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

Twisted Xistance
Red Command
7
|
Posted - 2012.06.11 08:52:00 -
[1081] - Quote
How about an account linking module that allows you to effectively use a second account as a drone
1> Click module: please enter your username and password, select character
2> Account linked and a drone like interface pops up were you can issue simple commands to your alt
This would be a welcome addition to the game and would encourage more people to get extra accounts.
Something like this would add a lot more spice to the grind of mission running, mining etc and would not really give you an unfair advantage in pvp as there is no way you could control your alt as efffectively via a drone like interface as you could actually playing the toon (not to mention the account is being paid for)
I'd say make the module high slot
Anyway seeing as I've just given you such an awesome Idea I demand that the module be named in some way after me, something like, the enhanced 'Xistance' co-ordination link. Ohh and make it so you have to have leadership 5 for it, teh alliances will thank you |

Drew Li
Space Exploitation Inc Mordus Angels
35
|
Posted - 2012.06.11 20:25:00 -
[1082] - Quote
Oddball ideas for prop mods I thought would add a lot to pvp and fitting options. Could also experiment with the possibility of mixing AB with MWD at the same time. These should be easy modifications to existing modules, not necessarily overpowered, and add a lot of variety to the fittings that are out there. Dual-propped ships would also be far more interesting. Would be cool to add in 1,000MN prop mod varieties as well. The mods could be stacked but powering them would be problematic.
Propulsion Scripts:
Warp Core Reinforcement (MWD) +2 to Warp Stability -100% Thrust
Signature Destabilizer (MWD) -25% Signature -100% Thrust
Inertial Stabilization (MWD) (Warp disruption fields already do this) -150% Additional Mass (+50 becomes -25) -100% Thrust
Spoofing (T2 MWD Only) -100% Thrust -Change Ship Class on Probe/D-Scan/Overview
Thrust Vectoring (AB) -50% Thrust +25% Agility
Heat Sinking (AB) -100% Thrust -50% Heat Damage |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
130
|
Posted - 2012.06.11 22:49:00 -
[1083] - Quote
Precision Bomb -50% Explosion radius +200% Explosion Damage only usable with bomb launchers T2
long range Bomb explodes 60Km away +100% flight speed. only usable with bomb launchers T2
Speed Bomb +100% flight speed -50% explosion time only usable with bomb launchers T2
Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2 |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.11 23:27:00 -
[1084] - Quote
Alx Warlord wrote: Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too. |

Zalasastra
Royal Amarr Institute Amarr Empire
7
|
Posted - 2012.06.11 23:42:00 -
[1085] - Quote
Andy Landen wrote:Alx Warlord wrote: Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too.
|

sprototles Ganzo
Vectis Systems
0
|
Posted - 2012.06.12 08:54:00 -
[1086] - Quote
something what can increase missiles range |

Decoe DeTouront
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.06.12 13:12:00 -
[1087] - Quote
hi there. i'm new in this game and surely haven't found every gimmick being available. some things, i couldn't find yet but perhaps they will be nice to have :)
Defense Items
"Smoke" Grenates
this is a kind of a ammunition, which can break different kinds of sensor up-links from enemy ships, by blowing a huge cloud of gas into the space. the kind of gas has influence on the reflection of sensor signals etc. and gives you a chance to escape or disappear while no one can "see" you. a smoke grenade is a real world analog, i'm sure there'll be a better name for that.
"Flares"
needs a special type of launcher which can throw a huge number of flares, which possibly deflect incoming missiles by giving them a "better" target
"Missile Defense System"
laser, hybrid turret, energy or whatever defense system for the ship to fight against incoming missiles. just for defense, no offensive options with this installation.
Holographic Generator
uses the technique of wave interference to create sensor duplicates into the space. enemies will see two or more ships, not just one. to avoid manual accommodation, they also project a detailed holographic image of a ship into the space. now it's your turn to guess - is it just one ship with a holographic projection, are there two or is it a whole fleet? =)
Ablative Armor
ala voyager: http://www.youtube.com/watch?v=Xpc6SwYd8Dg it gives you a second, very well armored skin but allows just "primary ship weapons", and a few sensors.
Reactive Armor
sends a massive particle/energy wave into a special direction to destroy energy balls and/or rockets in a secure distant to the ship.
Deflector Shield
temporary second shield which protects just a part of the ship (incoming fire from the front, back, or the sides). this works well against heavy fire from a single ship - at least for a couple of minutes.
Attack Items
Cluster Bomb
is a smart bomb carrying a couple of smart bombs which explodes in a region around the ship - similar to water bombs. this makes damage to the hull integrity through a spatial distortion around the ship (or something like that *g*)
Primary Ship Weapon
is a ship integrated weapon with a very good system integration (means less cpu and energy requirements). therefore it depends on the ship class (no exchange possible after ship construction) and perhaps it is stronger in the front than in the back of the ship (and has no spheric fire-sight ...). in huge ships this can also be some super-weapons. |

