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Braedyn Anchely
Igneous Militis
0
|
Posted - 2013.02.11 14:01:00 -
[1651] - Quote
Sean Delong wrote: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.
You would want the original pilot, the SP donor, to have the SP put into the cube taken back away? You would be double dipping other wise. |

ALI Virgo
S O L O M O N STR8NGE BREW
13
|
Posted - 2013.02.11 17:40:00 -
[1652] - Quote
decoy module ...its a trap |

Meditril
T.R.I.A.D
239
|
Posted - 2013.02.12 16:17:00 -
[1653] - Quote
Just fix the defender missiles. I should be enough to activate them once instead of the need for spamming the button everytime. |

DeadPool MercWithAMouth
Diplomacy Has Failed Heart 0f Darkness
1
|
Posted - 2013.02.13 16:39:00 -
[1654] - Quote
Hello fellow pirates... ahhem, pilots! Some have mentioned that the target-painter bonus for Minmatar recon ships is somewhat of a joke, I think most would agree with this statement. On that note, there is a specific module for turrets and yet none designed for missiles. Some could argue that the sensor dampener is designed against missile boats but I feel thatGÇÖs a generalized module for missiles and snipers. [WM]-inmatar already have the webbing bonus for ships I thought a modified stasis webifier could be used to only web incoming missiles at much longer range then your typical web thus reducing the effective range of missiles. Of course this module could be used on any ship, but just be more effective on the Minmatar EW ships. This module would web missiles from the targeted ship to any target until missile dies or leaves web range. This module cannot be used to affect ships. (also might possibly make a defender missiles more interesting ) 
|

Scatim Helicon
GoonWaffe Goonswarm Federation
1603
|
Posted - 2013.02.13 22:46:00 -
[1655] - Quote
Not a new module as such, but: Faction Synergy Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Bugsy VanHalen
Society of lost Souls
465
|
Posted - 2013.02.14 17:28:00 -
[1656] - Quote
It would be really nice to have more utility high slot modules. I often find my self leaving utility high slots empty, or a auto targeter in them, just because nothing else will fit that I would use. Maybe some higher output verisions of mid slot items.
Like tackle modules that have much higher fitting requirements but go in a high slot rather than a mid slot.
Or a converter that when placed in a high slot will add a mid or low slot to the ship.
a longer range target painter, or e-war that fits in high slots.
I had an idea about a projected cloaking device. It would be used to cloak another ship, rather than the host ship. For example use a combat ship to cloak a freighter. The freighter can not move while cloaked, but can not be scanned and will not show on D-scan. Could be useful to somewhat hide a freighter in systems without station/outposts if a hostile shows up in local. Having a T3 cruiser showing on D-scan is a less attractive target then the freighter it is hiding. Or have a cloaked freighter parked near an ORCA during a mining op. or a dread with a full weapon rack and siege module can still be cloaked by a support ship.
A remote warp stabilizer high slot mod. Can be used to add warp strength to a ship that is being tackled.
A script for the micro jump drive that allows you to jump to a cyno in the same system. A cyno is popped in your system, you can jump a fleet of BS's right to it for rapid response to the hot drop.
What about a high slot heat sink mod that absorbs damage from over heated modules letting them be over heated longer.
If I am never in range to use a NOS no point in fitting one, Drone range is of little benefit since the AI change, need to keep them close to recall them when needed. the auto targeter grants 2 extra targets, but is of limited benefit.
How about a high slot utility mod that benefits long range ships.
Don't need to follow any of these idea's but more non fleet use utility high slot mods would be great. |

