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

Lallante
Blue Republic RvB - BLUE Republic
94
|
Posted - 2012.09.27 17:23:00 -
[1381] - Quote
Bloodpetal wrote:A DNA Transponder Signature Doppleganger Doo-Hicky
This module allows you to impersonate another character in space. In order for this to work, you have to have the corpse of the person you want to impersonate.
This could allow you to get past gate camps, or fool a person into thinking they should trust you in a exploration site, etc.
The corpse is consumed by this module.
The effect should only last up to 5 minutes or so.
Lets CCP let corpses get consumed, and gives them an actual value besides trophy status.
Do it! ;)
Thats actually pretty funny and would be a GREAT use of rare and valuable corpses |

Lallante
Blue Republic RvB - BLUE Republic
94
|
Posted - 2012.09.27 17:26:00 -
[1382] - Quote
Axe Samsanese wrote:Trillian Zaphod wrote:* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
Very interesting idea. Trying to think if we are missing some obvious flaw here. As long as this whole process is "expensive" I am all for it.
The obvious flaw is CCP would have to anticipate EVERY possible change to EVERY possible mod/ship and balance accordingly, or someone will find a completely overpowered improvement that creates an incredibly imbalanced ship for 40-50m.
The other obvious flaw is that currently each ship/module has a typeid which determines its base stats. With this system there would be infinite typeids. |

Lallante
Blue Republic RvB - BLUE Republic
94
|
Posted - 2012.09.27 17:29:00 -
[1383] - Quote
Skydell wrote:Rigs to improve stasis webifier range and strength.
too overpowered unless at the expense of the other (+10% range = -20% strength, +10% strength = -20% range) |

Smelly PirateSaint
Reikoku The Retirement Club
0
|
Posted - 2012.09.27 18:29:00 -
[1384] - Quote
Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers.
Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate"
Your argument has just been rendered invalid. |

Kyrplexa Insanitus
Psycho Tech Industries Interstellar Hobos
2
|
Posted - 2012.09.28 00:23:00 -
[1385] - Quote
I only read the first page thus far, but, on a note of the on-grid gang bonuses and the ideas behind how the enemy can get into the bonused 'field'... There should be modules that provide an outward push, depending on the mass of a ship using said module. Sure, this can create a lot of lag, but it would only be fittable to certain ships, one would suppose. It would be deemable worht while in a fight dealing with positioning, since bumping is the only way, currently, to re-adjust people's positions once a fleet is engaged and well under way. controlling who is in the field would depend on, maybe, the command ships on grid.
should prolly use a high capacitor amount. |

Major Eyeswater
Snake Eyes Inc SoulWing Alliance
3
|
Posted - 2012.09.28 11:03:00 -
[1386] - Quote
Serge SC wrote:I might've skipped a few posts, but here are some ideas perhaps:
Offensive / E-War Modules
1. Slowness Bubble -
4. Light structure - .
Defensive Modules
1. Adaptive Invulnerabilty Amplifier -
2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs!
4. Heavy plating -
5. Collision deflector. "Passive" midslot that reacts using the ship's energy
Offensive 1. Stasis bubble module for HIC and maybe a launchable version for DIC; I like.
4. Stealth plating; I like.
Defensive 1. Just fit a second AInvuln?
2. Interesting idea; like
4. Already exists; called 'Layered Plating' these days
5. You can't have a passive module that burns cap, and the active version is surely called a Shield Booster? |

Lallante
Blue Republic RvB - BLUE Republic
96
|
Posted - 2012.09.28 11:03:00 -
[1387] - Quote
Smelly PirateSaint wrote:Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate" Your argument has just been rendered invalid.
I dont seem to have problems smartbombing people warping to a gate by sitting just outside that range. Why would this be any different? |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.28 14:18:00 -
[1388] - Quote
Smelly PirateSaint wrote:Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate" Your argument has just been rendered invalid. My argument is only resolved IF you are proposing the following smartbomb-like attributes/mechanics: The Decloaking Smartbomb does not work within 25 km of a stargate (15 km radius plus 10 km align and warp out space), has an AoE of 5 km (same as large T1 smartbomb). You might even add that it renders the pilot's ship immobile and unable to warp, dock, or eject for 20 s (cycle time). It would only decloak at the start of each cycle. |

