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

Eclavaldra
PCG Enterprises
2
|
Posted - 2012.05.15 09:08:00 -
[901] - Quote
Defender missiles
Very, very rarely used; this suggests that they need to be fixed.
Other people have already suggested escort ships with suitable toys; well Defenders are a good fit for this concept too (or could be).
Suggestion 1: Allow defender-equipped ship to attempt to intercept all missiles heading for a specific target
Suggestion 2: Allow defender-equipped ship to attempt to intercept all missiles FIRED BY a specific target
Suggestion 3: Allow defender-equipped ship to attempt to intercept all (hostile) missiles passing within range
|

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 11:04:00 -
[902] - Quote
Quote: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. This issue plagues all logistics ships in fleet battles. Alpha is the most common counter, especially to carrier logistics, where one Titan DD alpha's a 1.4 bil ISK carrier hull plus fittings. All other logistics counters have been rendered impotent, including ECM, and Remote Sensor Dampeners. The fix for the logistics issue is a bit more complicated because of this. I propose:
Triage adds 4x ehp for shield, armor, and structure, allows movement as normal, AND allows friendly RR. That addresses the carrier, but we need something for subcaps too.
Logistics skill: Increases shield/armor (depending on the logistics ship) by 100% per level.
Return ECM to its former glory as an effective counter to logistics.
Trying to create a module to solve any of those problems appears ineffective and needlessly complicated compared to just fixing the problem. |

Natrixs
ORE WHORES GALOURE Intrepid Crossing
0
|
Posted - 2012.05.15 11:56:00 -
[903] - Quote
POS Module/Structure : Discrete Signature Analysis
No matter what corp I have been in there has been an issue with campers in cloaky ships. Camping systems for whole days if not weeks at a time. There should be a POS structure that slowly amplifies the ships signature in system over a period of time lets say 6 hours to reach max, and the cool off of about 3 hours to reach min. If Cloaky technology exists, wouldn't Caldari, Gallente, and Amarr researches want to come up with some sort of counter measure? (tee hee, i excluded Minmatar)
i am not saying that the POS module/structure would find the stealthed ship but make it able to be scanned down by a skilled player
Give us some sort of Cloaky counter measure... one should have existed.
During WWII, submarines became the best tactic to spy on enemy shorelines (Believe it or not, but German subs often would camp the coast and peer though thier para-scopes often looking at New York City, and other ports of interest)
USS and British ships equipped Depth Charges to help combat these stealth ships of the sea. Underwater microphones and nets were used to keep unwanted subs out of our harbors. Why don't we have tools to counter the space subs of this great age of the Caldari empire. For the GLORY AND HONOR OF THE EMPIRE!!! HUZZA! |

Foxglove Digitalis
LightningStrikesTwice Elemental Tide
0
|
Posted - 2012.05.15 11:59:00 -
[904] - Quote
I would like to see transponder spoofers, a way to hide what your ship is from unfriendly eyes.
Either as a rig or as a low power slot item.
I'm sure it would make it much easier for a catalyst to sneak up on a hulk if it showed up on d-scan as a mining barge.
Of course that "hulk" might be a CNR/tengu hunting suicide gankers. 
Better take a close look before opening fire!
|

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 14:59:00 -
[905] - Quote
Warp Core Booster Medium Slot +2 to Warp Core strength Cycle time: 1 s Capacitor Used: 2 GJ CPU: 5 PG: 1 Counters: Bubble, Neut, More Points/Inf point
Remote Warp Core Booster Medium Slot +3 to Warp Core strength added to the target ship Optimum Range: 40 km Falloff: 60 km Cycle time: 1 s Capacitor Used: 4 GJ CPU: 15 PG: 1 Counters: Bubble, Neut, More Points/Inf point, ECM, SD |

Katsumi Shimazu
Eternal Darkness.
3
|
Posted - 2012.05.15 15:08:00 -
[906] - Quote
Hardpoint consolidation modual
for Battleships. consolidate 4 large turret hardpoints into 1 capital turret hardpoint. and adds a damage modifier to the cap guns similar to a siege modual, but not as powerfull. link it to the advanced weapon upgrades skill. it would bridge the damage gap between BS and dread. |

ergherhdfgh
Imperial Academy Amarr Empire
15
|
Posted - 2012.05.15 16:01:00 -
[907] - Quote
what about a web bubble? you might need to add a new T2 ship line like the interdictor / heavy interdictors. |

