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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Andy Landen
Tartarus Ventures Surely You're Joking
22
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Posted - 2012.05.17 00:45:00 -
[931] - Quote
Interdiction Nullifier I Electronics Superiority rig Renders the ship immune to warp bubbles.
Interdiction Nullifier II Electronics Superiority rig Renders the ship immune to warp bubbles, and warp disruption field generator infinite point script (not regular points).
Warp Core Solidifier I Electronics Superiority rig Increases the warp core strength by +1
Warp Core Solidifier II Electronics Superiority rig Increases the warp core strength by +2 |
Frothgar
V0LTA Verge of Collapse
26
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Posted - 2012.05.17 01:17:00 -
[932] - Quote
I'd love to see more subsystems, namely hybrid systems that work like pirate faction systems that can be used by multiple races T3s.
I'd also like to see more classes of Tech 3 ships/modules. |
Paranon
Independant Explorations
0
|
Posted - 2012.05.17 01:50:00 -
[933] - Quote
Something I've wanted for a long long time. Ever since I started exploring.
A module akin to the "Lost in Space" hyper drive.
The hyper drive cannot be targeted, it takes you to another system at random in the galaxy, in known/w-space.
Potential for escaping PvP?
But with associated cost - cool down timer 60+ minutes OR hull damage OR 60min sp loss?
I thought it would go well with T3 hulls.
But perhaps it could be fit on non T3 but take up 2 module slots?
Anyway,
That's what I'd like.
Para |
Nemo Halftard
The Opposite Sects
0
|
Posted - 2012.05.17 03:30:00 -
[934] - Quote
New Module:
Smugler Compartments
Low Slot Module - Converts a percentage (20 to 30%) of your ships cargo hold to a separate partition for smuggling/transporting contraband. Contents of the compartment will not show up when scanned by CONFED, Customs or other player ships. Could use up twice as much regular cargo space.
DoT and Environmental Effect:
Ionized Plasma Cloud
Large area "Bubble" effect from deployable object similar to Warp Bubble from specific ship types only. Area of effect would be huge say 60 to 80 Km. Plasma Cloud would damage all ships passing through it based on an exponent of ships velocity. Ships traveling under 50 mps would take little or no damage, but damage would increase exponentially as ship velocity increased, as the ship would be plowing through the Plasma Cloud faster it would encounter more particles thus more damage. Could be scaled so that ships moving upwards of 200 mps or so would encounter enough damage to chew through battle ship class Shields and Armor. Object generating Plasma Cloud could be targeted and destroyed by weapons fire.
|
Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
119
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Posted - 2012.05.17 04:06:00 -
[935] - Quote
Factional Subsystem? wasn't T3 overpower already? |
Andy Landen
Tartarus Ventures Surely You're Joking
22
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Posted - 2012.05.17 06:22:00 -
[936] - Quote
Alx Warlord wrote:Factional Subsystem? wasn't T3 overpower already? not at all. But faction subs seem like they would be prohibitively expensive .. 1 bil per, maybe? |
Tyrion Moath
Browncoat Industries Rura-Penthe
5
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Posted - 2012.05.17 09:06:00 -
[937] - Quote
Just read through the devblog... I'm wondering why there's a drawback for the CPU enhancing rig, when there isn't a drawback for any other electronics rigs.
The tidbit about Tracking Disruptor module working for missiles not working quite right actually sounds like you could make it work perfect like that. If it only affected guided missiles, wouldn't that make sense? As in, torpedos, rockets, and HAMs get a pass?
As to new modules I'd like to see... I'll echo some other people and say more T2 modules, and T3 modules would be cool too. Perhaps T3 modules use something like scripts to make them unique?
