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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Deena Amaj
Native Freshfood Minmatar Republic
6
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Posted - 2012.07.22 15:02:00 -
[1171] - Quote
These are ideas based on the already suggested idea and concept of "Field Generators". Here's a different take as the stuff below are based on interacting with atrributes of ships that commonly are left untouched (or are simply undesirable).
I would call this one something like "Designated Support Module: Sensor Link/etc"
Area of Effect/aura-based module variantes based on current support modules like:
Remote Sensor Booster Sensor Link Projected (aka remote) ECCM
I'd prefer these to be exclusively available for T1 "Support" cruisers such as - Scythe, Exequror, Osprey, Augoror - And perhaps T2 Combat Recon vessels, as a minor gimmick.
I'd refrain from T2 Combat Recon access since the buffs are significant and it is easier to balance as the T1 Cruisers can't tank all too much at all.
Similar in fashion like how it is with the 10000 CPU req on Covert Ops Cloaking module; these ships having a -99% bonus to CPU requirements to the suggested AoE modules.
Due to the fact that their superior T2 cruiser variants are already "well endowed", I thought this could be interesting especially for players who are quite new to the game but can also immediately find a welcoming hand from those who normally fly the expensive T2 ships in fleet. Plus I don't see these ships that much in action.
Shall be hi slot modules; and only one may be active at a time. Same could apply for a secondary set of med-slot aura-modules. And just like with heavy/interdictor bubbles - There is no friend-or-foe.
When one of these modules are active, the AoE shall be visible in similar fashion to the anti-warp bubble effect of a Heavy Interdictor - but just as respective colors like red, blue, green, yellow/orange.
Players within receive the respective buff. The magnitude of the respective buffs should not be extreme but should apply a decent addition to the current value of friendly ships' stats. The magnitude should be slightly inferior to the basic module (Designated Sensor Link < current Sensor Link)
What's the use of such AoE Module? (penalties and disadvantages are further below) Can augment countless vessels within a radius of 10km with one distinct buff.
Types of AoE buff modules: First, the classic variants like Sensor Link, Remote ECCM, Remote Sensor Booster etc
The new and unique ones (probably more interesting):
- "Gravimetric" - Mass reduction/Agility buff; makes vessels a lot more agile, allowing a significant improvement to acceleration and align time (Aura radius should probably be +10km)
Use: Best results for cruiser/battleship fleets; also great for shorting "transit/slowboating" from gate to gate Could come in two flavors. Medslot aura makes ships more agile. The Hislot variant does the opposite and makes ships heavier, sluggy, etc.
- "Magnetometric" - Apply's positive buffs that lowers sustained damage applied by turret-based weapons and/or missile-based weapons. (marginal magnitude!)
As an explanation, the module utilizies combination of grav and magnetometric fields. Some of the projectile shots are deflected by the fields; Hybrid/laser could be explained by "mistargeting zero-G calculations" due to the fields' erratic frequencies. I'll leave the technobabble to you. Missiles damage calculations could be done by virtually improving a small set of missile-dmg specific values like lowering Signature Radius of vessels, raising the Explosion Radius of the missile - things like that.
Remember, these are not a god shields as it only lowers damage marginally. In fact, I'd love to see their magnitudes higher, but therefor also come with a penalty. Something in the fashion of Good and Bad; you get here less missile and hybrid dmg but therefor more projectile and laser damage. But that is too complicated. Nevertheless, remember it would be easy to take down a Scythe or any other of these T1 cruisers using these.
- "Unified Sensor Link" - Applies a sensor link buff to all ships within the aura, applying Optimal and Fallout buffs to turret-based weapons. pretty straight-forward.
I'll just leave it there, since more examples would just be tedious.
To wrap it up quickly, AoE buff support modules; auras featuring Sensor Link buffs - as well as such that improve agility/mass. confirthisposmed
"When I'm through with you, there won't be anything left..." |
Takeshi Yamato
Blue Republic RvB - BLUE Republic
227
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Posted - 2012.07.29 17:14:00 -
[1172] - Quote
Probe Jammer
The ship fitting this module and all others within 400 km become impossible to probe down. Requires strontium as fuel.
