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

Angry Mustache
EVE University Ivy League
0
|
Posted - 2012.10.16 07:46:00 -
[1441] - Quote
Module : Missile Launcher Partition
penalty, - some amount to missile launcher capacity.
This would be a high-slot utility module, as missile boats often have poor capacitors and PG for rr/nos/neut/cap transfer.
This module holds a certain amount of missiles , say 3-5 for each launcher. When the module is active, missile launchers will fire the missile type in the partition bay instead of the missile type currently loaded in the launcher itself, depleting the partition in the process.
this would not increase how many missiles the ship can launch before it has to reload, but the partition bay can be reloaded independently of the missile launchers, but at a very slow pace (~60 seconds). In fact, putting the partition bay on the ship could reduce the "clip" of a missile launcher, handwaved as the partition taking up space that would have gone to more missiles.
This is aimed at giving missile ships some extra versatility in clutch situations. A ship could choose to load Navy missiles in the missiles, and a few precision missiles in the partition for clearing tackle in a emergency. It could choose to fill the partition with defender missiles to mitigate a missile wave, or Auto-targeting missiles for when jammed/dampened. Loading rage torps in the launcher, and a few javelin torps in reserve if the target runs, etc. the tactical possibilities of this mod would be endless. |

Keui Tan
Cause for Concern.
0
|
Posted - 2012.10.16 08:16:00 -
[1442] - Quote
No idea if this idea has surfaced, but given the sometimes overpowering nature of logi, especially in light of the new t1 logi frigs. If nothing else, I at least want to get the name out on the boards if it's even being considered.
Remote Nano-Disassembler- Projected anti armor rep. Though no more than 20% reduction in rep amount, with a likely value of 10-15. I see it being a continually activated module, likely with a high cap cost and a short cycle time. Mostly intended as an opener to bursting down a target. Obviously incapable of stacking with another one being used at the same time. If a percentage seems way out of line, then it could reduce repping by a set value instead. Which would then lend itself well to different ship class sizes of it.
Field Integration Disruptor- Same song, second verse. But for the shields.
As far as lore goes, the first is under the concept that if you can project nanites to repair another ship, then you can project them in order to attack beneficial repair nanites.
For the shield one, it would basically oscillate the field and impair it's ability to absorb energy boosts from either the ship itself or a shield transfer array. |

Callduron
136
|
Posted - 2012.10.16 11:15:00 -
[1443] - Quote
Deployable decloaking field
[Consumable, terrain transforming]
This anchorable module pulses an area effect decloaking aura that will uncloak all ships within a certain radius as if they had moved within 2km of an object in space. Once anchored it cannot be unanchored and will decay, falling to pieces and destroying itself after a certain time period.
Small 15 km radius Medium 25 km radius Large 40 km radius
Tech 1: 15 minutes Tech 2: 25 minutes
Gossip in seedy cantinas has it that certain pirate factions have developed more potent versions of these devices. |

PAPULA
The Dark Tribe Against ALL Authorities
4
|
Posted - 2012.10.16 11:39:00 -
[1444] - Quote
Armor boost amplifier that amplifies armor repair rate to local armor rep similar to shield boost amplifier.
|

Camera Drone
School of Applied Knowledge Caldari State
2
|
Posted - 2012.10.16 14:12:00 -
[1445] - Quote
Keui Tan wrote:No idea if this idea has surfaced, but given the sometimes overpowering nature of logi, especially in light of the new t1 logi frigs. If nothing else, I at least want to get the name out on the boards if it's even being considered.
Remote Nano-Disassembler- Projected anti armor rep. Though no more than 20% reduction in rep amount, with a likely value of 10-15. I see it being a continually activated module, likely with a high cap cost and a short cycle time. Mostly intended as an opener to bursting down a target. Obviously incapable of stacking with another one being used at the same time. If a percentage seems way out of line, then it could reduce repping by a set value instead. Which would then lend itself well to different ship class sizes of it.
Field Integration Disruptor- Same song, second verse. But for the shields.
As far as lore goes, the first is under the concept that if you can project nanites to repair another ship, then you can project them in order to attack beneficial repair nanites.
For the shield one, it would basically oscillate the field and impair it's ability to absorb energy boosts from either the ship itself or a shield transfer array.
I like this idea, but it would have to be a high slot imo. Then you could fit logi ships with these RR nerfing mods to counter hostile logi, instead of having to rely on neuting, jamming or dampening ships exclusively. Or do you mean local reps only? |