Line Khagah
Les Boucaniers de Caprica Silent Ascension
0
|
Posted - 2013.02.15 10:22:00 -
[1657] - Quote
A very good help for the beginner and for all other players
Fitting in the window of a ship there are 2 things that I'd really love to see appear,
1 - A Fitting Module, totally free choice with the ship, and items, and level of skills, and implanted with the tab "Skill Optimization"
2 to 1 tab "Skill Optimization" module for fitting indicates by category (CPU, PG, Capacitor, Shield, Armor, Radar, etc.) and by item, all the missing skills, or skills that all have had with their current levels and what level it faurdrait having to optimize fitt
example Vessel with a fitt not possible lack of CPU capacity and not steady category CPU Electronics - Actual Level 3 -> Level 4 - X + 3 days = CPU - Ok fitt + Weapon Upgrades - Actual Level 0 -> Level 2 - X hours = - 2.25 CPU - Ok fitt
Capacitor Energy Management - Actual Level 1 -> Level 5 - X days - OK Capa Stable Energy Systems Operation - Level 5 already
item Target Painter 1 - skill required Target Painting - Actual Level 0 -> Level 1 - X minutes - Ok fitt
several choices possible via the box was checked or menu List of all skills that apply to fitt Skills that optimize the CPU fitt Skills that fitt to optimize the PG Skills that fitt to optimize the shield Skills that fitt to optimize armor Skills that fitt to optimize the capacitor Skills to increase DPS Skills items
Level of skills needed to back this fitt |

Jaz Antollare
Deadly Loneliness
18
|
Posted - 2013.02.17 02:28:00 -
[1658] - Quote
I have an Idea about tactical "wall" modules have no clue what should be the properties, but a mechanic like that would be really cool. The idea of the mechanic is similar to the energy transfer chain-link of logistic ships, for example we take 3 pieces. The main difference is that in the center of that triangle is formed a shield/barrier with an defensive effect, maybe EWAR defense or that barrier could defend from a % of shots and missiles that go throw it. Or may be a stasis field, that dramatically decreases the speed of a ship that flies throw. IMO that would be a cool feature and also will give more tactical depth to the large fights. + the navigation skill and proper use of those tactic formations would give TONNS OF EPICNESS and TACTICS :D
Hope the main idea is clear. Hope I got ur interest CCP, I believe that u CAN do it! |

Azrael Dinn
The 20th Legion Mildly Sober
51
|
Posted - 2013.02.20 14:45:00 -
[1659] - Quote
A high slot module for moon mining. Can only be fitted into a rorquals and orcas and can be used in lowsec and 0.0. Naturaly the should be some beams towards the moon so everyone knows the ships is stuck there for a while. Also so that it would abit dangerous for the miner the cycle time should like 10 minutes or something. Module could not be activated inside pos shields.
The module mines only the base moon products from the moon. Not sure how much. Also the module would deploy the ship so it cannot move during the harvest cycle.
And mayby you could add a deplayed graphics for the orca also then 
New skill would be required like "moon harvesting".
you figure out the balances. I'm bad at those. |

Unkind Omen
Stone Circle W-Space
12
|
Posted - 2013.02.20 19:01:00 -
[1660] - Quote
Braedyn Anchely wrote:Sean Delong wrote: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.
You would want the original pilot, the SP donor, to have the SP put into the cube taken back away? You would be double dipping other wise.
In fact such realisation has an obious flaw of creating several free 51-day non-trial accounts and transferring huge amount of free SP to another character. Unless you dont want to make those cubes of 3 mil SP minimal with paid(2 plexes) transfer between accounts this should not be done. I would however appreciate any form of SP traiding if you can avoid such exploits. I.e. you can make those boxes created with two plexes initially, having unlimited capacity and destroyed on injection. |

Baron Von Thopperr
State War Academy Caldari State
0
|
Posted - 2013.02.22 05:41:00 -
[1661] - Quote
What about Buying an extra slot using mabye lp and/or isk? only one allowed per ship med or low slot - make the cost at least 10x the cost of the ship?
Eg. You want to buy a extra low slot for your fav armor tank Bs, the cost of the market runs about 200 mil isk so the extra slot whould cost 2 b + 100, 000 lp
meh me dreaming lol but I think it would be cool |

