making ships align faster, overheating them to get nearly to 1000m/s... this would make them more useful.
MWD's should be balanced out so their speed accelerates slower and turning is less sharp. All said MWD's should still be the fastest, standard way to move but an MWD-fit ship caught off guard should be able to in some scenarios (like by gates) get tackled by afterburn fit ships. Would make for an interesting change to gang compositions across the game, and you'd see fewer pvp'ers rely solely on the breakneck escape speeds of MWD's to recover from mistakes they make.
Sensor dampening area of effect probes/scripts for light/heavy interdictors
Because of encrypted keys sent through the fleet channel, members of the same fleet will have redampening effects. Why not have fun with an underused form of ewar? |
BellRinger2
Rock Ballz INC. From Uranus To Wormhole Ouch
0
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Posted - 2012.05.14 20:28:00 -
[874] - Quote
Recon Probe Launcher and Probe I/II
A probe used by Force Recon Ships that transmits live video feed to a special monitor added as 4th tab in Scanner window.
1) Launcher must be able to launch only 1 probe and have long recharge (Like a bomb launcher) 2) Probe should be effective only in same solar system 3) Probe should be easily destructible and should last <5mins 4) Probe should be able to enter wormhole, but sit immobile on the other side until destroyed/picked up/expired 5) Equipped launcher should disable Recon ships ability to fit covert cynosural field generators (or/or) 6) Player should be able to rotate view on recon monitor and see only ship types on it (not player or corp/alliance) 7) Player should be able to share his monitor with fleet members in same system with a single click on button. If probe is lost, all transmissions end. 8a) If 2 or more people share their monitor they should be either set as tabs (***) or 8b) Number of transmissions should be restricted to 1
9) Arazu, due to its ugliness, can not fit it until it gets new hull.
Summary:
-This should be mainly WH mod, that gives people in WH (and people attacking them) more control on the battlefield. Its tactical mod that should make Recon Ships usable in WH's as now they are not, and make Recon ship next class of CovOps frigs. It is my strong belief that eve players should be given more "range" in their gameplay, and this is just one of my ideas how to implement that. What is common for all of them is that they are hard to implement, and this one might even be the easiest, so I'll go with it. But.....
***Although I don't like it cause it ruins my concept, corp mate just gave me an idea in case you like it, but can't implement it, and that is that it gives you a 20-100-grid range D-scan of landing side. This would make it easier to use also....
I just hope that someone reads it :) |
Aileen Morex
Morex Group Inc. The Babylon Consortium
3
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Posted - 2012.05.14 20:36:00 -
[875] - Quote
I love the new Shield Module idea that uses Booster Charges to boost shields. How about an Armor Rep that uses Metal Scraps to repair armor? Since you can't build metal scraps it would be a great way to feed them to this module. Or maybe you could feed it raw Trit or other modules to use a raw materials.
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Zakurai
Blue Republic RvB - BLUE Republic
6
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Posted - 2012.05.14 21:22:00 -
[876] - Quote
What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship.
I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk. |
jahamesh neutron
Ardent Spirits Initiative Mercenaries
0
|
Posted - 2012.05.14 21:32:00 -
[877] - Quote
FIX THE COVERT OPS CLOAK
Having a covert ops cloak that allows players to camp systems 23.5/7 with complete impunity makes the covert ops cloak the most unbalanced module in the game.
I don't want to nerf the ability of the covert ops cloak to allow cloak capable ships of deeply infiltrating enemy space for legitimate purposes, but the cloaking device should use some fuel mechanic, or have a period of cool down after prolonged usage. In addition, there should be some sig radius penalty for an inactive cloak and a penalty to sensor strength, making it easier to scan down an uncloaked ship fit with a cloaking module.
The way the covert ops cloak works now, one guy AFK can disrupt the activities in a solar system or constellation without having to do anything but logging in and turning on his ships cloak. That seems out of balance with the spirit of PvP and null sec activities which require pilots to engage in more skilled attention to their activities. |
Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.05.14 21:42:00 -
[878] - Quote
Zakurai wrote:What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship. I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.