OT Smithers
BLOMI
251
|
Posted - 2012.10.16 15:03:00 -
[1446] - Quote
SUGGESTION:
"Duct Tape": SImilar to Nanite Repair Paste, this high-strength nanite polymer tape is just the thing for patching holes in armor and hull between fights. Also perfect for in-station 'surprise dating' adventures for charismatically challenged capsuleers.
Why add it? One of the biggest downsides to hull and armor buffer tanking is the total reliance on either active repair modules or in-station repair facilities. The former are simply incompatable with many currently excellent fits, and the later are unavailable in many areas. Adding "Duct Tape" to the game serves the same purpose Nanite Paste does today: it allows the fun to go on after the first fight is over. |

Thistleblossom Meadowjewel
The Merit Talon Equity Research Group
0
|
Posted - 2012.10.16 15:06:00 -
[1447] - Quote
Cargo Scan ECM & Veiled targeting detection modules
It seems only natural that if bandits develop technology to detect valuable cargoes, that merchants would develop countermeasures to keep their cargoes hidden, especially something along the line of cargo bay scan shielding. They would also want to detect attempts to spy out their cargo/fitouts. This might also imply cargo scan eccm. |

Hermann Simm
State War Academy Caldari State
3
|
Posted - 2012.10.16 19:03:00 -
[1448] - Quote
Ancillary Cap Transfer
Ancillary Energy Neutralizer
Ancillary Remote Armor Rep
|

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.10.16 22:00:00 -
[1449] - Quote
Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 0) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7)
Brilliant. +1 |

Harvey James
Deep Core Mining Inc. Caldari State
73
|
Posted - 2012.10.16 22:29:00 -
[1450] - Quote
SlaughterhouseDb wrote:Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 0) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7) Brilliant. +1
yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that. |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.10.17 15:14:00 -
[1451] - Quote
Harvey James wrote:SlaughterhouseDb wrote:Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS ...
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7) Brilliant. +1 yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that.
Modules should be capable of shifting the utility of a ship, not just augmenting its natural ability. Increasing the base armor hp might assist one build of one hull, but having a half-step between 800 and 1600 gives greater flexibility for armor tankers of all stripes. Imagine an RR Domi driver who needs a little more buffer but hasn't got the PG for a 1600; a 1200 would fit the bill nicely. This would allow BC's to bridge the gap between Cruisers and Battleships, like they're supposed to; think of them as 'pocket battleships', if you will. |

Harvey James
Deep Core Mining Inc. Caldari State
74
|
Posted - 2012.10.17 17:38:00 -
[1452] - Quote
SlaughterhouseDb wrote:Harvey James wrote:SlaughterhouseDb wrote:Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS ...
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7) Brilliant. +1 yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that. Modules should be capable of shifting the utility of a ship, not just augmenting its natural ability. Increasing the base armor hp might assist one build of one hull, but having a half-step between 800 and 1600 gives greater flexibility for armor tankers of all stripes. Imagine an RR Domi driver who needs a little more buffer but hasn't got the PG for a 1600; a 1200 would fit the bill nicely. This would allow BC's to bridge the gap between Cruisers and Battleships, like they're supposed to; think of them as 'pocket battleships', if you will.
Bc's aren't meant to be mini battleships christ sake don't you understand just how much bc's make cruisers useless as it is if you buff them more ........ |

