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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
ChromeStriker
The Riot Formation Executive Outcomes
211
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Posted - 2012.08.22 12:13:00 -
[1231] - Quote
New bubbles
Ewar bubbles - stop people locking (low % chance, baced on a set ticker. ie tries to unlock evey 10sec?) TP bubbles - makes ships sig bigger Disruptor bubbles - cant track/reach a target with turrets (maybe missiles?) Sensor damp bubbles - can only lock whats IN the bubble? Webbles - slows you down
Obviously the effectiveness and size is dependant on type and effect (T2 Lrg TP bubbles = HUGE with... 20% sig increase?)
Could use a new ship or dictors/hics now with new modules - Nulla Curas |
X Gallentius
Justified Chaos
443
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Posted - 2012.08.22 22:48:00 -
[1232] - Quote
Lili Lu wrote:Anyway, definitely the AI and interface with drones needs lots of work. And some more drone rigs or even a few new mods. One more: o Drone Transfer Rig - Allows you to move a drone from your cargohold or a container into your drone bay.
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Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
1020
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Posted - 2012.08.22 23:54:00 -
[1233] - Quote
Marcus Harikari wrote:Max Von Sydow wrote:Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise. rofl epic way in for this roflmao Yah this would be something else... a fleet of Titans that look like a fleet of Ibis? I see goons taking this to a weird level. Initially was on board but now thinking about it... maybe not so much.
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Edward Olmops
Sirius Fleet
12
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Posted - 2012.08.23 12:59:00 -
[1234] - Quote
Then make it a D-Scan disguise at least...
Tons of Ibises on your D-Scan - until you enter the grid and realize they're actually titans! :-D Just kidding. But what about a thing that lets you in fact conceal your true nature on D-Scan? Maybe just something that only gives "Cruiser" instead of "Deimos". Baiting could be easier as well as hiding and also concealing the exact composition of one's fleet. |
Edward Olmops
Sirius Fleet
12
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Posted - 2012.08.23 14:54:00 -
[1235] - Quote
Another one:
What about a module that makes ramming attacks possible so that bumping actually does damage? (put it in a separate thread initially but now I am too stupid to create a link ) |
Ford Perfekt
Deadly Influence ZADA ALLIANCE
3
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Posted - 2012.08.23 20:04:00 -
[1236] - Quote
Here is an idea ... I know that gankers will hate even the idea of it ... but let's make the play-field a little more levelled.
In real life if I was delivering a cargo and I would expect that I could be attacked I would make along the cargo a little "present" for a ganker. This "present" would look like some standard container, but if the ganker picks it up and puts it in his cargo then it explodes. Or if he opens it for looting. Damage here should be like smart-bomb or bomb for bomb launcher. And of course here also apply the downside of a bomb if using it in higsec and so on .
I would love to have some guerrilla creativity tactics here and not just plain old frontal attack or gate camping. So in the end there would be always a question on your mind: "do I feel lucky today" |
Vokradacka
Hedion University Amarr Empire
3
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Posted - 2012.08.24 11:20:00 -
[1237] - Quote
What about rig to switching slots?
1) mid to low 2) low to mid (max one per ship - you can limit this by points )
This maybe can make some ships more op , but it definitely ill make fitting less predictible . |
Forstbyte
The Flanders Corporation Yulai Federation
0
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Posted - 2012.08.24 11:30:00 -
[1238] - Quote
Cloak bubble, only deployable by a dedicated ship, just like the interdictors. This would be a super powerfull module so the downside sould be severe. Read: high risk of using it.
In order to keep de bubble up alle modules must me deactivated and there is a reactivation delay of 60 seconds when cloaky bubble drops, for the entire fleet. This puts the fleet in great danger when they uncloak or get decloaked. Only (battle?)cruiser size ships are allowed in the cloak bubble.