Omnathious Deninard
Extrinsic Operations
547
|
Posted - 2013.02.23 01:57:00 -
[1662] - Quote
A rig to increase the range of tractor beams and another to increase the velocity factor of tractor beams. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Banana1x
The Scope Gallente Federation
1
|
Posted - 2013.02.24 14:27:00 -
[1663] - Quote
A module that fakes the type of ship you're flying, both visually and on scanner. You can load it with scripts to change the ship type. It will also project the image of the ship around you, but only works if you select a larger ship than what you're in. On close inspection you'll see tell tale visual anomalies and combat will deactivate it. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
162
|
Posted - 2013.02.25 00:49:00 -
[1664] - Quote
Fitting/slots
Either or Modules
I am always swapping out a Nanofiber internal structure with a Cargo expander and then back again after the load is dropped off. Would love to see one module that could be flipped from one state to another. Maybe 10 or 15% reduction in efficiency and increased cost to balance out the convenience factor.
Other either or modules might be Warp core stabs or Inertia stabs.
either or on all the ECM mods.
Sensor Damp or remote sensor booster.
I think these items would add functionality and create fitting options for people to explore.
This is a youtube playlist going over my first 30 ship losses. Video sucks but the audio came out well.There are some good lessons, and if you know the game there's some funny stories. |

Sir Dragon
Einherjar Yggdrasils
16
|
Posted - 2013.02.25 12:21:00 -
[1665] - Quote
Scripts - yes; Heat - what is heat; EW - stop the instant lock madness; Drones - you fixed the programing code, nerf the drones to allow for more then 5 pr ship, LIKE it used to be. Fitting/Slots - Pilot interface for titan should be recerated. It seams to follow the standard of 8 high , 8 med, 8 low, x rigs, and etc. Consider that we are talking about a ship that is 15 km from stern to bow. It is illogical!!!! ILLOGICAL!!!!
Area of Effect - bombs are fun. One-use (consumable) modules - drugs, oh please give me drugs. [Lt. Cmdr. Data]: "Perhaps. Perhaps not, sir." [Capt. Picard]: "That's hardly a scientific observation, Commander. "[Data]: "Captain, the most elementary and valuable statement in science, the beginning of wisdom, is, 'I do not know'. I do not know what that is, sir." |

Miyammato Musashi
Freeport Exploration Loosely Affiliated Pirates Alliance
15
|
Posted - 2013.02.25 20:50:00 -
[1666] - Quote
My idea is for a mid slot module that you could fit that, when activated and with a 15 second delay, would detonate your ship in a massive explosion damaging ships around it. This module would be an AOE weapon similar to a smartbomb but with greater range and damage... maybe similar to a bomb. Activating this module and destroying your ship also destroys the loot... AND THE POD! That's right! No eject for you if you activate the module. In this way fleets of cheap kamakazee destroyers with self-destruct modules warping into fleets will be a possible tactic, but not a viable or efficient one.
-
The self destruct module is the ultimate middle finger for the bitter pirate victim.
-
This module increases the sink rate of ISK, as loot is destroyed in the blast (ISK sinks +1)
-
Possibly limit class of ships that can fit this to cruiser or above?
-
No ejecting. No saving the pod. Using this mod is a commitment and has significant drawbacks.
Discussion thread here |

Aliath Sunstrike
Aviation Professionals for EVE
0
|
Posted - 2013.03.03 21:20:00 -
[1667] - Quote
Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up. |

duckmonster
GoonWaffe Goonswarm Federation
4
|
Posted - 2013.03.04 11:23:00 -
[1668] - Quote
Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile
This would own.
Hell, make a supercap version as an ultimate version of this that can straight out steal your ship off you and it'd be the funniest goddamn weapon in the game. You could literally use it to camp gates and just take peoples stuff off them and keep the stuff. Do tractor beams properly |

