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

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.20 21:20:00 -
[961] - Quote
T3 Weapons The core idea behind T3 weaponry is to not be as powerful as T2 weapons, but with the ability to switch between two modes and that full heat damage doesn't destroy them but only shuts them down while they cool-down. Can only be used on T3 ships and should require weapon specialization to IV for both modes.
Adaptive Medium Laser - Beam mode / Pulse mode
Adaptive Medium Accelerator - Railgun mode / Blaster mode
Adaptive Medium Cannon - Artillery mode / Autocannon mode
Adaptive Medium Launcher - Boosted mode (missile velocity) / Rapid mode (Missile ROF)
|

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.20 21:35:00 -
[962] - Quote
I would like to advocate giving all capital ships to ability to mount 'Facility Modules' in the high slots. They should be fast but wasteful compared to Station facilities. No heavy water consumption please.
Manufacturing Core I - Gives a certain amount of Tech I compatible manufacturing lines. Manufacturing Core II - Gives a certain amount of Tech II compatible manufacturing lines.
Refinery Core I - Can only refine ores Refinery Core II - Can also be used to reprocessing
Research Core I - Allows for ME and PE research Research Core II - Supports blueprint copying and invention
|

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.20 22:26:00 -
[963] - Quote
It's been a while since Drones have been a serious force in EVE. They're usually considered a backup weapon or a weaker main weapon that's only viable with backup from normal weapons like turrets and missiles. I'd like to recommend that we remedy this by introducing new Drone Control Units or a module that will provide a 99% reduction in CPU and Powergrid usage of Drone Control Units that could be fit in low or mid slots to allow ships to equip the Control Units in the hi slots.
I'd much prefer to see a new collection of Drone Control Units rated small, medium, large and Capital class to make increased drone deployment a viable option for more than just Carriers, rather than a module that provides the 99% reduction since that would only reduce the fitting requirements of the current Drone Control Unit to a point where Battleships could make use of them to any worthwhile extent.
If adding small, medium, large control units it may be nice to have them add drone bay m3 and bandwidth as well as increasing the number of drones you can control. Small control units could add 5m3/5bandwidth, mediums could add 10m3/10bandwidth, and large units could add 25m3/25bandwidth. That way ships that normally aren't 'drone boats' could make good use of them as well. |

Andy Landen
Tartarus Ventures Surely You're Joking
24
|
Posted - 2012.05.20 23:02:00 -
[964] - Quote
Grenn Putubi wrote:It's been a while since Drones have been a serious force in EVE. They're usually considered a backup weapon or a weaker main weapon that's only viable with backup from normal weapons like turrets and missiles. I'd like to recommend that we remedy this by introducing new Drone Control Units or a module that will provide a 99% reduction in CPU and Powergrid usage of Drone Control Units that could be fit in low or mid slots to allow ships to equip the Control Units in the hi slots.
I'd much prefer to see a new collection of Drone Control Units rated small, medium, large and Capital class to make increased drone deployment a viable option for more than just Carriers, rather than a module that provides the 99% reduction since that would only reduce the fitting requirements of the current Drone Control Unit to a point where Battleships could make use of them to any worthwhile extent.
If adding small, medium, large control units it may be nice to have them add drone bay m3 and bandwidth as well as increasing the number of drones you can control. Small control units could add 5m3/5bandwidth, mediums could add 10m3/10bandwidth, and large units could add 25m3/25bandwidth. That way ships that normally aren't 'drone boats' could make good use of them as well.
Please like my post. It was basically this idea.
Also, the another poster, why would anyone want to fly your "secretive module?" I only saw big penalties to using it. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.20 23:40:00 -
[965] - Quote
Andy Landen wrote:Carrier Docking Module Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively +1 active drones Fitting requirements vary to scale with ship sizes for frig, cruiser, and battleship hulls respectively.
Pretty much exactly what I posted, but the bonus to drone HP is pretty OP when you consider you're going to be fitting more than 1 of these at a time so I can't really support that part of it. |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 00:00:00 -
[966] - Quote
Grenn Putubi wrote:Andy Landen wrote:Carrier Docking Module Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively +1 active drones Fitting requirements vary to scale with ship sizes for frig, cruiser, and battleship hulls respectively. Pretty much exactly what I posted, but the bonus to drone HP is pretty OP when you consider you're going to be fitting more than 1 of these at a time so I can't really support that part of it.
If you fit multiple Drone Enhancers, then you are obviously sacrificing traditional weapons systems to be a drone boat. The HP bonus merely helps your drones survive a little longer, being your primary weapon system anyway. Even with that bonus, I imagine that sleepers or players can still chew through them fairly quickly.
Of course, if you disagree then let's just allow the players turrets and launcher to be directly targeted. That way all weapons systems are balanced in their ability to be destroyed. There goes another CN HM launcher! What does a full rack of 6 CN HM launchers cost these days? Might as well level the playing field in this way to keep things from getting OP, wouldn't you agree? |