Thanks for reading! |
Evelina Rakovic
Imperial Academy Amarr Empire
10
|
Posted - 2012.05.17 16:55:00 -
[938] - Quote
Add new capital modules like : energy neutralizer / nosferatu and smart bomb; add remote shield/armor/energy Fighters t2 version also
new smart bomb for decloking ship with % of distance like 50km from you, you can have 10% to declocking a ship and 10km from you you have 80% to decloking ship.
in siege mode capitals can be receive remote repair and energy transfert (it can be promote use of dreads) |
Uylear
Aliastra Gallente Federation
0
|
Posted - 2012.05.17 20:05:00 -
[939] - Quote
* Self Destruct Mutually Assured Destruction Module/Rig
Hi-slot Can only use once in hull and in low sec/null. Takes out your pod as well, or damages it to hull. Hi Damage to all ships in area of effect. Affects all ship types with uniform damage dealing (all types)
* Emergency Auto-Eject
Hi slot Only used with 80% capacitor charge Ejects your pod 100 km using AB Tech rather than MWD or Warp |
Fred511
APOCALYPSE LEGION
0
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Posted - 2012.05.18 07:27:00 -
[940] - Quote
New Modules:
Capacitor Energizer - Mid slot module that is a hybrid of a cap recharger and booster. Uses Cap Booster charges, but releaes the energy over time. -á-á -á-This mod would provide very high capacitor regen for as long as your cap charges last. This would be advantageous to some fits, such as ships using energy vamps (to keep cap low) or for cruisers, which have a small capacitor and typically use Cap Booster 800s which practically recharge the whole capacitor (which can be neuted away before being used). This module would allow greater control over capacitor usage and would require a good degree of rl skill to use properly.
Enviromental Distortion Field - A high slot module usable only by strategic cruisers with a (new) subsystem fitted (see below). Based on wormhole enviromental effects, this mod would allow the ship to generate a localized enviromental disturbance that changes ship attributes, determined by the script used. This could only be used in null sec. Usage in wormhole systems could have random, possibly dangerous consequences - spawning sleepers, causing you to jump to a random wormhole, dealing damage to your ship, giving huge negative or positive attribute bonuses, etc -á-á -á- This would allow some very interesting tactics both in terms of buffing your fleet or possibly nerfing an enemy fleet. For instance, if your fleet encounters a missile fleet while you are using guns, turn on a missile nerfing or gun buffing effect. This could be overpowered or intrude upon command bonuses however.
Enviromental Control Interface - Electronic subsystem that allows the use of the Enviromental Distortion Field
Mass Amplifier - A new class of EWar mod that would increase a ship's mass or (maybe) change the inertia multiplier. Uses a mid slot. -á-á -á- This mod would be used for several purposes: Hunting nanos, bumping, preventing ships from escaping (has longer range than a point), or to collapse/deny entrance to a WH. A skilled pilot could use this to catch a nano unawares by burning away, then turning around and getting in scram range before it does the same. It could be used on a friendly ship to increase its mass to improve bumping performance, or on an enemy ship to stop it warping off while the player gets in point range. It could be extremely useful in WHs however, as several of these on a cap ship could prevent it from escaping, or even a BS in a low class WH, or to decease the number of jumps necessary to collapse an unwanted WH.
Target Scrambler - Another class of EWar similar to ECM, but instead of jamming the target, it causes the targeting order to be mixed up and switches the active target. Uses a mid slot. This would have a much lower success rate than ECM, but a quicker cycle time. -á-á -á- This mod would could cause alot of confusion in fleet battles, particularly for spider tanking fleets, resulting in split or even friendly fire. This could also result in some hilarity if a pilot isnt paying attention...
(Drone) Logic Disruptor - A mid slot EWar mod that attempts to override the target drone's control systems. If successful, the drone begins attacking its owner or friendly brethren, self destructs, shuts down temporarily, or flys off in a random direction.-á -á-á -á- Currently there is a lack of drone related EWar, which in light of the new drone damage module means that a weapon system doesnt have an EWar counter (blowing them up with smartbombs or weapons isnt EWar). This mod would be useful against almost any ship if the pilot is willing to use a mid slot that might be used for tackle or another EWar mod, since almost every ship has drones of some type.
Spatial Disruption Detector - A High slot anti cloak device. When activated, it allows the player to see cloaked ships on the directional scanner. This can be used to narrow down the ship's position. Cannot be activated during warp, and the player's speed is severely decreased while active (to make finding cloaked ships a slow task that would require two or three ships to do efficiently - two scanners to triangulate and a fast ship to decloak the target) -á-á -á- Some sort of cloak detector has been lacking for quite some time, as a person cloaked is practically invincible. This would make afk cloaking dangerous but cloaking in general still very viable, as an active pilot would be able to avoid the hunters fairly easily. The issue is that cloaking would no longer make a person undetectable in WH systems, thus it might require changing to only detect ships on grid.