Basically it's a way of bringing sniping and old fashioned fleet fights back. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |
Recoil IV
Knysna Grim Reapers Absolute Darkness
9
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Posted - 2012.07.30 16:20:00 -
[1173] - Quote
Selar Nox wrote:AoE: Range based Ganglinks (instead of the systemwide old ones)
do i really need to comment? |
Recoil IV
Knysna Grim Reapers Absolute Darkness
9
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Posted - 2012.07.30 16:21:00 -
[1174] - Quote
Selar Nox wrote:Heat: Heat exchanger: active (midslot?) module works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine ) because of the huge dimensions of the device it uses two fitting slots
seriosly? |
Recoil IV
Knysna Grim Reapers Absolute Darkness
9
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Posted - 2012.07.30 16:22:00 -
[1175] - Quote
Fitting/Slots ideea
rigs for h/m/l slots
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Noslen Nosilla
Federal Logistics Initiative Conglomerate
10
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Posted - 2012.07.31 01:38:00 -
[1176] - Quote
We now have web drones....
Warp Scrambler Drones
Works the same as a warp scrambler module
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Noslen Nosilla
Federal Logistics Initiative Conglomerate
10
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Posted - 2012.07.31 01:56:00 -
[1177] - Quote
Jet Can Boobie Traps
Jet cans that have a bomb built into them...as a reaction to canflippers ORE designed this feature into jet cans which causes the can to explode inside the cargo bay of the thief's ship. This increases the risk vs reward.
Set as an option when a pilot jets his can, only other fleet/corp members may remove contents.
Once in the thief flips the can the gets a warning that the can had a bomb..they have 5 seconds to jettison their cargohold...which then explodes in space...if not it explodes in the ship
On Explosion 75% damage to hull (it explodes in the hull) 50% Armour damage 100% damage to shields (the shield power supply is disrupted)
If the thief has the Hacking skill the chances of the Bomb exploding are decreased by skill level
a further enhancement would be to allow pilots to set their wreck to have a boobie trap as well. |
Bender 01000010
EVE-RO Fidelas Constans
22
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Posted - 2012.07.31 06:08:00 -
[1178] - Quote
What if:
- you make local chat beacons (which authenticate, detect and show every player in - LOCAL chat - of the current solar system) to be an upgrade which can be purchased and can be anchored in your newly conquered solar systems)
- you need to place more than one of this local chat beacons in a solar systems, in order to have a good coverage so you can detect and authenticate automatically any player in that solar systems. This have some flaws because there will be blind spots where you cannot be detected thus you can "disappear from local chat" as you left the solar system.
- you could scan with your covert ops frigate for some blind spots in a solar system, where you can warp in that area and disappear from local, because the local subspace beacon don't have coverage in certain areas (like behind planets, certain space clouds, etc).
- Black Ops ship will have native the ability to see the coverage of the local chat beacons on map and be able to warp to blind spots in order to disappear from local chat for some serious guerrilla action. |
Deena Amaj
Native Freshfood Minmatar Republic
22
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Posted - 2012.07.31 23:32:00 -
[1179] - Quote
Perhaps this idea is better if it is introduced to the Sensor Links module, so that there is more sense to it and emphasizes on the interest of fitting these on Scythes and Scimitars (and other ships)
EIther make a new Sensor Link sort of module and/or add this to the existing Sensor Links modules;
For Sensor Links: + improves Missile Explosion Velocity - Decrease Explosion Radius
~ The new buddy-buffing Sensor Link module for missiles fans + improves Missile's Max Velocity (thus more range, reaches target faster) + improves Missile Bay Rate of fire // %-Magnitude shall be affected by Science Skill "Rocket Science"
confirthisposmed
Yes. I'm a writer. And I'm a writer. |
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CCP SoniClover
C C P C C P Alliance
161
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Posted - 2012.08.01 13:42:00 -
[1180] - Quote
Andy Landen wrote:Is CCP reading these ideas?
Yes, I regularly go through this thread and harvest all ideas into an excel sheet. Of course, no promise of if/when something is implemented, but a lot of good ideas have been generated already. Thanks guys and keep it up |
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Kirin Intarca
Armored Core Inc. Industrial Technonauts
6
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Posted - 2012.08.01 17:08:00 -
[1181] - Quote
Noslen Nosilla wrote:We now have web drones....
Warp Scrambler Drones
Works the same as a warp scrambler module
oooh the horror of a warp scramble.... from 75km away.
Alternatively, Splitting the functionality of disrupting a ship from entering warp, to simply making a MWD inoperable will keep some semblance of balance.
Sorry Noslan, if there were web scramble drones, the best tackler in the game would be a Dominix. or a Carrier. This would greatly upset game balance.
