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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Harvey James
Deep Core Mining Inc. Caldari State
84
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Posted - 2012.10.31 15:13:00 -
[1471] - Quote
Make hull tanking viable
give bulkheads more HP than armour plates instead of being % based. the penalties being increased mass and reduced cargo space. Hull rigs same pens as above. improve all hull reps local and remote. |
Roll Sizzle Beef
Space Mutiny
1453
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Posted - 2012.10.31 17:15:00 -
[1472] - Quote
Micro warp fracture. Frigate only. As cutting warp to anything bigger would be catastrophic. The module dumps capacitor and drops the ship out of warp instantly. The energy wave creates a small bubble for a minute that captures anyone following. Can only be activated at full AU warp so you cant drop "poor mans" bubbles at landing locations. |
A8ina
Celestial Argonauts HELL4S
15
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Posted - 2012.10.31 22:34:00 -
[1473] - Quote
a suggestion for new modules
a shield bleed through regulator . A module that allows 50% of damage to bypass the shields without inflicting damage to shields HP thus inflicting damage to armor,
also the module can have 2 scripts one for 25% and the other for 75% so you can have the option for 25% 50% 75% of damage to bypass the shield .
also when is equipped on the low slots provides 10% shield resist
the purpose of using this is to be able to use the shield HP and take advantage of its resistance even when you armor tanking, the shield will last longer to provide sum continuous protection without depleting to fast and the resistance modules are useless
also a higher adjustment on the bypass would be nice
another thought is to have it as a standard adjustment on all ships and be able to adjust shield and armor this way
any way this is not adding anything extra like HP, you are only able to manipulate what you have available
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Melbac74
Eryx Industries Sadamisaki Coalition
1
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Posted - 2012.11.03 04:27:00 -
[1474] - Quote
Module/Rig that allows for the transfer of goods from orca to freighter. |
Luce Meno
Luce delle Stelle
0
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Posted - 2012.11.03 11:45:00 -
[1475] - Quote
Detractor beam/repellent beam/script to reverse tractors/ a very long stick.
*It fits in well with the scifi theme, because if we can pull it, we should be able to push it, too.
*In execution, it'll require a targeted container to push, and a targeted destination. Possibly a bookmark in space, or even set distance could work, but that might not work very well with how we typically use the interface.
*Will make it easier to refuel POS's in fat, slow ships (the aptly, named Rorqual comes to mind)...until they become dockable or modular or whatever CCP does with them in the future. This feature would then require that the cargo containers and their destination containers/hangars/silos/etc be accessible at when the module is active on them regardless of ship distance--it's the main purpose of the mod.
*Furthermore, one could push a can into the middle of a mining gang and hope someone makes a mistake, for those of you who enjoy such... activities.
*This could also be used to resupply friendly ships with consumables on the field.
*This could also be used to pick up, and return jet can and/or secure cans.
*It would be amusing to use it on other ships-as would regular tractors-but this would be silly and probably end with annoyance and certainly exploits (I didn't jump because he pushed me off the gate! That scoundrel!). Unless, however, the ship is without a pilot; then it is just a container with wings.
*Also, the mod's icon could be a pool cue.
*While only useful in select settings, giving dexterity to decidedly it *will* reduce the number of obscenities issued at monitors while trying to park a capital within 2500 meters of a POS tower surrounded by anchored equipment.
Hopefully something like this isn't already posted, but the thought of reading through 74 pages of ideas made me sleepy--got through 3. |
Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
130
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Posted - 2012.11.03 12:45:00 -
[1476] - Quote
Praerian wrote: Structure repair drones, let's finish the set.
Tech 2 Ewar Drones Tech 2 Combat Utility Drones Faction Ewar/CU Drones (eg 'Imperial Avatar' EV350 -- Amarrian faction Small E-Neut Drone)
More variation in Faction 'Drone Upgrades' Faction Tracking Link Upgrade Faction Navigation Computer Upgrade Faction Link Augmentor Faction Damage Amplifier Either enhanced effect or reduced fitting cost compared to base T1/2 module, or 2 factions could recieve an upgrade 1 offering lower fitting cost, the 2nd offering enhanced effect. |
handige harrie
Hedion University Amarr Empire
1
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Posted - 2012.11.03 17:36:00 -
[1477] - Quote
a heat dissipation module;
Mid or Low slot module that uses Nanite Paste to repair heat damage quickly, this module can be used to repair modules that are being overheated. The amount of nanite paste used increases with the amount of heat damage that needs to be repaired.