Logistics Drones: Now that we have all sizes of EWar drones, we should get their logistics counterparts - Tracking Link, Cap Transfer, and ECCM drones.
Improved Functionality:
Tracking Computer/Enhancer - Affects missile expl radius, expl velocity and missile flight time/velocity (or both) with associated scripts -á-á -á- Doesn't make sense that missiles have all the same modifiers for damage and rigs but no modules that serve a similar purpose to tracking comps and enhancers. This could also be made into a seperate module. Would allow specialization into anti frigate or sniping roles. |
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Uylear
Aliastra Gallente Federation
0
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Posted - 2012.05.18 07:53:00 -
[941] - Quote
To defend against missiles, move fast. Get away from the point of impact. Missiles are penalized purely by being a missile in the first place.... |
Maru Sha
The Department of Justice
0
|
Posted - 2012.05.18 13:14:00 -
[942] - Quote
*bumper*
What is it? I had this idea for a long time, since tractor beams were introduced. A tractor beam is pulling an object in your direction, the bumper should do the opposite and push it away from you. It can either be a new item (high slot like tractor beam), or something deployable with charges and area of effect (like the old mines) or a script for the already existing tractor beam.
Why do we need it / what is it good for? Bumping is already part of the gameplay though it only includes ships versus ships. I think with a equipment for professional bumping this will improve and introduce new possibilities in the "bumping business". Here a few examples: - if it is an equipment you should be able to charge the item and as soon as it is charged it releases the gravitational force on your target, which get's pushed away in the general direction of your alignment axis; you can bump ships away from stations, you can bump ships out of alignment (if they want to warp away), you can speed up mates to have a rocket start e.g. if you want to give your fleet member a little push so he can catch another guy, etc. - if it is a deployable item with area of effect then I could imagine to drop this in order to disperse a horde of drones around me, you could even think that it effects the accuracy of incoming missiles (and delete FOFs from game instead) - if it is a script for the tractor beam I can imagine mining ships in a belt and they fill cans with ore which they catapult in the direction of the hauler or other industrial ships AND (my favourite) - (in case you make it possible to apply several tractor beams on one object) you would introduce the universe of ball games in space into EVE by doing so, because suddenly people could build teams with fast ships, take a can as "ball" and tractor beams and bumpers to play a nice round of space balls (might work well with the new item of MagSheath Target Breaker)
The force of the applied "push" depends on the size of the bumber and the meta level, the direction of the "push" of your own alignment or in the case of area effect of the position of the object to the center of the deployed "bump". Of course physics should be applied like a fregate bumping a carrier with the bumper module will result in no real trajectory change of the carrier but in a fast and backward flying fregate; and in the case of two frigate bumping each other, ships will be pushed away in even terms (unless one of the pilots applies a tractor beam on the other ship [which of course is not possible with current game mechanics] :D).
What might the bumber "break"aka what is the downside of this new module? Well, 1st it might make bumping more easily accessible to anybody so the skills of fitting and flying a ship for bumping is losing its importance, though I think this is evened out with the new possibilities you have now. 2nd, I guess in case of a area of effect solution and being able to bump drones or even missiles, it might put a heavy burden on the calculation of trajectories on the server side. 3rd, sorting out what kind of act of aggression this is (with Concord interference or just being flagged) but be a difficult task. 4th, I can already imagine the annoyed posts on the forum of people with freighter or miners in belts being harrased by "bumpers". 5th, what about webbers and scramblers ... will they lose importance in a close combat fight?
Alright, that's it from my side. Let me know what you think. I think "space balls" would be awesome. I would organize the first tournament if we can have bumpers and a slight change of game mechanics/physics. |
Andy Landen
Tartarus Ventures Surely You're Joking
23
|
Posted - 2012.05.18 18:12:00 -
[943] - Quote
Improved Cyno Cloak Allows the ship to cloak both itself and the cyno it is generating. The cyno disappears from the overview.