But a useful idea is to have drones similar to web drones that work more effectively on MWDs |
Noslen Nosilla
Federal Logistics Initiative Conglomerate
11
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Posted - 2012.08.02 12:43:00 -
[1182] - Quote
Kirin Intarca wrote:Noslen Nosilla wrote:We now have web drones....
Warp Scrambler Drones
Works the same as a warp scrambler module
oooh the horror of a warp scramble.... from 75km away. Alternatively, Splitting the functionality of disrupting a ship from entering warp, to simply making a MWD inoperable will keep some semblance of balance. Sorry Noslan, if there were web scramble drones, the best tackler in the game would be a Dominix. or a Carrier. This would greatly upset game balance. But a useful idea is to have drones similar to web drones that work more effectively on MWDs
I'm not sure that your correct here, besides a balance change might be interesting, and a Domi can only use 5 drones at a time, perhaps the drones would be light drones and for an effective warp scram all 5 have to be on the target ship |
Evenus Battuta
36
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Posted - 2012.08.03 12:59:00 -
[1183] - Quote
I wonder how it will change fleet combat if there is a 400km AOE warpscrambler for supercaps.
Strength 1, cost as much energy as to last about 30s. |
Sphit Ker
Dreddit Test Alliance Please Ignore
103
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Posted - 2012.08.03 20:21:00 -
[1184] - Quote
I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges?
I also want The Device in my CQ. It's got a ~thing~ to do. |
Sphit Ker
Dreddit Test Alliance Please Ignore
103
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Posted - 2012.08.03 20:26:00 -
[1185] - Quote
Faction mods should have a performance bonus when fitted to a corresponding faction hull. |
Vakr Onzo
Elite Amarr Navy Academy
0
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Posted - 2012.08.05 21:03:00 -
[1186] - Quote
Perhaps decoys have been mentioned already, but I think they would be a good concept for a new drone to add to the Electronic Warfare family of Drones. Drones move and maneuver, so they behave like ships. Once launched, the mothership is split into two or more depending on the number of drones (Up to 5) copies, with one of them actually being the original mothership.
If there's preexisting target lock/missiles inbound, they have 50% chance of being switched to the decoys, this chance increase by every decoy drone deployed past the first one. If there are two decoys deployed at same time, it is 66% chance that the locks/incoming attacks on mothership will switch to one of them. If there are three decoys deployed at same time, it is 75% and so on.
The further the attacker is away and/or the weaker his sensor strength is, the harder time he has distinguishing between the decoys and the real mothership. A ship at 'collision' range or with more powerful sensor will be able to see the decoy drones for what they are; drones and not actual mirror copies of the mothersihp. |
freighter hater
Congratulatory Butt Slap
2
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Posted - 2012.08.06 10:35:00 -
[1187] - Quote
HOW ABOUT instead of messing up all kinds of numbers on the mining ships to make them more "balanced" take teh ships that are designed to be FLEET MINERS and give them a bonus that lets tehm recive a greater benefit from ganglink modules. that way tehy could be extra useless for solo mining while making them unparalleled when in a fleet.
all teh while you arent giving them crippling Achilles heel's like a tank that cant handle null sec rats for 30 seconds.
THE MOST IMPORTANT PART ABOUT HIGH END MINING IS THE BOOSTS (i.e. the orca or rorqual) WHY WOULDN'T YOU CAPITALIZE ON THAT? |
bloodknight2
Talledega Knights
11
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Posted - 2012.08.06 13:54:00 -
[1188] - Quote
Vengeance : once activated, this modules desactivate all online module and will self-destruct the ship (20 sec timer) dealing an AOE of 7000damage (em for amarr, kinetic for caldari...). Can only be activated if pointed (warp disruptor/scrambler).
Rigs : -1 low slot, + 1 med slot / +1 slot slot, -1 med slot
Rick rock'd : Once activated, will play "never give you up, never let you down" aka rick rock'd if someone falls for your scam or your bait ship. |
Uris Vitgar
Center for Advanced Studies Gallente Federation
11
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Posted - 2012.08.06 22:39:00 -
[1189] - Quote
Expanded propellant tank I
With more propellant or "reaction mass", the navigation computer is able to schedule longer periods of acceleration and build up more speed. Ships with large stores of propellant can use long sweeping manoeuvers and travel great distances without warping, however the increased mass makes them slow to accelerate and align"
Increases the maximum speed of the ship at the cost of increased mass |
freighter hater
Congratulatory Butt Slap
2
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Posted - 2012.08.06 23:09:00 -
[1190] - Quote
Uris Vitgar wrote:Expanded propellant tank I
With more propellant or "reaction mass", the navigation computer is able to schedule longer periods of acceleration and build up more speed. Ships with large stores of propellant can use long sweeping manoeuvers and travel great distances without warping, however the increased mass makes them slow to accelerate and align"
Increases the maximum speed of the ship at the cost of increased mass
over drive injectors already do that |
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Andy Landen
Born Crazy Kadeshians
57
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Posted - 2012.08.07 01:28:00 -
[1191] - Quote
I want BS-sized eWar modules with much greater strength than regular eWar. PG requirements could make smaller ships struggle to fit them. Even adding new BS with eWar bonuses beyond the Scorpion (meh) and Widow (BO).
