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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Gelvina
Temnava Legion TEMNAVA
1
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Posted - 2012.09.19 10:20:00 -
[1321] - Quote
1. Target Painter needs scripts:
-> painting amplification script: increases TP signature increase at the cost of range+falloff and capacitor usage
-> long range painting: increase TP range+falloff at the cost of increased capacitor usage
2. While at it ECM can use scripts as well:
->racial scripts (4 of them) works only on multispectrum jammers will increase the jamming strength of a specific jam type by 20% (still 30% less effective than racial jammers) (this way it is not as effective as jamming single targets using racial ECM but can make a prepared multi-spectrum jammer more versatile) (script can also decrease all other jamming types by 30% at the same time - punishing you for using the wrong script)
-> range script : increase ECM range+falloff at the cost of increased capacitor usage
-> hyper script: each time the jamming fails increases the cycle time by 5% up to a maximum of 25%. penalty: decreased range and/or more capacitor usage (will obviously use more capacitor as cycling faster and if jams it will jam for shorter period of time and then return to normal operation but it decreases the time of the non-jamming cycles)
[with something like this ALL ewar will have scripts finally :)]
Would be nice of you (CCP) to take a look at the HULL tanking modules. especially in a world where capital refitting during battle is becoming common these should be balanced properly as well.
Drones - drone damage control module (mid slot) that increases your drones durability. (doesn't work on fighters/bombers) - low slot module to increase drone bay size? - EWAR drone amplifier. active mid slot module which increases the effectiveness of all ewar drones. (It would be nice if its a valid build to use different ewar drones at the same time. Rather than just simple 5 ecm drones)
I want to launch from my typhoon: 1 ECM drone + 1 neut drone + 1 TP drone + 1 stasis drone + 1 tracking disruption drone :D
ECCM The complaint is normally that ECM is 2 strong because it takes out a ship for a total of 20 seconds. How about a module that can work against this.
Sensor recalibration optimized: Active midslot module with a duration of 5 seconds using quite a bit of capacitor. (say in the order of 40 cap per cycle) When activated the modules try to break the current jam cycle. The % change of success is based on the relationship between your sensor strength and the jam strength incoming (from all projected ECM) If successfully the jam will break at the END of the cycle of the module. This gives you the change of breaking the jam within 5 seconds after you are jammed if you are lucky. But it still means ECCM is important to have a chance. This also costs you a mid slot and requires a lot of capacitor so you can't just run it permanently - pilot will have to manage it. If you think about it this becomes interesting for fitting. You can fit ECCM which means less chance you get jammed. Or you can fit this and hope you can quickly break the lock when you get jammed. Or you can fit both if you want but since you are getting jammed less this module will be less used, so potentially something else is better
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ChromeStriker
The Riot Formation Executive Outcomes
230
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Posted - 2012.09.19 10:49:00 -
[1322] - Quote
I would like to see mines make a return.... - Nulla Curas |
Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
263
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Posted - 2012.09.19 12:50:00 -
[1323] - Quote
KAMAKAZI DRONES! Kick Heim... MATE |
Tek Handle
Vanishing Point. The Initiative.
20
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Posted - 2012.09.19 17:42:00 -
[1324] - Quote
Missile Speed Optimizer or Missile Fuel Compressor/Injector Missile ECM, which affects the fired missile's speed.
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kai dragonstorm
2ND TO NONE ORION-CYGNUS
1
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Posted - 2012.09.19 18:59:00 -
[1325] - Quote
warp navigator module: when turned on your ship will follow your target into warp in the same corridor |
Loius Woo
Sebiestor Tribe Minmatar Republic
212
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Posted - 2012.09.19 19:24:00 -
[1326] - Quote
CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. |
Elvin Gizza
Gerek Ore And Moon Surveying
30
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Posted - 2012.09.19 21:50:00 -
[1327] - Quote
Mid slot : Point defense module
the modules links to a highslot gun and makes this into an anti missile gun
being a midslot module, it can link to any type of gun in the high slots, small, medium, large, t1, t2, faction, etc etc
also the module itself comes in t1, t2 and faction, with accordingly levels of gun control
the module will probably require a skill to determine the procentile chance of hitting incoming missiles
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Janeway84
Masters Of Destiny Pride Before Fall
0
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Posted - 2012.09.19 23:07:00 -
[1328] - Quote
There is a rig for making remote armor repair require less capacitor. CCP should make a rig to improve remote shield transfer.