Overheat 8 guns, and you'll burn through paste fast but your guns can be overheated for a prolonged period, overheat 1 hardener and nanite paste gets used in a much slower pace. Baddest poster ever |
Reaver Glitterstim
Dromedaworks inc
218
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Posted - 2012.11.04 13:53:00 -
[1478] - Quote
Nova Fox wrote:Improve Fire and Forget Missiles Module Theory
This module would have a markable advantage over current Friend or Foes missiles by greatly reducing guesswork in which targets the FOF will strike next though the use of Target Painters. This however is only a mitigation in possibly friendly strikes. I'd like to see all F.o.F. missiles naturally be more likely to seek out painted targets. It could be a useful tactic in which a fleet of missile ships expecting heavy ECM brings target-painting EWAR ships with heavy ECCM to help track the targets (and hit them harder at the same time). Of course, it could backfire if the enemy fleet has a lot of target painters and they manage to lock down the friendly TP ships, but as an additional precaution, perhaps the F.o.F. fleet equipped a high resistance to their own damage type.
Another improvement I'd like to see is Defender Missiles. I think the biggest problem with them is that they take up a high slot. Nobody wants to clip out their own damage for a chance to shoot down one incoming missile at a time--it's just not economical. If it were a mid slot item, however, then it would have a higher value. It could still cost a launcher hardpoint, giving some advantage to ships that have excess launcher hardpoints. It might also be able to shoot down missiles that aren't coming at the one who fired it, or perhaps there could be a F.o.F. Defender variant which would be able to hit any missile, and could be used by launcher destroyers/cruisers as a means of defending fleet members from incoming missiles. This is sort of like the "Aegis" idea someone had, but more practical because such an off-the-wall tactic remains off-the-wall and requires additional planning to make it work. And that encourages creativity.
tl;dr F.o.F. missiles are more likely to hit target-painted targets Defender missile launcher new mid-slot item F.o.F. Defender missile (self-explanatory) -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Phenix Asheron
The Dancer. Initiative Mercenaries
0
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Posted - 2012.11.04 20:41:00 -
[1479] - Quote
I'd love to see defensive missiles be able to set to auto fire and to target hostile drones |
Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
1
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Posted - 2012.11.04 20:49:00 -
[1480] - Quote
i have a idea for a few skills mostly PI related.
i would like to see skills that:
1. Reduce "Expedited Transfer" timer by x% per skill lv for Spaceport and Storage Facilities
2. Increase storage capacity of "Spaceport" and "Storage Facilities"
3. Reduce Production timers of "Processor Facilities"
4. Reduce resorce extraction timer of extraction heads for Extractors
i pesonaly thinkl that skills in these areas will be a big benifite to PI
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Solj RichPopolous
Mentally Assured Destruction
19
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Posted - 2012.11.08 15:19:00 -
[1481] - Quote
Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx |
Reaver Glitterstim
Dromedaworks inc
228
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Posted - 2012.11.08 15:27:00 -
[1482] - Quote
Solj RichPopolous wrote:Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Andreus Ixiris
Mixed Metaphor
1136
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Posted - 2012.11.08 17:53:00 -
[1483] - Quote
We'd need to think of a better name for it, but for now, call it "Cyno Poisoner." Write some technobabble about it causing metamorphic fluctuations in the quantum foam or something, but the gist is that when you use it on a cynosural field, it "poisons" it, causing ships that try to jump through the cynosural field to suffer one or more of the following effects (you might be able to have different modules or scripts that cause it to do different combinations of these things).
- Take damage.
- Lose some of their capacitor.
- Have a significant delay time before they actually arrive.
- Arrive spread out from the field.