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.29 13:50:00 -
[1389] - Quote
a drone tracking mod for the lows would be nice like the turrets have and soon the missile's will too drones only have a mid which is largely unused as drone ships shield tank mostly now |

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.29 14:32:00 -
[1390] - Quote
medium launchers do need to be looked at the RML is so much easier to fit than HAMS although why you want to i don't know especially now these missile dessies eradicate the need for light missiles on a cruiser. Thus they should change the RML to use different ammo say a new missile called light assault basically a mixture of light missile and Heavy assault missile giving a missile designed to kill cruisers well with good damage because as we know HAMS are best for killing bc's really unless you have a TP like a bellicose. |
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Harvey James
Prospero's Sight
28
|
Posted - 2012.09.29 14:34:00 -
[1391] - Quote
maybe some pirate drones that are like mini versions of bigger ships like mini cynabal drones would be cool and mini ashimmu drones now that would be intriguing |

Sentinel zx
Deep Core Mining Corporation
9
|
Posted - 2012.09.29 21:45:00 -
[1392] - Quote
Drone-Support-System
D.S.S. have the ability to increase the performance of drones (it-¦s like a Commando Module but for Drones ;) )
-they are 6 different Modules -all 6 are active high-slots Modules -it-¦s remove/replace all turrets or Launcher Hard-points to perform 100% Drone DMG (still it will perform lesser DMG than a mix of Turrets(Blaster) and Drones but i don-¦t want it make them to overpowered ) -works not on Carriers
Tech 2 Version if the Module is active it gives Drones +10% DMG +5% Effect of E-War and Combat utility Drones and Logistic Drones +10% Speed +20% increase effect of drone upgrade Modules
Overheat Modus max 20 sec +20% DMG +10% Effect of E-War and Combat utility Drones and Logistic Drones +20% Speed +25% increase effect of drone upgrade Modules at the end of the Overheat Modus Drone perform a Kamikaze Attack or just explode
Damage Control II effect +12,5% Shield,+15% Armor,+60% Structure and 10% Droneship speed reduction or 50% MWD Sig-radius reduction from Drones and Droneship Sig-radius increasing by 10% ?
1 D.S.S. Alpha needs 3 high-slots and gives Bonus only to Light Drones CPU usage: 40tf Powergrid usage: 24 MV
2 D.S.S. Delta needs 4 high-slots and gives Bonus only to Light Drones and Medium Drones CPU usage: 100tf Powergrid usage: 500 MV
3 D.S.S. Sigma needs 5 high-slots and gives Bonus only to Light Drones, Medium Drones and Heavy Drones CPU usage: 200tf Powergrid usage: 6000 MV
4 D.S.S. Omega needs 6 high-slots and gives Bonus to all Combat Drones and Sentry Drones CPU usage: 400tf Powergrid usage: 7000 MV
5 D.S.S. Psi needs 2 high-slots and gives Bonus only to E-War and Combat utility Drones
5 D.S.S. Chi needs 1 high-slot and gives Bonus only to Logistic Drones
|

Gneeznow
Ship spinners inc
2
|
Posted - 2012.09.29 22:30:00 -
[1393] - Quote
self repair armour drones self repair shield drones small and medium sized sentry drones self ECCM drones
edit: smartbomb SPECIFICALLY for drones and nothing else, it targets only the drones attacking you, doesn't get you concorded or criminally flagged unless the drones orbiting you are neutral. |

Hazell D'ark
Lead Farmers Kill It With Fire
5
|
Posted - 2012.09.29 22:36:00 -
[1394] - Quote
some silly ideas for your consideration: - a module for remote repairing Heat damage . sort of like unlimited nanite repair paste ( Logistics high slot ) for cheap bastards like yours truly. - Please do fix the Cap power relays . the meta 4 gives the exact same bonuses compare to T2 but requires 5 less CPU because 5tfs CPU matters ! - here's a more silly one for all them torp lovers: make the missile explosion radius count . if you shoot at a smaller or faster ship (compare to your explosion radis and velocity ) some of those precious gunpowder will go waisted . so imagine if a missile explodes and the the targeted ship is faster than explosion velocity it wont damage the ship which is fair but ! now imagine if at the point of explosion a ship moves to the explosion area and it would actually take some damage depending on its sig radius , that would be awesome wouldn't it ? it sounds like a lot of for for such small window of use but hey , there are alot of |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.30 00:41:00 -
[1395] - Quote
Smartbomb drones sound great. These drones are basically a mobile smartbomb. They keep away from each other so as not to have your drones get popped by them. Maybe too complicated in the programming.
Warp Disruptor drones too. These simply add a point to the target. Small -2 scram. Medium -1 disrupt. Heavy -1 disrupt and -x% web. |