As this generates alot of weird signatures maybe these things should be probable with a new special, but slow, probe type. Aiming for about 10 minutes max? |
Garudja
The Flanders Corporation Yulai Federation
0
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Posted - 2012.08.24 11:52:00 -
[1239] - Quote
small size jumpfreighters and big cloaky freighters
now we have in normal transport ... small cargo transports up till huge freighters with cargoholds varyin from only 10 000 m3 up til the massive freighters bulk , but there's no balancing at al in the cloak and jump departments
in cloacky we have blokkade runners and cloaked freighters up til occator size but NO huge Freighter
in jump ships we have HUGE jumpfreighters , but nothin else , just adapt requirements like fuel etc to the smaller cargo size , a 10k cargo jumper and a 50k max cargo jumper would realy make it more easy to ship in and out of low/null sec when you dont have HUGE amounts to transport |
Garudja
The Flanders Corporation Yulai Federation
0
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Posted - 2012.08.24 12:13:00 -
[1240] - Quote
Bait modules
deployable device , similar to a cyno or a bubble generator but generating the signature of a ship (per ship type) requires a launcher like a smartbomb or probe launcher , requires a dedicated ship specific for deployment
limited duration like max 15 min present but imitating the real thing perfectly so scanning wil give bogus info
this would make gankers life a bit more interresting ... is that ship REALLY there or not |
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ChromeStriker
The Riot Formation Executive Outcomes
216
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Posted - 2012.08.24 15:00:00 -
[1241] - Quote
Bring back mines!!!!!111 - Nulla Curas |
Yaturi
The Scope Gallente Federation
0
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Posted - 2012.08.24 17:04:00 -
[1242] - Quote
Resist Debuff and EA Ships
I was wondering how to make an electronic attack ship a better addition then what it is today, and it came to me that maybe a role supported module might do the trick.
Much like stealth bomber, interdictor, and hictor have unique role modules, what if you made an EA ship-only equippable mod that debuffs resists.
They'll be heavy stack penalties to it, so that say 3 + debuffs barely add to the existing effect. You can only have one slot of these debuff machines on a single EA frigate. If the targeted resist goes below 0% then it actually becomes a weakness since its a negative.
Also, instead of making a bunch of different modules that target differing points like armor explosive or shield em, it would be just one module utilizing script technology. The single damage type debuffs would be the most potent of course. You can also use a multi-point script and employ something like a 'counter eamn or invul field' where the damage type increase is distributed evenly across the board in a lesser degree than the former single type debuffs.
I would also like to see a strength governer for this new module that ties in with the electronic attack ship skill directly. This would be the ships 'Role bonus'. For every skill level in ea ship piloting, a percentage increase is applied to the strength of the module. So, for a level 5 ea frig pilot, the role bonus would equate to a top out of 50% for a single damage type debuff, same as hardner, and 20% for multi-type script. You could have tech II debuff machine that pushes 55 and 25% respectively.
Thats basically the idea behind it. More utility to beef up the EA Frigates out there. As for the name of the debuff machine module I really dont know. I just wanted to pass the idea out. I dont know if its been considered before on these forums but I hope its not too overpowered as to disrupt the fragile balance in eve, maybe just spice things up. |
Wiu Ming
Dead Guy Syndicate Eternal Syndicate
21
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Posted - 2012.08.24 17:17:00 -
[1243] - Quote
CCP SoniClover wrote: To give a little bit of framework and to get the ball rolling, here are a few keywords:
...Fitting/Slots... How about a pos and/or carrier module that lets strategic cruisers modify subsystems as part of using fitting service?
This is long overdue... |
Usagi Toshiro
Red Federation RvB - RED Federation
0
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Posted - 2012.08.24 18:30:00 -
[1244] - Quote
Iris Bravemount wrote:
A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Salvager and/or Tractor Drones
A highslot mod which reduces signature radius by a considerable amount (maybe even make it use up a turret/launcher slot, so that one has to choose between offense and defense).
Exotic ship hulls (amarr with boni to hybrids, etc) maybe using archeology components and/or bpcs
Make cloak modules use a bit of cap and nullify cap regen while active, so that one needs to decloak from time to time.
I like these ideas. +1 |
Veskin Sentinel
Aliastra Gallente Federation
0
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Posted - 2012.08.25 10:58:00 -
[1245] - Quote
I have an idea for a module that would modify the ship shield so that it would emit a shockwaves upon enemy weapon attacks.
First off this technology is meant to be implemented in a brand new module called Reflective Shield Hardener. It would be a Mid Slot module, pretty much like existing Shield Hardeners (Invulnerability Fields etc.), but it will have unique abilities.
The Reflective Shield Hardener would increase Shield resistances just like an Invulnerability Field, but it would also emit an electromagnetic field that would create electromagnetic focused rays that would reach the ships that have an active lock on the parent ship. This smart magnetic field would have some limited radius.
Visually this would look like soft rays of light that follow nearby ships (the ones that have a lock) orbiting the ship that has activated this Reflective Shield Hardener.
Whenever an enemy fires a weapon upon the ship that has such module, there will be a random chance for the Reflective Shield hardener to GÇ£return the attackGÇ¥ by emitting a shockwave (pretty much like a voltaic arc or lightning) that would damage the aggressing ship if itGÇÖs in range. The range of that shockwave would also be pretty random, but the shockwave itself will be aimed to the aggressing ship(s) with the help of the magnetic field.