2 words
test server |
Nyreanya
Astrum Research Pina Colada Armada
31
|
Posted - 2012.05.14 21:48:00 -
[879] - Quote
Nova bomb: does heat damage to modules on ships within 15km radius of blast.
Static charge: Does small amount of damage to target ship, "charges" said ship. 5 seconds later, "charged" ship damages all ships within 5k of it for slightly more damage and causes those ships to become "charged", becomes "uncharged" itself. 5 seconds later all those "charged" ships damage everyone within 5k of them for small damage (possibly including original target). 5 seconds later.... Only usable in low/null, long cool-down on module. Goal is to reduce blobing by making people move away, "discharge" on their own, then return to the fight.
Virus broadcaster: Chance of causing ships within 5k to activate/deactivate/offline modules randomly. Does not effect capitals. Can fit scripts to make it more effective against a specific race of ships. |
Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.05.14 22:05:00 -
[880] - Quote
Mobile XL gun boat (insert fancy shiptype name here)
Capital ship Can fit 2-3 xl guns / launchers 1000% bonus to damage to capital ships regular damage to structures regular damage to subcaps
Does not siege No jump drive Cannot be titan bridged
can use stargates
USE
Basically its a capital ship thats of a brawling design, its not a super and has the HP relatively 1/2 that of a carrier
purpose is to counter supercaps easily countered by subcap fleets
wouldnt be able to jump with other caps therefore making it more of a HOME DEFENSE type of ship but it can use stargates so offensive use is not too limited
Bonuses
no jump drive, siege module or fighters makes it much easier to train into and i believe it would be an excellent counter to supercaps
would be cheaper than a carrier
pretty please
Captial ship engagements are pretty straightforward and there is no suprise or worry for blobs of titans or supercarriers
This type of ship i truly feel would or could turn the tide on supercap proliferation and more supers would die in capital ship engagements |
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Zakurai
Blue Republic RvB - BLUE Republic
6
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Posted - 2012.05.14 22:20:00 -
[881] - Quote
Lucian Ghorric wrote:Zakurai wrote:What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship. I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk. 2 words test server
The problem is most people don't want to go one the test server to do anything. You need to add some sort of gateway drug for pvp. Back in the days of my mission running, if my corp told me I needed to re download eve so I can go on the test server to do a corp training excersise, I would just not log in that day. Besides, a lot of people don't have that much bandwidth to burn, or the patience to setup; the idea is to maximize user availability to new players. |
Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
4
|
Posted - 2012.05.14 22:28:00 -
[882] - Quote
Zakurai wrote:Lucian Ghorric wrote:Zakurai wrote:What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship. I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk. 2 words test server The problem is most people don't want to go one the test server to do anything. You need to add some sort of gateway drug for pvp. Back in the days of my mission running, if my corp told me I needed to re download eve so I can go on the test server to do a corp training excersise, I would just not log in that day. Besides, a lot of people don't have that much bandwidth to burn, or the patience to setup; the idea is to maximize user availability to new players.
Fair enough, but its a great tool and if you can utilize it you should!! |
Oswaldo Munchuzen
Mentally Assured Destruction
1
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Posted - 2012.05.14 22:34:00 -
[883] - Quote
took me forever to learn how to use the directional scanner. could it be more user friendly?
also if i could tick a box next to dir scan aswell [x] auto scan every 5 secs or even better [x] autoscan every [ inset number] secs
and some way to scan down cloakys!! mabye special probes or/with maxed probing skills
o/ |
Palamon
from Entropy
1
|
Posted - 2012.05.14 23:00:00 -
[884] - Quote
Suggestion for fixing fleet booster roles and being able to use command ships in the way they were designed. Including the inclusion of passive ganglinks.
