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Katran Luftschreck
Republic Military School Minmatar Republic
9
|
Posted - 2012.05.23 13:14:00 -
[1021] - Quote
Can we bring back the old 20th century Phalanx System for missile defense? Defender missiles are just... wimpy, IMHO.
My idea: Not an actual gun system, but a type of medium power slot module (low power, heavy CPU) that allows any & all actual gun turrets on the ship to switch to "phalanx mode" (similar to how they already can be switched to overheat mode).
The module itself would have it's own built-in (hidden) target tracking (rapid acquisition) abilities, with the maximum number of targets (read: missiles) dependent on the size of the module used (small, medium, large, x-large, capital) and automatically locks onto & fires at hostile targets in range without the need for further player input.
Note that I say "hostile missiles in range" and not "incoming missiles" because the idea is to open up the possibility for dedicated point-defense ships to be part of a fleet and be able to shoot at missiles that are aimed at their buddies who happen to be close by, as well.
The advantage over defender missiles is that, assuming you do the smart thing and link them to turrets of the gatling variety, you'll be able to shoot down missiles much more quickly than you could with a measly defender missile launcher. In theory, at least; because the downside is that, unlike defender missiles, the guns would actually have to aim at the missiles, which means things like tracking speed & sensor strength come heavily into play. In other words, a phalanx artillery cannon would be pretty much useless. A phalanx equipped destroyer sporting half a dozen gatling guns, on the other hand, would be nearly impervious to missile fire (and in trade, incapable of actually doing anything else).
If CCP really wants to be creative, they could create at "phalanx mode" for drones as well, ordering them to automatically hunt down any hostile missiles that pass through their detection radius. Naturally this would favor light drones over heavy, because heavy probably wouldn't be able to catch up with their targets at all.
And speaking of drones... a new drone order "protect target." Should be pretty self-explanatory.
Now we just need a "drone hanger" defense "turret" for POS and we'll be all set...
|

Rammix
FreeWorkers
8
|
Posted - 2012.05.23 17:57:00 -
[1022] - Quote
Wormhole connection booster (not a ship module but a deployable)
Features:
- Adds significant mass regeneration to the wormhole (depending on the wh's stats).
- Doesn't affect wormhole's life time. - doesn't create any type of constant connection.
- Must be located very closely to wormhole, in both systems.
- Destructible, has no weapons, weak dmg resistances but a lot of HP.
- No need for sovereignty.
Discuss. OpenSUSE 12.1, wine 1.5 |