- Temporarily suffer debuffs similar to the effect of e-war - jammed, target speed or distance reduced, signature radius increased, tracking penalty, etc.
- Temporarily suffer debuffs similar to being in an anomalous wormhole.
Mane 614
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Fon Revedhort
Monks of War
821
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Posted - 2012.11.08 17:57:00 -
[1484] - Quote
Andreus Ixiris wrote:We'd need to think of a better name for it, but for now, call it "Cyno Poisoner." Write some technobabble about it causing metamorphic fluctuations in the quantum foam or something, but the gist is that when you use it on a cynosural field, it "poisons" it, causing ships that try to jump through the cynosural field to suffer one or more of the following effects (you might be able to have different modules or scripts that cause it to do different combinations of these things). - Take damage.
- Lose some of their capacitor.
- Have a significant delay time before they actually arrive.
- Arrive spread out from the field.
- Temporarily suffer debuffs similar to the effect of e-war - jammed, target speed or distance reduced, signature radius increased, tracking penalty, etc.
- Temporarily suffer debuffs similar to being in an anomalous wormhole.
Some or even most of these effects should come with cyno jumps by defaults, to be quite honest. Otherwise the damn hotdropping thing will never get balanced, and forcing players to have yet another must-have module for PvP is plain wrong. 14 |
Sean Parisi
Project Cerberus Caldari State Capturing
32
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Posted - 2012.11.08 19:26:00 -
[1485] - Quote
Posted this about two days ago -
Module Repairer:
- Repairs broken and damage modules.
- Can lead to the creation of "Overload" gangs
- Uses a high slot
- Act as a modular replacement for Nanite Paste (while still having nanite paste for people who would prefer it)
- Can only be used remotely
Additionally we could see the implementation of two modules, one that takes the mid slot, another that takes the low slot. They could either act as coolants for low / medium slots or for all slots in general. For example - Consider how a computers cooling system cools down modules. This would essentially sacrifice tank or damage for the ability to overload modules longer before burning them out. |
Solj RichPopolous
Mentally Assured Destruction
19
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Posted - 2012.11.08 19:29:00 -
[1486] - Quote
Reaver Glitterstim wrote:Solj RichPopolous wrote:Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs.
Ya I like this idea. Right now everything really has a module to counter for it except webs. And no propulsion mod isn't a counter to webs. |
swordmaster125
Capslock Crusaders
2
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Posted - 2012.11.08 22:33:00 -
[1487] - Quote
If this is already here, i apologize. CBA to read 75 pages.
For this particular idea the key phrase is "point defense", allowing for a full set of new modules, similar to rigs but with passive operation.
This also allows for the re-purposing and possible usefulness of defender missiles.
Some examples of this module would be;
Point Defense Battery: Array of small caliber autocannons arranged around the ship's hull and loaded with explosive munitions. Guns are fully automated and engage both missile and drone targets when they enter the kill-zone, approximately 2500m from the ship.
Damage per gun would be enough to single volley any standard missiles, about 70-80HP, and have a rate of fire around .5 to .75 seconds. The main balancing component is, as with any guns engaging small and fast targets, effectiveness is only about 10% per battery. Allowing the thinning but not removal of incoming missile fire and the ability to harass drones.
The defender missile variant would have considerably higher engagement range, but slightly slower rate of fire. Again damage would reflect similar values to the guns. Unable to target drones.
For fairness and to have something able to disrupt turret fire but not modify the turret stats, an ECM point defense system that "disrupts" the targeting of a hostile ships main guns introducing a 10% chance to miss on gun turrets, not affecting missile fire.
Batteries would require their own slots on ships with minimal fitting/onlining requirements.
Slot distribution on ship classes would be as follows;
Frigate hulls: 1 slot Destroyer hulls: 2 slots Cruiser hulls: 2 slots Battle Cruiser hulls: 3 slots Battleship hulls: 3 slots
In capital warfare these can be applied as AA guns with their own class, similar to dedicated AA batteries which use standings information to pick targets. These guns would only target fighters/fighterbombers allowing for considerably better defense from Carrier groups.