Red Teufel
Blackened Skies THE UNTHINKABLES
51
|
Posted - 2012.05.15 16:27:00 -
[908] - Quote
mini doomsdays for the black op battleships. \o/ hey stealbombers have bombs :P |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 18:17:00 -
[909] - Quote
ECM II [scripted] Medium slot Racial Strength 4.8 When loaded with a racial script, this module jams 100% toward that race and 0% toward the others. When not loaded with a script, it jams all races at 2.4 Optimum: 40 km Fall-off: 40 km CPU: 30 PG: 1 Activation cost: 30 Cycle time: 10 s By tuning more precisely to a single race's sensors, this module achieves more efficient performance in many areas for sensor jamming. |

Doukyou
Alpha Strategy In Umbra Mortis
1
|
Posted - 2012.05.15 18:49:00 -
[910] - Quote
I think there needs to be a philosophical change at team super friends. They should get out of module creation entirely. This puts the onus on the players to evolve the game to invest in it, to make things CCP could not have come up with.
Here's an Idea, a goal, and how to get there:
The Idea and a Goal:
Modular ships of every size. Similar to T3 cruisers. Changing the invention or reverse engineering process to provide a range of outcomes instead of a few possible modules.
For example: I do some reverse engineering to create a offensive subsystem, but instead of having only 5 possible out comes on one size ship, change it to 100 possible out comes on each size of ship. Have each based on the size of ship and skill level, and maybe some new implants that change your skill level. Have the most powerful out comes happen with the smallest chance as well with the highest skill level. This should balance the fact ultra-powerful subsystems are coming in the game with only a few are made each year. There could be even be a severe limit to how many runs are created the more powerful the item created.
This of course would throw a total curve ball at everyone who wants to PVP because you will never know what you are dealing with when you see 5 T3 frigates show up on grid, or god forbid one T3 battleship. This could be started with invention for new T2 modules. You could add a feature that allows for a random creation that could give you an assortment of effects. Of course you would need a standardized list with a base percentage for each type, based on skill level. Think of something like the item generation tables in D&D. As CCP comes up with New ideas for items they simply add them in to the table with a specific chance of being randomly generated. This both cuts out the need to announce changes to the module selection, and makes the sandbox we live in infinitely more interesting. Balancing no longer becomes a big deal, it becomes a back ground noise. A change in the percentage chance of something being created. This is important for numerous reasons the most important being that CCP has made the process political and they have lost almost every fight on that front.
How To Get There
CCP could break it down even further based on the class of item being created. If your inventing a new hybrid turret, you can shoot for a t2 module or a completely random outcome. You could either get a crappy meta 0 thru 4 version of the T1 module or something closer to a meta 12+ item. It could also have something useful like a high rate of fire or a wicked accuracy or just something crazy like a ECM effect on the ship being hit. All of this could be added in to the game by changing the table.
Now that we have invention out of the way ,this leads to the next improvement, which is adding all these new items in to the market. Instead of CCP just arbitrarily adding an item in to the market, make it appear on the market when someone sells the item for the first time. Until someone sells one of these new items, the stats and capabilities remain a secret. This leads to a whole new complexity to living in EVE's Sandbox. It also makes people think really hard about: do they make a billion isk or keep the item to them selves and have a serious tactical advantage? And if you find such an item in a wreck you can add it in to the invention process to try to get the same outcome (Give it a big bonus to inventing a similar or the same item)
This of course with be completely player driven. Those who love to invent like myself get infinite satisfaction, Knowing there is a possibility that I have created the only copy of a BPC and built a module no one else has ever seen. The next step beyond that is setting up a system where someone could combine a bunch of BPC's to create a one of a kind BPO they can research and improve. Make it difficult and with a strong possibility of Failure, and you will have an even more consternation about whether to possibly waste multiple copies of a BPC or get something truly unique. This should be implemented for all T2 modules so we as players can create BPO's instead of there being a dwindling amount of BPO's for a items that are commonly used by everyone. For those worried about there being a glut of new T2 competition, need not worry because all T2 items need Moon Goo and that will then be the bottleneck, not the knowledge base.
The Bonus for CCP
CCP takes them selves out of the political line of fire for creating new items, the players get a new level of complexity in invention, PVP, exploration, and the evolution of the Sandbox. It also creates a whole new dynamic for how much time, money and effort players invest in the Sandbox. CCP wants us to be hooked like a drug, Or as my ex Girlfriend called it my "other girlfriend Eve", then make this change to the game. This concept is completely inline with the vision so many of us have for EVE, It is the reason I have played for the past 2.5 years and the reason I would play eve for the next 10 years. I hope they take a very serious look at what I have proposed, and understand this is something I have been thinking about for quite some time.
Thank you for your time,
The Director of Evil, Alpha Strategy, In Umbra Mortis,
Doukyou |