Untanas Volmyr
Running with Knives Nexus Fleet
0
|
Posted - 2013.03.05 22:06:00 -
[1669] - Quote
Mining - dark matter and dark energy harvester? |

Unkind Omen
Stone Circle W-Space
12
|
Posted - 2013.03.06 02:36:00 -
[1670] - Quote
Aliath Sunstrike wrote:Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up.
Won't help. Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby.
When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot. |

Meditril
T.R.I.A.D
245
|
Posted - 2013.03.06 11:15:00 -
[1671] - Quote
How about an E-War Stacking Prohibition Module?
One of the main issues with e-war is that using several modules from same or different enemies completely tend to shut down your ships abilities. E.g. while you can deal somehow with one ECM or one Tracking Disruptor or one Web being applied to you, this completely sucks once the enemy applies two or more ECM, Tracking Disruptors or Web... even though there is already some stacking penaltiy for some modules applied.
Therefore I propose that the E-War Stacking Prohibition Module simply raises the stacking penality to any e-war applied to 100% for the second, third or whatever module of the same kind. So if you have this module installed and the enemy applies ECM and Web on you the e-war has full effect on you. However, any further ECM and Web applied to you is just reflected into space.
Benefits of this would be that "the blob" would need to be more active in spreading e-war instead of just focusing everything on one poor victim. This also means that the victim has at least some options to defend himself since he is not rendered completely useless. |

Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.03.06 15:06:00 -
[1672] - Quote
Heat:
one area in that aspect is the anomaly of safety when overheating, most experienced solo pvpers watches the overheating meter like a hawk and in the last expansion you can now see the percentage witch greatly helped us to stretch the limit when overheating the modules.
2 things i would like to suggest:
1. beeping sound when modules approach exceeding heat limit (or flashing blinks, for those who say eve have sound?). it help us focus on other systems and give attention when its needed, will expand our limit in pvp (also a way to set the alarm percentage when overheating if possible).
2. advance nanite paste, that can slow down the heat instead of repairing, extending the overheating process. the condition of use and consumption is up to you.
thank you. |

zahg
Vice Legion Mordus Angels
52
|
Posted - 2013.03.08 11:17:00 -
[1673] - Quote
- limited cloak time of 20min, 3min cooldown - faction cruisers boost, so they can at least match t1! - limited fleet members can jump on covert cyno - cyno jamming modules with a range of 35km ( its not like we can only see drops nowaday since its so easy and risk free) - have a true recognition of the work of players doing pvp vids. There are some really inspirative and maybe it will help having "commercials" of the best ones on the logging page. On my opinion, those people are the ones showing the way to ppl to stop beeing scared of a game and go out challenge themselves a bit. |

Komodo Askold
Legion of Darkwind Order of the Void
34
|
Posted - 2013.03.08 20:41:00 -
[1674] - Quote
From my post on another topic:
Ramming Warp Core Overcharger
This module works in a similar form to the Microwarpdrive, making use of the ship's warp core to accelerate it to ballistic speeds in the direction it faces, effectively converting it into a projectile that can be slightly directed in-flight for smashing on other ships. The greater the ship's mass, the greater the kinetic energy it gets. Of course, hitting other ships at such speeds also damages (heavily) the ramming ship, granting this module some sort of 'suicide attack' nature. However, since larger ships are usually more resilient than their smaller cousins, and also accumulate more kinetic energy due to their enormous mass, they are sometimes used for literally digging a tunnel through smaller ships' fleets, in a similar way a ground rail transport would traverse through smaller vehicles that happened to be on its way.
Traits:
- Only one can be fitted at the same ship. - As MWD's, reduces maximum capacitor capacity and can be shut off by Warp Scramblers. - Has a maximum, constant range of about... 50 km? - High capacitor usage. - The damage caused to both ramming and rammed ships can be calculed in a similar way to this one: they both receive damage equivalent to the mass (in kg) of the other ship, with perhaps a small reducement. This may be too much, but if you realise that shells accelerated by Projectile and Hybrid turrets have much smaller mass, while having similar speed, you'll see a whole ship has much greater kinetic energy, therefor causing much more damage. For nerfing things a bit, damage could be equal to ship's mass in tons, or in kg*10^2, for example. - Once an entity has been hit (may it be a ship, an asteroid or even a space station), if the ramming ship is not destroyed it will continue its way but with reduced kinetic energy, proportional to the mass hit (real life energy equations could be used for determining all of this, but results could be pretty much apocalyptic), therefor causing less damage to the next entity it hits.
Potential uses:
- Using your almost-wrecked little Frigate to deal a glancing, heroic (read: suicide) blow to that nasty Battleship. - Finishing that guy's ship the same size to yours, while getting yourself a painful HP drop. - Cleaning Jita's undock from pirates using your Freighter as a monstrous, km-wide train/seaship to dig a tunnel through those little nasties, and getting yourself the rank of Hero from the traders. - Wreacking havoc on some crowded highsec gate with your Battleship. - Accelerating your Titan to... oh gods, that would be so apocalyptic...
Fun assured!
|