Nriz Barol
AirHogs Zulu People
0
|
Posted - 2012.10.20 01:19:00 -
[1453] - Quote
A mid slot module that negatively effects missiles. Missile Computer disrupter pulses once every 1.5 seconds with a chance to disrupt/destroy a missile. Would be much like a tracking disrupter in effect only that it is better on long range then short ie. longer flight time = more chances for the module to work. |

irishFour
Mobile Meth Lab Monkeys
6
|
Posted - 2012.10.20 21:48:00 -
[1454] - Quote
Capsule scanner
It's like a ship scanner but can scan the capsule while in the ship for implants.
+1 for the following Increased reason to pod people Increase isk sink to replacing implants Increased highsec pew pew I like to have my cake and eat it too |

Harvey James
Deep Core Mining Inc. Caldari State
77
|
Posted - 2012.10.21 14:03:00 -
[1455] - Quote
how about a drone augmentation module in the high slot restricted to one per ship This boosts all drone stats by 25%.
This one is a curious one not sure it would be worth using or not : Drone command modules boosting various things perhaps the drone command ship could be bonused for it perhaps only works on ships using the drone augmentation module so primarily drone boats you could have a drone boat fleet with nice bonuses. |

Mindnut
Rockbiter Industries The Chaos Engine
8
|
Posted - 2012.10.22 10:28:00 -
[1456] - Quote
Hi all, haven't made through the whole thread yet but already I noticed some really great ideas out there =)
Here's mine. It's not so great and it has to do with the "bumping games". I'd like to see "bumping games" disappear from the game since crashing into another ship imho should result in damage being applied to both of the ships. So a ceptor flying into a bs, freighter or an orca should just go splat / pop...
...but if you guys at CCP don't want to fix that at least consider adding a Magnetic Field Generator. or a Stasis Field Generator. The general idea behind these mods is to aid mainly industrials, maybe even fix the tier 2 transport ship (Occator)
Magnetic Field Generator: This module would generate a strong magnetic field that pushes away fast approaching ships making them shhot out instead. To prevent ppl from using this module to actually do the bumping there would have to some sort of penalties and CPU req's that would not allow this mod to be fitted on frigs and maybe even cruisers. Maybe it would prevent ab's and mwd's from running on the users ship.
Stasis Field Generator: This module would work much like the web but it would not be targeted. It would have close range, maybe 3000 m area of effect, but more strength so that approaching ships would slow down almost instantly. I'm sure this mod would also fit well in combat especially when being attacked by smaller ships or drones.
I'm not going more into details here. Just want to give something to consider and think about, fly safe. Today - The Power of Two Tomorrow - 2 Hulks and an Orca |

Rordan D'Kherr
Imperial Academy Amarr Empire
99
|
Posted - 2012.10.22 11:05:00 -
[1457] - Quote
I'd like to see a diversity of our beloved Doomsday Device as
- AoE weapon (good ol' times) or
- lock-on weapon (good present times)
|

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.23 01:49:00 -
[1458] - Quote
Capacitor booster generator - Medium slot. This module creates capacitor booster charges. Cap Booster 800 script creates Cap Booster 800 charges IF and ONLY IF the Capacitor booster generator's reservoir has at least 800 GJ. Capacitor booster generator generates a Cap Booster by directing all but 33% of the capacitor and then all extra cap generation goes into the reservoir until it is filled completely. Size of module governs the amount of capacitor that can be stored and then put into the cap booster charge or held in reservoir after a charge is created. A cap booster plus Capacitor booster generator can have the effect of converting cap booster charges to different sizes.
Capital cap booster - for capital ship cap needs. +1500 GJ 10s cycle time. |

Grath Telkin
Sniggerdly Pandemic Legion
1054
|
Posted - 2012.10.23 06:29:00 -
[1459] - Quote
Web bomb, effect duration 15-30 seconds or so, acts like a web only across the radius of a bomb. Multiple bomb hits do not stack. |

Lili Lu
551
|
Posted - 2012.10.23 16:39:00 -
[1460] - Quote
Grath Telkin wrote:Web bomb, effect duration 15-30 seconds or so, acts like a web only across the radius of a bomb. Multiple bomb hits do not stack. Ok, wait, so, let me get this straight.
Are you proposing the introduction of a tube launched mass composed of a dispersing sticky substance (it might even be white) that could have future altering implications for the target ships? |