Currently you have to be in system to provide boosts and with an intact command structure (in system). This is great if the booster are not taking part in the fight. But wouldn't it be better to encourage the use of command ships in the way they were designed? Few people fly the Fleet Command ships, instead opting for the higher DPS Field Command counterparts, and even then its usually to take advantage of the damage bonuses and are rarely fitted with ganglinks and used in fleet boosting roles.
The issue with command ships going into combat with the fleets is usually down to how fleet boosts are provided, current as mentioned above you have to be in system with the ganglinks running. In some cases, this isn't a problem. An example would be the Damnation landing the same time as the rest of the armour fleet. But for skirmish boosts, often used for tackling etc, they are usually required when the tackle ships land on grid with the enemy, and this is often way before the fleet lands meaning skirmish boost are not active when they are needed. The same can be said for the Information warfare boosts.
My suggestion would be to have the boosts provided passively. Bonuses are received simply by the presence of ganglink modules on a command ship being piloted by someone with the appropriate skills (and fleet command structure), this would also mean bonuses are received even if the command ship is in warp.
Also, in order to make the fleet concept effective in more engagements (and therefore encourage their use) the bonuses would be applied to the fleet (with effective command structure) based on the fleet proximity to the command ship. Some thing like:
Fleet on grid with command ship = 100% bonuses applied. Fleet in system with command ship = 75% bonuses applied. Fleet is one jump away from command ship = 50% bonuses applied. (Figures are just suggestions)
The reason I think out of system boosting should at least be part of the equation is to encourage the use of the command ships in the fleets during the most common of engagement types, that of fighting on gates, where the fleet and the engagement may span both sides as combat often spills into the next system. A percentage of the bonus enough for the boost to help the fleet but not enough to encourage boosting ship to remain out of system.
The reason for a 'sliding scale' of boost relative to the proximity of the command ship is partially for realism of the role, but mainly because fleets spend quite a bit of time in warp, aligning to gates and holding in position whilst the FC makes tactical decisions and issues appropriate commands.
There should be no substitute for having the command ship on grid in the action, but that should not prevent boosts from being given in a realistic manner consistent with how fleets engage within Eve's jumpgate orientated environment.
There would need to be some rebalancing, such as command ship capacitor or perhaps capacitor penalty for having passive ganglinks fitted.
But encouragement to use the command ships and operate effective fleets should be easier and not reliant upon command structure or boosters being on grid, but should enable a more fluid delivery of the benefits that ultimately end in 100% effectiveness when the command ship lands on grid with the rest of the fleet.
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Moraguth
Clan Shadow Wolf Fatal Ascension
33
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Posted - 2012.05.14 23:13:00 -
[885] - Quote
I've always wanted the ability to "cover" someone. Logistics has a role, remote repping is great. What I'd like to do is prevent that damage from ever getting to the other ship. Here's my idea -
Mid slot module, activate it on an ally. Upon activation, it works as a target painter against yourself and an anti-target painter on your target. The effect being that their signature radius is reduced by either a set percentage and yours being increased by that same amount, or (and this speaks to me more from the "cover" standpoint) their signature radius is reduced by a percentage of your signature radius (say 50%?) and yours is increased by that same number.
For example, if you have a Damnation (signature radius 265m) being covered by a zealot (radius 125m) -
the Damnation's sig would be reduced by 62.5m (125m X 50%) so it would be down to 202.5m, and the zealot's radius would be increased to 187.5m. ~lore~ due to overwhelming EM emanations from the zealot, it becomes harder to lock on to and fire at the Damnation.
Of course this would have to be affected by the stacking penalty, and I imagine a minimum radius should be applied to ships too (if you have a carrier "cover" a cyno generating frigate, the frigate should still be destroyable even though the reduction in sig radius would be ridiculous).