Capital slot layouts;
Dreadnaught: 1 XL battery, 2 standard Carrier: 2 XL batteries, 3 standard SuperCarrier: 3 XL batteries, 4 standard Titans: 2 XL batteries, 4 Standard
Note carriers having superior layouts as they have no main weapons other than their drones.
Naturally these numbers/ideas are purely theoretical at this point and need quite alot of refinement and brainstorming, a job for a proffessional dev team no doubt.
Regards,
Sword |
Zsahman
Scarlet...Widow
0
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Posted - 2012.11.09 01:07:00 -
[1488] - Quote
Here is a Idea.
Now since we are thousands of years advanced. Why not we be able to have a consumable deploy-able observation module. So something like a sentry gun or what ever.
You lay it. Anchor it. Aim it's lenses. And you have 5 days of *recording* Showing information like this maybe?
Name: Ship: Time: Blah Blah Velator 18:35 Eve Time
Slap nuts Magee Cormorrant 03:45 Eve Time
So on So on And so on
But when you take your camera drone back its consumed and can't re-use.
Obviously have them destructible.
But Maybe have one where it's cloaked up. But it have it's time significantly reduced to say one day.
I write this idea not expecting it to be used, but hoped it is given a thought since it would be a great asset for anyone and everyone.
Trader, trying to find a great trade route but wants to know if in the low sec sectors it has alot of gate camps and who and maybe even strike a deal with them or Pirates looking for a great trade route to rip apart for a while. Or a war dec happens. I want to know who flies what. Or what was moved in the system and so on. or get a general idea when certain players are active. Lot's of application.
The construction of these devices could need the PI and certain items needed. Like RAM and minerals and so on. Be constructed in Drone assembly plants. So on.
Cheers.
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Max Kupaptakov
Prosperity Fighters CZECH Alliance
0
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Posted - 2012.11.09 11:28:00 -
[1489] - Quote
How about...
Ancilliary armor repper - similar to ancilliary shield booster ALSO in the MID slot! |
Harvey James
Deep Core Mining Inc. Caldari State
109
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Posted - 2012.11.09 15:56:00 -
[1490] - Quote
Harvey James wrote: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.
Further thoughts about the drone high mod it could be a drone foundry: -allows repair of drones -upgrades drone HP , dps, tracking and speed by varying degrees -adds 25m3 dronebay -fitting equivalent to a med neut perhaps there could be different sizes that would change the fitting and bonuses. -costs some cargobay
Drone command links there could be 3 distinct links that add the following: -adds orbit velocity -adds tracking boost -adds shield and armour resistances |
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Vex Killswitch
Center for Advanced Studies Gallente Federation
3
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Posted - 2012.11.09 16:36:00 -
[1491] - Quote
Titan star-ports: Allowing a titan pilot to do more than spend the rest of his days stranded in a big target.
What it could look like
http://www.markkingsnorth.com/wp-content/uploads/2010/11/drydock1.jpg
Destroying the starport could destroy the titan or heavily damage it.
has an undocking timer.(eg it takes 1-5 mins to undock or dock titan.)
next one, I have no idea HOW this has never been mentioned!
Black-ops specific module: EMP(Not ECM burst )
Deactivates ALL ship modules(and maybe targeting system, if not, than timer until modules can reactivate eg 5seconds) in a 10km-15km radius including your own and friendly.
-fries half your cap
-10minute cooldown
-chance it doesnt work
(EMP graphics much like the scene in Matrix Revolution)
Im sorry but when i think blackops an EMP is linked to it. |
Captain CarlCosmogasm
Cosmogasm
3
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Posted - 2012.11.10 13:52:00 -
[1492] - Quote
One of the draw backs of this game is the stark difference in fits between PvP and PvE. The concept of generic modules modified by scripts might alleviate some of this discrepancy; i.e. the basic shield hardener could become the invulnerability field, but if loaded with a kinetic script it becomes a kinetic hardener. |
Reaver Glitterstim
Dromedaworks inc
229
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Posted - 2012.11.10 14:51:00 -
[1493] - Quote
Solj RichPopolous wrote:Reaver Glitterstim wrote:Solj RichPopolous wrote:Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs. Ya I like this idea. Right now everything really has a module to counter for it except webs, and for people who like to actually use their sig radius and intelligent piloting its kind of infuriating that some brainless chump can pop up with a harlot ship (rapier) and sit on his thumb and hold you down for a blob. And no simply fitting a propulsion mod isn't a counter to webs. Exactly!
