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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Solj RichPopolous
Mentally Assured Destruction
20
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Posted - 2012.11.12 08:39:00 -
[1501] - Quote
Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.
As of now there are target painters to increase radius of a ship but nothing to counter this. As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link. |
NextDarkKnight
Fury Lords Intergalactic Brotherhood
11
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Posted - 2012.11.12 13:43:00 -
[1502] - Quote
Solj RichPopolous wrote:Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.
As of now there are target painters to increase radius of a ship but nothing to counter this. As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link.
I think this item is already in game, Active Stealth System I. Reduces Signature Radius by -160%, Requires Electronic Warefare 5 I believe I gotta check my notes and see where I seen it.
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Solj RichPopolous
Mentally Assured Destruction
20
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Posted - 2012.11.12 18:04:00 -
[1503] - Quote
NextDarkKnight wrote:Solj RichPopolous wrote:Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.
As of now there are target painters to increase radius of a ship but nothing to counter this. As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link. I think this item is already in game, Active Stealth System I. Reduces Signature Radius by -160%, Requires Electronic Warefare 5 I believe I gotta check my notes and see where I seen it.
Its a CONCORD GM module not meant for the actual player base. -160% sig radius would make your ship unlockable. |
Endymion Varg
Interstellar Vermin Inc.
5
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Posted - 2012.11.13 00:40:00 -
[1504] - Quote
Space flame thrower.
Optimal: 100m Falloff: 50m Tracking: Fast Ammo: Incindiery Fuel Damage type: Thermal Damage amount: High, increases with continued exposure
Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve! |
Harvey James
Deep Core Mining Inc. Caldari State
112
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Posted - 2012.11.13 09:34:00 -
[1505] - Quote
Endymion Varg wrote:Space flame thrower.
Optimal: 100m Falloff: 50m Tracking: Fast Ammo: Incindiery Fuel Damage type: Thermal Damage amount: High, increases with continued exposure
Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!
hey is a geddon its an ship from aliens!!! quick get the flamethrower out....lol :)
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Lux Levitas
Imperial Shipment Amarr Empire
0
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Posted - 2012.11.13 17:42:00 -
[1506] - Quote
Some ideas for armor modules :
Make armor plates so that they can hold consumable charges (similar to the way cap boosters are handled).
These plate charges could have a range of different effects such as:
Temporary Armor Resist Booster: Upon use, charge grants roughly the equivalent resist of an active hardener for (x)seconds. Give it a 10-15 second reload timer. You could have a range of resist charges so that a pilot could tailor his resist profile to incoming damage. A possible side-effect could be that armor tankers can use fewer EANMs and sub in damage mods.
Ablative Plating Charge: Upon use, charge grants a boost in armor hit points. These extra hit points last until destroyed but can not be repaired, and would not benefit from any resists,. Original ship armor can be repaired while this emergency buffer is active. Charges could have a (x)second reload timer, or (if deemed too powerful) could be restricted by only allowing them to be loaded in stations.
Nanite Injection Charge: Upon use, charge releases nanites that increase the effectiveness of active armor repairers. Amount of armor repaired per cycle is increased by (x)%
Tech-1 plates could hold 1 charge, Tech-2 2 charges, and Faction 3 charges
I think what I was going for here was a way to emulate some of the benefits of armor rigs and resist plates while letting a buffer tank setup have a bit of an active feel to it.
DISCLAIMER: I am a noob and donGÇÖt know what the hell I am talking about. Cheers!
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nexus Calderon
Quantum Anomaly Corporation
0
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Posted - 2012.11.14 00:53:00 -
[1507] - Quote
Bloodpetal wrote: Slot Convertor Would allow you to DOWNGRADE a slot from a High to Medium, or Medium to Low (wouldn't make sense to go upwards, producing more power from a 'low' slot to a 'medium')
So you could take a high slot and add a medium slot, or a medium slot and make it a low slot.