Euphorbia
Faultcurrent
0
|
Posted - 2012.05.21 00:28:00 -
[967] - Quote
Something I would like to see is an enhanced survey scanner. It seems strange to me that races capable of building titans and dreadnoughts can't improve on a asteroid scanner with a range greater then 22.5 km. A rig or a sensor booster to extend this range would be welcome. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 01:16:00 -
[968] - Quote
Andy Landen wrote: If you fit multiple Drone Enhancers, then you are obviously sacrificing traditional weapons systems to be a drone boat. The HP bonus merely helps your drones survive a little longer, being your primary weapon system anyway. Even with that bonus, I imagine that sleepers or players can still chew through them fairly quickly.
Of course, if you disagree then let's just allow the players turrets and launcher to be directly targeted. That way all weapons systems are balanced in their ability to be destroyed. There goes another CN HM launcher! What does a full rack of 6 CN HM launchers cost these days? Might as well level the playing field in this way to keep things from getting OP, wouldn't you agree?
I see you're point, but 25% per unit is just way too much. You'd end up wtih drones having more hp than some ships.
I'd consider a 5% bonus far more reasonable, you could even roll in damage/mining/repair amounts at 5% as well and keep it at a good spot.
To make it more interesting I'd recommend making the bonuses linked to the Advanced Drone Interfacing skill so the modules would look more like this:
Small Drone Control Unit: Gives you one extra drone. You need Advanced Drone Interfacing to use this module. It gives you the ability to fit one drone control unit per level. +1% to Drone Hitpoints and Damage, Mining, and Repair amounts per level of Advance Drone Interfacing. Provides +5m3 Drone Capacity and 5 Mbit/sec Drone Bandwidth to the equipped ship.
The Medium and Large Drone Control Units would be the same except for the Drone Capacity and Drone Bandwidth which would be 10m3/10MBit/sec and 25m3/25MBit/sec respectively. |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 01:25:00 -
[969] - Quote
Grenn Putubi wrote: I see you're point, but 25% per unit is just way too much. You'd end up wtih drones having more hp than some ships.
I'd consider a 5% bonus far more reasonable, you could even roll in damage/mining/repair amounts at 5% as well and keep it at a good spot.
To make it more interesting I'd recommend making the bonuses linked to the Advanced Drone Interfacing skill so the modules would look more like this:
Small Drone Control Unit: Gives you one extra drone. You need Advanced Drone Interfacing to use this module. It gives you the ability to fit one drone control unit per level. +1% to Drone Hitpoints and Damage, Mining, and Repair amounts per level of Advance Drone Interfacing. Provides +5m3 Drone Capacity and 5 Mbit/sec Drone Bandwidth to the equipped ship.
The Medium and Large Drone Control Units would be the same except for the Drone Capacity and Drone Bandwidth which would be 10m3/10MBit/sec and 25m3/25MBit/sec respectively.
Great idea! I must admit that I like the way Advanced drone skill was integrated into the DCU hp/dmg bonus. You should keep in mind that when asking for what you want, the tradition is to ask for more so that what is agreed upon is closer to what you originally want. I would change your 1% to at least 4%. I would also remove the dmg bonus, as dmg modules are usually found in the low slots, and it gives more room for the other bonuses and agrees more with the original capital DCU, which I think should also give hp, m3, and MB/s bonuses. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 01:55:00 -
[970] - Quote
Andy Landen wrote: Great idea! I must admit that I like the way Advanced drone skill was integrated into the DCU hp/dmg bonus. You should keep in mind that when asking for what you want, the tradition is to ask for more so that what is agreed upon is closer to what you originally want. I would change your 1% to at least 4%. I would also remove the dmg bonus, as dmg modules are usually found in the low slots, and it gives more room for the other bonuses and agrees more with the original capital DCU, which I think should also give hp, m3, and MB/s bonuses.
As much as I understand the whole 'ask for more than you want' schtick I don't really like doing things that way. I'd rather be completely reasonable in my first request and see what the argument is for why it isn't reasonable rather than be unreasonable to start and expect to be talked down. It's just far more polite imo :)
As for the damage bonuses, remember that these modules are replacing your normal weapons in favor of drones that can be shot down. Giving them a small boost per module isn't totally unwarranted, even considering the new low slot drone damage modules that are being released soon. An extra 25% drone damage after investing a lot of time in a 8x skill is very understandable, a 20% bonus at level4 of that skill isn't too much to ask either. Remember that these modules won't just have fitting requirements, but very heavy skill requirements as well. Drone Interfacing is a 5x skill that you need to take to level 5 before you can even train Advanced Drone Interfacing to level 1. And they both use Memory and Perception as their attributes which aren't used for many other skills, so remapping to those skills isn't something most people would do. So the training time to get through Drone Interfacing is usually 30+ days and taking Advanced Drone Interfacing to level 5 usually takes about 2 months. That's more time than you need to invest to get access to most T2 weapons.
And the Carrier Drone Control Units I wouldn't expect them to change at all. Carriers are already extremely powerful and have the ability to use Fighters and Fighter Bombers and the original Drone Control Units and Carrier ship bonuses were designed with this in mind. I'd probably restrict the use of the new Small, Medium, and Large Drone Control Units to non-capital class ships, or at the very least non-carrier class ships. I'm not sure how much use you'd get out of them fitted to a Dreadnaught but I'd rather not find out :) |