Gizznitt Malikite
Agony Unleashed Agony Empire
685
|
Posted - 2012.10.23 20:19:00 -
[1461] - Quote
Callduron wrote:Deployable decloaking field
[Consumable, terrain transforming]
This anchorable module pulses an area effect decloaking aura that will uncloak all ships within a certain radius as if they had moved within 2km of an object in space. Once anchored it cannot be unanchored and will decay, falling to pieces and destroying itself after a certain time period.
Small 15 km radius Medium 25 km radius Large 40 km radius
Tech 1: 15 minutes Tech 2: 25 minutes
Gossip in seedy cantinas has it that certain pirate factions have developed more potent versions of these devices.
If this can be deployed at Stargates, it will essentially destroy the primary use of covert cloaking ships.... no.... |

Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
41
|
Posted - 2012.10.25 13:13:00 -
[1462] - Quote
Madlax Nodos wrote:we have tachyon beam lasers any chance we could get tachyon pulse lasers as well
I've been thinking about this for a long damned while - we couldn't make the Tachyon's range better than the mega pulses becuase everyone would fit it - high damage, rapid ROF and long range? Never change my fit again!! - However what about the converse? In manageing to create Tachyons in ultra short time it has the opposite effect and turns the weapon into and extremely short range weapon?
Tachyon Pulse Laser (TPL)
Amarrian Scientists have been working for years to re-create the power of the Tachyon Beam Laser into a Pulse weapons system. Most attempts ended in failure (of both the machines and the scientists), but in YC113 a stable design was finally produced.
Creating tachyons at an incredible rate the scientists were jubilant that they had succeded. However, on the firing ranges the weapons range was far below what was expected - infact several military planners attempted to scrap the plans altogether. It was only after a long period of development that the weapon was finally perfected; the range was far shorter than initially envisioned, only a mere 15kilometres with a "standard" crystal in the focusing array, but with the awesome power that the tachyons could produce this "problem" was overlooked.
Powergrid - 3250 CPU - 75tf Cap - 75Gj Rate of Fire - 9 seconds Damage Mod - 4.5x Range - 15km Falloff - 6km Tracking - 0.0275 rad/sec
The limited range on this so that is the gives the laser boats a ultra-short range weapon - the Mega Pulse is generally used in a long range role anyway (with excess of 100km's easily acheiveable) and the Dual Heavy slotting in the middle ground and useful against smaller ships (with its better tracking) the TPL is there to smash the enemies ship to dust at extreme close range.
Using my "monkey-maths" on a standard BS (with no range bonus) the TPL's can realistically achieve a maximum range of 30 kloms with Radio Crystals (24 optimal + 6 fall off) or have as short as 13.5 (7.5 optimal + 6 fall off) with Conflag/MF. Even with a pair of TC's +range scripts the TPL's range doesn't get beyond 40kms. On the Apocalypse, the range bonus pushes it out to around the 60km's range with two TCs + range scripts- however, given the thirst for PG/Cap of the TPL's unless you rig them, the ship wont be able to support a full 8 rack.
Thoughts? Blessed are those that carry the Empress' Light; with it they destroy the shadows |

Harvey James
Deep Core Mining Inc. Caldari State
80
|
Posted - 2012.10.26 17:26:00 -
[1463] - Quote
is there any chance you could reduce the mass of mwd's? 5mil on to a cruiser's mass is adding 50% weight to it and kills its agility and a lower sig bloom would be nice too. And maybe AB's could get mass reduced too and maybe a slight speed boost also. Also the T2 mwd really ought to be better than the meta's perhaps a lower sig bloom could be the answer. |