Covert Smartbomb II A covert smartbomb may be activated under any kind of cloak, and damages wrecks and debris, and even damages cloaked ships within range. High slot 15 HP damage to each damage type (60 HP total) Cycle time 1s Area of Effect: 4000 m |
Linna Excel
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.05.18 19:11:00 -
[944] - Quote
Here are some ideas for mods, I haven't read the whole thread so please excuse anything that is duplicated.
- Drone Repair Bay - repairs drones that are in the bay
- Remote resistance buffers (one for shields, the other armor) - these will give a small resistance bonus to all types of damage for the target vessel.
- Resistance nerfers - these lower the resistance on shields or armor of enemy ships.
- Passive armor regenerators - For a drawback (reduced cap?) these will slowly regenerate a ship's armor and hull over time.
- Remote speed/agility boosters - these will speed up another ship and let them turn tighter
- Medium weapons that shoot 3-4 small charges at once
- Large weapons that shoot 3-4 medium charges at once
- New weapon type - does damage based on target's max HP (up to some reasonable limit for the size), would spice up PvP and encourage active tanking over buffer tanking
- A MWD that can run on cap charges instead of a ship's cap.
- Slot cycle time changers - this is a mod that would either increase, decrease, or variably change (pro or con) the cycle time of a targeted ships mods. Scripts would be used do decide the effect.
- Mod Cap deficiency "weapon" - this would make the mods on your target use more cap charge as a percentage. Think a neut, but it works more or less on the number of mods being run.
- New Weapon Type punishment - there should be three types, one for each slot level, what they'd do is whenever your target uses a mod in one of those slots, it takes damage.
I <3 Vexors. |
zzrsila zinc'roni
White Mango
0
|
Posted - 2012.05.18 21:37:00 -
[945] - Quote
This idea is for the lonewolf
D.A.P. could stand for Drone Aided Probing
In T2 (or why not T3) typical probing frigates you should be able to use the D.A.P. drone.
This drone helps you probing as long as it orbits your ship AND as long as your ship is not cloacked.
A compatible and dedicated probe launcher and consumable probes must be used in the D.A.P. probing.
The 'aid' could be a simple boost in probe strengh...or maybe it's a better idea to review the entire probing minigame???
I hope so, cause exploration is a big part of eve sandbox style.
cheers to all |
Helixios
Black Core Federation Intrepid Crossing
0
|
Posted - 2012.05.19 00:16:00 -
[946] - Quote
- Auxiliary Boosters - Medium slot - Active Inertial Stabilizer. Compliments the low slot, passive Stabilizer. Activate for a boost to ship agility at the expense of Capacitor and an increase in Signature Radius. Would have low capacitor consumption (less, or relatively equal to an Afterburner) with a short cycle duration. Useful for tight combat maneuvers and aligning for warp-outs in tactical situations.
- Heat Expulsion Port - Medium Slot - Active Heat Dissipation. Activate module to reduce accumulated heat on modules in short bursts. Module would have a long cycle duration promoting hit-and-run tactics. Optionally, the module could run via Capacitor or Charges depending on CCP Preference. If Capacitor dependent, the module could load scripts that increase heat dissipation but increase cycle duration and vice-versa.
- Ancillary Heat Sink - Low Slot - Passive Heat Dissipation. This module attracts damage from overheating modules, damaging itself by a percentage rather than the rest of a ship's modules. Once 100% damaged the effect is lost. Alternatively this module could just impose a passive bonus to a ship's resistance to heat. Note: This does not mean that other modules do not get damaged, only that their damage is reduced as a percentage is absorbed by the heat sink.
- Decoy Device - High Slot - Disguise shiptype on overview and D-Scan. This module activates in a similar fashion to a cloaking device, you cannot activate it if you are locked on by another ship. The modules disguises your ship as another ship of similar class and size (At random). Optionally it could disguise you as a larger or smaller ship or, if CCP is willing to put forth the effort, could have scripts for each race, or even each individual ship.
