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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Andy Landen
Tartarus Ventures Surely You're Joking
25
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Posted - 2012.05.22 00:01:00 -
[991] - Quote
Grenn Putubi wrote:Andy Landen wrote: 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 :)
Glad I could help. Please consider that you are likely comparing the drone to the ship hulls/unfit. On the battlefield, fit properly, a player's ship will be much stronger. Ijust fit a T1 Atron with 2 400mm plates and got 294 shield, 1655 armor, 313 structure plus room to fit normal pvp stuff too. So, about the same, but keep in mind this is with the domi's bonuses in effect. Average ship's drones would be weaker. PS, you would be surprised what smartbombing BS can do, but still, attacking a fully skilled player flying a domi is a much better tactic than attacking his drones. PSS, people like turrets because instant damage >> delayed damage from drones moving/missiles flying. I guess that only leaves the question of whether people will choose sentries over turrets. If the dps remains unchanged, then the only issue is drone ehp, which so far has NOT been a deciding factor. I imagine that the +1 to drones may effect the choice, but given that any other ship can also +1 their drones, the drone damage should increase equally across all ships, assuming their is no drone damage boost from the module.
So all in all, I see no issue. The SM/Med/Lg/Cap Drone Control Unit, as I outlined it earlier, seems like a great idea. We even have TiDi to handle fleet battles with increased drone numbers, so everything should work out well with the DCU module. |
Madlax Nodos
Etoilles Mortant Ltd. Solyaris Chtonium
0
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Posted - 2012.05.22 02:14:00 -
[992] - Quote
we have tachyon beam lasers any chance we could get tachyon pulse lasers as well |
Ikech
Godless Horizon. WHY so Seri0Us
0
|
Posted - 2012.05.22 03:50:00 -
[993] - Quote
Sentry Drones:
I aint sure if this has ever been spoke about but i love sentry drones, however i hate the way you have to burn back to pick em up and then sit there aproaching each one before you scoop them. Would be sweet if you dropped them, they do their pew whilst keeping still (were you droped them). Then you click recall, then they move back towards your ship (really slowly) so when you aproach them they're easier to scoop without having to manually aproach each one. It would make it easier to use the drones in pvp. You'd drop them, then burn to your target, kill the target and recall drones!
I like the idea, i doubt it would ever happen but i think its worth food for thought:)
Ik |
Rena'Thras
Cerulean Eagles
0
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Posted - 2012.05.22 04:01:00 -
[994] - Quote
A few random ideas (just read http://community.eveonline.com/devblog.asp?a=blog&nbid=42269 , wanted to contribute to the cause. ^_^)
Construction ships/drones/modules - Think of construction on our Earth. We Humans tend to use specialized equipment in building our roads, buildings, and so on. Why aren't there any in Eve? Things that could improve anchoring speed or onlining of objects. I'm not sure the best way to go about this, it's just an idea, but might there be a use for specialized construction equipment (namely a ship class) in Eve?
Wormhole Probes - Forgive me if this is already in the game (from reading about Wormholes on the wiki, I didn't see anything about it), but in Star Trek, when they found various portals in space, they'd often send a probe through to see what was on the other side. For those that don't want to jump through and find out in person, might it be possible to have wormhole probes (use whatever name you like) that the player could fire into the wormhole which would report back on the status of the wormhole itself (approximate capacity and lifetime remaining) as well as the type of system on the other side, ect? They could be fire and forget items like moon probes so that no tracking or need to go in after them need be programmed in.
Specialist Mining Drones - I'm sure this is neither necessary nor particularly popular, but you never know. Could specialist mining drones be introduced? Drones that can more readily mine their specific ore type (Veld, ect.), but have reduced or zero capacity to mine other ore types? Not really a huge thing, just an idea that struck me so I decided to throw it out there. If nothing else, it might just be fun to play with.
Expanded Drone Bay - Is what it says. Increase the size of a ship's drone bay at the expense of cargo hold (well, that's the most simple and logical thing.) Might also add a separate "Increased Drone Bandwith" module (at the cost of reduced CPU/Powergrid) or roll them into one. Either way, the idea is fairly simple. And while you PROBABLY wouldn't do this for balance reasons...I think it'd be fun if it even worked on ships with no drone bays. /evilgrin But THAT'S probably because I've thought forever it'd be fun to run an anti-Pirate Iteron...basically a transport with some nasty surprises for Pirates looking for easy prey. ^_^
Tractor/TUG Drones - Effectively little micro tugboats you can send out in lieu of (or in addition to) tractor beams. Send them out to retrieve wrecks and bring them back to you, pull in cargo containers, ect. Nothing fancy, and would PROBABLY run into the same problems that were mentioned in the devblog on salvager drones...but it's just an idea/thought. Why not?