Catherine Laartii
Funkwagen Broadcasting Templis Dragonaors
0
|
Posted - 2012.10.27 06:59:00 -
[1464] - Quote
Fix ECM bursts. Instead of a 'pulse' to throw off jamming, turn them into a bubble of sensor jamming, sort of like non-targeted ecm within a close range. It would provide a double bonus of, firstly, making a useful mod that blacks out close-range tacklers, and for ships that will be using the coming microjump drives, it provides a decent defence for battleships against tacklers that more than likely will be able to shut down the microjump drives with scram. Secondly, it would turn the scorpion into a AWESOME battleship for fleet situations, since it would be able to somewhat negate the problem of being primaried every single time one is fielded in a combat situation. |

Thaddeus Rees
EntroPrelatial Vanguard EntroPraetorian Aegis
3
|
Posted - 2012.10.28 09:46:00 -
[1465] - Quote
"Trajectory analyser"
A module that once activated enhances the ships tactical overlay with a visual representation of predicted trajectories for all nearby vessels. |

Salpad
Carebears with Attitude
101
|
Posted - 2012.10.28 12:43:00 -
[1466] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
A module that moves a drone from cargy bay to drone bay. Basically you "load" the module with "ammo", i.e. 1 or more drones (a certain volume of drone, probably 5 m3 for a small module, 10 for a medium, 25 for a large) that is taken from the cargo bay. Then when you "shoot" the module, the drone or drones are moved into the drone bay, provided there is room.
Reload time and cycle time needs to be long (several minutes each), so that it becomes a slow process to move drones from cargo to drone bay. The point is to make it possible, not to make it super fast and convenient, to re-stock the drone bay while flying solo far from stations or POSses. Missile boats and g++n boats don't have this problem as they can always reload from cargo bay, but drone boats are highly dependent on places where they can dock to re-fit.
|

Harvey James
Deep Core Mining Inc. Caldari State
80
|
Posted - 2012.10.28 12:49:00 -
[1467] - Quote
or at least a rig to increase the drone bay |

Gerrick Palivorn
Caldari Provisions Caldari State
338
|
Posted - 2012.10.28 13:43:00 -
[1468] - Quote
Just ran into this gem;
https://forums.eveonline.com/default.aspx?g=posts&t=167239&find=unread
Basically it's a standings set warp beacon much how fleet warping works but it's a fire and forget type, it lasts 15-120 min I don't know about duration. Seems like something that has potential.
Maybe something that you put in an expanded probe launcher? MMOs come and go, but Eve remains.-á -Garresh- |

Xercodo
Disturbed Friends Of Diazepam Disturbed Acquaintance
1381
|
Posted - 2012.10.29 19:14:00 -
[1469] - Quote
Not so much of a new module thing but could thr art dept think about looking into possibly making ALL the active targeted high slot mods having a "turret"? :D
I'd love to see physical logi mods and neuts on ships :P
And have massive logi arrays for the capital versions for the carrier to finally get some shiny love.
Also wouldn't mind seeing things like cloaks and probe launchers being shown too. Maybe the cloak could be a static "turret" like the old "gas cones" and the cloak would emit a field from both ends (or all three in the case of a triad turret) that would form together to make a cloaking "bubble" that also doubled as showing a visual indicator of the 2000m limit.
An effect that looks something like the forcefield that the aliens in Battleship used when ti was being turned on. Getting decloaked could show this cloak bubble "popping".
For the prob launcher only one "turret" would be the actual launcher and the other turret could be the "control center".
Drone link augs could also be static turrets and have a little blinky or pulse-y light thing xD The Drake is a Lie |

Jing Xin
Gravity Mining and Manufacturing Inc Storm of Souls
6
|
Posted - 2012.10.31 03:31:00 -
[1470] - Quote
Re: anti-missile e-war This surely should not be tracking disruptors. Give new script(s) to sensor dampeners instead (because Gallente are supposed to be anti-Caldari). This can also be a way of buffing sensor dampeners without actually meddling with values related to their current function.
Tech2 scripts loadable only into tech 2 ewar modules. I don't know whether meta4 in inferno loot tables were adjusted or not, but currently meta4 ewar modules are better than tech2 in following ways:
- cheaper
- use less cpu
- use less cap energy
- have lesser skill requirements
That is to say there is no incentive to use t2 ewar at all. |
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