Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 65 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:17:00 -
[1621] - Quote
Mining Carrier
drones Fighter sizes mining drone awesome at mining low value ore, but supper suck ate the more valuable ores so a max skilled carrier can not out perform a hulk when coming to ABCs
Module Allow ore to directly go into the fleet hang, to make carrier mining practical
This should help increase supply of low ends minerals like trit in null sec, allowing a carrier to hit several low end asteroids at once in a belt, so cycles are not wasted in quickly popping low asteroids in null sec
Also increase the frequency of slow to warp ships in the Asteroidea belts to catch.
Will allow the return of the Epeen Mining mining super carrier ship Some day I will have the internet and be able to play again. |
Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:32:00 -
[1622] - Quote
Module and drone
A bad idea but
And ability for a carrier pilot to fit a ship from his ship maintenance hold with a remote control drone unit module so he can control those ships after being spit out of the ship
Carrier controlling 10 BlackBirds
Some day I will have the internet and be able to play again. |
Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:40:00 -
[1623] - Quote
Deployable
Requires minimum of a heavy transport Once deployed between a moon mining array and a moon it will steal and collect some of the moon goo coming off a moon.
The item would be a small gang objective and can be a deployed off pos grid, but it is scannable via combat probe
This module would instigate wars, and allow garrila warfar Some day I will have the internet and be able to play again. |
Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 22:36:00 -
[1624] - Quote
Module
grid only cyno jammer
I have never been a fan of the hot drop ambush, allowing the most heaviest of ship on grid in position with out the opportunity of the smaller and faster fleet to out maneuver them.
If a module could be in play, visible on solar system over view, prevent on grid cyno this would require an off grid cyno. Requiring small fast ship to first join the fight to tackle while slower/larger ships take the time to join the battle
This would in courage attacks to be done in waves as the advance fleets tried to alpha the grid only cyno jamming boat Some day I will have the internet and be able to play again. |
Saberlily Whyteshadow
Dubious Pirates
0
|
Posted - 2013.01.27 00:54:00 -
[1625] - Quote
New Item: Fast Packs
Required skill: Fast Reload - Increase weapon reload time by 5% per level.
Level 0: 10 sec. Level I: 9.5 sec. Level II: 9 sec. Level III: 8.5 sec. Level IV: 8 sec. Level V: 7.5 sec. Level V /w T2: 7 sec.
Consumable: Fast Pack - Assemble loose ammo/missiles into a munitions case speeding up reload time. Fast Packs are ejected into space as a trade-off for faster reload time. Fast Packs will only survive the harsh space environment for a few minutes. Will automatically reload with full Fast Packs in cargo bay first, if none left, will then load normal loose ammo in cargo bay at normal speed.
T1 = Requires Fast Reload - level I (speed modifier: 1 per level) T2 = Requires Fast Reload - level V (speed modifier: 1.2 per level)
BPO's for Fast Packs: Empty *Ammo Size/Type* Fast Pack Each ammo size/type has there own corresponding ammo size/type Fast Pack (ie: Empty Small Hybrid Fast Pack, Empty Light Missile Fast Pack, Empty Large Projectile Fast Pack, ect.) 1 run creates 10 empty fast pack. Normal BPO math applies, materials requirements based on ammo size Fast Pack. (ie. Small size ammo use less materials, Large size ammo use more materials, ect.)
BPO for assembling ammo into Fast Pack: *Ammo Size/Type* Fast Pack Each Fast Pack will hold only the same ammount of charges as there current weapon type/size will allow. 1 run assembles 10 Fast Pack Normal BPO math applies, materials requirements based on: (current weapon type/size max charge capacity of corresponding loose ammo * 1 Empty Fast Pack = 1 Assembled Fast Pack) Note: Loose ammo = Current ammo
New Market Items: BPO's: Empty *Ammo Size/Type* Fast Pack (One for each Type and Size of ammo) BPO's: Assembled *Ammo Size/Type* Fast Pack (One for each Type and Size of ammo) Empty *Ammo Size/Type* Fast Pack (Empty Fast Pack) *Ammo Size/Type* Fast Pack (Loaded Fast Pack)
Yes? No?
|
Naomi Knight
Imperial Academy Amarr Empire
219
|
Posted - 2013.01.28 08:08:00 -
[1626] - Quote
Stargate probe:
probe for the probe launchers that can be activated on a stargate , it goes throu and gives you shiptype/distance scan info from the otherside of the gate
so you could scout without needed to jump into the system^^ |
Gosti Kahanid
Farstriders Apocalypse Now.