Definite +1
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AlexHalstead
Elite Amarr Navy Academy
3
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Posted - 2012.11.15 01:10:00 -
[1508] - Quote
I would use the nanite idea to give the armor tank an armor repairer module equivalent of the ancillary shield booster. |
Roll Sizzle Beef
Space Mutiny
1635
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Posted - 2012.11.15 17:08:00 -
[1509] - Quote
Revamp Augmented and integrated drones into deadspace or officer class so they are actually better and not just split damage. Double bandwidth officer class drones. Light drones that take 10Mbit Medium 25Mbit Heavies 50Mbit In logistical and E-war variations that are actually useful. Having the power of a actual ship module Like using the new drone officer spawn names. W-634 Berserker SW that offers -60% velocity t2 power P-343554 Valkyrie SW -40% D-34343 Warrior SW -20% |
Schalac
Apocalypse Reign
132
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Posted - 2012.11.15 17:10:00 -
[1510] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=171717&find=unreadModule Idea |
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Random McNally
Red Federation RvB - RED Federation
77
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Posted - 2012.11.15 17:32:00 -
[1511] - Quote
Please, oh please give Cosmos items a reason to be used. Other than a little easier fitting, they are outrageously expensive for no real benefit.
Can they get a little love?
Smuggling modules? Particularly now that the Orca's corp hangar will be eviscerated for everyone to see. |
Crimeo Khamsi
AirHogs Zulu People
3
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Posted - 2012.11.15 20:59:00 -
[1512] - Quote
One-time use module that detonates all of a special explosive item in your hold and makes your ship go boom. Ship does NOT go boom if destroyed by enemy fire (the explosive is like plastic explosive, for example, stable even with an ignition source around, and only detonates with the right electric signal).
Basically like a proximity bomb, but it's strength is based on the size of your hold and whether it is packed with explosives or not, and it kills you (and your pod!) upon use.
Power of the explosion should be enough to wipe out just about any ship of your own class, even if heavily tanked, or one class up from you if poorly tanked, but not much more than that. E.g., 200 m^3 of explosives at point blank (<1km) range could instantly wipe out a well-tanked frigate, or a poorly tanked destroyer, but probably not a cruiser, unless it's an especially flimsy one.
Damage of the explosion falls off with the square of the distance from the detonating ship.
Possibly, the damage of the explosion could be REDUCED if the ship that went boom had any armor plating or other tanks on it (containing the explosion somewhat), as a balancing factor to make it harder to approach somebody close enough in this type of ship. |
joydivisionn
unfair pleasure Elemental Tide
0
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Posted - 2012.11.15 21:10:00 -
[1513] - Quote
A module specificly for the nighthawk that reverses the oncoming nerf to heavy missile, so that the nighthawk becomes a useable ship again. |
The Prowling Tiger
Artaxes Ventures Inc.
2
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Posted - 2012.11.15 23:22:00 -
[1514] - Quote
Endymion Varg wrote:Space flame thrower.
Optimal: 100m Falloff: 50m Tracking: Fast Ammo: Incindiery Fuel Damage type: Thermal Damage amount: High, increases with continued exposure
Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!
Already have melee weapons in eve. They're called BLASTERS, and if you'll note, most people hate them. |
Hermann Simm
State War Academy Caldari State
5
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Posted - 2012.11.17 17:21:00 -
[1515] - Quote
Defense Scanner - med slot - scans for ships defenses and returns shield, armor, hull hp + resists + ehp + repping if any is active - distance from the target, electronics level and consequent scans increase the scan accuracy |
MeatSlab
I.RAGE
0
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Posted - 2012.11.18 07:01:00 -
[1516] - Quote
Introduce a new type of fitting slot
I would like to see a new type of slot that can be used for fussing certain types of modules to the ship, a lot like the modification slots that currently exist. Only a few types should be considered and others types should be excluded. Guns for example would not apply. However, fittings like ship scanners, passive targeting, and other fittings like that could be included. The cpu and power grid requirements may stay the same.
Initially I thought that every ship should just have the ability by default to scan ships, passive locking, etc. However, I considered the market and the people that are involved in manufacturing, trading, and selling these items. It wouldnGÇÖt be a good idea to just **** an item people use in the game and make it void.
We all can agree that knowing what your enemy is using is a great benefit on deciding to fit your ship. Not having a scanner available to get that info makes a playerGÇÖs experience a gamble. Fitting it to an active PVP fit takes up a valuable slot that should be used for a wiser choice. Sure I can dock, fit a scanner, scan, redock, refit, and then pew pew. Win or lose, one should always know his enemy, and increase his odds. This doesnGÇÖt work to well though when roaming space and you come upon a red. How is his ship fit? Should I retreat and get help, or do I have it in the bag?