Cristalen
Fleetworks Soldiers Of New Eve
2
|
Posted - 2012.06.12 17:51:00 -
[1088] - Quote
I would like to see a T2 Dooms day that has AoE effect on it again. Maybe not make it as uber powerful as it was insta popping any non cap ship on grid but make the AoE effect also rely on a ship's signature, so if a small ship such as a rifter gets hit by it won't do max damage and so on. But we also wanted to do some serious amount of damage to your enemy's ships either by making the AoE the damaged only an area from the front of the ship, or make it kind of like a bomb, you launch the DD the missiles or weapon fires in front of the ship anyone 15-200km in front of the ship basically dies. You give it the same penalties as the normal DD 15 minute cool down forces the Titan to have to stick around. Because it's an AoE effect and you don't want to replace the normal DD you can force it to do minimal damage to cap sized ships or just not enough to kill a cap. Also insead of a bomb like attack you could make it attack like the remote ECM burst so when you attack the group that's around an ancor you can kill them all in 1 shot
Stats would be similar to their little bothers: True :Banned in Empire space 1 :Max Modules of this group allowed 44,000 GJ :Activation cost -100% :Max Velocity Bonus Level 2 :Tech Level 900 sec :Jump Delay Nitrogen Isotopes :Consumption type 40,000 :units Consumption Quantity 900.00 s :Activation time/ Duration 50.00km :Area of Effect Radius 50,000.00 :Kinetic Damage 400 m :Explosion Radius 150.00km :Optimal Range 100.00km :Accuracy Falloff True :Cannot Auto Repeat
|

CirJohn
The Flying Tigers Intrepid Crossing
3
|
Posted - 2012.06.12 22:30:00 -
[1089] - Quote
Alx Warlord wrote:Precision Bomb -50% Explosion radius +200% Explosion Damage only usable with bomb launchers T2
long range Bomb explodes 60Km away +100% flight speed. only usable with bomb launchers T2
Speed Bomb +100% flight speed -50% explosion time only usable with bomb launchers T2
Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
I really like these, especially the "siege bomb". That may be the most amusing thing to drop on a blob since bursting scorps.
I'd recommend keeping all of the base bomb stats unaffected (hp, resists, etc). That would maintain a similar dps cap on large scale bombing operations. |

Tex Bloodhunter
Konstrukteure der Zukunft The Initiative.
6
|
Posted - 2012.06.14 15:22:00 -
[1090] - Quote
High Slot Module: Mine Launcher
Deploys mines that floats towards the closest cloaked ship on grid. Decloaks the ship upon getting within 2000m as usual. Maybe add something like a 10 second warp disruption bubble upon impact or an effect that disables the warp core for 10 seconds - just so there is an actual chance for the decloaked ship to get tackled.
Can be used when you want to make sure that there are no cloaked ships on grid. Useful in large PVP fights where cloaked ships provide intel and warpins. Also when jumping caps to POSes checking for hot drops beforehand might be useful. Maybe also useful for low/null sec mining in case that should become profitable at some point. Different types of mines could be introduced: Faster floating mines without tackling ability or slower mines with some form of tackling ability.
Remaining stationary on off-grid safe spots would remain uneffected while introducing the new role of a cloaked ship hunter, very much like destroyers searching for submarines in WW2. Restricting the module to dedicated ship types probably makes sense in order to avoid giving this powerful module to just everybody. |

Samuel Taylor Anders
Deadspace Rednecks
0
|
Posted - 2012.06.14 15:29:00 -
[1091] - Quote
How about a self-destruct suicide bomb module?
It would destroy the ship it is fitted on (generating a kill mail) but do large area-of-effect damage. The damage and range of effect could be proportional to the size of the suicide ship, and could be scaled by the percent structure HP of the suicide vessel so it would be less effective if triggered right before the suicide ship was going to be destroyed. It should probably have a brief activation timer with a corresponding visual effect.
It should have significant fitting requirements. Prehaps something in the rest of the fit could enhance to damage. Or a cargohold full of Industrial Explosives. |