Also a module like the shield boost amplifier would be nice that works with Remote rep mods boositng their rate of repair. Also a option if i have 3 items in my cargo bay selected it would be nice if i could get a extra option when you right click. Saying jetcan 3 items in a row or something.
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Harvey James
Prospero's Sight
17
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Posted - 2012.09.20 18:56:00 -
[1329] - Quote
Janeway84 wrote:There is a rig for making remote armor repair require less capacitor. CCP should make a rig to improve remote shield transfer.
Also a module like the shield boost amplifier would be nice that works with Remote rep mods boositng their rate of repair. Also a option if i have 3 items in my cargo bay selected it would be nice if i could get a extra option when you right click. Saying jetcan 3 items in a row or something.
do you mean for local active armour tanking? |
Cheopis
Cheopis Industries
23
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Posted - 2012.09.21 01:42:00 -
[1330] - Quote
A couple ideas.
Reflection arrays. High slot item which has a potential, based on meta level and skill of pilot, to reflect an ECM pulse. This should NOT be trivial to fit, but it would be a very nice item to have for ships with a non-weapon high slot. Interdiction beams and bubbles from interdictor ships and bubble generators should not be reflectable, but pertty much every other ECM should be. Only one reflection array per ship.
Reconfiguration arrays. Allow one to reconfigure a single slot to operate as another type slot. For example a High to Mid reconfiguration array would be placed in the high slot, and would then open up an extra mid slot. Only one reconfiguration array per ship. Perhaps make it so that any active device put in a reconfigured slot would take heat damage whenever activated, and double heat damage when overheated. This will allow for some... significant changes in ship configurations. It might need to be looked at very closely for certain passive shield tanking ships though. |
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Martin0
Maximum-Overload
67
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Posted - 2012.09.21 06:27:00 -
[1331] - Quote
Drone Love Module (name can change LOL)
High slot When activated you can move drones from you cargohold to your dronebay while in space . BUT While the module is active you can't target nothing or launch any drones and you can't move.
WHYYYY? You will ask. To make droneboats more viable in roams. Everyone else can have lot of ammo in the cargohold, why we cant have a FEW drones more? |
Amaroq Dricaldari
Malicious Mission Murderers
134
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Posted - 2012.09.21 07:17:00 -
[1332] - Quote
Martin0 wrote:...while the module is active you can't target nothing... Um...
Martin0 wrote:Everyone else can have lot of ammo in the cargohold, why we cant have a FEW drones more? Speaking of which, [directed towards CCP] where are those Dedicated Munitions Bays for Destroyers that I keep mentioning? This is my signature. There are many like it, but this one is mine. |
Lallante
Blue Republic RvB - BLUE Republic
58
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Posted - 2012.09.21 10:33:00 -
[1333] - Quote
I would really, really, really love the equivalant of Tracking Enhancers and Dmg Mods for Smartbombs.
Low slot modules that increase range, reduces reactivation delay, increases damage etc.
TBH I'd love a ship built around the smartbomb weapon system. |
Chakarr
Blue Republic RvB - BLUE Republic
5
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Posted - 2012.09.21 11:49:00 -
[1334] - Quote
Heat/consumable module
3x modules, similar functionality -
High slot module - Thermal Power Sink
Mid slot module - Thermic Capacitor
Low slot module - Thermalite Relay
Basiclly a heat conductor, absorbs a percentage of heat from the rack it is in until it burns out itself - modules in the rack would abosrb less heat / take less damage when it was online
Only repareable with nanite paste
Non reparable when completely burnt out |
Irate Fox
Aideron Technologies
0
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Posted - 2012.09.21 16:17:00 -
[1335] - Quote
I am liking the idea of some kind of mines; Lowsec/Nullsec area denial tools.