Aliath Sunstrike
Aviation Professionals for EVE
1
|
Posted - 2013.03.10 04:31:00 -
[1675] - Quote
Unkind Omen wrote:Aliath Sunstrike wrote:Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up. Won't help. Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby. When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot.
You missed that one by a mile.
It isn't designed to bring ships to us. It is designed to cut down on the scanning bull. Again - you miss the point completely. Lets say a "skilled" pilot (which took months mind you) can scan down a solar system in 10 minutes. Lets say this new module at a POS or deployable can scan down the system in 30 minutes. IT IS VERY feasible because that is 10 minutes of my life I have back that I can run sites, work at my POS, read evemails, update buy orders, ,install build jobs, setup contracts, etc etc So what if it takes 30 minutes. I can be doing other things multitasking with this thing running. When it is done I run my sites or move on.
As far as interesting others - who cares! I am sure my POS interests others. I am sure my Rapier on Dscan interests others...point is moot! If it does bring more traffic because they see I have an automatic system scanner, who cares. XL Ship arrays do the same thing. Lots of things do.
Your last point - who cares what you want to do, it is not all about you. Lots of people like to multitask and your argument about logging on to get into the action is exactly why I suggest this module - so we can login and not have to do the tedious work of point and click just to get to the blowing ships up part.
You fail at reading comprehension sir - please uninstall EVE. |

supernova ranger
The End of Eternity Ad-Astra
2
|
Posted - 2013.03.10 05:16:00 -
[1676] - Quote
Defense platform crystal for strip miners
Instead of mining an asteroid, after completing the strip miner cycle it despawns the asteroid and deploys a defense platform that aids the one who deployed it and/or his fleet. |