Jake Shepherd
Causality Crew LTD Angel Causalities Demolition Crew
1
|
Posted - 2012.06.14 17:57:00 -
[1092] - Quote
Ghost Probes/ Beacon
You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.14 20:13:00 -
[1093] - Quote
Jake Shepherd wrote:Ghost Probes/ Beacon
You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold For all of you that want to mess with dscan, don't. K, so that is not an order, but seriously, the only thing that undermining dscan results does is make dscan worthless because it cannot be trusted. Eve is not about making things worthless, but about making things balanced. This means that each part of Eve must retain value and operate in a consistent manner which the players can count on. Can you imagine what would happen to the market if half of the orders were fake? It would trash the Eve economy.
Plus, probes are supposed to scan for things. Not imitate things. |

Lipbite
Express Hauler
81
|
Posted - 2012.06.14 23:32:00 -
[1094] - Quote
High-slot drone modules to replace guns/launchers which allow +1 drone for subcapital ships. +1 module per each level of Drone Interfacing skill (or Drones skill).
Those T2 cruisers are pretty much weaksauce compared to Wardens II with 3 t2 Drone Damage modules. |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.16 01:23:00 -
[1095] - Quote
Extra large shield transfer, remote armor repairer, energy transfer, and remote hull repairer. Logi BS with similar bonuses as Logi cruisers. |

Varg Krugar
Republic Military School Minmatar Republic
5
|
Posted - 2012.06.16 16:33:00 -
[1096] - Quote
Cristalen wrote:I would like to see a T2 Dooms day that has AoE effect on it again. Maybe not make it as uber powerful as it was insta popping any non cap ship on grid but make the AoE effect also rely on a ship's signature, so if a small ship such as a rifter gets hit by it won't do max damage and so on. But we also wanted to do some serious amount of damage to your enemy's ships either by making the AoE the damaged only an area from the front of the ship, or make it kind of like a bomb, you launch the DD the missiles or weapon fires in front of the ship anyone 15-200km in front of the ship basically dies. You give it the same penalties as the normal DD 15 minute cool down forces the Titan to have to stick around. Because it's an AoE effect and you don't want to replace the normal DD you can force it to do minimal damage to cap sized ships or just not enough to kill a cap. Also insead of a bomb like attack you could make it attack like the remote ECM burst so when you attack the group that's around an ancor you can kill them all in 1 shot i'm against spherical or wide-angle cone area effects. some groups could probably field enough titans to just kill anything subcapital with stacked aoe and that makes cynojammed systems rather ridiculous.
but i always thought the doomsday deathray should just burn through everything on its way to the target. "BRING SAJUUK TO BEAR" and all that. come on, you thought of that yourself when you saw the first videos of the new effects when they changed the doomsdays.
so maybe give the t2 version a cylindrical AoE with a width of like 100m and a length of whatever the range is, one end anchored at the titan and from there through the target. if the shot has some spin-up fireworks along the fire path a for a bunch of seconds, agile ships could still steer clear of the blast.
if the hamsters can deal with it, make the deathray a sustained effect that deals damage every server heartbeat for whatever time amount feels right, maybe 30 seconds, but only hurting the first thing in its path. that would make for some frantic "GET YOURSELVES IN FRONT OF THE TRIAGE CARRIER YOU MAGGOTS" on voice comms and suddenly positioning/formations would mean something (granted only to ships that aren't really made for maneuvering). |

GavinCapacitor
CaeIum Incognitum
28
|
Posted - 2012.06.18 17:40:00 -
[1097] - Quote
We have remote hull repairers, still waiting on those remote hull repair drones.
PS. you should be able to target yourself with drones. |

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.18 22:49:00 -
[1098] - Quote
How about modules that let a user set % of shields, armor, structure, max speed, etc -- to fire off automatic module activation -- instead of blindly running on autorepeat as fast as possible regardless of need?
So for example a shield booster module can be either manual or set fire off whenever shield drop to 70%. Implementing this might only be a couple lines modification to current autorepeat behavior -- basically skipping over the actual reactivation unless said % based condition was met. OK extending the idea to remote repping modules might be a little more difficult as it requires determining target and reading target status for each module first.
I know some of our best loved EVE weenies are going whine that this stinks of macros since it partially negates their 3-9 years of EVE reflex training and rep for being cool and calm in battle.
But frankly this touch of computer automation in EVE game play seems equivalent to 1970s cruise control on cars in RL and should pass the anti-AI laws of DUNE.
And it still leaves plenty of room for tactical screw ups in cap use. |