midmaster mini-man
LightningStrikesTwice Elemental Tide
0
|
Posted - 2012.05.21 04:20:00 -
[971] - Quote
Protective Ambiance Expanse
Very similar to a POS force field, this bubble can/will :
Uses a Medium Slot requiring 20 power grid and 90 Cpu Can be fitted to any ship Active Mod using 80GJ per 10 sec cycle No cooldown needed A charge that can be reused unless destroyed will be required...at 2m3 Disables Weapons and Drones(except when out of bubble) from being able to fire when inside the bubble Will have a 8km radius Ships outside the bubble will beable to lock ships in the bubble, but unable to fire any type of weapon except for the atachment on the ship which will disable the bubble if destroyed Bubble attachment has 6k shields at 40/50/60/60 resists...2k armor at 70/60/50/50 resists..500 structure at 20/20/20/20
A Tier2 Version should be made availiable with the following exceptions :
Mod requiring 90 > 110 Cpu 85GJ a cycle 12km radius Bubble attachment with 10k shields...3k armor...2k structure Can decloak ships
Miners will still beable to activate strippers from within the bubble The bubble must be decycle for encased ships to warp or jump Decloaks ships within 2km of bubble(unless interferes with balancing)
Feel free to add ideas or comments |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 04:58:00 -
[972] - Quote
Grenn Putubi wrote:As for the damage bonuses, remember that these modules are replacing your normal weapons in favor of drones that can be shot down. ... And the Carrier Drone Control Units I wouldn't expect them to change at all. Carriers are already extremely powerful and have the ability to use Fighters and Fighter Bombers and the original Drone Control Units and Carrier ship bonuses were designed with this in mind. I'd probably restrict the use of the new Small, Medium, and Large Drone Control Units to non-capital class ships, or at the very least non-carrier class ships. I'm not sure how much use you'd get out of them fitted to a Dreadnaught but I'd rather not find out :)
Firstly, you forget that the drone hp bonus was aimed at slowing the process of them getting shot down. I say drone hp over dps, and you say the opposite.
Then you say the carrier is OP, and I disagree. Your dps bonus would make them more powerful, I agree, but my hp bonus would not make them much more powerful. Do not fear the capital ship merely because it is bigger than the toys you are used to playing with. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 05:41:00 -
[973] - Quote
Andy Landen wrote: Firstly, you forget that the drone hp bonus was aimed at slowing the process of them getting shot down. I say drone hp over dps, and you say the opposite.
Then you say the carrier is OP, and I disagree. Your dps bonus would make them more powerful, I agree, but my hp bonus would not make them much more powerful. Do not fear the capital ship merely because it is bigger than the toys you are used to playing with.
Nope, didn't forget at all. But giving Drones 125% bonus HP and then putting 10 of them on the field is a ridiculous amount of extra damage that can be absorbed by your drones before you're out of them. That's an extra 12.5 drones worth of hp to chew through, at 5% per module it's only a 25% total bonus and so only 2.5 drones worth of extra hp that needs to be dealt with. You give drones an extra 125% hp and it won't even be a tactical decision about whether to shoot the drones or not to shoot the drones....it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down. At 25% bonus hp it still leaves the option of focusing the drones instead of the pilot's ship, it won't be a clear cut decision. Also, I never said 'drone dps over drone hp' I want a little of both. I want to make using drones as a primary weapon viable while not making them invincible or removing all strategy from a fight they're involved in. Tactical decisions are important, and making something unbalanced only removes those decisions from the mix because one option is so vastly superior to the other that it's not only the obvious choice, but also the only viable one.
I also never said the carrier was 'OP'. I said it was extremely powerful, and when compared to other current drone based ships it is. Pit a carrier 1v1 against any other drone boat and it'll win, no contest. It'll have more drone capacity, more bandwidth, be able to put more drones on the field, it'll use Fighters or Fighter Bombers, and get bonuses to remote repair so it'll can keep drones on the field longer than any other drone boat. Pit a carrier against 3 or 4 other drone boats and it'll still come out on top. Even if we gave the 3 or 4 drone boats these new Drone Control Units we're asking for it'd probably still win or at least drive them off, it's supposed to, it's a Carrier. This is not to say they're unkillable, they're incredibly vulnerable if you know their weaknesses and exploit them. My point was that carriers are already very powerful drone boats and giving them even more of an edge in combat isn't something I'd ask for at this time. If these new Drone Control Units were added and worked out well, then I'd certainly be willing to revisit a buff to Capital Drone Control Units. But I think buffing them now would be a mistake.
Seriously....Fighters and Fighter Bombers with 125% bonus health? NO THANK YOU! |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:22:00 -
[974] - Quote
Script
Make a script loadable to perhaps your probe launcher that will increase the effectiveness of the D-scan, to include increased range, better distance detection, heading, speed of target or other useful information. Call it a Improved Scanning Script.
I can also see this as a high slot module for sub capital ships and perhaps a capital class high slot module. |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:26:00 -
[975] - Quote
Module
Have "once removed" version of cloaking. Call it a stealth module. It would "dampen" a ships ability to be detected by D-scan, NOT eliminate it, just make it detectable only at a closer range. This would be a counter to the script I proposed above for increased D-scan ability. |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:31:00 -
[976] - Quote
Module
Able to be used only in a wormhole or null sec.
Mobile Warp Dilatation Bubble. This does not stop you from going to warp, but significantly slows your warp speed. Intended to give players more time to react to incoming ships if they can spot them via D-scan.
Can't be used within a certain radius of a Warp Disruption Bubble.
|

