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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:57:00 -
[91] - Quote
Belt Feed Module
Multislot Mid Low
Weapon Modules directly feed from the cargo bay thus may only requre a reload when swapping out ammo. May have a second bonus to make up for eating two slots.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
5
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Posted - 2012.01.16 19:58:00 -
[92] - Quote
Just a thought about those heat projecting modules which have been suggested in here...
They would do terrible things when used in gatecamps en masse. Such as burning out a target's warp stabs. Thus, I vote against them, unless warp stabs are made immune to heat.
Warp stabs already have a niche role, with very crippling drawbacks. They must be reliable.
BTW, why not introduce multi-slot inderdiction nullifiers (in small, medium and large sizes) ? |
Aphoxema G
Teraa Matar
196
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Posted - 2012.01.16 19:59:00 -
[93] - Quote
Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight. EVE Online IdeaTorrent |
Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:59:00 -
[94] - Quote
Emergency Warp System.
This module consumes the HP of every module to 0 (but repairable) to initate an emergency warp
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 20:01:00 -
[95] - Quote
Warp Field Amplifier.
Increases AU/s on warp drives.
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doombreed52
Neotech Industries Infinite Improbabilities
2
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Posted - 2012.01.16 20:02:00 -
[96] - Quote
i know this has been said alot but who cares im just giving a rough idea for it
Escort carriers
99% reduction to warfare links 50%(?) reduction in powergrid cost of capital reps 20%(?) reduction in cpu cost of capital reps 50%(?) reduction in capacitor usesage of capital reps Bouns to range or racial capital reps (same as raical carrier possbly more) (raical bouns, (armour resis etc)) Can fit Tactical Logistics Reconfiguration modules
can NOT use drone control units fighters used in highsec will NOT warp after target if it warps (can warp back to escort carrier if they go out of range of (150K)
escort carrier can only carry 5 fighters (maybe 1 or two more at the most can deploy only 5) Uses stargates (maybe acceleration gates?)
100% to fighter control range
no jump drive
let me know if you think anything needs to be added etc.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 20:03:00 -
[97] - Quote
AOE Tractor Pulse.
Pulls all wrecks closer to host ship.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:04:00 -
[98] - Quote
Can Launcher.
This HIgh slot module allows loading of non anchorable loaded cans to be shot at a target to be scooped up by the target.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:07:00 -
[99] - Quote
Corvettes
A large pod piloted controlled fighter.
Gives bonuses to fighters/fighter bombers and future fighter types that are assigned to it.
Receives bonuses from those fighters for itself to be slighlty tougher.
Requires Frigate to V and Fighters to I.
Cannot be fitted comes with all modules built in
Cannot use Gates, Cannot use Jump Portals.
Fits well in a carrier or super carrier.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:10:00 -
[100] - Quote
Directional Shield Emitter/Armor Bulk Surge.
This is a form of electronic warfare. Uses a level slot above the tanking level its designed for. Decreases damage from an incomming zone direction of pointed target it is pointed at. Increases damage from any other angle. Multiple modules allowed.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:12:00 -
[101] - Quote
Weapon Shield Relay.
Multi module High slot Mid slot.
This module consumes host ships shields to give all weapons additional damage regardless if said weapon system doenst require power in the first place.
If inactive the bonus is a set number When activated the shileds are then unrepaired to give even more damage bonus. If left on for too long the shields will be depleted entirley.
Cannot run without shields. Passive bonus will still be ineffect.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:14:00 -
[102] - Quote
Armor Polarizer
Multi Module Low Slot Mid Slot
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
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Klingon Admiral
Black Hole Cluster
4
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Posted - 2012.01.16 20:16:00 -
[103] - Quote
Cosmos Modules *cough*
Also:
*A lowslot-module that increases missile explosionspeed/explosionradius, maybe while reducing missile range
*A midslot-module that decreases signature-radius
*Scripts for Doomsdays or completely new titan-only modules to make them fulfill a AoE-EW-role, to turn them into subcap-supressors instead of subcap-killers (also, nerf titan-tracking)
- Ragnarok increases the signature radius of all ships on grid (AoE web would probably be greatly overpowered) - Avatar decreases the tracking of all ships on grid (there is AoE-Neut with Bombs) - Leviathan jams everything on grid for a few seconds (yeah, probably greatly imbalanced, but as of now the Levi is probably the least used of all titans) - Erebus decreases scan resolution of all ships on grid (AoE-points are already ingame)
Off course limited to nullsec
I'd also pick up the offensive warfare links proposed by Lydia Schmidt in post #62, just limit them to Tier1-battlecruisers |
Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:18:00 -
[104] - Quote
Reinforced Weapon Mounts.
Multimodule Low slot High Slot
This module consumes armor to provide more damage. When inactive armor loss provides additional damage at a set number. When activated armor is then consume for additional bonuses to damage. If left on for too long it will consume all of the armor.
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Rek Jaiga
Teraa Matar
195
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Posted - 2012.01.16 20:24:00 -
[105] - Quote
Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight.
Absolutely! Novel idea, and would really mess with people who just hug stations all day.
I also liked Samantha's idea: give us a counter to rockets/missiles. Currently a missile-using ship can really mess with a gun boat simply by equipping a tracking disruptor with a range disrupt script. On the other hand, there is no way of countering missiles. What, Defender missiles? Those things are silly-broken and useless (there is a reason no one uses it), and plus require hislots for launchers of your own.