This idea evolved from a problem that has a solution. For me it is mostly ship scanning. However, as I mentioned, this could most defiantly be applied to other types of modules as well.
I await my beating.
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Endo Pryde
Imperial Academy Amarr Empire
0
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Posted - 2012.11.18 09:12:00 -
[1517] - Quote
I have several ideas for the addition of more AoE abilities. I'm not sure about the legality of such things, and they may need to be limited to 0.0 at first.
Part of the idea is to give Marauders and Black Ops the role of AoE in large fleets, where they will become incredible force multipliers. The goal is for them to be expensive to field, but worth the risk especially for s small fleet that needs to take on a larger fleet.
To this end, both classes of ship receive the double-damage bonus of the marauder as well as the ability to fit bomb launchers. Otherwise there is not enough incentive to use weapons instead of the various High-slot utilities available.
Bombs
Bomb Launcher II: High Power - can use Scripts and T2 bombs -Tracking Script: with this script the launcher requires a locked target to fire. The bomb will chase after the target until it impacts or reaches max range then it will detonate. Its area is reduced. -Self-propulsion script: with this script the bomb will consume part of its warhead in order to travel faster. The bomb will have reduced flight time and increased speed, resulting in roughly the same range but a much faster arrival. Its warhead is reduced.
Pirate Bombs: These bombs deal the same damage as regular bombs, but divide it between two damage types: one primary and one secondary depending on the pirate race. They carry two resist bonuses to allow them to survive other bombs of the same type.
T2 Bombs: These bombs deal only slightly higher damage than T1 bombs, but are 100% immune to their own damage type which allows any number of them to be delivered at once.
Parallel Reloading Bay: High Power slot - increases Bomb launcher rate of fire. -this would allow a stealth bomber to drop its torpedo firepower in favor of pure bomb usage, however it does not increase the ship's burst damage. Fitting 3 would double the launcher's rate of fire, but would require a RCU on any stealth bomber.
Black Ops and Area of Effect Ewar
Beacons: Beacons are like the bubbles dropped by Interdictors, they apply their effect over an area and can be targeted and destroyed. There is a beacon type for each race, and the beacons it deploys cause that race's Electronic Warfare in a small area. Beacons have a very short lifetime, which is improved by the relevant skills and T2 versions. Each beacon requires its own type of launcher, which is a High Power slot module usable only on certain specialized T2 cruisers.
Beacons will have a slow reload and a relatively weak effect, and the ships that use them must be able to contribute to the battle in other ways as well. It would be difficult to determine the legality of such a module, and it may need to stay in 0.0 only.
Projectors: Like the relationship between interdictors and heavy interdictors, Black Ops ships can mount a mobile, ship based version. In addition these modules have a choice of two scripts: -FoF algorithms: the strength of the Ewar is halved, but it will only affect targets considered unfriendly by the player -Focusing algorithms: the strength of the Ewar is greatly increased and it becomes a single-target effect.
Marauders and Smartbombs
Allow all T2 Smartbombs to use scripts: -Shaped Charge: causes the smartbomb to deal damage only in an area in front of the ship, for reduced damage. -Wide burst: doubles the smartbomb's range but greatly reduces its damage.
The shaped script allows smartbombs to be used against close targets without endangering one's allies, while the wide burst makes it into an an effective anti-missile weapon. Smartbombs are very difficult to fit on a regular combat ship, and should remain so to balance out their new advantages.
Now, give Marauders a bonus that doubles or maybe triples their Smartbomb damage. The shaped charge is relatively difficult to use, but the wide burst can be used as its primary attack against groups of ships. And if the lumbering marauder manages to close on its target, their death is all but assured.
Also how about a module or rig that gives you a special pod when you die, with a slightly higher warp speed and lower sig radius? Possibly more warp strength. The bonus would only last about 30-seconds to a minute, so it can't be used for anything other than escaping. |
MeatSlab
I.RAGE
1
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Posted - 2012.11.20 18:17:00 -
[1518] - Quote
Hermann Simm wrote:Defense Scanner - med slot - scans for ships defenses and returns shield, armor, hull hp + resists + ehp + repping if any is active - distance from the target, electronics level and consequent scans increase the scan accuracy
I like this idea. It could most def be included to become a part of the feed back current scanners give. |
Junior Misfit
Aliastra Gallente Federation
0
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Posted - 2012.11.21 09:54:00 -
[1519] - Quote
Wondering how to make PVP more interesting? Consider the Chameleon cloak.