6
|
Posted - 2013.01.28 09:21:00 -
[1627] - Quote
Defender-Missile-Launcher. Doesn-Št need a Launcher-Hardpoint, so you can fit it in a Utility-High and can only use Defender-Missiles. When activates, stays at standby until a hostile missile is in its range and then starts a Defender.
This yould give the Defenders finaly a reason to be used whithout lowering your own Damage
Sorry for bad english |
Unkind Omen
Stone Circle W-Space
12
|
Posted - 2013.01.28 22:08:00 -
[1628] - Quote
Combat Maneuver Thrusters.
Concept
Such a module will decrease the chance of guns hitiing a ship at low angular velocities allowing ship to evade damage via speed tanking. The main idea is to make guns do less damage when they shoot at targets with low percentage of their maximal velocity. And to add a module that will contribute purely to speed tanking.
Modification to the gun hit/damage formula.
Assuming that the current hit rate formula looks like:
function1(distance,faloff,optimal) * function2(tragetsignatue,turrettracking,turretsignature,angularvelocity)
Where angular velocity is currently ([Traversal velocity]/[distance])
I suggest to modify the angular velocity equation to look like:
Angular velocity = ([traversal velocity] + [combat thrusters factor] *[max velocity])/[distance]
The combat thrusters factor will be a new ship hull parameter with some basic value of 0.01-0.05(May be some skill dependent) and modified using additive formula from the modules that provide additional 0.1-0.15 of CTF.
Reasoning: - Such a modification will lower the extreme efficiency which guns have when shooting still targets or targets with direct approach course. - This however wont affect pve interaction because npc's are not fitting such mods. - This would be a nice tradeoff module for ships that want protection from their contresizes. Ie cruisers may fit those against BC and BS, frigates against cruisers. - The efficiency of this module will be limited by stasis webification modules - This module could also be used to increase the speed tanking on ships that lack transversal velocity withouth increasing the overall mobility as it allows the transversal velocity in calculations go above ships maximal velocity. - Gun capitals will less likely owerpower large subcapital fleets. |
Skelkie
Aperture Science Incorporated Reckless Faith
0
|
Posted - 2013.01.30 11:11:00 -
[1629] - Quote
Couple quick ones that have no doubt been thrown around the CCP drawing-board already..
How about scripts for weapons (or mods) that allow you to partially ignore a resist type or shield/armor? ie. A weapon script (or mod) that allows X% of your damage to go straight through shields, overall wouldn't change your dps but could have some interesting fallout.
Maybe weapons/mods/drones/consumables that apply certain temporary effects to ships, ie. Reduced damage, reduced tracking/reduced sensor strength etc. etc. Same as the mods but make them last 10-30 seconds with a 60 second cooldown so they have bigger impact. Similar to the direction you guys have been taking with your ASB's. (Why not have a dot (loose term for lingering negative effect/debuff) that reduces a particular resist?
Mods that perhaps grant temporary but powerful bonuses to resists/tracking/sensor strength (think ECM counter) that last for 10-30 seconds on a 60-120 second cool-down.
Area of effect stuff is a fantastic stimulator, knowing that you have 5-10 seconds to GTFO or bad stuff happens can create some serious adrenaline if implemented correctly. Some projected effects (think bombs but targeted) that give a UI warning (visuals please) and apply things ranging from damage to debuffs. Perhaps there's room here for some new drones that deal aoe damage/debuff with extremely slow (or 0) movement could be interesting, help shake up the static-ness of fleet blobs.
Obviously counter-measures for the newly implemented aoe would keep things in check. (where did that mini jump drive go? little 10-20km 'shunt' to get you out of trouble.)
Some may have guessed I'm just regurgitating tried and tested concepts in an eve-friendly format, not sure if CCP deliberately strays away from mainstream concepts (which i appreciate at times) or whether they are simply viewed as impractical to implement/would be too game changing. My primary hangup with eve is this: Aside from flying your ship correctly and knowing when to/not to overheat mods there's very little in the way of decisions once you engage someone (working as intended?).
Would love to explore these concepts some more. Cheers
PS. Would love to see CCP implement unit occlusion ... oh, the possibilities =) |
Vaju Enki
Secular Wisdom
422
|
Posted - 2013.02.03 19:59:00 -
[1630] - Quote
With the buff to mining barges, the ore thief career is extinct (no one jetcan mines anymore....)
I propose the intruduction of a new module to steal ore from a mining barge ore cargo hold (for exemple, an active module that slowly takes the ore from less the 2.5km, around 1min. to complety take all the ore from the ore cargo hold).