Cloaking Field Modules/Drones/Anchorable Emplacement - Okay, this is a crazy idea, but might be fun to play with. What if, in addition to the existing cloaking devices, there were ways to make "cloak spheres"? Basically, it would be much what the idea sounds like. A ship can engage the module/drone, and friendly/fleet/(all?) ships within the range of the sphere would be cloaked from ships outside. The downside could be just like the standard non-covops cloaking devices, making the cloaked ships have to recalibrate sensors before locking onto targets, ect. Or whatever you want (maybe go Star Trek and have it zap people's shields, whatever.) It's another "hey, what if..." idea I had that could present some interesting strategic decisions. I've also had a few times I was flying around cloaked near friends and thought it would be cool if I could extend my cloak to hide them from threats.
...of course, ships leaving the field would lose their cloak, meaning it would effectively make the cloaked ship group stationary unless they were very coordinated. This could be further cemented by making the module overload/shut down if ny of the ships get too close to each other or anything else (just like the standard cloak 2,000 m limit). Depending on the size of the bubble and especially if ships drifting/moving too close would cause the module to temporarily shut down, revealing them all...well, needless to say, fun times could be had with such a device, as well as colosal failures. Everything needed for a fun module idea, right? ^_^
.
Anyway, these were just a few ideas I had. Take them or (more probably) leave them. :) I just wanted to help out, too. |
Onno Inada
The Organization of Fire and Steel Shades of Gray
0
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Posted - 2012.05.22 04:08:00 -
[995] - Quote
I'd like to see a Hi-Slot Module that either boosts shields or armor and enables damage on ramming.
Also a module or drone that would create sensor ghosts in the overview / directional scanner or a holographic dummy of your ship would be nice as well. |
Seranova Farreach
You Can't Fool Owls Let It Bleed
0
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Posted - 2012.05.22 04:28:00 -
[996] - Quote
Scripts
( no ideas yet)
Heat
- heatsink moduals for H/M/L which are designed to disipate heat but have only that function.(ie nighthawk 7high launcher+heatsink allowing longer overheat duration of the highs/mid/low where the heatsink is fitted)
-small/med/large rigs to lower heat damage / improve duration that OH can be active. "projected" Heat moduals allowing transfer of heat onto another player insted of yourself.
EW
-'fueled' energy neutralizers (same kind of idea as the fueled shield booster)
-"Drone hacking" see below
-AOE logistic interuptor
Drones
-drone control units (like for carriers/supers) for sub-capitals.
-drone hacking, ie you can use x amount of drones but they are popped while engageing and there is hostile drones on you use the modual to "confuse" the drones into becomming yours (limited by max bandwidth)
Fitting/Slots
- XL-shield extenders
-Rigs for fitting slots to build a high med or low fitting slot rig giving +1 to either H/M/L tech 2 could give +2 to H/M/L or +1 to H+M or M+L or H+L. not effecting total gun slots or missle slots available.
-Rigs for + x amount to Drone bay & Bandwidth (ie 5m3 dronebay would get 5 bandwidth also)
-Rigs for +m3 dronebay only
-Rigs for +bandwidth only
the drone rig ideas are more to coinside with drone damage modual and to kind of make mini carriers.
Area of Effect
-AOE logistic modual shield or armor or hull or capacitor (not all in 1 modual ofc)
-AOE cap neut (i think there is bombs which do that too but bombers go squish too easy in fights)
-AOE drone hacking, ie you can use x amount of drones but they are popped while engageing and there is hostile drones on you use the modual to "confuse" the drones into becomming yours (limited by max bandwidth)
-AOE Tractor Bubble
-AOE salvager? (super carebear there huh? :P
-"Self Destruct modual" see below
One-use (consumable) modules
-Self Destruct modual allowing you to destroy your own ship causing AOE damage equal to *insert some 'balanced' equasion here* at a set distance depending on if its small med or large (possably like smartbombs but more powerful because you ARE destroying your own ship right?)