Flashrain
Vanguard Frontiers Intrepid Crossing
18
|
Posted - 2012.05.23 22:30:00 -
[1023] - Quote
Heat On Target [H.O.T.] Rigs : Heat based EW
#Scripts, #Heat, #EW, #Drones, #Fitting/Slots, #Area of Effect, #One-use (consumable) modules
Concept: An electronic warfare rig that converts ALL outgoing damage into heat damage at a fixed ratio. (Except for #drone damage). It creates a combat effectiveness gradient between a full fighting ship and a destroyed/EW jammed ship, through module destruction.
Background: Low sec privateers often have to deal with profiting from wrecks, as it is not always possible to withhold fire in time. Their slim pickings from wrecks is only offset by the volume of victims. The pirate factions of null sec long ago solve their resource issue through a closely guarded secret - an electronic warfare suite that converts their weapons payload to specifically target heat circuits. By destroying heat control circuitry, these deep space pirates preserve otherwise intact ship hulls and systems, and yield a much greater profit margin. Empire factions recently obtained sufficient samples from pirate incursions to create military versions. Consequently, pilots now have the ability to rig their ships as HOT platforms - provided they can locate a blueprint.
Description: A ship rigged for HOT weapons will do zero conventional damage, instead a fixed ratio of raw damage is converted into #heat damage on the target ship modules #slots. Over time, the target's systems will go offline one by one, as heat #electronic warfare damage them past operational limits. This ship modification is an opportunity creator - the longer a fight goes on, the more likely HOT rigged ships punch resist holes by destroying target active resist / repair modules. Against speed tanked ships, it can burn out the target MWD system. It is equally effective against support ships like recons, logistics, and command boosting ships.
Quote: If you can hit it, you can heat it.
It stays within the existing weapon framework, modified by #scripts of sensor boosters/tracking computers. It uses existing #one-use(consumable) modules such as ammo, frequency crystals, and missiles, as well as nanite repair paste to recover.
#Area Effect: HOT rigged smart bomb battleships/stealth bombers sow confusion - some ships lose propulsion, some lose weapons, and some become completely adrift. A tight blob of ships quickly scatter into a line of sitting ducks as MWD are knocked out. here and there. (Bonus chance for others to get in kill mail.)
Defense: Firing HOT weapons gives a cumulative chance of breaking a warp scrambler, allow you to flee, or minimize damage over time, & shift an (un)even match more in your favor.
Griefing: HOT bomb everyone on the field.
NPC: Should only be seen on officer/rare spawns, for it is both a curse - their high damage and tank means your ships will eventually be all knocked out, and a blessing - BUT not destroyed as the rig reduces conventional damage to zero. Also, it'd be hilarious.
Solo/small Instead of pure tank defeating damage, resist / repair decrease over time such that a smaller group can always overcome a larger target - given enough time.
Mid/large In larger battles, HOT rigged weapons act as a FORCE MULTIPLIER. HEAT destroyed resists multiply inbound damage. HEAT destroyed remote repair modules cripples logistics chains.
Tactical As destroyed modules modify ship movement, monotype fleets designed to maximize a certain shiptype advantage will degrade in performance when fighting against fleets with HOT rigged elements. HOT shots cripple ships and create stragglers, allow them to be picked off similar to long range scrams/webs. No longer will a critical mass of logistics ships provide near invulnerability.
Variants/concept extensions
- T2 / faction/officer versions convert at a higher ratio so that an officer level rig may allow your high alpha machariel to knock out entire row of mids/highs/slows in one volley.
- T2 version rigs may also convert lower percentage instead of 100% damage. Allow a soloist to operate while HOT rigged.
- Penalty - Visual effect of gold/blue glow that dramatically increases with more rigs. Allow attentive pilots to selectively eliminate HOT ships first. 1 rig will have a subtle graphics, and 3 rigs will make your ship glow like a miniature sun.
- Penalty - Increase ship radius per rig, such that a frig may be cruiser sized when fitted with two rigs; a cruiser becomes carrier sized when fitted with 3 rigs.
- Stacking bonus/penalty - At T2, diminish returns such that if 1x t2 rig is 90% damage conversion(10% real damage), two rigs are 99% damage conversion(1% real damage), and 3 rigs are 99.9% damage conversion. T1's are of course 100% damage conversion.
- Slot specific variants - If this is interesting enough concept, create an entire class where each rig type target a specific area (high/mid/low/rig/drone bay/cargo bay/corporate hangar/ship hangar). Or/and each rig type target a specific system type (weapons/propulsion/resist/repair/ew)
- Chance based non-heat - possibly an easier implementation format - give a chance per cycle to randomly offline a module, chance proportional to damage.
|

Andy Landen
Tartarus Ventures Surely You're Joking
27
|
Posted - 2012.05.24 01:40:00 -
[1024] - Quote
Sending enough heat to another ship to overheat its systems seems like quite a feat, and it stands to reason that whatever level of heat was sent to the target ship, more heat was generated on the source ship just to create and send it over.
But I have been waiting a long time to see the suns have size and see players be able to enter them at least to some degree. Sufficient proximity to the core of sufficiently hot stars should generate heat damage, but may provide a degree of protection against dscan/combat scans.
On that note, it would be great to approach a black hole and then see time dilate for the player trapped or too close to the black hole. Can you imagine a Titan hiding near the event horizon of a black hole and getting caught and then ripped to pieces by it? Real cool. Biggest ship in the game is no match for the blackhole. Should have black holes is kspace as well as in wh systems with the same named anomaly. |