You get the supect flag after stealing the ore. If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |
|
Kesthely
Fleet of the Damned Happy Endings
43
|
Posted - 2013.02.04 16:09:00 -
[1631] - Quote
Rapid Heavy Missile launcher:
Battleship sized module, fireing heavy missiles at a slightly increased speed then a regular heavy missile launcher
|
Rowells
Black-Listed Insidious Empire
0
|
Posted - 2013.02.04 21:23:00 -
[1632] - Quote
Signature Radius Reduction Rig
https://forums.eveonline.com/default.aspx?g=posts&t=201712&find=unread |
Sradoc
Space Road Truckers. Sev3rance
20
|
Posted - 2013.02.05 16:39:00 -
[1633] - Quote
Couple ideas I've had with a buddy:
1. T3 Rigs that enabled a T2 ship to sacrifice a Rig slot and add 1 Subsystem slot. Basically trade in all rig slots for 1 subsystem slot. (Begin Rage/Love....)
2. Module that mimicked your signature (what shows up on D-scan) of another ship. Uses a script when activated (ex: Hulk Script). Ineffective against scan probes or when there is visual/on grid. (Epic Baiting)
|
PavlikX
You are in da lock
46
|
Posted - 2013.02.05 18:45:00 -
[1634] - Quote
Rework of existing modules - armor platings. Today useless, cheap, low fit-demanded modules must find place in the game. - Add armor hp bonus in %, not only resists - Increase PG/CPU demands - Adds mass penalty (new skill - reduction of mass penalty of armor plates must work here) |
Jonas Nerub
Verteidiger des wahren Bloedsinns Universal Constant Alliance
6
|
Posted - 2013.02.06 00:26:00 -
[1635] - Quote
i want a range extender mod for missels ! (for fighttime and/or missel speed for e.g.) for low slot
it also could modify the explo speed or the explo radius ...
like tracking enhancer for turrets
additional a script loaded med slot modul should be very helpfull!
especially for that damn heavy missl nerf... we need more range!^^ |
Mamparratjie
Expat South African
0
|
Posted - 2013.02.07 11:28:00 -
[1636] - Quote
How about enabling us to scan a cloaked ship BUT, you are only able to warp to it within 100km approximately. Then launch a probe that works almost the same way as a warp disrupt probe. Instead of warp disrupting, it merely discloses the position of the cloaked ship. You can then fly towards it forcing it to de-cloak. the probe you launched can not be launched with other ships in close proximity thereof. Say 30km or something like that. This method will ensure it cannot be used in gate camps where covert ops ships should be allowed to travel through with more 'safety' The cloaking ship has ample time to get away before it is discovered. It also force the cloaking pilot to be with his ship. Thus not login, cloak in a safe spot, and go to bed. I have seen this cowardly tactic being abused too much without fair chance of being discovered by the other players in the system.
If the person goes to sleep leaving his ship cloaked in a system, it should be a risky affair. And if afk for many hours, you should be able to lose your ship.
You may say it is game mechanics to allow cloaking to the extent it currently is. But what about changing the game mechanics to benefit all, not only the cloaking ship? After all, when you are at very low security with a faction in high-sec space, your ship is unable to cloak due to 'external factors prohibiting it'. Why not extend the mechanics to give pilots some degree of discovering a cloaked afk ship in a low-sec or 0-sec system, instead of making it just impossible as it is at the moment.
Playing agains active cloaking pilots is very much different than playing against afk cloaking pilots. The active ones you can already discover if you are clever and use a couple of tricks. Not so if the ship is cloaked afk somewhere in a system.
Thanks |
Lord Astral
Ascom Royal Nulli Tertius
0
|
Posted - 2013.02.07 11:44:00 -
[1637] - Quote
Low Slot Tracking Enhancer for Drones
A low-slow drone tracking enhancer module just like the Tracking Enhancers for the turrets.
Scripts for Omnidirectional Tracking Module
Range and Tracking
Better Resists for T2 Drones
|
Theronth Valarax
V0LTA Verge of Collapse
4
|
Posted - 2013.02.07 18:07:00 -
[1638] - Quote
Active Armor Tanking Implant Set:
Similar bonuses to Crystals. Could replace the Edge set sold in The Syndicate LP store. Not only would it replace virtually useless set, but also make Syndicate a more desirable place to live.
Passive Shield Tanking Implant Set
Shield equivalent of Slaves. Could replace Centurion EW bonuses, sold in Mordu's Legion LP Store.