Sized for Cruisers, Battleships and Above. Racial damage variants and small, medium and large for Cruisers, Battleship and Capital Ships.
Smart and Dumb variants for denying reds and/or neutrals or for general area denial respectively. (Targets only reds and/or whites; targets anything that comes within range after the laying ship drops them). Will not target or decloak for rats.
Cloaked and only de-cloak when someone gets close enough to de-cloak them; say 10 KM. On de-cloaking they will attempt to make contact with the ship that entered their field and explode, should take off about 50% of default shields as a rough damage estimate. Improperly sized mines may do less damage to improperly sized targets.
Offer a module on destroyers and frigates to find and sweep mines. Destroyers and frigates will not set off mines but may de-cloak them by presence.
Should be fairly cheap but unreliable tools. |
Harvey James
Prospero's Sight
18
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Posted - 2012.09.21 20:56:00 -
[1336] - Quote
i would like to see the shield extenders and plates sorted out properly for example why should a cruiser use the same sized plates and extenders as battleships? it makes no sense. Same with prop mods too small mods should be designed and used by small ships etc. This ofc means that the meds/800's and large/1600's would need to be modified in terms of fitting and HP and maybe cut away some of the inumerate amount of different sized plates who uses all these its surely confusing for noobs to work out. |
Xindi Kraid
The Night Wardens Viro Mors Non Est
22
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Posted - 2012.09.22 07:22:00 -
[1337] - Quote
Cloaking Field generator. A high Slot module with fairly high CPU cost. Only able to be fitted to Black Ops ships but gives those ships a bit more utility. When activated this module cloaks other ships in the vicinity (though they require the apropriate module fitted to make use of it. Requires the skill Cloaking Field Generation; the prerequisite of this skill is Cloaking V (or maybe just IV) and each level in this skill increases the radius of the cloaking field. Can be kept active during warp
Remote Cloak Receiver. Fittable to any ship and functions just like a regular cloaking device when active, but can only be activated when inside a cloaking field generated by someone in your fleet (I am actually thinking it should require the Cloaking Field Gen ship to be set as the Squad Booster) ; it requires Cloaking IV (or maybe V) to use. The trade-off is massively decreased penalties compared to regular cloaking devices. It is able to remain active during warp as long as the ship warped with the accompanying Cloaking Field Generator
Essentially Black Ops will allow regular ships to warp while cloaked; the downside is the black Ops itself still can't warped cloaked and you have to form up before hand for it to work, so you can;t stay invisible the entire time from gate to gate due the distance the gates drop each person from each other and the need for all the ships to be aligned before warp. If used properly, it can let you get the drop on somebody, but using it well requires some skill and attention by everyone involved.
Another possibility is having a T2 version of the Remote Cloak Receiver allow normal ships to use covert jump portals (or maybe have that as a separate module or rig) |
TurAmarth ElRandir
Hiigaran Bounty Hunters Inc. Astraeaus
30
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Posted - 2012.09.22 07:58:00 -
[1338] - Quote
Items:
Salvage Drones (but as I understand it they may actually be on the board...) Tractor (Green w/ a Running Deere on em!) Drones; Hull Rep Drones;
Abilities:
Probe (all, NPC and Player) wrecks to 100%; -maybe new specialty probe & skill set? Killed Drones leave (smaller) wrecks; Killed Drone wrecks made lootable & salvageable; ANY and all destroyed assets/mods (IE POS Mods etc.) made lootable & salvageable; POS Spikes, after say, 2 months 'unfueled' (offline) by owner corp, once taken to 25%structure can either be: -unanchored by attackers and repaired (expensive but less [75%, 50%?] of the cost of a POS spike) or -destroyed and made lootable & salvageable;
Do you see a Buff Loot & Salvage pattern here?