Frawlyne
Clan Ice Raven Persona Non Gratis
0
|
Posted - 2012.05.24 04:46:00 -
[1025] - Quote
With the new increase of the importance of mining i would like to see the following be implemented.
Ore Capital Mining Barge (OCMB)
Meet the Orca Refitted to provided the optimum Mining potential for large assisted mining operations.
8 high slots 3 mid slots 2 low slots
Due to its massive modifications this massive mining barge is able to fit up to 8 strip miner II but is unable to receive bonuses from Orca support due to its capital systems being unable to integrate into others.
Its cargo hold is reduced to 0 and it is only provided with the Orca's 50,000m3 ore hold.
unable to fit gang-link modals or receive benefits from them
Shields and armor should be minimal as this ship is meant to have a large body of support but a large hull structure is expected it is a capital ship.
Receives benefits from Mining Foreman and Mining Director
Skill Requirements
Mining 5 Mining Drones 4 Drones 5 Drone Interfacing 5 Mining Barge 5 Exumer 5 Capital Ships 3 Industrial Command ships 3 Advanced Spaceship Command 4 Ore Industrial 4 Mining Upgrades 5
Optional
Capital Strip miner I's no crystals but bulk mining capabilities. More then Strip miner I's combined but less then Strip miner II's with t2 Crystals.
Allow it to have a larger drone bay capable of carrying and operating flights of 10-15 mining drones and mining drones only.
Do to structural instabilities is unable to travel through wormholes though it can be built in them but must be left behind once the corp moves on.
Why? Without drone mats being available for large productions null sec miners needed to step it up. ORE came up with the go big or go home response of the (OCMB) |

Razgriz Shaishi
Helix Pulse Rolling Thunder.
6
|
Posted - 2012.05.24 07:16:00 -
[1026] - Quote
Possibly give new abilities to each damage type of bomb. For example, EM bomb has an ecm effect, thermal bomb puts extra heat damage on any overheated modules, kinetic might slightly bump away ships, and I havent thought of one for explosive. |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.24 07:40:00 -
[1027] - Quote
Hello,
I have an idea but it might be a bit tough to create... Well, Mebbe, Mebbe not.
Name: Cosmetic or Ion Metallurgy Hull Modifier
The Concept is that several recent technological discoveries have lead the science community to such a new level that when a pair of scientists were base testing a new theory to speed up the process of bonding metals to create new allows, they stumbled upon a very interesting new technology.
The scientists' theory was that if certain metals were super charged with negative ions that the metals might bond in a "cold fusion" manner. During the seventh test one of the scientists accidentally applied an ion charge to the metals at 25 times the theoretical level which had been initially calculated because of a clerical error making the new suggested charge level increase entry appear as the number 25 instead of the intended 2.5 times the theoretical levels for this test.
Amazingly the metals not only bonded (giving off no heat whatsoever) but the scientists also discovered that if they varried the charge levels, the metals would REFORM into new shapes depending on the level of the charge that was applied. Once the process was perfected, the scientsts decided to invent a new module that would allow =EVE= Capsuleres to change the "Cosmetic" Apperance of their ships. This could prove to be a very valuable module as it could be used by mercenaries to help them blend in while stalking their marks. It could also be used to confuse the enemies when in small, medium, or large war time events.
This would give pilots the ability to change the cosmetic appeance of their ships and would fit in a low power slot but the applied ion chanrges from this module reduces the ship's targeting range by 1% and claims 1.5 to 3 % of the capacitor capacity, depending on the ships total mass, for use as its own power reserve in order to be able to produce the ion charge levels required for the Cosmetic changes available to each ship.
Thank you for providing this thread, Great Idea! |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.25 01:34:00 -
[1028] - Quote
Nikk Narrel wrote:Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon. COOL! Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform. Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier. Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact.
I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.
The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range. |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.25 02:03:00 -
[1029] - Quote
Just thought of one more new module:
Module Type: Consumable
Fitting Type: High Slot
Effect Type: Hybrid AOE
Module Name: Butterfly Laser Shield
Theory:
When fitted the module would add two fore and aft lasers to the ship (top and bottom)
When engaged in multi-target warfare, (on missions or involved in a war dec situation) when the pilot feels overwhelmed by targets, he/she can use this consumable mod that, when activated, will begin to spin the ship on all its axis creating a spinnig ball and firing several lasers with a short range creating a sphere of laser fire aound the ship thus causing damage to anything within range of the ship's lasers without the drawbacks of a smartbomb because the lasers will only target hostiles when firing. If the firing range would hit a non-hostile target, then it will not fire in the current direction (thus the name butterfly).
This gives the weapon a small drawback that could be exploited by the target ships for protection duing the module's run cycle by trying to hide behind a non-hostile target.
Once consumed, fore and aft lasers drop off into space as space junk.
If you are having trouble with the concept of how it should look and work, look no further than "The Last Star Fighter".
One last thought... Would anyone be interested in a mod that allowed you to add or remove lighting from your ships (headlights, running lights, neon lights, etc...)?
I think it would be useless but some of the ships in the game are only "TROPHY" ships anyway, why not decorate them before you criuse the hood...
They could be called "PIMP MODS" or "BLING MODS" LOL |