Considering there is only one Station in game with Mordu's Agents it could be nice to add a few of those, at least to match the Serpentis lv4 Agent's (there are only 3 of those in game). |
Anaphylacti
Sniggwaffe YOUR VOTES DON'T COUNT
5
|
Posted - 2013.02.07 18:23:00 -
[1639] - Quote
FoF identifier module with 4-5 scripts you plug in so that FoF actually be comes useful.
It could be a multi-slot (high, med, or low) module to best accomodate the different missile ships out there.
It would be an active module that is essentially useless without the script. The script would act as an identifier so that FoF missiles shot out of a ship with a certain identifier wouldn't hit a ship with a similar identifier. Having multiple identifier scripts would mean that multiple fleets can fight at the same time with FoF and still hit each other. It would also provide a way to spy and completely counter the enemy fleet if you can correctly fit the right identifier. |
Unkind Omen
Stone circle W-Space
12
|
Posted - 2013.02.07 19:51:00 -
[1640] - Quote
Anaphylacti wrote: It would be an active module that is essentially useless without the script.
How it is supposed to be activated on something to "identify" it? Because such module will be particullary useless if you would have to lock a target before the launch - there are non-fof missles for that.
As an alternative I would suggest those scripts to be TAG-based, so you would not have to target anything to shoot. However I doubt that this can be realised as those systems are most likely not connected.
The other way is to make scripts hull-size based so you can at least choose what size of targets the fof will prioritize. Or the fof-targeting AI may be just improved to the level which the rats have themselves now(EWAR>high-damage priority respecting suitable hull sizes + lazy target switching) without any other modifications to the current modules. |
|
Lethin
The Wise Man's Fear You Failed the Mumble Test
0
|
Posted - 2013.02.08 02:19:00 -
[1641] - Quote
Hi! shotgun of ideas! some are ones i wished were in game. some are for themes, some just fo fun!
AOE/Module:
Worm Hole generator
slot: High, Activate, only fits on dreads/carriers/black ops.
upon activation, opens a worm hole to anywhere in K-space. uses isotopes to maintain whole being upon, follows standard rules for all c3 entrances. has a chance of creating an unstable hole in systems that have high numbers of attempts (non-linear, so the more you try, the greater the risk, resetting after a few hours of non activity) that becomes an anomaly that instantly sucks the creator, and all ships within 150kms from creator in and spits them out somewhere else in K-space. be it high or low sec, with 50% damage to hull. the point? lottery system for creating short cuts in K-space. but with all anomalies, can be scanned down on other side and used at someone else's advantage. can be used in wormhole space.
AOE Module:
Slot: High. PG/CPU same as a smart bomb.
on activation will bombard 200km around ship with a light radiation, doing no real damage to shields but causing any cloaked ships in the area to decloak, said ship will automatically recloak after 6 seconds. or On activation sends out a really loud, inaudible hyper sonic Ping wave, not like a real sound wave but radiation based, bypassing all the radar/light bending effects of a cloaking ship, allowing you to know if there is a cloaked **** either on grid or in system. has no other effect other then early warning system.
AOE-ish Module:
Anti-missile defense system.
slot: High, activated (needs to be turned on, sucks a lot of cap while being used), 1pg/10cpu
just like the military has now, uses a mini gun/lazors/explosive(racially determined, seeing as caldari already has defender missiles) rounds to shoot down incoming missiles/bombs, will detonate bombs that are hit causing them to explode pre-maturely. can only detect missiles/bombs under 20km. can also be used to target drones maybe?!
AOE Module:
Slot: Low, passive, you guys decide PG/CPU.
Bypasses the need to be assigned fleet booster but instead creates a bubble with ganglink/warfare mods that are active, that is applied to all ships within bubble. bubble can be either 50-75km in size. increases sig radius by 500%
Module:
Coolant Flush
slot: Medium. active, PG/CPU same as tracking comp or cap booster.
effect: reduces heat in all areas of ship, also gives a short term buff that negates chances of having heat being generated or heat damaging other modules. could use the PI coolant as its consumable. see what i did there!
Module:
Warp Hitchhiker
Slot: High. utility, 1/15 PG/CPU
upon activation, automatically sucks you into the warp field created by the fleeing ship. completely drains cap or shields. can only be fit on t1/t2 interceptors. Negated by:
Module:
Warp Bubble Hardener
Slot: Mid or high, utility, 1/25 PG/CPU
while active, ads +3 to warp stability. also negates the effect of small warp bubbles. maybe only fits on blockade runners?! also prevents warp hitchhikers.