Now for one I would really love... the ability to set (no more than 2) repper drones (any flavor) to "assist YOURSELF"... -maybe new specialty drone & skill set?
Stop for a second and really imagine the implications... across the board, PvE and PvP.
Just idea's... just idea's... =] TurAmarth ElRandir HBHI VP & Salvage Operations Director Fly Safe and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/ |
Harvey James
Prospero's Sight
18
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Posted - 2012.09.22 11:15:00 -
[1339] - Quote
it is a bit odd you can't tell your own drone to repair your own ship |
K'Loth Mech
Incendiary Industries
0
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Posted - 2012.09.22 14:37:00 -
[1340] - Quote
Hull Obfuscation Matrix - Scripted module which changes the ship's reading on DSCAN: make a Magnate appear to be an abaddon. Downside: high CPU to prevent co-fitting a cloak.
Communications Jamming Array- Disable a ship's appearing in local listing, also disable access to local listing, Again, no cloak. Active module. High CPU/High Cap/Cycle. Create Pirate Ship to have ship bonus for one or both CPU/CAP cost, but on pirate ship: no cyno.
Hull Echo Processor Disable DScanning of ship, all-together, again, no cloak.
^^ Potentially benefit from Cloak Bonuses, have similar CPU fitting
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Andy Landen
Born Crazy
62
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Posted - 2012.09.22 17:05:00 -
[1341] - Quote
Drone Control Unit II, which requires Adv. Drone Interfacing level 5, to give a 10% bonus to hp and dps of drones while active. |
Alara IonStorm
3184
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Posted - 2012.09.22 17:36:00 -
[1342] - Quote
Secondary Laser Capacitor.
It is a second line of Heat Sink that is somewhere around 80-90% the DPS bonus of regular Heat Sinks but all to Dmg.
The end result being a small increase to volley and no increase to Capacitor use in return for less DPS.
Note: Would have to find some way for it to stack with the Heat Sinks RoF bonus or one SLC + one HS would = more Dmg then using 2 Heat Sinks.
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Dr Cedric
Orbital Industry and Research.
20
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Posted - 2012.09.22 19:05:00 -
[1343] - Quote
How about making structure tanking and actual gameplay mechanic?
Gallente ships already have high base structure amounts, why not give them a role bonus (or racial bonus?) to increase the speed and/or repair amount of Hull reppers. Or, similar to the ASB mechanic make a module that consumes charges that is specifically for structure repair. This might make some gallente pilots happy that instead of plates+trimarks the can fit a few bulkheads instead.
Also,
I really think a separate module w/ custom scripts should be created for the missile ewar proposals. I don't like the idea of a curse/pilgrim basically being the new flavor of the month for solo/small gang pvp! The module could work like the opposite of a target painter to make MY sig radius smaller, or like a "Smartbomb" to create a field of debris the reduces the accuracy (expl. velocity and/or explo. radius) of the missiles that are being flung at me. I can see a new skill or two on this, with scripts to fit. Basically change defenders into flak cannons!
Edit:
Also, wow, first time I've been top of any page i didn't start...even if it is page 68! |
h4kun4
Heeresversuchsanstalt The Kadeshi
6
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Posted - 2012.09.22 23:41:00 -
[1344] - Quote
Not really a Module but in the same catregory as scripts...