Jajas Helper
96
|
Posted - 2012.05.25 10:11:00 -
[1030] - Quote
Goose99 wrote:Rigs that add a hig/mid/low slot.  Buff faction guns so they don't completely suck against t2. Edit: Lulz at threadnaught. Ppl spaming instead of editing their first post to add an idea. Think CCP will read all that? 
T2 takes more time to train then faction guns... you make no sence. Training time should be the only factor on how efficient something works.
Worste-T1 - T1meta - faction - T2 - Officier - Best
What i could agree on is having MAYBE a tracking or 'applying damage" bonus on the best faction guns and a higher "raw dps" form on T2. But this only being a minimum difference. This allows people who can't fly T2 to have at least the ability to apply their lesser dps guns to actually hit something.
Inferno do stuff with stuff to imitate the stuff you could do faster with the old stuff
-stuff- |

Jajas Helper
96
|
Posted - 2012.05.25 10:14:00 -
[1031] - Quote
Ms GoodBuzz wrote:Nikk Narrel wrote:Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon. COOL! Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform. Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier. Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact. I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range.
you basicly just thought of a decent FOF upgrade... where you can IF you have a lock, give your missiles a primary target to shoot at instead of the useless crap it now seems to shoot...
Also anything that you can "lay down" will be mass abused in gatecamps. Inferno do stuff with stuff to imitate the stuff you could do faster with the old stuff
-stuff- |

Andy Landen
Tartarus Ventures Surely You're Joking
28
|
Posted - 2012.05.25 10:55:00 -
[1032] - Quote
Salvaging improvement Add a skill that increases the quality and quantity of the salvage and/or improves the T2 salvager to salvage more and better than the T1 version. Add a savaging range bonus to the Noctis.
Magnetometric drone Add a tractor and salvage drone. This drone could be a sentry drone that tractors a wreck to its location and then savages it when in range. Or it could be a regular moving drone which also loots the wreck and then returns to the ship to drop off salvage and loot like a mining drone.
Loot drone This drone flies out to all wrecks and cans, grabs the stuff inside, and then returns to the ship. If there is room in the cargohold, the drone transfers the loot from its own hold to the ship's, otherwise it simply drops the loot in a nearby jetcan. Then it travels to the next wreck or can. |

Doppleganger
Federated Holdings
0
|
Posted - 2012.05.25 18:00:00 -
[1033] - Quote
Don't know if this was mentioned as I tried to read the thread but was taking to long to read Novafox's 5000 posts.
New version of shield transporter that instead of using cap to change into shield to send to another ship it can use shield recharge of the ship it is mounted on to send shield to another ship. This idea comes from my heavily passive tanked Rattlesnake that has little cap recharge to use for a shield transporter but would be nice to be able to send some of its shields to other ships when needed.
Wouldnt be an item to use on many set-ups but still would be nice |

fido gotran over
Center for Advanced Studies Gallente Federation
18
|
Posted - 2012.05.25 18:13:00 -
[1034] - Quote
Tech II Ewar drones Hull repair drones
Drone bay/bandwidth expansion modules - fits in high slot and reduces cargo bay - multiple sizes so that different ships can use them
This would really make fits variable if ships with no drone bay suddenly droped a set of ewar drones on you. |