Now, for the more general section:
Caldari's E-War is like CCP's favorite child. They get more attention than the other races. Give low slot modules that increase the effectiveness of Webifiers, Target painters, Sensor Damps, Energy Neutralizers- Etc. Range or Damage, doesn't matter.
They are also currently the only race to get AOE Electronic Warfare- ECM Burst. Give AOE Sensor Damps, Target Painters, Tracking Disruptors, etc.
Alternatively, Amarr could have an AOE neutralizer, or perhaps a field generator that disrupts all forms of capacitor/shield/armor transfer. |
Undeadenemy
Senex Legio Get Off My Lawn
0
|
Posted - 2012.05.19 03:53:00 -
[947] - Quote
Here are some ideas:
Regenerative Armor:
Part of the reason shield buffer fitting is so popular is because shields recharge on their own whereas armor does not. Here is a solution:
The Energized Regenerative Membrane.
This modules already exists and it currently adds something like 15% to your armor amount, which is nice. Instead, the regenerative membrane should also slowly regenerate your armor.
T3 Titans
YES REALLY! Wait, don't haul me away in a straight jacket just yet, hear me out first!
-When Titans were designed they were intended to be rare, once in a blue moon monster ships that destroyed everything, but were extremely expensive and rare. CCP has stated on many occasions that they thought it was a cool idea, but underestimated the amount of income large alliances could have, resulting in the current problem of stacking.
-T3 Titans would be configurable versions of the current Titans, the subsystems could allow them to fulfil different functions that on their own would be far badder ass than what we currently see out of Titans.
-Most importantly (and why this idea isn't as totally insane as all you probably think), T3 titan blueprints should only drop from Sleeper NPC's, and the number of blueprints to EVER be dropped should be a really low number (like 3-5). This would insure that these ships are extremely rare and can never be replaced. Only 3-5 of them could ever exist, and once they're gone, they're gone forever.
-With rarity comes power, these should be absolutely the most evil things to ever grace New Eden. Something like this:
*The old doomsday, with at least a quarter of the new doomsdays damage.
*Maybe the ability to warp cloaked (if properly configured with subsystems).
-Fighters/Fighter Bombers (If configured)
-Other ghastly things
The cost to build these should be astronomical, with the materials all coming from Wormhole space.
You probably still think I'm crazy, at least give it an honest look over. The whole point behind the original idea of titans was for there to only be one or two in existence, this would fix that, with a badass new ship that would be feared by all. |
Undeadenemy
Senex Legio Get Off My Lawn
0
|
Posted - 2012.05.19 04:31:00 -
[948] - Quote
Heres another one I forgot about:
Mines
Bring back the mines! Make them deploy from a bomb launcher and require them to be anchored (shouldn't take very long though). You should have to decloak to anchor them.
-The mines are cloaked. -Have a 5km activation radius with a regular bombs AOE and damage. -Auto detonate after a period of time ~1 hour (depends really, but shouldn't last much longer) -Detectable by covert ships with an appropriate mine detector module. -Should be disarmable with another appropriate module (fittable on covert ships) -Detonate on contact with ANYONE (friend or foe). -Maybe auto-detonate if deployer logs or leave system (or maybe even if they go off grid). |
Randolf Rolmanof
EveMerc's
0
|
Posted - 2012.05.19 06:04:00 -
[949] - Quote
The Kamikaze Module Fits in a high slot Is loaded with Bombs Can fit on specific Kamikaze ship that is fan based frigate T2 hull * like the Tier 3 Bc's On T2 /3 Destroyers and on Stealth Bombers. has 3 dmg components 1)The bombs loaded into the module 2)The bombs held in the cargo bay 3) the overloading of the ships warp core(standard 5k uni dmg area of effect)
Max Damage is 50K hp in a 3 km range, the warp core breach creates a time / space vacuum that quickly implodes the dmg effect area, thus limiting it's overall size. The T2 version, like T2 bombs decreases area of effect while increasing dmg dished out. Draw back Destroys the pilot's ship and pod.