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:39:00 -
[977] - Quote
Module
Capital class module only.
Electronics suit. Provides +1 warp strength without the normal penalties applied to sub capital ships. Provides a small percentage increase to sensor strength. Provides small percentage increase to scan resolution.
Think of it as the "Power Diagnostic Unit" of the midslot for your electronics woes.
|

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:48:00 -
[978] - Quote
Module
Custom interface modules.
This would be a huge rework/addition and would probably be very popular.
This would do well as a module, or even possibly a rig instead. Maybe you can doc your ship and "upgrade" just that ship at a station to get this advantage. It would be a nice money sink and I don't think it would upset combat too much.
The addition of this module/rig/upgrade (whatever version CCP pics) would change the entire interface of the ship.
for example:
Miner's custom interface would remove the default interface and replace it with a better more organized HUD/overview alternative that would make mining easier and more efficient. Perhaps it would be more asteroid information on the targeting picture, or an active display of bonuses from the rorqual. Maybe it will allow you to input mining patterns so your mining vessel would automatically switch to another roid when one popped. Maybe allow the user to input a mining fleet "mining map" that would be transmitted automatically to other upgraded mining vessels to show which roids to mine next etc...
Ewar custom interface, display the targets default sensor strength, your chances of jamming that target, or show you a list of targets your FC wants you to jam?
The basic idea here is to replace the "one size fits all ships" interface with one that makes using your ship as that ship was intended to be used a lot easier to do. |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 08:01:00 -
[979] - Quote
Ship class with new modules
Call this class of ship the CEO's Command Post
This ship would be sub capital and have very few defenses or weapons. it is intended to be a ship that aids in administrative activities that a typical CEO might want.
The module would be new in Eve and would do some of the following:
*Boost your ability to place buy/sell orders over greater distances, perhaps across entire regions.
*Allow you to instantly update member locations. this would be at a faster rate than the corporation window currently has.
*Allow you to REMOTELY view a battle from another player's capital class ship fitted with same module from another system or at a range greater than 100km
*Allow a portable location for members to join your corp in space
*can use a clone vat bay |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 08:05:00 -
[980] - Quote
Capital modules
Weapons tracking disruption, area of effect, used in same manner as the projected ECM module for super caps.
Low grade pulse ECM. Low strength area of effect ECM with great range. Designed to annoy ships with weak sensor strength by periodically succeeding in jamming.
|