More info in my blog:
Voyager Spirit Blog
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Bienator II
madmen of the skies
848
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Posted - 2012.08.25 17:04:00 -
[1246] - Quote
armor reinforcement module
increases resistance dramatically as long it is activated. Eats capacitor booster charges.
pretty please
a eve-style bounty system 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 |
Amaroq Dricaldari
Malicious Mission Murderers
121
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Posted - 2012.08.25 17:33:00 -
[1247] - Quote
Modules that make Hull Tanking more viable, for example; - Passive Hull Resist modules (Damage Control needs to be turned on and off, and you can only have one at a time) - Reinforced Bulkheads that don't suck (it has been a while since I played, so I don't know if they got changed yet) - Hull Reps that don't suck (and use Nanite-based Repair Paste as ammo)
Thank you in advance for reading this
Also, I would like our ships to have access to dedicated Ammution Bays (especially destroyers, they would need it)
This is my signature. There are many like it, but this one is mine. |
vagy
Dicta Boelcke
10
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Posted - 2012.08.28 07:28:00 -
[1248] - Quote
New Armor Repairer - Similar to ASB.
Consumable - Super Smart Bomb.. This would be used by kamikaze pilots if you know what i mean. |
Mechael
Ouroboros Executor Collective
231
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Posted - 2012.08.28 09:18:00 -
[1249] - Quote
ChromeStriker wrote:Bring back mines!!!!!111
Please and thank you. Whether or not you win the game matters not. -áIt's if you bought it. |
Kiroma Halandri
Brutor Tribe Minmatar Republic
17
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Posted - 2012.08.28 11:49:00 -
[1250] - Quote
Dubstep Lasers. 'Nuff said.
I'm not Anti-Social,I just don't like you. |
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Kuehnelt
Devoid Privateering
261
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Posted - 2012.08.28 12:10:00 -
[1251] - Quote
1MN Variable Propulsion System I
Fitting cost of a MWD. When run cold it has all the performance characteristics of an AB. When overheated it has all of the performance characteristics of a cold MWD: scrams shut it off and make it revert to an AB at the end of the cycle, it has 500% sig bloom. Still takes heat damage when overheated, but lasts as long as an overheated AB would.
Frigate-only module. At least initially?
The advantage over an MWD is that you can use it while scrammed, as an AB. The advantage over an AB is that you can move at MWD speeds to close on a target. The disadvantage compared to MWD is that you can't get overheated MWD speed (not a small thing in frigate fights, especially when kiting/engaging a kiter); the disadvantage compared to AB is that it's harder to fit and also that you lose the 25% total cap even when running it as an AB.
It might also have a relatively high cap consumption, but with both AB and MWD skills reducing that cost.
It might also take a lot of heat damage but also have a lot of structure HP, making it overheat as long as an AB but cost more in paste/isk to repair. |
zus
Celestial Argonauts HELL4S
4
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Posted - 2012.08.28 19:05:00 -
[1252] - Quote
Shield damage bleed through control unit. Allows X% amount of damage to pass through on to the armor after been filtered through the shields resistantGÇÖs |
Uris Vitgar
Center for Advanced Studies Gallente Federation
16
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Posted - 2012.08.28 21:49:00 -
[1253] - Quote
Neural Destabilisation Projector
A fairly expensive high-tech analysis and interface device, possibly built from aincient or sleeper components. When activated on a hacking/analyzing container, it behaves as a tech I analyzer or codebreaker. When activated on a ship, it behaves as a warp disruptor with 20km range.
What would this do? It would allow players to combine PVP and exploration, at the cost of a 10mil+ module which might be looted. Perhaps there should be a scrambling version as well to account for brawling setups |
Leto Galt
State Protectorate Caldari State
0
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Posted - 2012.08.29 02:27:00 -
[1254] - Quote
Keywords - Area of Effect
Variable Geometry Bombs: Bombs with an adjustable blast radius (2.5km GÇô 20km) adjust damage output accordingly.
Timed Fuse Artillery Ammo: Large artillery turret ammo that Causes AOE damage to its target if it hits, or explodes at fall-off range if it misses. Possibly add Artillery scripts to targeting computers to allow more ability to control the fall-off range of timed fuse ammo.
Shockwave Torpedoes and Cruise missiles: Explosion Radius 5-10km? Increased explosion radius does less damage to any single target but with the ability to saturate an area. Sort of like throwing smart bombs. |
Alara IonStorm
3075
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Posted - 2012.08.29 12:17:00 -
[1255] - Quote
New Shield Boost Amps for Frigates.