Module skill, lvl effects how many bombs can be loaded. Level 5 gives way to? T2 bombs anyone? More dmg in a smaller area...with the T2 skill shrinking the area while increasing the dmg output. For this Kamikaze Module it would only allow the use of T2 bombs with their base lvl 1 dmg. Has a base 30 second initiation timer that can be leveled down to 0 with skills Gives general warning "Some DeCrunch has initiated Kamikaze module" ... because knowing it's coming would be such grim fun, it has to be shared.
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Stratus343
Tterab Industries
0
|
Posted - 2012.05.19 13:52:00 -
[950] - Quote
I'm interested in the addition to T2 tracking computer scripts and falloff scripts. |
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mortykye
S0utherN Comfort Cascade Imminent
0
|
Posted - 2012.05.19 14:26:00 -
[951] - Quote
anti-cloak field generator this module would fit hics and work much like the warp generators do with scripts avaible that would allow to either focus the feild in one direction or create a bubble like effect. the bubble effect would have a reducing chance of deloaking vessals depending on the range the hic with the script you would be able to increase your chances but limit the area of effect. an example would be that you are exspecting a cloaked vessal to jump through a gate you would use the script to focus in area of gate ,or you are hunting a afk cloaky near your home station, you would use your bubble effect. these affects would have the same or near the same restrictions as the warp feild generator does(like not being able to be reppped or warp with active) it just seems silly that advanced races would allow there enemys to simply sit in there space and spy on them with out trying to find them . thinking of the cloaked ship as a submarine and the improved hic as a destroyer deploying depth charges |
Ford Perfekt
Deadly Influence ZADA ALLIANCE
0
|
Posted - 2012.05.19 18:16:00 -
[952] - Quote
I have always missed secure can in size of jet-can.
Downside would be that they have to be fuelled or you wouldn't be able to put anything in
I can imagine that that kind of can would be great for solo mining ops. |
Zarnak Wulf
CTRL-Q Iron Oxide.
350
|
Posted - 2012.05.19 19:04:00 -
[953] - Quote
Turtle Field Generator:
High or mid slot item. Generates a field around your ship that can not be penetrated for 20 seconds. Other ships can target and take hostile action, but their weapons will not cause damage due to the field. Your ship can not hold locks or activate modules while the field is active. You are also frozen in place. The field can not be reactivated for a minute after the initial 20 seconds.
|
ILeone
School of Applied Knowledge Caldari State
10
|
Posted - 2012.05.19 22:31:00 -
[954] - Quote
A cargo expanded type module that allows transport of pods.
Would allow easier relocation of your corpmates / alts.
Would also be fun to see 50 pods pop out of a destroyed ship. |
Andy Landen
Tartarus Ventures Surely You're Joking
24
|
Posted - 2012.05.19 23:17:00 -
[955] - Quote
Carrier Docking Module High Slot Fits only to carrier class While the module is active, pilots may dock inside the carrier up to the volume limit of the ship's ship maintenance bay and repairs the ship's shields over time. Docked ships travel with the carrier when it jumps or warps, but not when it docks in a station. When the module goes offline, or the carrier docks or logs off or DCs, all docked ships are undocked back into space within 2500 m of the carrier. This does not apply to un-piloted ships stored in the hangar array.
Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively |
Oberus MacKenzie
Handsome Millionaire Playboys Flatline.
1
|
Posted - 2012.05.19 23:40:00 -
[956] - Quote
If you are going to make tracking disruptors affect missiles, you HAVE to give missiles a module like the tracking enhancer or tracking computer. This really isn't optional. If there isn't a module like this, missiles have absolutely no defense against disruption effects unless they sacrifice their much-needed rig slots. In all honesty, this type of module has been needed for quite a long time. CCP continues to buff the mechanics around turrets and their ammo, but leaves missiles behind with their terrible T2 ammo and prolonged training time. Pretty soon you won't even need to nerf the drake, nobody will fly it because of how bad missiles will be in comparison to turrets. |
Oberus MacKenzie
Handsome Millionaire Playboys Flatline.