Catalina Cruz Madeveda
Cosmo Paladins Tribal Band
0
|
Posted - 2012.09.30 01:53:00 -
[1396] - Quote
Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected. |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.30 03:03:00 -
[1397] - Quote
Catalina Cruz Madeveda wrote:Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected.
No kidding. And what exactly is the counter for that? At least now, a diligent group can scan dscan every few seconds by manually clicking the scan button and can sit on all known whs/gates/etc. With that, not even the tedious dscan clicks can counter the threat. |

Gabriel Karade
Noir. Noir. Mercenary Group
22
|
Posted - 2012.09.30 09:35:00 -
[1398] - Quote
Drones (Logistics)
Re-code to allow them to be used on any ship, including the ship which launches them.
(Functionality aside, repair drones buzzing around, patching up the ship is also way more immersive than GÇÿmagicalGÇÖ nanobots from armour repairersGǪ)
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Flashrain
Vanguard Frontiers Intrepid Crossing
18
|
Posted - 2012.09.30 09:49:00 -
[1399] - Quote
#Module, #HEAT, #Scripts
Module: Projected Heat Generator
Function:
- Overheats modules on target
benefits from command boosts
Script:
- High hardpoints (overheats turrets, missiles, etc)
- Medium hardpoints (overheats shield mods, propulsion, ewar etc)
- Low hardpoints (overheats armor repairers etc)
- Focused ( -50% range, double heat damage)
- Extended ( +50% range, half heat damage)
- None (random modules affected)
#Module, #HEAT, #Scripts, #interdictor
Module: Time Dilation Generator (restricted to light/heavy interdictors)
Function:
- Create a time dilation field
- Create a time dilation effect on target
- Benefits from command bonuses
- All effects : propulsion, repair, module cycles etc.,. slow down.
Scripts:
- Focused (single target, +100% time dilation effect)
- Extended (single target, +100% range)
- None (30 -40km radius)
|

NinjaStyle
hirr Against ALL Authorities
0
|
Posted - 2012.09.30 10:46:00 -
[1400] - Quote
sitting in a Fleet I had the sudden tought of a new possible module designed to Improve Overloading mutch like a dmg amp mod this would be low slot module however I wonder if I could be the first ever scripted one so here is the basic Idea
Low slot Module
Increases the Overload Gain my 25%* (I have no basis for what % is should be to be considered balanced) Lowers Heat dmg by 15%
As for the script idea it could interchangeable between affecting High, Mid or Low slots for bonus since an Overall bonus to all modules would probably be way overpowered.
Either that or there could be a general module made for each Slot type
Either way a module that positively affects overheating should be an interesting addition to Eve. |
|

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.30 14:01:00 -
[1401] - Quote
one way to solve the problem of armour tank vs shield tank is for large plates and shield extenders too be impossible to fit on medium hulls this will halve the penalties of sig bloom and mass increase and nerfs t3's and bc's tank in one go making battleships more desirable. Now ofc the medium plates/extenders may need a slight buff/balance to bridge some of the loss of tank and too increase their fitting requirements so frigs have to use smalls etc. |

Onslaughtor
True Slave Foundations Shaktipat Revelators
14
|
Posted - 2012.10.01 12:49:00 -
[1402] - Quote
A new high slot module that acts like siege, but can be affixed to any hull. (may need to be restricted for balancing)
This module would when activated.
Consumes Strontium.
Lose the ability to warp or jump Reduce the ships max speed by 50 to 75% Reduce the ships agility by 50 to 75% Increase its mass Bloom it's signature Reduce the effects of all ewar by 50% Remote repair effects effectiveness reduced by 50% Shield and armor reps would get a 50% effectiveness increase.
All weapon platforms (ie, guns and missiles) get 200% damage increase All weapon platforms (ie, guns and missiles) get a tracking penalty which leads to a 25% drop in damage application
I feel that smart bombs and drones should benefit from this as well but I'm not sure how that would effect gameplay.
|