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Bienator II
madmen of the skies
511
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Posted - 2012.01.16 20:24:00 -
[106] - Quote
smartbomb scripts.
they are smart, right? so we can use a script which directs them to only affect targeted objects (damage reduction penalty, highsec mode). or other scrips which increase the range (cloak buster)
alternative: rename them to dullbombs a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:26:00 -
[107] - Quote
Ionized Shields.
Multi Module
High Medium
This module reduces maxium amount of shields to increase capacitor amount. When activated will consume shields to boost capacitor. Requires shields to boost capacitor. If there are no shields module will deactivate.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:27:00 -
[108] - Quote
Capaciated Armor.
Multi Module
Mid Low
This module reduces amxium amount of armor to provide additional capacitor When actiaveted will consume armor to boost capacitor. Requires armor to activate If ther eare no more armor left will deactivate.
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Mr Floydy
The Xenodus Initiative.
9
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Posted - 2012.01.16 20:29:00 -
[109] - Quote
Liking the idea of Faction T3 subsystems. Some more area of effect modules would be nice, I like the idea of AOE webs etc.
I'll say the obvious one, even though I have no idea how it would be balanced in a way that would keep it useful without making some ships imba: A rig that swaps slot layout, ie +1 low -1 mid. Drawback being something like reduced grid/cpu? |
MeBiatch
Republic University Minmatar Republic
159
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Posted - 2012.01.16 20:30:00 -
[110] - Quote
how about a script for hic mods that instead of scamming aoe its a webber aoe?
or a tech II cyno that lasts 5 min and 2.5 min on a recon?
or how about a fig sized logi ship that uses medium sized remote reps?
or how about making drone control units work on sub cap ships... that way if you wanted to you could have 10 heavy drones on a domi?
aoe blasters... basically can only be used in 0.0 or else you will get a criminal flag... works like a directed smart bomb but has an arche of 30%.... think of it like bird shot in comparison to slugs...
tachion detection pulse from a tech II destroyer... it distrputs the cloak of any non tech II cloaking mod... which temporary makes the ship show up on overview/scan probes but does not decloak it...
accelerated launching bay (acts like a tc/te but for missles) increases either explosion velocity or base velocity of missles...
Captial nuet/nos
capital cap injector
capital sized rigs
low slot drone damage mods...
sensor ghost mods (makes a double of your ship on the overview thus confusing enemies)
low slot that gives my drones a warp drive so i dont have to recall them...
enhanced tactical overview for comands from the FC...
like the FC can highlight alpha and beta targets on my overview...
faceit people are going to meta game why not make a ship that does it for you? make a consumable mod that allows you to temp hack into enemies fleet chat and stuff...
i should be able to take over captial ships using space marines...
i want a troop transport consumable mod that i can invade that titan and kill the podded in his goo then jump ship and take it for myself... (ofcoarse the titan would have its own marines)
trasor guns.... i shoot you and you run away but i can track you for up to three jumps for 10 min...
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:30:00 -
[111] - Quote
External Fire Control.
High Slot.
This module provides the effect of a multiple platofrm weapons upgrade. After completing its cycle the module is ejected.
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Bienator II
madmen of the skies
511
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Posted - 2012.01.16 20:31:00 -
[112] - Quote
fix defender missiles
make them engage all missiles fired from targets you have locked.
(viable fleet support module like tracking disruption, just against missiles -> range dictation) a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:33:00 -
[113] - Quote
Rig - External Mount
Rig Slot.
This rigging allows a mid slot to allow an 'external' ejection module to be fitted into it. Consumes either armor or powergrid.
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Bloodpetal
Mimidae Risk Solutions
271
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Posted - 2012.01.16 20:34:00 -
[114] - Quote
Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight.
I think this would be a great role bonus for these ships.
The ability to fit a "Tow Tractor" that allows you to tow ships.
Would be pretty brilliant. Mimidae Risk Solutions Recruiting |
Vizvayu Koga
31
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Posted - 2012.01.16 20:37:00 -
[115] - Quote
Guys PLEASE consolidate your ideas on a single post! This thread is becoming unreadable... I know I'm off-topic somehow and I apologize for that, but really, please consolidate your posts, one post per char would be better ;)
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:38:00 -
[116] - Quote
External Force Field.
When activated the ship ejects this module which deploys an array of force field emitters protecting the ship for a few seconds.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:39:00 -
[117] - Quote
Vizvayu Koga wrote:Guys PLEASE consolidate your ideas on a single post! This thread is becoming unreadable... I know I'm off-topic somehow and I apologize for that, but really, please consolidate your posts, one post per char would be better ;)
Does not like wall of text. Does not like tower of text either.
Definetly scattered brained at the moment.
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Bienator II
madmen of the skies
511
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Posted - 2012.01.16 20:39:00 -
[118] - Quote
Bloodpetal wrote:Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight. I think this would be a great role bonus for these ships. The ability to fit a "Tow Tractor" that allows you to tow ships. Would be pretty brilliant.
not to mention the fun when you have multiple of them and you start tractor pulling games a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:42:00 -
[119] - Quote
Warp Inhibitor (long range)
Midslot
This warp inhibitor depending on the type will inhibit warp on a target at range.
Does not work on closer ranged targets.
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Zarnak Wulf
Tribal Liberation Force Minmatar Republic
207
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Posted - 2012.01.16 20:47:00 -
[120] - Quote
Low slot stereo system. Forces everyone on grid with you to listen to your music. Only available to Minmatar.
Low slot hydraulic system. Makes your ship bounce, baby, bounce! Only available to Minmatar. |
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