Ships
-faction ships/pirate ships being better then t1 counterparts their resists should reflect as such (not as good as T2 and T3 ships tough)
-Battle cruiser class faction / Pirate ships.
-Destroyer class Faction / Pirate ships.
-Pirate Dreads
-Pirate carriers/supers (we already got the sansha one)
-Faction Dreads
-Sub-Capital Drone ships with 0 missle/guns but have +1 drone per level up to 10(possably more with the sub-cap drone unit control unit [see above])
- T2 version of Noctis allowing use of the AOE salvage and AOE tractor moduals(see above[possabel limit of 1 modual of each 1 aoe salv 1 aoe tractor)
|
louloubang
T.South Wales Coal
0
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Posted - 2012.05.22 05:58:00 -
[997] - Quote
Salvaging/tractor beam drones like a dog that fetches the stick
drone bay extenders like cargo extenders but just for drones
|
Sidra Necia
Starwinders The Unwilling.
3
|
Posted - 2012.05.22 07:14:00 -
[998] - Quote
Corpse salvager Either as a ship module or sort of pos module(?).
Salvages implants that were in the corpse head (in space or in can in space... sth along these lines) 50% chance of salvage per cycle per implant for a given corpse.
With this there is actual reason to collect corpses and potentially make some isk while doing it
As suggested before:
Moon mining laser. (can only be fitted on T2 exhumers)
Maybe Moon mining drones ? Only medium size. Uses "charges" (1 per planet per drone). Sort of like cheap small and mobile mining infrastructure that it drops on to the moon surface, after which the drone only serves as transport from surface mining infrastructure to ship. |
Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
1
|
Posted - 2012.05.22 09:12:00 -
[999] - Quote
Here are 2 Ship equipment mods i would like to see that will increase number of drones that can be carried as well as increase the size of drones ships can use as well as enable ships to be able to use drones that currently can't
Drone Bay Expander (Low Slot) increases capacity of the drone bay similar to cargo expander
Small expander + 5 m3 (idle for industrial ships, and frigates through destroyer class ships) Medium extender + 10 m3 (idle for Cruiser class and up) Large extender + 25 m3 (intended for Battlecruisers and up)
Higher meta Lv's should have reduced CPU and PG requirements
T2 variants should have increased capacity of +5m3 at slightly increased CPU and PG requirements
Drone Bandwidth Expander (Low Slot) Increases total bandwidth of active ship for use of larger drones (meant for use with Drone Bay Expander in most cases can also give bandwidth to ships that normally cant use drones when used with the Drone Bay Expander)
Small Bandwidth Expander + 10 Mbits/sec Medium Bandwidth Expander + 20 Mbits/sec Large Bandwidth Expander + 30 Mbits/sec
Higher meta Lv's should have reduced CPU and PG requirements
T2 variants should have increased capacity of +5 - 10 Mbits/sec at slightly increased CPU and PG requirements
At first look you would most will think that they should be just 1 piece of equipment with both effects, but i think that buy having them as 2 is far better as they are more of a support mod to augment current ships drone capabilities of current ships that have drone bays and only if used together can give ships access to the use of drones that presently do not have the capabilities. |
Belsina
STAHLSTURM Test Friends Please Ignore
0
|
Posted - 2012.05.22 09:28:00 -
[1000] - Quote
i know a lot of people would like to have some kind of pos module that decloaks
so i thought maybe it could disallow cloaking in the whole system as well as decloakes the already cloaked ones for a short period of time maybe 10minutes ... further this module shuld consume som kind of fuel AND should have a systemwide cooldown for every module of the same kind i suggest an hour because otherwise it would probably get too overpowered
the idea behind is ... getting rid of cloaky campers (or at least get the chance to do so)
so best using it would be get a handful of scan frigs ready launch the cloakinhibitor-thingy and scan the hell out of the system ... if u get him hooray if not ... he deserves to live a while longer or get out of there
maybe make the cooldown time longer or split it up like ... the module that actually launched the anticloakbubble could have a much longer cooldown then the other modules of the same kind in the system so that it wouldnt be overused and the cloaks aren't compleatly useless
i hope u get the idea behind it :) |
|
Udonor
Native Freshfood Minmatar Republic
15
|
Posted - 2012.05.22 09:43:00 -
[1001] - Quote
Deception cloak -- creates ECM effects that change the appearance of ship to that of another hull type as real world ECM can.