This module would act very similar to an existing cloak, however, instead of making the ship invisible, it would make it look like any other ship in the same class. For example, you could make your Punisher look like a Wolf, or make your Maller look like your Retriever. The cloaked appearance could work off of scripts.
The module would go in a high slot and have similar fitting/downside requirements as a normal cloak. There are some differences from a normal cloak in that other ships can not break the cloak unless they actively aggress the cloaked ship including smartbombs, ecm bursts, bombs, and just normal shooting could all be decloaking actions. Proximity to objects should not de-cloak. This way simply bumping the ship, or sitting in a belt near an asteroid would not ruin the surprise. However, activating any other module on the cloaked ship will de-cloak it just like normal. Jumping through a gate should also break the cloak.
Anyways, this is just the initial concept, I'm sure if people like it, the details could be hashed out. Personally I like the idea of hiding fleet compositions, making missile ships wonder what damage type to use as well as luring would be gankers into a trap. |
Skahd Hii
Funkwagen Broadcasting
0
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Posted - 2012.11.21 11:19:00 -
[1520] - Quote
Selar Nox wrote:Heat: Heat exchanger: active (midslot?) module works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine ) because of the huge dimensions of the device it uses two fitting slots
Not a fan of the using two fitting slots idea. However, they could make it a module that can fit into any rack, and absorbing heat from whichever rack it is fit to. |
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L'Acuto
Old Timers Guild Inc.
7
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Posted - 2012.11.21 11:48:00 -
[1521] - Quote
If it has not yet been suggested, capital sized energy destabilizers and vampires. |
Rayzilla Zaraki
Federal Navy Academy Gallente Federation
0
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Posted - 2012.11.22 14:38:00 -
[1522] - Quote
I like the ideas where you can swap some cargo space for limited drone space. Maybe a 10:1 ratio. I also like being able to add modules that either change or create more slots - to a certain limit, of course. It would add more customization. Just make the newly created/changed slot use more power/cap/CPU.
My suggestions would be to see more ships that use Subsystems as well as more subsystems as I really like that type of ship construction. More customization and variety. T3 Mining and/or salvage? (Only because I like to Carebear while working).
Also, on the Carebear angle - Retribution is introducing an ORE Mining Frigate. How about a Frigate-sized ORE Salvage ship? A Noctis only smaller and faster designed for Low-Sec salvaging runs. On the other end of the spectrum, a large-fitting ORE Salvage ship (Battleship sized). Big hold, and tractor ranges out past 100km.
Yes, salvaging is my Carebear activity of choice when I can't dedicate all my attention to missions and PvP... |
Freelancer117
So you want to be a Hero
40
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Posted - 2012.11.23 12:44:00 -
[1523] - Quote
Wouldn't mind some thermal scanning device to check if a cloaked ship is on grid, thing has got to have a tailpipe right Eve Radio |
Aurelius Valentius
Imperial Academy Amarr Empire
204
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Posted - 2012.11.23 23:02:00 -
[1524] - Quote
Flare launchers (Mid-slot) - ammo fed.
RL article here: http://en.wikipedia.org/wiki/Flare_(countermeasure)
This would be interesting for anti-missle.
Chaff...
same system - load chaff... this works for turrests with tracking... since it throws out false targeting info...
Make for an interesting new EW for smaller ships in particular, but any size could technically use it... Look at all the Macks in local...impressive... very impressive... I see you have fashioned a new exhumer... much like you father's... your skills as a miner are now complete...indeed you are powerful as CCP Devs have foreseen... |
Vayn Baxtor
Community for Justice Paradox Trust
1
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Posted - 2012.11.24 06:06:00 -
[1525] - Quote
A seperate suggestion to the current Afterburner module or a new propulsion module.
There was discussion in one of the frigate threads about the afterburner(aka AB) still being underwhelming despite its current advantages when compared to the more essential MWD prop module.
Despite having no sig-radius bloom and other aspects, the AB is simply lacking - let alone as soon as one is webbed by multiple sources. It is also common for any tackling ship to have webs.
A suggestion I made did meet some support, so I insisted to post here after all.