Module:
Corpse Tosser (pirate in nature)
Slot: High, Active, you guys decide PG/CPU.
Converts Slaves and other humanoid cargo into grotesque, plagued corpses, converting the matter into a bio weapon , and launches the missile/ball of dead human matter into the lower atmosphere, ontop of where the Dust player calls for it. effect: deals 50% health damage to all "humans" within area instantly, doing another 15hp/tick for 2 ticks. affects all humans even in vehicles.
Consumable:
SP Data Cube.
can be found randomly as a drop in high ranking ded sites/WH anomaly/Officer Loot.
grants 1000 skill points to the skill pool to be assigned. destroyed on use.
Consumable:
Exotic Dancer holo-disc.
Projects the image of a gallentian Exotic Dancer in cpt. Quarters! ... Just fluff!
Script:
used in Tracking computer OR sensor booster! see where im going with this?
Friend or Foe analyzer
enhance accuracy and damage of FoF missiles to their t1 counterparts. makes missiles target only recently aggressed ships/targets. focus fires all missiles to same target. increased damage to any ship using ECM mods.
new drones!
Anti-missile Drones
Will guard either the master or assigned guard target, automatically tries to shoot down incoming missiles, will fly out and start shooting missiles. does not count as a drone when deploying, uses 2.5 drone bay m3/bandwidth, max of 2 allowed in space. or converts a rocket pod to launch and control the drones. activates the drones when "firing" the pod.
Missile drones!
drones that use light/heavy/cruise missiles! stay in orbit around you while shooting. can have a rocket/HAM/Torp as t2 variant that flies to target.
Kamikazee drones
aka targeted smart bombs. flies to target, blows itself up doing a little more damage then 2 large Smart-bomb AOE blasts. racially controlled.
Ship!
Smaller Shuttles (or t2 variants): more expensive but takes up the same space as a light drone. fights in either cargo or drone bay. NO CARGO SPACE!
another ship! 2nd last idea
Tech3 frigates.
Same as tech 3 cruisers. except less expensive and about as versatile. does not come with death penalty. as about as powerful as a destroyer with more EHP. no other details!
last but not least:
Galleons
Either Tech3 battleships (using tier 3 hulls) that can fit siege mods, uses cap instead of fuel for short term tower bashing. cannot move while active, shuts off once cap fully drained (or uses the consumable)
OR
Galleons new tier of ships between dreads and carriers. flyable in highsec, works just like a dread but can JUST fit into a jumpgate but drains caps. used as a learning tool for dreads/carriers. kinda like a 1.5xBattleship. |
Anaphylacti
Sniggwaffe YOUR VOTES DON'T COUNT
5
|
Posted - 2013.02.08 07:42:00 -
[1642] - Quote
Unkind Omen wrote:Anaphylacti wrote: It would be an active module that is essentially useless without the script.
How it is supposed to be activated on something to "identify" it? Because such module will be particullary useless if you would have to lock a target before the launch - there are non-fof missles for that. As an alternative I would suggest those scripts to be TAG-based, so you would not have to target anything to shoot. However I doubt that this can be realised as those systems are most likely not connected. The other way is to make scripts hull-size based so you can at least choose what size of targets the fof will prioritize. Or the fof-targeting AI may be just improved to the level which the rats have themselves now(EWAR>high-damage priority respecting suitable hull sizes + lazy target switching) without any other modifications to the current modules.
I meant active as in it uses cap, has a cycle time, maybe a reload time for scripts. think more like a sensor booster less like a sensor dampener. It basically broadcasts "I am broadcasting x script. I am a friendly dont shoot me" while The missiles shot from the same ships are programmed to shoot all targets that are not broad casting x script. so in effect a person with this module broadcasting "y" script could still be shot by a missile fired from a ship broadcasting "x" script. but a missile shot from a ship broadcasting "x" will not shoot a ship broad casting "x".
I guess a tag like a laser designator could work too but the idea was that it could work in large scale without a drone bunny like controller and without any targeting involved. |
Sean Delong
Heiorun
0
|
Posted - 2013.02.09 09:51:00 -
[1643] - Quote
Implant or set of implants.
Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market. It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.
Example:
I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.
That way no one can insta-level-5 a skill from zero, but still receives a good bump into he's training.
Another idea:
Another "service" could be using the same system to "sell characters". Instead of selling entire chars at the bazar in the forums and having to pass by all the bureaucracy and time spend wainting in aucions. You could redirect a skill set into a Teacher Data Cube, or even the entire skills of your char. Sell the cube into the Market. Same effect, more freedom of choice.