Merlin can pretend to be Tempest
weaknesses:
Target takes damage based on any larger hull it pretends to be but gains no benefits from pretending to be smaller..
overview effect dissipates at a range from observer determined by sensor strength (consider this for regular cloak too)
look effect (visual mark I eyeball) unmasks at range of x10 ship length either actual or impersonated ship hull which ever is larger.
*imitated ship hull/fit is chosen by script. Ideally script can be built based on fits in player fitting tool at time of manufacture.
Limited scripts seeded on market should at least be good common fits.
basic specs like current stealth modules. Covert Deception cloak to maintain during MWD or arp. |
Guru7
Interstellar Industrial Agency
0
|
Posted - 2012.05.22 11:28:00 -
[1002] - Quote
Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig? |
mutuu
Controlled Chaos Corperation Fanatic Empire
0
|
Posted - 2012.05.22 12:05:00 -
[1003] - Quote
Hello,
First off 1 Module for the PoS to declock Ship in the system something like an strategy upgrade for the ihub an an Module for the PoS that triggers every hour.
Or an timer on the cloack so that you cant afk cloack 24/7 something like 30-45 minutes it shouldnt nerv the black ops site off the gate but it should nerv the 24/7 cloackys
greetz |
Udonor
Native Freshfood Minmatar Republic
15
|
Posted - 2012.05.22 12:07:00 -
[1004] - Quote
Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig?
Reasonable only if locked ship is totally inoperable.inaccessible. Additional features that do things like leaving Orca bays accessible should require an additional automation module slot per feature active.
I think ECM should logically jam all attempts to unlock ship and board ship or to put ships in maintenance bay.
Finally hacking lock idea is a problem. In the end you are talking a specific module with customized cycle time to hack "parking brake". IF pure skill done brute force then alarm goes off immediately even if you eventually succeed -- meaning CONCORD is there at like 20 seconds. If pure skill elegantly done no alarm ever goes to CONCORD even if you fail.
So overall this may not be worth anyone's time for mining. Sounds more like for hiding a spare ship at a safe point as backup or to switch to in a system without a station. |
Adeptis Mechanist
Followers of the Machine God
0
|
Posted - 2012.05.22 12:13:00 -
[1005] - Quote
What about a balistic intercepter like on the battleship in the navy. i guess it would be like a high slot gun type that woudl fire a hail of ammunation to block incomeing fire so the ship woudl take less damage |
Gibbo3771
AQUILA INC Verge of Collapse
88
|
Posted - 2012.05.22 12:18:00 -
[1006] - Quote
Logistics Scrambler:
A midslot module that prevents tLogistics from supplying any reps to friendlys.
Works like a warp scrambler but does not shut down MWD or count as tackle
This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.
Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU. Everytime you dont like my comments/posts the terrorists win and your a disgrace to your country. |
Scarlett IX
Supreme Interstellar Talent Agency Interstellar Freedom Frontier
0
|
Posted - 2012.05.22 12:51:00 -
[1007] - Quote
Hi,
This is just an idea prob already covered but with the changes in the tier system. I'd like to rewarded for training destroy class ships more...thus i think it would be kl to hav a couple more destroyer ships. This would be gd seeing as battlecruisers have 3 in each race now, so it would make sense to make the destroyer skill more rewarding terms of what ships you could fly. Maybe make one of destroyers being able to mount medium turrets like the new battle cruisers in fairness of balancing or somemat.
Just thought with having to train destroyer now for each race is a bit unrewarding as it only opens up one ship. |
Demotress
Association of Commonwealth Enterprises Test Alliance Please Ignore
0
|
Posted - 2012.05.22 13:17:00 -
[1008] - Quote
why not make a wormhole gun? could set it up similar to how you need a cyno to jump a capital. it could create a random size wormhole to the beacon location. but when activated when not in wormhole space the wormhole gun would simply make one to a nearby spot in space or system. it would also have a new set of skills and possibly ships specifically made for it. it could even be made to use charges and for the cyno lighting ship it could use something similar to liquid ozone. |
Darranibal Colpia
Acute Damage
9
|
Posted - 2012.05.22 13:18:00 -
[1009] - Quote
An observation I had recently, was that defender missiles seem to be almost entirely ignored by most players in PVP.