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.25 22:12:00 -
[1035] - Quote
Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships. |

Ribikoka
Royal Amarr Institute Amarr Empire
89
|
Posted - 2012.05.25 23:34:00 -
[1036] - Quote
Shin Dari wrote: Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.
Area of Effect deCloaking Device ? |

Andy Landen
Tartarus Ventures Surely You're Joking
30
|
Posted - 2012.05.26 03:04:00 -
[1037] - Quote
Structure Unanchoring module Medium slot This module unanchors a fully repped tower in anchored status. Cycle time: 600 s |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.26 18:33:00 -
[1038] - Quote
Shin Dari wrote: Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.
Great idea, should require lots of training time tho and a restricted area per level of training so as not to become too powerfull that you can cloak an entire fleet. Just sayin...  |

Andy Landen
Tartarus Ventures Surely You're Joking
30
|
Posted - 2012.05.26 21:44:00 -
[1039] - Quote
Sm/Md/Lg Astrometric Pinpointing Upgrade Calibration cost: 100 Scan deviation reduction: 10%
Reduces the maximum scan deviation. T2 version reduces it by 15% Fits to Core probe launcher with the same volume as the core scanner probe.
Wormhole scanner probe Does not include even basic circuitry to scan down signatures beyond wormholes, let alone ships, drones, or structures. Scans down only wormholes and anomalies. Max velocity: 4,000 m/s Warp Speed Multiplier: 5.5 x Base scan Range: 0.25 Base Sensor Strength: 40 points Base maximum deviation: 0.125 AU
Should also include the Sisters line with appropriate scaling, of course. Scan range Increment factor: 2x |

Night Sabre
Ethelion's Glory
1
|
Posted - 2012.05.27 11:28:00 -
[1040] - Quote
I'd like to see a passive version of the active Adaptive Invulnerability Fields. Shield Hardeners have each of the 4 base types plus invulnerability, but Shield Resistance Amplifiers only have the 4 base types. |

Imiarr Timshae
Funny Men In Funny Hats
3
|
Posted - 2012.05.27 15:05:00 -
[1041] - Quote
Thread hijacked by Nova Fox.
Bringing you all the ideas you've ignored once so you can ignore them again.
Hooray! |

Utremi Fasolasi
La Dolce Vita
78
|
Posted - 2012.05.27 15:27:00 -
[1042] - Quote
Nova Fox wrote:Smart Mines a.k.a. Suicide Drones
Drone Thoery
This drone sacrifices enduring fighting capability of a standard for a one shot attack execution.
Pretty sure this already exists only they are called Missiles. |

dorplii
Heavy Asset Relocation Inc
0
|
Posted - 2012.05.27 21:49:00 -
[1043] - Quote
Max Von Sydow wrote:Nova Fox wrote:Spinal Mount Weapons
These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed. Long Range Damage equatable from a size up. Long refire rates. of course horrible tracking and difficult use against moving targets.
Not available of cap ships. I'd rather see a completely new type of ship for that.
I like that Idea. If anyone has ever played any of the homeworld games, I'm thinking the ship could be like the Ion cannon frigate, maybe it would be a cruiser class ship that is super effective against capital class ships and MAYBE Battle ships as well but be completely blown away by anything else, perhaps it could even cloak.
On another note, a new rig that adds a very small "5m3" cargo bay for stuff like moving illicit goods through high-sec would also be pretty cool. it could be something like how the Millennium falcon had its floorboards open up, just a small space, but very useful.
Or a rig that added drone bay space would also be cool. |