Lodocran
Corem Glac
1
|
Posted - 2012.05.21 10:12:00 -
[981] - Quote
New module concept
Distortion Field A module based on the technology behind the cloaking device. Upon activation it surounds the ship with a visualy distorted field, making it harder for hostile ships to score accurate (critical) hits with turrets and missiles.
However, due to the sensor disruption caused by the distortion field, it lowers the sensor strenght of the ship.
Specs Activated Module High slot. Only one module can be fittet at a time. Intensive CPU demand. Scales with ship size. Requires Electronics skill lvl 3. Affected by Electronic Uppgrades |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 13:10:00 -
[982] - Quote
Grenn Putubi wrote:it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down Focusing on the pilot is the standard tactic against drone boats anyways. The only time that drones are targeted is with a smartbombing BS, typically against carriers and only if your logistics can't tank the dps of the drones.
Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps.
* With Adv Drone Interface maxed to 5
Time dilation module High slot 30 km bubble slows time within the bubble so that time inside the bubble progresses at 100 times slower than the speed outside the bubble.
I almost half kidding with this last proposal, but it could be VERY interesting. LOL. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 14:22:00 -
[983] - Quote
Andy Landen wrote:Grenn Putubi wrote:it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down Focusing on the pilot is the standard tactic against drone boats anyways. The only time that drones are targeted is with a smartbombing BS, typically against carriers and only if your logistics can't tank the dps of the drones. Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps. * With Adv Drone Interface maxed to 5
I believe you've just made my point for me.
That Hobgoblin now has more health than most T1 Frigs, heck is has as much structure as some cruisers. Yet it's still got next to no sig radius and still moves 1km/s or more. Do the math for a Medium or Heavy drone....they end up tougher than most BCs. Heck, do the math for a Sentry and it'll be as tough as some BS. They may put out the same dps, but you've just made them combat juggernauts able to tank damage that ships wouldn't be able to withstand.
As you've said yourself, focusing the pilot is already a standard tactic. Give the drones 125% bonus hp and even a smartbombing BS wouldn't be able to kill them in any sort of useful time period. Give that bonus to Carrier drones and fighters/bombers and you'd really mess up game balance and turn drones into a no brainer primary weapon choice for most pilots. I don't want drones to be the only choice, but I do want them to be a viable one :) |

Saithos
Imperishable Darkness
5
|
Posted - 2012.05.21 15:51:00 -
[984] - Quote
Nova Fox wrote:Jump Sledges
Seige Weapon Capitol Ship Multi-system capable Targetless AOE
This cannon fits on capitol ships only. Works in seige mode only. Can only shoot at contellation or smaller Stargates Regional sized stargates are not allowed (thus cannot shot from null to low or low to high or vice versa.) Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles. Shells launched though the gate detonate as soon as they're on the other side allowing to clear out any mines, bubbles and camping forces too close to the gate. Weapon is racial.
I like this very much so~
I was thinking about this for quite a while now...
What if some sort of station service was available to modify the bonuses and type of slots on a ship?
For an example~ If I had X amount of materials/LP/iskies etc, I would be able to convert the laser hard points of my Geddon to missile hard points. The ship would then be given bonuses to missiles instead of lasers. The bonuses would still be in line with the original. So~ If the bonus was to laser range it would convert to missile flight time.
This would allow players a MASSIVE amount of customization without causing undue havoc / things to be overpowered / rustling of jimmies etc etc etc.
Auto cannons should get an effect like the one used in Homeworld 1/2/ Stahgate etc, where you can visibly see the rounds moving through space. I'm bad at explaining this but I'm sure someone will know what I'm talking about (Stargate BC-304 Railguns?)
Redone drone models. It's always bugged the hell out of me watching my drones shoot sideways... Redo the models to include a small rotating turret. Same for fighters.
The new drone damage modules should be converted to highslot. Drones need to be seriously looked at again.
Also, a way to paint ships would be nice. |