The solution is an active mid-slot module that acts like the high-slot Auto-Targeter, but it enables pilots to lock onto any missiles from pilots or NPCs. The capsuleer could then direct his missiles or turrets at specific missiles. This would enable the development of fleet missile defenders, working to provide tactical battlespace defence against torps etc, and would also allow neutral defensive intervention in 3-way (or more) pvp battles, adding to the sandbox.
To give you an idea of what kind of fleet role I mean, I got the idea from the Torp Bomber Defence missions in the game Starlancer. In this mission a wing of fighters have to defend the carrier from cloaked Torp Bombers, requiring rapid reaction and point defense.
This could finally encourage the use of defender missiles and could conceivably result in a new class of frigate.
This kind of module would finally allow CCP to un-nerf missiles, and add a degree of defensive play to fleet battles. Given CCP's recent focus on improving missiles, it might be the cherry on the cake to missile warfare.
Proposals:
Point Defensive Targeting System I (turrets)
- +2 to maximum missile lock - + 25% to lock speed for missile lock only - Manual Missile Threat Targeting Enabled
Point Offensive Targeting System I (missiles)
+2 to maximum missile lock +25% bonus to Rate Of Fire when defender missiles are loaded - Manual Missile Threat Targeting Enabled
Point Defense Skill (pre-requisite to use above modules) + 2 to maximum missile lock per skill level |
Lyric Lahnder
Noir. Noir. Mercenary Group
42
|
Posted - 2012.05.22 13:28:00 -
[1010] - Quote
Pos Obfuscation Array.
When anchored and online this removes your pos and all of its arrays(including this one) from DIrectional scan.
If you warp to the moon where the pos is anchored it will still appear on overview once in range. It will still also still be visible.
Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |
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DeMichael Crimson
Republic University Minmatar Republic
2039
|
Posted - 2012.05.22 14:24:00 -
[1011] - Quote
Lot's of ideas in this thread for CCP to work on, probably enough for the next 10 years.
Also creds to Nova Fox for burning the midnight oil and pumping out a multitude of ideas rather quickly. Reminded me of a phrase from the Def Leppard song - Rock of Ages : Yeah, it's better to burn out than fade away.
As for the posted replies requesting a module to disrupt cloaked ships due to one little person showing in local, WTF are you all worried about? It's only 1 person. If local spikes, that's when you need to worry. If a module or upgrade that does that is added to this game, that will basically make all cloaking devices and specialized 'Covert' ships obsolete, not to mention waste a lot of skillpoints that were trained.
My idea is a simple one which would help players who don't have the ISK or skills to pilot a Noctis.
Module: Tractor Net High slot Holds and hauls wrecks and cans behind a ship at a static 2500m range. Can only be active at sub-warp speed.
Basically as the Net is filled, the max sub-warp speed of the ship pulling the Net is reduced. The static range is to allow retrieval of loot. A regular Tractor Beam could be used to gather up the wrecks and cans or the ship pulling the Net could just travel to each wreck or can. When the wreck or can is within 2500m range, the Net takes control of them.
That would allow Frigates the ability to gather up, loot and salvage wrecks and cans and still remain mobile, instead of sitting in one spot waiting for the salvager cycle to complete before moving on to another wreck or can.
Anyway, that's it.
DMC |
Paru DracoGaurdia
Deus' ex Irae Droni
0
|
Posted - 2012.05.22 15:08:00 -
[1012] - Quote
I've been thinking of a t III mining barge "Golem" 4 high slots 4 mid slots 1 low slot 12k m3 cargo capacity slower than a snail will definetly need more skills than is needed to pilot a hulk
also maybe an industrial carrier something that has bonuses to mining and repair drones
and my last would be a cargo drone (fighter or heavy size) that can carry a smaal amount of cargo to a station you choose but does not return and store itself in the station |
Karajishi
Red Federation RvB - RED Federation
0
|
Posted - 2012.05.22 17:20:00 -
[1013] - Quote
I actually really like the marines idea. Not really a mod idea i guess but....