As another interesting feature for the AB (or a third prop module): An extra bonus that ensures the base speed to remain on 80% velocity, regardless if one is tackled by hundreds of webs or not. This would ensure that a ship could still maintain its speed without essentially being immediately marked by doom. Such ship could still perhaps make it out of trouble.
Situationally, this said ship could still be scrambled. It is also still slower than a MWD ship (duh ;)). This specific "maintain speed cap" could be altered by Afterburner skill level, too, if necessary.
On the other hand, a seperate new module could be interesting to implement as well. It simply applies an "immunity against webbing slow mechanics", but no speed bonus at all, as it is just to ensure "you cannot be webbed".
For all, the ruleset of "one active propolsion module" applies as normal. A capsuleer could decide to go dual prop (or even tri prop ) and actually survive.
Webbing specific ships such as Huginn/Rapier/Hyena/etc could still tackle from a far.
Penalty: There was also a suggestion of applying either a higher cap need or even a scaling cap need effect. The more webs are placed upon the ship using this new AB bonus will result in it requiring more cap/power to ensure the bonus. So this should effect active tanking or even cap for guns too. |
mramo
Pator Tech School Minmatar Republic
0
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Posted - 2012.11.25 12:46:00 -
[1526] - Quote
A module to add diminishing returns to incoming damage:
If many ships attack you only the top 10 dps ships will do 100% dps, the dps of the next 10 ships is reduced to 50%, the dps of the next 10 ships is reduced to 25% and the dps of all other attacking ships is reduced to 10%.
If a downside is needed for this module you could also add the same diminishing returns for incoming shield and armor transfer. |
xh'neivers
House of Carrikk
7
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Posted - 2012.11.25 21:28:00 -
[1527] - Quote
I've not read the full thread, so forgive me if these have been mentioned:
One use mod:
Some form of emergency warp mod - can only be used once but will burn through any scramming/bubble and let your ship warp. Kinda like a one shot big red 'get me the hell out of here' button.
Possible one use mod/repeat use mod:
Wormhole 'slipstream' mod that reduces the mass of the ship for the purpose of using Wormholes. Maybe by 25 or 50%. Basically working the opposite of what going through a WH with a MWD on does just now.
New mods/script use:
A remote resistance projector (Armor/Shield) - works same as remote reps but repairs a small amount of damage while boosting a specific armor or shield resistance. Resistance type determined by scripts.
Armour version of the ASB - uses nanite paste instead of cap charges. Otherwise functionally the same. Same reload time and probably more expensive to run given the cost of the paste.
And lastly, some weird concept that's been bouncing around my skull. A weapon probably similar to a webber or neut in operation, that transfers overloaded generated heat. So if the fitted ship is not generating any, they cannot transfer - if they are generating and can't get a lock or keep a lock, they could be risking burnout. The heat they create themselves effectively becomes the ammo.
Tied in with that could be a logi mod which takes heat out of another ship and absorbs it into the logi - perhaps in conjunction with the much mentioned heat sink mod that absorbs module generated heat?
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Rocker Will
Roid Rage Academy Friends United Seeking Influence and Notoriety
4
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Posted - 2012.11.26 21:14:00 -
[1528] - Quote
could we get some unique drones tht can be fitted with modules in a similar way to our ships |
SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
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Posted - 2012.11.27 01:16:00 -
[1529] - Quote
Roll Sizzle Beef wrote: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.
I like the idea of being able to break warp at a penalty (maybe massive heat buildup too?), but the bubble is too easy to abuse for a pirate party. All a frig would have to do is align to the same target, jump, break, then call in the gank when the freighter drops out. A string of 2-3 frigs could capture a majority of traffic between two gates, making it a griefer's wet-dream, so -1 to that part of the idea. |
SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
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Posted - 2012.11.27 01:35:00 -
[1530] - Quote
Salpad wrote:
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.
Drones don't normally deplete as fast as ammunition. There would need to be an analysis of dps/time to examine how effective a drone boat stays after X number of hours fighting without resupply vs guns or missiles or cap charges. Then again, all 3 of those platforms can be reloaded by ammo drops, essentially remaining fighting fit until relieved or destroyed; the drone carrier will require a fitting ship every time. Hey, maybe there could also be a remote drone replacer! Short range, inserts drones into available space in a targeted ship's drone bay.
Nah. In the final analysis, it'd be easier to make drone bays reloadable from inside the ship, just like missiles. That adds to a drone carrier's flexibility in response, too. |
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