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.18 23:07:00 -
[1099] - Quote
GavinCapacitor wrote:We have remote hull repairers, still waiting on those remote hull repair drones.
PS. you should be able to target yourself with drones.
It really does make sense to be able to put helpful drones on your own ship since you can see yourself on cameras. Though I noticed you didn't exclude setting harmful drones on yourself.
Yup and you should be able to target yourself with repair missiles too. Warheads of big sticky tubes of nanopaste ;)
yeah logically.
But there is all that potential for bad code and silly users to some how end up being able to shoot themselves with turrets that make CCP shy away from this. Plus of course all the exploit fun to be had targeting yourself with transferring cap, shield etc to yourself.
My guess is that CCP feels
#1 Seeing your self on camera is not the same as being able to see yourself on target sensors
#2 it would bog down performance to add bunch of checks to see if the target you are trying to activate on is you and then exclude devices that should not be able to point back at you (like gun barrels mounted on your ship). But perhaps it would not be as difficult to code and maintain if CCP coded to deny activation of self-targeted stuff unless on a limited allow list.
|

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.18 23:28:00 -
[1100] - Quote
Jason Nautica wrote:Spent a bit of time reading the thread to make sure that I wasn't repeating someone's idea......This isn't exactly new but rather unifying all the hacking ideas here.....
IRL there is a program called 'Suter'. It involves hacking a nations air defence network to either prevent detection, preform target deception, or to shut down the network entirely.
For EVE this would be applied as a hack either against stations, ships, or probes. Ideally the user would have a module or family of modules [perhaps a subsystem for use on the strat cruisers] that would hack the system in question that would allow the user to insert their own data into the system.
I think the idea of active decoys that are tailored to a specific ship type is good. And I would like to add a T2 variant that provide for more realistic control/actions. This could be tied into bandwidth. It would also come with their own skill set.
Level 1 would be limited to a random result [either telling the opposition that you're elsewhere or exactly where you are]. At higher levels you'd be able to control multiple decoys and be able to alter their signatures to preform various actions.
Decoy probes to fool combat probes can be quite simple to implement in EVE or quite complex.
Simple decoy probes that imitate a single type of ship and are manually moved about the system should be simple to implement except for ship names which requires a user input. However that leads to a huge number of decoys to cover each ship type or people being very suspicious of certain ship types if decoy probes cover on a limited number of the potential list.
A better if more complex decoy probe system would probably have a decoy for each size class of ship, a drop down selection of ships of that size and user input for ship name. The rationale for size class is twofold #1 to make list length more manageable but also #2 becasue logically the power output to fake electronic signature of each size ship is different. If all probes are equal sized (especially if for single launcher) then perhaps decoys for large ships will have shorter active lives. Decoys could be set to go inactive (or stealth profile) to save power but might then be seen as probes-drones if left resting in range of enemy combat probes or sensors. |

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.19 00:37:00 -
[1101] - Quote
One time use (consumable) modules....would that include ramming speed force beams and ultra overload smart (suicide) bombs? |

Smohq Anmirorz
State War Academy Caldari State
11
|
Posted - 2012.06.19 03:34:00 -
[1102] - Quote
CCP SoniClover wrote: One-use (consumable) modules SoniClover
You know the scene in The Matrix where Lawrence Fishburn is telling them to hold off on the EMP until the sentinels are actually burrowing into his ship? Some kinda' module like that, where you have to time it right and there's risk if you wait too long, but maybe a 1-time-use-limp-back-home type thing.
I know that's kinda' vague, I like the description better than it having to be this actual module. Something that you have to hold off and time it right, but if you wait to long it becomes very dangerous.
SoniClover, huh?
Does your name have anything thing to do with the burger joint? |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.19 10:17:00 -
[1103] - Quote
Large Decloaking Smartbomb High Slot Activation: 100 Power: 1000 CPU: 80 Optimal: 15 km Duration: 10s Damage: 50 EM
Medium Decloaking Smartbomb High Slot Activation: 50 Power: 200 CPU: 50 Optimal: 10 km Duration: 10s Damage: 30 EM
Small Decloaking Smartbomb High Slot Activation: 20 Power: 10 CPU: 30 Optimal: 5 km Duration: 10s Damage: 15 EM
I do not know if it is a good idea or not.... |