Xavier Theakstone
the united Negative Ten.
0
|
Posted - 2012.05.15 19:09:00 -
[911] - Quote
De-cloaking module - like the "et volia" already on Concord ships that is area of effect would be great. Make it only fitted to a specific ship type (may be even a new ship type) if you must. It could be chance based based on the cloaking skills of the target pilot vs the de-cloaking (new) skill of the "aggressor".
Every tactic in game needs a counter - the Covert ops cloak doesn't have one .... yet. |

Bob Niac
Macabre Votum Against ALL Authorities
12
|
Posted - 2012.05.15 19:40:00 -
[912] - Quote
Expanding on fuel blocks.
So let's see where the idea of bundling can be expanded.
Siege module / Triage Module: Strontium Cathrates become ammo.
Adding variations to current fuels through scripts + Strontium + cap 800's: Scripts dictate the "type" of ammo that the stront becomes. For instance, adding Targeting range and optimal range scripts would change the bonuses to focus on a sniper setup, while tracking and scan res scripts focus on moving targets.
Stront can now be classed as ammo, and can be put in an ammo hold.
Oh yeah, I just went there. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Wyke Mossari
Staner Industries
266
|
Posted - 2012.05.15 20:15:00 -
[913] - Quote
Signature suppression module; comes in passive uses CPU and Grid, Active also uses cap, reduces signature radius.
Racial optimisation scripts for Multispectral ECM, specialised, not as good Racial but provides hot swap optimisations. Racial optimisation scripts for Sensor Dampers, works better against specific sensor types.
Modules to analyse hacking and archaeological containers to reveal mission and back-story clues. |

Lady Tiaon Kador
Kador Investment Bank
0
|
Posted - 2012.05.15 20:55:00 -
[914] - Quote
Heat Sink
Can be used in high,med or low slot. Works in the same way as an overheated module but with the opposite effect (radiating cold instead of heat) Requires charges (coolant since its already a PI manufacturable product) |

Stromfare
Skyforger Tactical Narcotics Team
0
|
Posted - 2012.05.15 22:20:00 -
[915] - Quote
MagSheath Signal Disruptor
As an energy locks on to your ship - it "absorbs" the energy from the scan, making you more difficult to lock onto - making next lock on attempt last longer, and the following lock on last even more longer etc
No more alpha blobbing everyone in fleet, maybe more use of the fleet wings/squads for coordinated assaults on mulitple ships |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 23:39:00 -
[916] - Quote
So ... CCP ... you are reading all these ideas, .. right? Would you mind posting a link here and now to a locked thread where you are compiling the ideas and sorting them based on what you plan to develop and what you plan to ignore? It would show us that you are actually listening to us and thinking about our feedback. It would also let us know which ideas have better chances of seeing the light of day .. err, space .. than the others. |

Molikai
Disciples of the Ebon Dragon
1
|
Posted - 2012.05.16 01:24:00 -
[917] - Quote
Dunno if this is implementable, but this occured t ome as having interseting tactical possibilities: A module that, when active, means that outside a certain range (Or perhaps only when scanned down with probes/locked at on the directional scanner//) Has your ship register as being of a different class. I.e. On the scan, there is a reasonable chance (Inversely proportional to range? the farther away, the /more/ effective it is?) that my, oh, Dominix is listed no your scans as a Vexor. Or my Vexor as a Dominix. Maybe use a skill to adjust how far away from your baseline you can move (can build a grid in ship size and race it belongs to, easily enough) and you specify what yu're hiding as, limited by said skill?
Just tossing around ideas. But It strikes me as something that could add some interesting tactical options.
|