I imagine this would be pretty cool so a wing of frigates could "cover" a valuable cruiser or something, making them easier to kill (and almost necessary to kill) till you could more easily shoot at the primary target. Similarly, a battleship could cover a vulnerable smaller ship (by parking in front of it, but not completely I can kill you with my brain too. It's genetic. |
Valerie Tessel
Center for Advanced Studies Gallente Federation
120
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Posted - 2012.05.14 23:23:00 -
[886] - Quote
Moraguth wrote:I've always wanted the ability to "cover" someone. Logistics has a role, remote repping is great. What I'd like to do is prevent that damage from ever getting to the other ship. Here's my idea -
Mid slot module, activate it on an ally. Upon activation, it works as a target painter against yourself and an anti-target painter on your target. The effect being that their signature radius is reduced by either a set percentage and yours being increased by that same amount, or (and this speaks to me more from the "cover" standpoint) their signature radius is reduced by a percentage of your signature radius (say 50%?) and yours is increased by that same number.
For example, if you have a Damnation (signature radius 265m) being covered by a zealot (radius 125m) -
the Damnation's sig would be reduced by 62.5m (125m X 50%) so it would be down to 202.5m, and the zealot's radius would be increased to 187.5m. ~lore~ due to overwhelming EM emanations from the zealot, it becomes harder to lock on to and fire at the Damnation.
Of course this would have to be affected by the stacking penalty, and I imagine a minimum radius should be applied to ships too (if you have a carrier "cover" a cyno generating frigate, the frigate should still be destroyable even though the reduction in sig radius would be ridiculous).
I imagine this would be pretty cool so a wing of frigates could "cover" a valuable cruiser or something, making them easier to kill (and almost necessary to kill) till you could more easily shoot at the primary target. Similarly, a battleship could cover a vulnerable smaller ship (by parking in front of it, but not completely Have a look at my proposal for Aegis Destroyers ( https://forums.eveonline.com/default.aspx?g=posts&t=97610 ). I posted it a few weeks back. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |
Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
4
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Posted - 2012.05.14 23:28:00 -
[887] - Quote
A new line of t1 destroyers Missle based!!!
perfect for inferno! |
Jyn Uin
The Maverick Navy Against ALL Authorities
1
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Posted - 2012.05.14 23:36:00 -
[888] - Quote
I have an idea I've been toying about in my mind for a longg time.
A bomb bauncher that is only available to fit on a destroyer hull that turns it into a non-cloaky Heavy Bomber (think torpedo boat). With a slightly larger damage radius then a normal bomber, say 30-40km, But loaded with special bombs that do insignificant damage to most subcaps, and a moderate amount to MWDing Battleship, but do heavy damage to capitals and massive damage to super capitals. Would def add a little bit more variety to large scale 0.0 combat from what it is right now.
Thinking a super low sig oversized AB t1 destroyer would be great at this. |
Annie Ivarsson
No Mercy Inc. Double Tap.
0
|
Posted - 2012.05.14 23:47:00 -
[889] - Quote
Apparently this is restricted to modules, I wrote an essya on other features. |
Taren Noreck
Alpha Strategy In Umbra Mortis
0
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Posted - 2012.05.15 01:14:00 -
[890] - Quote
A ship formation module, similar to a gang link but the booster would have to be on grid and the recipients would have to have basic formation flying skills trained. Where as gang links typically give a boost to defense or non dps related stats the formation module would give a bonus to dps. It could be limited to only work for ships of the same type, and could only be effective up to a certain number of ships. So for instance you could have 4 hurricanes flying in formation but no more and a drake or some other different ship wouldn't be able to join that formation. Those four would get the bonus and if the lead (ship that has the module fitted) was killed the bonuses would end and the formation would break up. It would also force the other 3 ships to match the lead ships direction and velocity, maybe taking the lowest max velocity as the base for the flight of 4 ships. This would offset some of the offensive capabilities of the formation as it would make engagement of the formation easier. The module could also have a very long cycle time so you couldn't break up and reform quickly, it would have to be a commitment to the formation. Thus if you webbed and scrammed 1 member of the formation the entire formation would be effectively webbed and scrammed. |
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Marcus Caspius
Vitriol Ventures Tribal Dragons
18
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Posted - 2012.05.15 01:46:00 -
[891] - Quote
Covert Detection Array
This ship mounted module enables a player to scan down a cloaked ship. The cycle time is 60 minutes. The module cannot be activated from within POS shields.