Cyaron wars
D00M. Northern Coalition.
8
|
Posted - 2012.06.19 10:23:00 -
[1104] - Quote
Can we get small doomsday device for black ops battleships? Or can we have resits and fuel consumption tweaked on them? |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.19 10:27:00 -
[1105] - Quote
Cloak inverter.
It is a T2 cloak module that allow you to see, to target, to scan and to probe cloaked ships. But while active, all your targeting systems, scanners and probes are unable to detect non-cloaked ships.
|

Komodo Askold
Legion of Darkwind Order of the Void
29
|
Posted - 2012.06.19 10:48:00 -
[1106] - Quote
Some things I've already told about =3
- Dedicated Gas Harvesting Ship:
Another ORE vessel. Needs Mining Barge skill (or ORE Industrial). Has 5 turret slots (enough for the max 5 harvesters), or is able to fit gas harvesters in non-turret slots. ORE sized cargohold. Resiliance, size and drone bay similar to mining barges. It could have a T2 version made for low-null-WH, more resilient and perhaps with +2 to warp strengh (like the Skiff), which could need the Exhumers skill or a higher ORE Industrial skill. Bonus to harvesters yield, and perhaps to max speed (gas clouds tend to be far away from the warp point).
- Proximity Mines:
As it sounds. Could be deployed by Interdictors. Only usable in null/WH. Diverse damage types and sizes; have insta-damag like bombs. Need fuel for staying online.
- 'Drone Bay Filler':
Exchanges all Drone Bay volume for armor/structure hitpoints, literally filling it with armor plates.
- The reverse one: Drone Bay Extender
Exchanges some Armor HP for increased Drone Bay. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.19 12:20:00 -
[1107] - Quote
Optical Automatic CounterStrike System When Activated, this module takes control of all your turrets and gives them the order to fire to the nearest ship (or drone) that is targeting you (ally or hostile).
No need to target your ennemy.
Highslot Activation cost: 10 Activation duration: 5s CPU usage: 10 Powergrid Usage: 3MW Turret tracking Bonus: -10% Optimal Range Bonus: -10% Explosion Velocity Bonus: -10%
FOF Missiles could work better with this module and gain a bonus.... Cannot be ECM Jammed |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
131
|
Posted - 2012.06.19 15:39:00 -
[1108] - Quote
We definitely need something to counter those guys who enter your sov system and stays there cloacked the whole week preventing you to use it....
How about a Cloak jammer in the system???? |

Jade Raikki
Darc Ray Inc
0
|
Posted - 2012.06.19 16:00:00 -
[1109] - Quote
How about an afterburner that uses fuel instead of capacitor ? We could have many types of these afterburners that use different isotopes or even entirely new materials. This can possibly apply to other modules such as fueled shield and armor reppers ( similar to the ancillary shield boosters ). Fuel will become similar to cap boosters, with the difference that it will not be loaded into the modules, but consumed directly from the cargo ( or possibly a new fuel bay ? ).
Of course there must be a drawback to compensate for the absence of loading times, such as extreme heat damage ( or the absence of overheating such modules at all ). Furthermore, there could be new modules that increase the rate of consumption for increased performance ( or the other way around ) and also fuel skills and bonuses for consumption and such.
tl;dr fueled modules ftw |

Mercantus Maulerant
Industrial Mining Creations
0
|
Posted - 2012.06.19 23:55:00 -
[1110] - Quote
First post all. Been waiting until I sort of know what's going on in New Eden. Not there yet, but can't wait forever to post, right?
Had a thought about ship customization and either a module that allows a customization using a current slot, or adding a customization slot to your ship, either through ship design or through a special event/random event/loyalty point purchase/rare random loot drop, etc...
A customization module could change the color of that particular ship, change an effect (different color exhaust, perhaps), or even add a decal from one of the NPC Corporations. (The Rodan Shipyards logo looks awesome...and I'd love to have one on any of my ships!)
If someone wanted to change the color of their ship (easy to say, but this might be an impossible change for the programmers), the module to change ship color of color design could open a color palette or open a preset selection of optional colors or designs (camouflage, anyone?) How about tiger stripes, zebra stripes, almost black so your ship blends with the dark background and almost becomes invisible to the naked eye?
Commonalities in ships is great and gives continuity in the racial ship design, but customization will not really affect combat so combat mechanics wonGÇÖt need to be changed. The real challenge would be if the designers could come up with changes that wouldnGÇÖt require an undue amount of coding, and making the changes players like. The corporation decals might be the easiest to put in place, and would be another great LP and ISK sink
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