1
|
Posted - 2012.05.19 23:49:00 -
[957] - Quote
Undeadenemy wrote:T3 Titans
I think CCP just needs to completely revamp how the current titans work. Making a limited-edition tech 3 titan would just give unthinkable power to large alliances, and then nobody would ever get a chance to have one of their own. Make the titan a mobile POS. It jumps into a system and then pops up a POS bubble and deploys POS guns that detach from the hull. Give it the ability to repair ships in the bubble (over time), a gigantic fleet cargo + ship maintenance bay and a persistent cyno. Maybe keep the doomsday, but really just remove the "giant f***ing gun" aspect of the titan. As long as it's just a big fat gun, it will continue to be mass produced and fights will continue to be determined by "I have moar titans than you, bro" (which was NOT the original intention for titans). Making it a mobile command center makes the thing into the flagship of a fleet, just like it was supposed to be. It will be at the forefront of SOV warfare because it will be an instant operations center for the assaulting fleet or a rally point for the defending fleet. Not only that, but it will add something to Eve combat that it has never really had: modifiable battlefield terrain. |
Gustav Mannfred
The Black Suicidegankers
31
|
Posted - 2012.05.20 06:16:00 -
[958] - Quote
My ideas:
Armorrepair ampiliders: needs hull upgrades level 3 Medium slot
Gives 30% Bonus to repair amount. Gives 100% Heatdamage
1000MN Afterburner/MWD same like the actual existing, but for capital ships
Capital energy neutralizer/Nos Neuts and nos for caps. drainst 37500 evry 48s, and nos 4000 evry 24s.
Secreting Module:
Hi-slot. Needs same skills like siege Module
-500% to targeting range and speed -200% to tractorbeam range and speed -100% to salvagingchance of salvagers. -ship cant move, while activated -can only fitted in: Noctis, Orca, Rorqual and any other capital and supercapital ships.
it would also be nice, to remove stackpenaltys from all modules, that dont gives bonuses to resis. (Like weaponupgrades, Tes or damage controls). Shield and armorharders dont lose them.
i'm REALY miss the old stuff.-á
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183 |
Sidra Necia
Starwinders The Unwilling.
2
|
Posted - 2012.05.20 08:10:00 -
[959] - Quote
Just a few quick ideas: (sorry if some have been posted before)
1: Damage controls I consider DC's to be more or less unfair. In fits that are CPU intensive one has to sacrifice a lot (potential dps or tank) just to fit one.
Shield tanks & missile fits have to sacrifice 30 cpu, that could go into guns or tank. Armor tanks could use this cpu for warp disruptors webs ...etc.
Make DC's to need: Power = 1 or 0 CPU = 1 or 0
Reasoning: In my experience Larger ships have less problems fitting Damage controls than cruiser/frigate sized ones.
Changing this would cause a drastic change in how people fit their ships. All of a sudden they will have 30 free cpu, that could be used on something else.
This will stir things up and make many ships much easier to fit, while other less used ships viable.
Ballistic control systems Make Ballistic control Systems use less CPU. I see no reason why they need 40 CPU, 30 CPU sounds more reasonable, also lower the meta CPU needs.
Other ideas: Launch bay accelerator module: low slot, % bonus to rate of fire
Warhead upgrade: low slot, %bonus to missile damage and? %explosion velocity
Precision aiming computer: medium slot, %bonus to chance of hitting a target in fallout range.
Capacitor Guard: high slot, 30% chance of protection against NOS, per cycle 30% chance of Neut working like Energy transfer arrays. (meaning your enemy gives you cap instead of neutralizing it) per cycle Cost ... small/medium/large... according to size. cycle time : 1-1.5 nos or neut cycles of respective sizes.
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Unhygen1x
Imperial Academy Amarr Empire
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Posted - 2012.05.20 09:05:00 -
[960] - Quote
Have a jam launcher as high slot, like Spaceballs.....
It blacks(or red's depending on jam flavour) the target's entire screen for a short period of time..
"We've been jammed"
On a little more serious idea....
Maybe a module that can teleport(maybe 20,000metres) away target a very short distance on grid(not a transporting ships option) or disorient the target briefly(unable to activate new module cycles etc for short time...)(don't tell me it would be too similar to ECM) so they lose their bearings or advantage in a small pvp engagement. Would need limitations on what target ships/size they work on.. (maybe S/M/L/XL??) Maybe high slot and need decent cpu/powergrid to use.
Hope this idea makes you smile...... |
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