Warp module allows a ship to engage warp without being aligned or locked onto any target. With sufficient speed the ship merely enters warp in the direction of travel once the module is engaged. No, I don't care about deep safes or issues with probing such ships. |
Uris Vitgar
Center for Advanced Studies Gallente Federation
11
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Posted - 2012.08.07 12:38:00 -
[1192] - Quote
freighter hater wrote: over drive injectors already do that
Overdrives give a penalty to cargo capacity, not mass(agility). This penalty is irrelevant to combat and manoeuvering so the overdrive itself cannot be very potent, whereas a module with a relevant penalty can be much more potent without becoming overpowered, promoting a wider varety of tactics |
Saul Elsyn
State Protectorate Caldari State
16
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Posted - 2012.08.07 16:14:00 -
[1193] - Quote
How bout if those propellant tanks increase Afterburner and MWD cycle time so that they cost less Cap per second?
Shield Transporters should be renamed Remote Shield Boosters.
A new module called Shield Transporters could then be added which boosts more then Remote Shield Boosters by subtracting from the boosting ship's shield strength... Perhaps a script could also be added that allowed the ship to strip to the shields of an enemy vessel as well and apply them to your own hull like a Nos?
I have some ideas on T3 Weapons and Ammunition that revolve around overheating as well... |
Andy Landen
Born Crazy Kadeshians
57
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Posted - 2012.08.08 12:18:00 -
[1194] - Quote
Sphit Ker wrote:I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges? While charging booster charges, the same amount of GJ as the charge carries is taken from the ship's capacitor every cycle. Ships recharge cap booster charges depending on the strength of their capacitor. Could be a mini-profession in recharging booster charges. |
Deena Amaj
Native Freshfood Minmatar Republic
23
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Posted - 2012.08.09 06:04:00 -
[1195] - Quote
A general suggestion for using more PI commodities/products as ammo or fuel for special modules. This would not only allow some interesting ideas other than just the usual "uses Cap" - it would also give more worth to the respective PI good. currently, there are several goods that are pretty much "worthless crap".
Another one would be seeing more special modules that are based on other Skills that are usually not really seen elsewhere.
There has to be a general ruleset on bonus<->penalty so that there is no chance of I-WIN.
In order to avoid killing this thread with my blathering, I made a seperate thread that is focused more on the tiericide vessels. It would also help avoid the need of removing current ship bonuses by fitting modules that could for instance replace the current one with something else - or add in another special bonus but a hefty penalty as well. It is to be a minor alternative to adding in all too new ships by using the existing hulls -- well, in form of copy-pasting and playing with values rather than making an entirely new one from scratch. confirthisposmed
Yes. I'm a writer. And I'm a writer. |
Michael Harari
The Hatchery Team Liquid
191
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Posted - 2012.08.09 17:12:00 -
[1196] - Quote
Not a new module, but new module behavior - make heat state persistent when jumping
ie, i I jump a gate with all my mods preheated, they stay that way when I spawn in the next system |
Bloodpetal
Mimidae Risk Solutions
774
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Posted - 2012.08.10 16:15:00 -
[1197] - Quote
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
Mimidae Risk Solutions Recruiting |
Andy Landen
Born Crazy Kadeshians
59
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Posted - 2012.08.10 17:19:00 -
[1198] - Quote
Bloodpetal wrote:
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next? |
Vakr Onzo
Elite Amarr Navy Academy
1
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Posted - 2012.08.10 19:50:00 -
[1199] - Quote
Andy Landen wrote:Bloodpetal wrote:
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next? Could make it disrupt the armor/hull/shield boosters' effectivness in amount healed or cycle time instead of lowering a damage resist. (including the remote rep modules)
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Captain Campion
Mind Games. Suddenly Spaceships.
0
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Posted - 2012.08.12 13:41:00 -
[1200] - Quote
Death Blossom |
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