PostingAlt No27
The Alt Parking Lot
0
|
Posted - 2012.05.21 17:43:00 -
[985] - Quote
Adaptive Shield Resistance Amplifier please |

cyndrogen
Occultum Productia
66
|
Posted - 2012.05.21 17:51:00 -
[986] - Quote
Virus module,
Purpose: target enemy drones and inject a virus which makes the drones attack other targets.
Module could have an area of effect like a smartbomb or target a ship and upload the virus to the drones based on skill.
The higher the skill the faster you inject the virus and make the drones rogue.
Virus can either self destruct drones or have them attack a random new target by switching their directive, they can even target the ship that launched the drones initially.
The virus can be loaded with different strain scripts into the module. Some cause the drones to slow down or stop firing fly away etc others cause the drones to switch targets |

gallaoth
Sirrius Cybernetics
4
|
Posted - 2012.05.21 18:13:00 -
[987] - Quote
shield tanker get to fit x-large shield bosts and they get adaptive invulnerability fields when is armour going get a x-large repping modal that can fit onto a battle-cruiser
also when are armour going to get a mod that gives 25% accross the board on resists with stacking penalty like the T2 adaptive invulnerability fields in shield, and the new armour modal isnt that as it creates holes when use and takes time for the resists to change ( dislikes it only good for PVE and it isnt even that great for that ither ) |

columbo
Snap Crackle Pop. AAA Citizens
0
|
Posted - 2012.05.21 18:49:00 -
[988] - Quote
Webbing bubbles would be fun |

MiggSigg
Heretical Eucharistia
0
|
Posted - 2012.05.21 19:03:00 -
[989] - Quote
" stratops-Harpune"
- highslot, launcher (should be fittable for all kinds of ships with launcher slot) - used with charges "harpune" - Harpune range 2500m, if ships get out of range conection is lost and harpune destroyed - if module is activated on target ship, target player will be asked for permission. - after harpune is hitting target ship all modules will be offlined immediatly. (t3 subsys are not affected by the harpune) - target ships atributes excludes skills and hardwirering (ship will be destroyed if damage is high enough allready) - after all modules are offlined, targetting ship can see the fittingscreen of target ship and also cargohold and dronebays. - targetting ship can exchange modules (not rigs or subsystems) - exchanging has a reload time small 5sec, med 10sec, large 15sec, x large 20sec - exchanging has a repair paste ammount small 10units, medium 50, large 250, x-large 1250 - exchanging drones in dronebay works immidiatly - finishing the process onlines all modules of target ship immidiatly - onlining modules consumes cap out of targetting ships capacitor. again different sizes equals diffenrent Amount, if there is not enough cap available to online all modules at once, the onlining mode will not be finished as long as all modules are onlined, or connection is lost (equals cap recharge time of targetting ship). - while process is working involved ships cant move, and no other action can be done except for cap booster use. - if targeting ship gets killed while process, targeted oflined ship will still be offlined but skills and hardwirerings will take effect again, same if ships are bumped out of range, this happens immidiatly, if a module was in "reloading mode", it will not be fitted and turn back into the cargo hold. - after finishing the process harpune is destroyed
Thats about it, such a module would allow more stratetical options, especially for smaller fleets in enemy territory who are not able or willing to dock on a station. The fact that this module can be fitted by different shiptypes allows a bigger variety of use. it should not only be fittable by a "single roleship", while still allowing the possibillity of a new shiptype and ship, it could also be skillbased, like repair paste ammount, reloading time and onlining Cap amount.
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Protector X
United Society of Xziles
2
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Posted - 2012.05.21 22:40:00 -
[990] - Quote
Rigs that add plus 1 either to low/mid/high slots.
Cloning Structures for POS's.
MUCH lower CPU req. for Expanded Probe Launchers
(Improve armor tanking???) |
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