Probes which can scan down Cloaked targets
(I do not want to suggest Probes with which you can scan down effectively Cloakys in PvP)
Those probes are suggested for AFK-Cloaky Hostiles in 0.0 Space These Hostiles are pretty annonying and overpowered and the only thing you can do about it is doing the same in his home...thats crap, so probes which can scan him down... Of course its CCps Job to create game mechanics, but some ideas for Skills and Attributes from me:
(Modified aka Nerfed Combat Probe Parameters) Structure HP: 240 Mass: 1kg Volume: 1m-¦ Inertia Modifier: 333x Max Velocity: 4000 m/sec Used with (launchergroup): Scan Probe Launcher Max Flight Time: 2000 sec Warp Speed Multiplier: 2,5x Base Scan Range: 0,25 AU Max Scan Range: 8 AU Base Sensor Strength: 12 Base Maximum Deviation: 0,25 AU Scan Range Increment Factor: 2x Probe can Scan Ships: true (only cloaked) Can be fitted to: Covert Ops
Skill need:
Primary: Astrometrics V Astrometric Rangefinding IV Astrometric Aquisition IV Astrometric Pinpointing IV Graviton Physics V Quantum Physics V
Secondary: Cloaking IV Covert Ops IV Science V Engineering V Electronics Upgrades V
Those would make it not too easy to use them so that not every Noob could scan down the claoked guy, also the Scan parameters are quite low so you cant use them for active pvp and with the max 8AU range you have to look around for a bit until you find him...so you can only kill the guy if really is AFK
Many people say thats not necessary becuse cloak should be claok, but actually its a bit Overpowered thet you can block the whole economy of a system just with standing cloaked in
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CCP SoniClover
C C P C C P Alliance
184
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Posted - 2012.09.23 00:51:00 -
[1345] - Quote
Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street.
Yeah, I'm still here
I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost. |
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MotherMoon
Blue Republic RvB - BLUE Republic
1132
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Posted - 2012.09.23 00:52:00 -
[1346] - Quote
Ima add one.
Sig radius reduction module.
It starts off at 10% but increases to 30% the more ships that target you. http://dl.eve-files.com/media/1206/scimi.jpg |
Amelya Laurann
Boundless Space Seashells
1
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Posted - 2012.09.23 01:14:00 -
[1347] - Quote
Me and my friend had a super badass idea.
A ranged, (or projected), Warp core stabilizer. Either in the form of a "bubble" or as a "targeting module" (Just like reppers or any EWAR system)
Im a logi, i want my friend to get out even with him having a scram/disruptor on his ass. I use that module and he can get the hell out.
Mid or High slot, i dont know. To stop it from being OP, unstackable, so that only 1 of this module can affect some1 at the same time. Average fitting requirement. High capacitor requirement? A long ass cycle time to make sure you cannot warp out all your friend alone in 30 seconds.
How awesome that would be?
Edit: I'm curious if that was ever proposed in one of these thread over the years |
Noriko Mai
587
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Posted - 2012.09.23 10:03:00 -
[1348] - Quote
Amelya Laurann wrote:Me and my friend had a super badass idea.
A ranged, (or projected), Warp core stabilizer. Either in the form of a "bubble" or as a "targeting module" (Just like reppers or any EWAR system)
Im a logi, i want my friend to get out even with him having a scram/disruptor on his ass. I use that module and he can get the hell out.
Mid or High slot, i dont know. To stop it from being OP, unstackable, so that only 1 of this module can affect some1 at the same time. Average fitting requirement. High capacitor requirement? A long ass cycle time to make sure you cannot warp out all your friend alone in 30 seconds.
How awesome that would be?
Edit: I'm curious if that was ever proposed in one of these thread over the years I'm waiting for this for years now. Will be awesome in Low. |
Andy Landen
Born Crazy
62
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Posted - 2012.09.23 14:30:00 -
[1349] - Quote
CCP SoniClover wrote:Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. Yeah, I'm still here I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost. Mind using Google spreadsheets and publishing the link to make it public and include CCP feedback? |
Amelya Laurann
Boundless Space Seashells
3
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Posted - 2012.09.23 18:43:00 -
[1350] - Quote
Hell yeah!
My cousin just started playing EVE and the 1st thing he said after doing his first lvl 1 missions, getting chased by frigates:
"I WANT SPACE MINES!!!!!!!"
where are they?
Edit: proximity bombs that only stick to where you put them? small medium and heavy variants? |
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