The intention is to reward players actively participating in system reconnaissance by truly making them undetectable. So if you are warping or making BM's or changing direction i.e. interacting with the EVE client it stands to reason that you are actively playing the game. No gripes with that...
On the flip side, if a player is cloaked up and remains stationary or set movement in the same direction while cloaked for 60 minutes and not interacting with the client, it can be argued that the player is no longer playing the game. Hell, youGÇÖre probably at work, asleep or doing something else.
So this module will enable players to probe down an AFK cloaked ship and kill non-participating players while allowing active players true obfuscation.
I think the risk/reward scale is a little more balanced by this. Neither side is getting a hand-out!
Skill Requirements are open to debate but this should not be an easy to get either i.e. about the same amount of training than the ability to operate a Covert Cloaky and also no trial accounts so that people wonGÇÖt have cheap toons running scans all the time.
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Narffy
Caldari Provisions Caldari State
0
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Posted - 2012.05.15 02:23:00 -
[892] - Quote
d-scan should have an active mode which shows ships immediately when in scan range without the need to refresh it. Maybe increase your ships signature when using this in active mode.
I'd also like a module that can mimic other ships on the d-scan. Maybe provide it with the following options with scripts: - mimic script: ship appears as another ship of the same size on d-scan. - jamming script: ships warping in land further off target by x amount. - no script: mimic a smaller class ship and ships warping in land off target to a lesser amount.
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Cptn Bagel
Vanguard Venture R and D Vanguard Venture Alliance
1
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Posted - 2012.05.15 03:03:00 -
[893] - Quote
random but possibly useful ideas: - modules that allow a passive regenerative armor tank, say, an array of electromagnets that slowly pull armor plates back into shape and realign them, allowing armor tankers to run wormhole sites and level 5 missions on their own. Shield tanks should still be better passive tankers, and armor tanks should be better active tankers. - a drone capable of acting as an intelligent frigate, and can be fitted with modules like a normal ship, allowing the solo player to keep an edge in missions and small scale fleet engagements. Drawbacks would be limitations (possibly nullification) on fleet bonuses, gang link modules, high cost, and a lack of superiority to an actual manned frigate. These drones would have an advanced behavior menu. For instance, scenario based commands such as if ganked, tackle the aggressor in an attempt to save the player's ship, or attempt to navigate back to a predetermined station - a strange idea, an area of effect module that has a chance of corrupting a drones programming, causing it to turn into a hostile npc. Obviously fighter drones are immune to this, as they have manned pilots - a defensive hangar array POS structure to add drones to the station defense spectrum - ........... t3 frigates? oh, never mind. not a |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.15 03:14:00 -
[894] - Quote
Solar capacitor regeneration High slot When at zero on a star, this module captures energy directly from the star. Capacitor bonus: 2400 GJ Cycle time: 10s |
Koghrun Amman
LEGION OF PROFESSOR CHAOS Darkmatter Initiative
2
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Posted - 2012.05.15 04:31:00 -
[895] - Quote
A. As many others have suggested, fixing many T2 modules to actually be fittable on real ships when skills are maxed. Or make them worth the skill investment. T2 1600 armor plates, and xl shield booster II's come to mind. t2 ECM's only differ from their meta 4 counterparts by costing 16 CPU more and 19 More cap per activation. in all other ways they are identical. making them worse than the meta 4's. I'm only a year old, some of the ancient ones can probably expound much further on this list.
B. Even with the changes in crucible, hybrid weapon rigs are still unusable to caldari rail pilots, who without engineering 5 and adv weapon upgrades 3 min cannot even fit their ships without an RCU.
C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that.