You could have a new ship class which is a marine transport. When the Dust link is fully active you could allow Dust players, that have a corp contract and are in a state readiness to participate in battles. Basically a Dust corp waits in standby and responds to ship alarms for deployment. When a marine transport manages to attack a ship, it spawns two opposing teams inside the vessel to fight for control. Could be like an assault kind of map where the attackers can go after certain objectives but the defenders would have access to surveillance and defence systems.
I think this could be a really cool mechanic if it was used against capital ships. Allowing attacking marines to board and disable subsystems on the capital whilst the defenders contracted mercs attempt to stop them doing so. Granted it could be kinda frustrating for the capital pilots but it would really add a new dynamic to big fleet fights. |
Brenten007
Raving Looney Inc.
0
|
Posted - 2012.05.22 21:32:00 -
[1014] - Quote
Expanded cargo with no penalty for hauler ships of any kind. Including orca, mining barges, exhumers, and rorqual. Expanded cargo increase with no penalty for having more then one modules.
Expanded Drone Bay (new) - Like expanded Cargo but for Drones and add 200m3. Its just more room for carrying drones. No Penality or -200m3 from cargo hold that is converted to use as drone space.
Drone control increase - 25 Mbit to 200 Mbit no penalty.
Everything I suggest will only take 20 minutes for a developer to fix. |
Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
1
|
Posted - 2012.05.22 22:11:00 -
[1015] - Quote
Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig?
this is a good idea for the most part but instead of a module why not make it a fetcher for all capital ships (industrial capitals such as orca and roqule as well as dreads through titans), it can work much similar to a pos shield password,.that can be set in ship configuration
however to limit the power this can give to people leaving these ships unintended there could be a time limit for the active password before it must be renewed or the ship will unlock. and also the ship password can be hacked say with the current hacking module
having to hack the password should send out a notification mail the the owner of the ship so that they can act to protect there property
if they are next to the ship such as a miner mining next to there orca can give them time to get in the orca and store there mining ship before the orca is hacked and if the miner is afk then there is still a good chance for the hacker to steal the orca |
DustinTheWind1
Aliastra Gallente Federation
0
|
Posted - 2012.05.23 01:29:00 -
[1016] - Quote
A mid or low slot item that when activated magnetically attaches your sentry drones to your hull. They are still vunerable to targeting but move with your ship now. |
Andy Landen
Tartarus Ventures Surely You're Joking
27
|
Posted - 2012.05.23 02:07:00 -
[1017] - Quote
Looks like CCP has their first picks already: 1) Armor Adaptive Hardener I - Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well. 2) Extrinsic Damage Amplifier I & II - Low slot. A damage amplifier module for drones. 3) Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now. 4) MagSheath Target Breaker I - Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships. 5) Small/Medium/Large Overclocking Processor Unit I & II - A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate. 6) Light & Medium Web Drones - Light and medium versions of stasis webifying drones. 7) Capacitor Battery edits - All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.
Do shield users get anything like #1? #2, #5, and #6 both seem like a good call. #7 is interesting. Works fitted on caps? #3 is like, "what? I guess.. someone wants players to leave the extenders.." What if ECM bursts had a cousin? That would be #4.
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Felix Alcan
Trench Ballisticks and Armament Group Hedonistic Imperative
0
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Posted - 2012.05.23 03:17:00 -
[1018] - Quote
Gibbo3771 wrote:Logistics Scrambler:
A midslot module that prevents tLogistics from supplying any reps to friendlys.
Works like a warp scrambler but does not shut down MWD or count as tackle
This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.
Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU.
One of the best ideas yet. |
Grenn Putubi
The SWAG Lab SWAG Co
5
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Posted - 2012.05.23 05:41:00 -
[1019] - Quote
Felix Alcan wrote:Gibbo3771 wrote:Logistics Scrambler:
A midslot module that prevents tLogistics from supplying any reps to friendlys.
Works like a warp scrambler but does not shut down MWD or count as tackle
This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.
Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU. One of the best ideas yet.
This module already exists...it's called ECM....just jam the crap outta the logi |
Cyaron wars
D00M. Northern Coalition.
7
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Posted - 2012.05.23 08:02:00 -
[1020] - Quote
I was wondering if CCP has something planned regarding black ops. Are you planning adding some extra feature or module that can be fitted on BO/Cov-ops boost that poor ship? also are you guys planning to improve cov-ops subsystems on T3 i.e. give them ability to light cov-ops cyno like other cloakies can do? |
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