I propose 3 webifiers which have an effect based on the square root of a ships sig radius and the cube root of their mass. One designed for frigates (10km range, 1MW powergrid), one for cruisers (15km range, 15MW powergrid), and one for battleships (20km range, 225MW powergrid). This way, a frigate can still web a battleship but only with about 28% slowing, and it costs 15MW for the webber. Also, this will allow larger ships to web other larger ships at longer ranges instead of having to get close, but if they want their webs to be effective against little ships, they need to fit a small webber and get close. A tech 2 cruiser webber used on a frigate would only have about 32% slowing.
I think webs would still be pretty popular in PVP even if this were implemented. If you want to know my calculations/how I got these figures, send me an EVE-mail or something. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Harvey James
Deep Core Mining Inc. Caldari State
109
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Posted - 2012.11.10 15:14:00 -
[1494] - Quote
mm... mass based webs not a bad idea as ship sig rad is easily manipulated with mwd's i do think web strength is still too high which ofc penalizes the smaller speed based ships the most and kind of makes AB tanking a cruiser a hard task a little too hard i think. |
Seranova Farreach
DEEP-SPACE CO-OP LTD Exhale.
20
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Posted - 2012.11.10 19:22:00 -
[1495] - Quote
ancillary remote repper/shield transporters ancillary armor repairers. |
Giribaldi
Perkone Caldari State
1
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Posted - 2012.11.11 00:02:00 -
[1496] - Quote
Yophant wrote:Area of Effect: Can Looter I
With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button. It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis.
I like this mans idea... restrict it to use of noctis only make it a mid slow to not interfeer with the 4 tracs 4 salvger combo... using it will make all wrecks WHITE (not blue) so to not ninja loot ppls wrecks outside station... but 2 recoer corpmebers or fleet members wrecks before the enemy has a chance 2 loot them...
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YuuKnow
Inner 5phere
425
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Posted - 2012.11.11 01:46:00 -
[1497] - Quote
How about a armor module to counter the ASB. A low slot module that when activated grants a 75% resist on all damage types and runs on cap boosters. Call it a Ancillary Armor Hardener, or something.
yk |
ITTigerClawIK
Galactic Rangers Intrepid Crossing
152
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Posted - 2012.11.11 13:13:00 -
[1498] - Quote
Web Bubble I (only useable in null sec)
an anchourable module that emits a web field and slows anything that enters the field including missiles.
Range - 15km (from center) Velocity reduction - 45%
Web Bubble II (only useable in null sec)
an anchourable module that emits a web field and slows anything that enters the field including missiles.
Range - 25km (from center) Velocity reduction - 55%
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NextDarkKnight
Fury Lords Intergalactic Brotherhood
9
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Posted - 2012.11.11 20:59:00 -
[1499] - Quote
Crazy Idea,
Specialized Tech 3 low slot Module which requires specialization 5. Allows for fitting of T2 ammo in T1 based weapons systems.
Idea, "Torpedo ballistic Specialization Module" which allows T2 Torps to be fitted in officer launchers.
Outcome, Better loot drops from player kills who are EFT warriors :), More things to be made from sleeper loot. A nice expensive module to eat up Isk in the game. |
Yvonne Davion
Offensive Security
0
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Posted - 2012.11.11 22:31:00 -
[1500] - Quote
How about a Ship Tractor Beam that can only be fitted onto Rookie Ships. This would give them an added role of being used as tugboats for bigger slower ships.
(Think about when you tractor beam a can and drag it along with you while you move towards another wreck for example. Now think about an Ibis pulling that slow Battleship to the next gate in a mission. Or perhaps tug some larger mining barge/exhumer towards rocks further away?)
Could also be interesting in pvp, you see someone burning away from a group, you could tug the enemy right back towards your gang (this paired with a warp disruptor for example.) |
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