One mechanism would be defender type missiles that can shoot down missiles targeted at any ship in fleet (prevents friendly missiles from being targeted) . This only hampers one kind of damage though so without balancing will never happen.
A second mechanism would be a "mirage colloid beam" that would work as an anti target painter (decreases target's sig rad). It would be an RR module with all the same stipulations.
A third would be a "shield overload module". It works like a combination of a shield transporter and a fleet booster's siege warfare skill or like a "projected shield extender". Basically for the duration of the module's activation (which would be equal to a shield transporter of the same size) the target would get a set bonus to shield capacity (also equal to a shield transporter of the same size [s/m/l 80/160/320]). Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates one large module. Player A's Shield HP becomes 2220 for the duration of the module's activation which on some ships could be infinitely sustainable Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates 4 large modules. Player A's Shield HP becomes 3180 for the duration of the modules' activation which without a specifically fit ship can only be sustained for a minute or so. Not sure if this is explainable or "realistic" for armor, but armor warfare skill exists so who knows. The question does arise of what happens to damage after the bonus goes away, but whatever the mechanism is for siege/armored warfare leaving system could be implemented.
A final solution would work similarly, but would be "projected resistance amplifiers" for either shield or armor.
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St Mio
Imperial Academy Amarr Empire
779
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Posted - 2012.05.15 06:03:00 -
[896] - Quote
Rogue Drone exploration sites are terrible compared to pirates'/sleepers.
Suggestion: create Rogue Drone faction variations of all the existing drone modules:
- Drone Link Augmentator II
- Drone Navigation Computer II
- Omnidirectional Tracking Link II
- Extrinsic Damage Amplifier II
Then: Keep the same bonus as the T2 versions (or very slightly increase them) Lower the skill requirements from T2 level to T1 level Lower fitting costs |
Vqu
NSIDE Finance Of Sound Mind
0
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Posted - 2012.05.15 06:54:00 -
[897] - Quote
We often recruit newer players and they are all eagered to join our roams but most of their ships cap out during fleet warps. I know this can be avoided by having them skill up the "Warp Drive Operation" skill, but is there any reason not to have a module that does something similar ?
Maybe with slightly different stats.
Warp Drive Operation
Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%. NSIDE Finance [EPAX] is a Science and Industry Corporation. We specialities in research of Capital BPO's and Ship Manufacturing.
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Shaso Yhe
Dreddit Test Alliance Please Ignore
0
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Posted - 2012.05.15 06:55:00 -
[898] - Quote
Various Cluster Missiles (Ammunition)
Basically, missiles that fire 3 missiles of a type 2 ranks smaller than the missile originally launched. Heavy Missiles that launch Rockets, Cruise Missiles that launch Light Missiles, and Torpedoes and/or Citadel Cruise Missiles that launch Heavy Assault Missiles.
The idea being that a larger launcher could launch something useable against smaller ships while sacrificing some damage, but without having to refit entirely to do so. That's always been the problem with missiles, they just don't work against smaller targets properly, even when the target stops moving. |
Shaso Yhe
Dreddit Test Alliance Please Ignore
0
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Posted - 2012.05.15 07:02:00 -
[899] - Quote
Damping Field Generator - (Mid Slot Module, AoE)
Activating this module produces an bubble around your ship that dampens (lessens) all damage being dealt to ships in the bubble's radius. A portion, or all, of the damage mitigated by the dampening effect would be taken by ship producing the dampening effect. The dampening field immediately ends when the ship producing it runs out of, or low on, shields. |
Shaso Yhe
Dreddit Test Alliance Please Ignore
0
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Posted - 2012.05.15 07:10:00 -
[900] - Quote
Shield Pulse Weapon (high slot, AoE)
Literally sacrifice all, or a portion, of your ship's shields to deal a percentage of the shield hit points sacrificed to all ships within range (5-10km).
Also, add new skills for improving Smartbombs like every other weapon in the game. In addition to a few new types of Smartbombs with better range while sacrificing damage, etc etc.. |
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