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.01 17:21:00 -
[1403] - Quote
A google spreadsheet would make it much easier for people to see if there ideas have been suggested, especially if it was organized by type of idea. Then we wouldn't see the same ideas reposted for the nth billionth time. Share it with the public and let people know where CCP stands with each idea. Maybe give each a rating and a development stage indicator. Let's get on it already, CCP. |

Lord Calus
Fractured Core Fatal Ascension
18
|
Posted - 2012.10.02 04:01:00 -
[1404] - Quote
- ASB for armor.
Tweak armor/shield/hull reps to normalize cap per hp.
Modules which perform better the closer they are to burning out from being overheated.
Fix FOF and Defender missiles.
Allow ALL EWAR to be scripted.
Allow ALL EWAR BLOCKING mods to be scripted.
Normalize effectiveness of EWAR drones.
Remove ECM drones entirely.
Suicide smart-bomb drones.
Scripted Salvagers and Tractor Beams!
Scripted code breakers and analyzers.
Make the new inferno modules that aren't ASBs not suck?
Scripted smart bombs.
Fix Tech3 subsystems so more than 2 fits are viable.
Add the missing subsystems.
Tech2 nanite repair paste.
Normalize Meta0-Tech2 modules.
Passive armor HP regen modules.
Alpha strike module which dumps all remaining loaded ammo at 1 target, reduced hit chance, burns out all guns including itself when used. Every level of thermodynamics reduces - hit chance. BC or larger module.
New ammo that can hit different damage types. Projectiles got it, everything else could use it to. You figure out the lore.
Remove learning implants, everyone gets +5 base to stats.
Mining drones are a joke, make them worth using or remove them entirely.
That is all I have for now. |

HELLBOUNDMAN
The Proletarii
108
|
Posted - 2012.10.02 04:05:00 -
[1405] - Quote
Lord Calus wrote:[list]
ASB for armor.
Wouldn't that be an AAR?
Auxilary Armor Repairer as opposed to an ASB for armor. |

Tatjana Braun
Vienna Arms and Industrial Gruppe
9
|
Posted - 2012.10.02 08:25:00 -
[1406] - Quote
Supcap Drone control Unit:
Fittin: 1 High/ 70FT/ 1MW Boni: +1 Droncontrol/ +10%CPU need for all Other installd SCDCU Skill request: Advanst Drone interface (Only one can be fetted for every Point on it.) |

Midnight Hope
Pator Tech School Minmatar Republic
40
|
Posted - 2012.10.02 14:30:00 -
[1407] - Quote
CIWS script for pulse/blasters/autocannons.
Until you load the script the turrets work exactly a before.
As soon as you load the script they work as a a close-in weapon system for defending against anti-ship missiles. (see http://en.wikipedia.org/wiki/Phalanx_CIWS)
They should work similar to defender missiles but useful for gun boats. Also, since they are still turrets, you solve the defender missiles main problem which is taxing the server with even moar missiles to keep track off.
Once activated, the turret will fire at incoming missiles decreasing/negating their damage. While working as a CIWS the turret can not target locked targets. Unloading the script will revert the turret to its normal operating mode. While the turret works in CIWS mode they consume twice the amount of ammo per cycle.
Notes: The script could also be a special kind of ammo instead of an actual script. They should actually work better than defender missiles which are currently not in use because of their dismal performance. |

Mirima Thurander
The 8th Tribe Seraphim Dragoons.
302
|
Posted - 2012.10.02 15:51:00 -
[1408] - Quote
Armor rep mod that uses Nanite paste and not cap. A Dark time comes. A time of terror comes. My time. If it offends you. Stop me. |

Harvey James
Prospero's Sight
42
|
Posted - 2012.10.02 16:50:00 -
[1409] - Quote
Mirima Thurander wrote:Armor rep mod that uses Nanite paste and not cap.
christ do you know how expensive it would be using nanite paste and besides the ASB has already nerfed neuts we don't need the same thing again i still don't understand why projectiles and missiles don't use some cap even the tiniest amount so they could be neuted out. |

Judas II
Dark-Rising
14
|
Posted - 2012.10.03 08:32:00 -
[1410] - Quote
Projected Smartbombs. Much like the Bombs we have now, but require lock (a sort of missile launcher?). They are AoE to kill drones. Minimal damage, enough to kill drones. |
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