That way if somone wants a char that can fly a Tengu, all he have to do is go to the Market/contracts and search for a set of Teacher Data Cubes to buy.
Any skill you already have that is also present at the data cube is lost in the injection. Entire chars could be put into a Personality Data Cube or something similar.
|
Apocalypse inc
Papercut Syndicate Nuclear Arms Exchange
0
|
Posted - 2013.02.09 09:57:00 -
[1644] - Quote
I would love to see Drones as a module so i can stop using them altogether |
sprototles Ganzo
Vectis Covert Solutions
0
|
Posted - 2013.02.09 13:31:00 -
[1645] - Quote
i have a question why are missiles releasing gas ? we are in space arent we ? can't they just use same engine as spaceships ? i think it will be more...realistics
(sorry for incorrect english) |
Saede Riordan
Alexylva Paradox
3254
|
Posted - 2013.02.09 15:38:00 -
[1646] - Quote
Shield/Armour Emitter
Module, functions identically to a smartbomb but repairs instead of damaging.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|
AskariRising
8th Day
4
|
Posted - 2013.02.10 06:23:00 -
[1647] - Quote
deployable smart bombs that have a double the damage and AoE of large smart bombs... so we can make "mine fields" |
Saul Elsyn
Sturmvogel Squadron
56
|
Posted - 2013.02.10 19:40:00 -
[1648] - Quote
For the Sniper, Suicide Ganker, or Alpha Fleet Pilot...
Magnetic Field Booster - Low Slot module that increases Hybrid Turret Damage and Range at expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level. 40-60% penalty to Hybrid Turret Rate of Fire 40-60% penalty to Hybrid Turret Tracking 40-60% bonus to Hybrid Turret Damage 40-60% bonus to Hybrid Turret Range
Propellant Chamber Injector - Low Slot module that increases Projectile Turret Damage and Range at the expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level. 40-60% penalty to Projectile Turret Rate of Fire 40-60% penalty to Projectile Turret Tracking 40-60% bonus to Projectile Turret Damage 40-60% bonus to Projectile Turret Range
Independent Laser Capacitor - Low Slot module that increases Energy Turret Damage and Range at the expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level. 40-60% penalty to Energy Turret Rate of Fire 40-60% penalty to Energy Turret Tracking 40-60% bonus to Energy Turret Damage 40-60% bonus to Energy Turret Range
|
Grunnax Aurelius
luna Oscura Clandestina Armada Fade 2 Black
4
|
Posted - 2013.02.11 02:38:00 -
[1649] - Quote
On the topic of Drones: - Rigs that increase Drone Bay - Rigs that increase Drone Bandwidth - Rigs that increase Drone Damage - Low Slot Module that increases Drone Bay
On the Topic of Missiles: - A Light, Heavy and Cruise Defender Missile Launcher that does not require a Missile Launcher Hardpoint and is used as a Utility module. Defenders will also launch against hostile Drones in range. - Medium Slot Module that can be scripted to modify specific missile statistic: velocity, flight time, explosion radius and explosion velocity - Low Slot Modules that gives minor boosts to all missile statistics
On the Topic of Large Micro Jump Drives: - Make this able to be loaded with a script that makes if become a Jump Drive with a 1.5ly range that does not need to lock onto a cyno, but instead drops you in a random location within 15AU/s of the systems Star, Script makes the Drive require 95% of the ships Capacitor. (Remeber the Large Micro Jump Drive does have a 3 minute cooldown)
On the Topic of Probes: - Covert Ops Probe Launcher: Can launch probes while cloaked. Can fit Covert Ops Combat Scanner Probes i.e. cannot be seen on D-Scan Covert Ops T2 Carrier (Covert Ops Command Hub): https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=178093 |
Braedyn Anchely
Igneous Militis
0
|
Posted - 2013.02.11 13:59:00 -
[1650] - Quote
Nova Fox wrote:Armor Polarizer
Multi Module Low Slot Mid Slot Local Logistics Beserker Module
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
Redacted, this module wouldnt work realistically. I mean how is your armor going to get damaged with shields up?
This module could work... It would eat your armor while the shield bonus was in effect. Once the armor was depleted, no more bonus. Once your shields went down, you would go straight to hull. As an alternative, the armor could be used to reinforce shield resist or be used to assist the boosters.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 65 :: one page |
First page | Previous page | Next page | Last page |