Andy Landen
Tartarus Ventures Surely You're Joking
32
|
Posted - 2012.05.28 03:05:00 -
[1044] - Quote
Astrometric Jammer Medium slot An active module which emits signals intended to confuse scan probes searching for locks within the area. Each module decreases the signature and decreases the percentage lock on any object/target located with 1/4 AU of the module. Requires Astrometrics V |

Ms GoodBuzz
Republic University Minmatar Republic
1
|
Posted - 2012.05.28 05:02:00 -
[1045] - Quote
Utremi Fasolasi wrote:Nova Fox wrote:Smart Mines a.k.a. Suicide Drones
Drone Thoery
This drone sacrifices enduring fighting capability of a standard for a one shot attack execution.
Pretty sure this already exists only they are called Missiles.
Couldn't resist! LOL LMFAO!!! |

Seishi Maru
doMAL S.A.
13
|
Posted - 2012.05.28 13:25:00 -
[1046] - Quote
New mining laser and new strip miners that are banned in high sec (reason could be due to environmental effects) but have a much higher efficiency (like 50% faster).
That could work as an incentive for mining outside high sec, specially ninja mining. Altough would need a boost in low sec mineral types to make it closer to 0.0 |

Ms GoodBuzz
Republic University Minmatar Republic
2
|
Posted - 2012.05.28 14:55:00 -
[1047] - Quote
Jajas Helper wrote:Ms GoodBuzz wrote:Nikk Narrel wrote:Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon. COOL! Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform. Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier. Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact. I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range. you basicly just thought of a decent FOF upgrade... where you can IF you have a lock, give your missiles a primary target to shoot at instead of the useless crap it now seems to shoot... Also anything that you can "lay down" will be mass abused in gatecamps.
---
After Thought:
The mines could be given a limited "Shelf Life" as it were and would self-destruct after a certain amount of time passes. This would make it a more fair mod... yes? |

Michael Harari
The Hatchery Team Liquid
140
|
Posted - 2012.05.28 16:38:00 -
[1048] - Quote
A new kind of eccm, call it sensor recalibrator or something.
Lowslot, gives a small bonus to sensor strength (less than even the current lowslot eccm), but upon activation, instantly unjams you. |

serras bang
Lucien Coven
5
|
Posted - 2012.05.29 02:05:00 -
[1049] - Quote
ok gonna rattle of a few ideas and see what yahs think.
1. EW modual: Heat Induction modual
Will over heat the systems of the attacking or attacked ship the downside tot his modual is that it will constantly be over heating itself however unlike most other moduals it will not affect other moduals with heat dmg.
2. T3 ammo
This ammo will not be stronger than t2 but most likely weeker not only will it deal dmg but will also actiuvely dmg random moduals for small amount of dmg come in 2 type just like the T2 version the pricision 1 dose more modualar dmg however.
3. Pirate drones
Increased ability such as the shields of caldari while shooting thermal dmg kinda thing.
4. Faction cap Flux coils
Just cause we havnt got em yet Slight increase over tech 2.
|

Baaa Shakiel
Alpha Strategy In Umbra Mortis
6
|
Posted - 2012.05.29 08:47:00 -
[1050] - Quote
Ampoliros wrote:I would agree with other posters that the most prudent course of action is to iterate on existing items first, then deal with new stuff. There are plenty of items that just plain suck, that are missing faction variants, t2 variants, or just don't exist at all (many types of capital sized mods, for example).
There are some potential opportunities for 'new' stuff to be included with that; eg, you could have a t2 interdiction launcher that fires a cynosural-jamming warp probe - but starting with the basics seems like the more prudent course.
This, Adding More New stuff without fixing the old is only going to open Pandora's Box of Stupidly Overpowered OMGWTFBBQ Mods. However, I do hope that CCP will give take all the suggestion and integrate them into some of the useless mods that we have in-game right now instead of making new ones from scratch. I.E. to say I like what they did with the capacitor battery post inferno patch.
Who Said that Noob Ships SuCK? http://eve.battleclinic.com/killboard/killmail.php?id=15091146#lostLoadout
Buddy Program Available - Start off with Millions of Isk! https://forums.eveonline.com/default.aspx?g=posts&t=9874&p=10 |
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