RainbowDark
Thunder Mercenary Army Polaris Mercenary Alliance
0
|
Posted - 2012.05.16 01:58:00 -
[918] - Quote
can u make the TD drones and SD drones more effective? recently they have no use in battle, especially in little and Medium size.
u guys just buff the web drones, why not buff the TD and SD drones too? |

Syri Taneka
Dopehead Industries Broken Chains Alliance
9
|
Posted - 2012.05.16 02:23:00 -
[919] - Quote
On the topic of TDs effecting missiles: I like it, but I would suggest that they only effect missiles that are themselves effected by the Guided Missile Precision skill, which creates the pretense that the other missiles are "dumb", and thus would not be effected by tracking disruption. |

CW5 Barret
Jolly Codgers Get Off My Lawn
0
|
Posted - 2012.05.16 07:31:00 -
[920] - Quote
2 modules and related scripts to consider
Mass Manipulation Field
Creates a static bubble around the ships hull that shifts or artificially masks the mass of the vessel up or down in accordance with a fitted script.
Projected Mass Manipulation Field
Projects a static bubble around a target ship that shifts or artificially masks the mass of the target vessel up or down in accordance with a fitted script
Mass increase Script
used in one of the above modules to increase mass
Mass Decrease Script
used in one of the above modules to lower mass
USE: its pretty simple..it adjust the mass of a vessel for any mass related calculations. can be used to prolong the life (mass limit) of a wormhole can be used to collapse a wormhole quicker. might be enough of a shift to sneak a carrier into or out of a wormhole you otherwise couldnt. can decrease fuel consumption on bridges. could be used to adjust the push of prop mods could be used defensively to decrease the push of enemy prop mods |

Corwin Arzakh
Singidunum Stellar Exploration United Homeworlds
6
|
Posted - 2012.05.16 08:16:00 -
[921] - Quote
With new webbing drones, it would be nice to have Advanced Isolated Afterburner I
+25% cap need -50% on webbing effect |

SoulSister I
Frozen Dawn Inc Arctic Light
0
|
Posted - 2012.05.16 12:59:00 -
[922] - Quote
+¦+¦+¦ I do not know if this is right place , but is it possible to divaid cargohold modules, so that some of them would extend ship maintenance bay, other would extend Orebay and some would extend corporate hangar.. and so one ? Then you could choose a bit differend setup for your own goods transport ship.. when you need to transport ships, ore, or just different goods |

Elepherious
SOL Industries Inc. Eve Engineering
0
|
Posted - 2012.05.16 15:18:00 -
[923] - Quote
Thoughts.
Gang link mod, Generates a bubble around the ship, all hips within that bubble become cloaked, however the command ship emitting has a draw back of no remote repairing, and a -50% speed. The emitting ship is however not cloaked.
Interdiction Nullifying low slots, Takes two low slots to fit, but when encountering an interdiction field it nullifies the effects (built off of sleeper tech like the TIII ships)
Feed back pulse unit, Used to counter nos' (not neuts) the pulse uses cap from the ship, however it sends a feed back pulse either to the heating of the nosing ships nos unit (after x amount of pulses the unit is over heated) or damages the nosing ship in general. Would call this one either a mid or high slotter.
|

Seishi Maru
doMAL S.A.
1
|
Posted - 2012.05.16 15:46:00 -
[924] - Quote
Didn't read all 47 pages so sorry if its a repeat.
Directional Scanner Disruptor: Module that when active reduces the range on directional scanner that your ship can be detected by HALF.
That would be helpful for pirates but at a price of spending a full slot to gain a few more seconds undetected when incoming in warp.
Amplified Directional Scanner antena: Using active signals increase the range of directional scanner by X% but at same tiem making yourself easier to detect by same x% distance. |

kKayron Jarvis
2
|
Posted - 2012.05.16 15:50:00 -
[925] - Quote
a ider for a "Tracking Disruptors to affect missiles" is a smartbombs like, add Attribute to Missiles "Missiles confused" if it hits 0 then the Missiles missis.
so that do you think |