+25% Shield Boost / -20 CPU Fitting
Fitting a normal one is difficult with 55 CPU cost and an Invuln sucks a ton of cap on top of a -44 CPU Fitting.
A Passive Omni Shield Mod would be nice as well.
Buffing SSE so MAPC + MSE isn't the only Shield Buffer option would be nice too.
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Edward Olmops
Sirius Fleet
14
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Posted - 2012.08.31 12:13:00 -
[1256] - Quote
Tactical Computer
Basically a smaller and less powerful version of the high sophisticated Gang Links for personal use. Active module, normally it does nothing but beep now and then and give you the war m fuzzy feeling that you are not alone in space.
But you can load various scripts in it that provide a bonus to what not. Each bonus is significantly weaker than the bonus of a comparable module, but you can switch without refitting.
Examples for possible bonusses: +10% speed +10 damage to one weapon type +10% E-War strength +10% agility +10% warp speed +10% weapon range +10% scan resolution +20% sensor stregth +10% armor or shield resists
whatever. Usually, no matter what you fit, your ship will have to perform several tasks during an op. I.e.: travel->camp->fight
With this, the FC (if all ships have this thing) or also a single pilot do have slightly more flexibility in an extended operation at the cost of total power (the typical damage mod does like +20% and an omni-hardener would provide 25%) |
Saede Riordan
Alexylva Paradox
40
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Posted - 2012.08.31 15:48:00 -
[1257] - Quote
Tactical Siege Module
Low slot module, active Comes in three flavours, small, medium, and large.
Gives a +40% bonus to all armour resists when active, reduces velocity by 90%. Moderately long cycle time, probably 20-30 seconds. Basically, a way for armour tankers to dig their heels in, and just take it. Not an instawin module, its use has to be timed right or you basically shoot yourself in the foot with it.
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MJ Incognito
Saltatio Vita AAA Citizens
12
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Posted - 2012.08.31 22:44:00 -
[1258] - Quote
Communications Jammer
-- Mid slot 50 cpu 20 pg 100 capacitor 15 second cycle time can only fit one per ship
25% chance to jam communications + 5% per level 55 optimal 25 falloff
Prevents target from sending or receiving broadcast |
Cadesc
Exotic Dancers Union
0
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Posted - 2012.09.01 18:48:00 -
[1259] - Quote
flare launcher
idea: Flares seems to be the logical defence mechanism against missiles. The goal is to reduce missile damage to small ships, by reducing their signatur radius or increasing the missiles explosion radius. It should be an area of effect (aoe?) module (stacking vs not stacking?). So every ship inside of the area would have a smaller signatur radius or every missile hitting a ship inside of the area would have an increasing explosion radius. Maybe you could switch between explosion radius increase and signatur radius decrease by switching scripts (ammunition).
-- Mid slot (maybe high slot? maybe just new ammonistion for missile launcher?)
grafics: Just look at this pictures! I'm sure CCP would do a good Job on this task. :P flares!!! more flares! and one more!
Why would it be awsome? -new tactical possibilities (small ships -> agile -> formate to get more advantage from a single module) -awsome look -countermeasure to target painters -new mechanism -new skill |
Amaroq Dricaldari
Malicious Mission Murderers
126
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Posted - 2012.09.03 09:02:00 -
[1260] - Quote
Cadesc wrote:flare launcher idea: Flares seems to be the logical defence mechanism against missiles. The goal is to reduce missile damage to small ships, by reducing their signatur radius or increasing the missiles explosion radius. It should be an area of effect (aoe?) module (stacking vs not stacking?). So every ship inside of the area would have a smaller signatur radius or every missile hitting a ship inside of the area would have an increasing explosion radius. Maybe you could switch between explosion radius increase and signatur radius decrease by switching scripts (ammunition). -- Mid slot (maybe high slot? maybe just new ammonistion for missile launcher?) grafics: Just look at this pictures! I'm sure CCP would do a good Job on this task. :P flares!!!more flares!and one more!Why would it be awsome? -new tactical possibilities (small ships -> agile -> formate to get more advantage from a single module) -awsome look -countermeasure to target painters -new mechanism -new skill -missiles would still have their big advantage to always deal damage -...but you could reduce the damage effectively
This man deserves a medal. Or better yet, a free Navy Issue Battleship, equipped with a prototype version of this module. This is my signature. There are many like it, but this one is mine. |
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