Bob Niac
Macabre Votum Against ALL Authorities
12
|
Posted - 2012.05.16 17:01:00 -
[926] - Quote
Remote Resist amplifier
1. 5 s cycle require ammunition (cap 100's maybe?) increase resists of target ship x% severe stacking penalty
Unstable Repair Matrix Non capital reconfiguration module requires script (armor, shield, etc) Requires fuel (nanite paste?)
cannot be remotely repaired
This module has a dual effect. It stops cap regen for the time it is activated. At the end of its' cycle, it produces an aoe repair field which varies in intensity with how much cap you have left. More cap = more repair. So, you can continue repairing your m8s or wait for the warm up to finish.
Warp Beacon Launcher
Specialized drone bay (high slot. ) Drone travels out at 500m/s and creates a beacon for anyone on grid or anyone in fleet. Probably easier as a bomb, but drone adds strategic value I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
119
|
Posted - 2012.05.16 18:56:00 -
[927] - Quote
We could use some new Signature modules, it would make allot of useless ships useful again and would make lots of new strategies possible...
Emission Suppression Structural Modification: (Low-Slot) Reduce the signature radius of the ship in a %. As it prevents emissions from the ship, absorbing wavelengths and noises.
Active Emission Suppression System As it controls the fields around the ship , it generate inverse waves to nullifies the emission of the ship, while preventing incoming waves and energized particles to directly hiting the ship. It consumes allot of energy and reduces it's speed while greatly reducing ship's signature radius. (Works as the opposite of a MWD) |

Andy Landen
Tartarus Ventures Surely You're Joking
22
|
Posted - 2012.05.16 19:20:00 -
[928] - Quote
Wow, post after post of: 1) Reduce my signature so my BS can be as small as a cruiser, 2) Decloak all cloaky ships, 3) Change the directional scanner results, and 4) Bubble for webs, for shields, and for cloaks. #1 is good for a specialized ship .. maybe Black Ops? #2 and $3 are both bad ideas entirely. #4 is good.
In response, 1) Fact, your BS is big for a reason. If you want an "SR-71" style ship, a large plane which looks like a bird on radar, then ask for a new ship class which does that. 2) Whatever limitation you put on decloaky modules, it has the same effect of rendering cloaky ships impotent. The cloak is their main bonus and weapon. Can you imagine a module which makes an entire ship's guns go offline permanently for an entire battle? Then don't seek anti-cloaky modules. 3) You want to hide from directional scanner? Then cloak up, man. Dscan is the last line of defense against gankers, and it is useless if you cannot depend on the accuracy of the results. 4) Web bubbles sound fine. Shield bubbles, too. Cloak bubbles sound good if the ship that can use it is Black ops, and it also is cloaked .. But then again, that only matters if you have non-cloaky ships with you. Would be nice if you could see the other ships a little in space to make moving around a little more practical than constant bumpage, and being able to orbit the Black Ops to stay within the cloak field. Cool idea. |

sylvester stallowned
Trotters Independent Trading
0
|
Posted - 2012.05.16 23:02:00 -
[929] - Quote
ECM ships have Rigs that improve the jamming strength and Range of their ECM Modules.
There is currently no rig available to improve ECCM (sensor) strength.
ECCM (Sensor Strength) Rigs
I propose two types of Rig to parallel the Jamming Strength and Range improvement Rigs:
Sensor Strength Increase Rig by absolute amount
Sensor Strength Increase Rig by Percentage
I am unsure what the negative effects of the Rigs should be, Ideas?
|

Laso Mbra
Morningstar Technologies Ltd. IMPERIAL LEGI0N
0
|
Posted - 2012.05.16 23:08:00 -
[930] - Quote
If you are in 0.0 you should not be save for weeks, while you are in space. But you are if you are cloaked, even if you are afk for hours/days/weeks, you are more save than on a station.
So i want a module that show me cloaked ships on directional scan. Only directional, nothing else. It takes lots of time to locate a person in space only by directional scanning and it is nearly impossible if this person is not afk.
Module: see cloaked ships on directional. directionals scan takes 30sec or 30 sec cooldown. |
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