Omnathious Deninard
Extrinsic Operations
628
|
Posted - 2013.03.10 08:24:00 -
[1677] - Quote
Aliath Sunstrike wrote:Unkind Omen wrote:Aliath Sunstrike wrote:Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up. Won't help. Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby. When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot. You missed that one by a mile. It isn't designed to bring ships to us. It is designed to cut down on the scanning bull. Again - you miss the point completely. Lets say a "skilled" pilot (which took months mind you) can scan down a solar system in 10 minutes. Lets say this new module at a POS or deployable can scan down the system in 30 minutes. IT IS VERY feasible because that is 10 minutes of my life I have back that I can run sites, work at my POS, read evemails, update buy orders, ,install build jobs, setup contracts, etc etc So what if it takes 30 minutes. I can be doing other things multitasking with this thing running. When it is done I run my sites or move on. As far as interesting others - who cares! I am sure my POS interests others. I am sure my Rapier on Dscan interests others...point is moot! If it does bring more traffic because they see I have an automatic system scanner, who cares. XL Ship arrays do the same thing. Lots of things do. Your last point - who cares what you want to do, it is not all about you. Lots of people like to multitask and your argument about logging on to get into the action is exactly why I suggest this module - so we can login and not have to do the tedious work of point and click just to get to the blowing ships up part. You fail at reading comprehension sir - please uninstall EVE. You fail at research as this module existed in the past and was removed. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Saede Riordan
Alexylva Paradox
3494
|
Posted - 2013.03.10 15:06:00 -
[1678] - Quote
There's a few examples of what I'd call "low hanging skill and module fruit" things I'm kind of surprised CCP didn't add already. I've including mock names, cause I felt like it, but this is all just me throwing ideas at the wall, it started out as a short post but got kind of monstrous by the time I finished it. So lots of different ideas and discussion points. Curious to see what people think of all of this.
Skills: Weapon Feeding: Skill that decreases weapon reload time, decreasing it by (50%?) at lvl 5 Magazine Consolidation: Skill that allows you to load more ammo in a weapon, allowing (50%?) more ammo at level 5 Controlled Degradation: Skill that increases crystal durability by (50%?) at lvl 5 Directional Focusing: Skill that increases range of Directional scanner. Nerf current D-scan range to 5 AUs, increase scan range by 2 AUs for every skill level, allowing a 15 AU scan range at level 5. Sensor Monitoring: Add automatic cycling for the d-scan. Put the default cycle time to 1 minute. For every level of this skill trained, it reduces the cycle time by 10%, allowing a 30 second automated cycle time at level 5. This could accompany a 'wormholization' of local everywhere. Signature Bloom Reduction: make the 'resolution' of D-scan dependent on the signature radius of the ship you're trying to scan down. This skill reduces your ship's signature radius by 3% per level. Signal Suppression: This skill reduces the 'noise' and sig bloom that an active scanner makes when activating by 5% per level.
Accompanying these possible changes to local/d-scan in my head would be an active and passive scanning component. D-scan makes up the passive component, and will detect if the active component is used on your ship (like passive sonar picking up another ship's active sonar ping) What currently exists as probes and a new active scanning module would form the active component. The actions of these scanning components would be detectable by the passive scans.
Modules: Passive ROF Damage mod, Lowslot. This would replace the current damage mods, with ones that only improved rate of fire. Racial versions: -Heatsink (lasers) -Magnetic Field Stabilizer (hybrids) -Gyrostabilizer (projectiles) -Ballistic Control System (missiles)
Passive Alpha Damage mod, lowslot. This would then be the other side of the ROF increaser. Increasing flat damage. Racial versions: -Energy Channel Regulator (lasers) -Magnetic Coil System (hybrids) -Rifling Array (projectiles) -Detonation Sequencer (missiles)
Arc Weapons: Active Shaped highslot Shockwave Weapon, like a smartbomb, but in an arc facing towards the 'front' of your ship. Possibly has a pushback effect. Huge drain on CPU/PG/Cap
Coolant Pump: active lowslot module, prevents heat damage to modules while overheating. Consumes coolant to do so.
Capacitor Pump: active Highslot module. cycles and produces a certain amount of capacitor power each cycle.
Weapon Coordination Array: Active highslot module. Increases weapon tracking, damage, ROF, optimal range, and falloff while running. Can be loaded with scripts to direct it to a specific area of improvement.
Weapon Disruption Vent: Active highslot module, decreases incoming DPS by creating a cloud of debris around the ship to stop incoming fire. Does not require a launcher or turret hardpoint. Consumes scrap metal.
Flare Launcher: Active highslot module does not require launcher hardpoint. launches a flare every X seconds. Every time a flare is launched, there is a serve calculation to determine if an incoming missile will jump to chasing it. Also has a chance of transferring a hostile ship's target lock away from you. Consumes Flares (new PI product)
Flak Battery: Active highslot module. Requires a turret hardpoint. Large. Damages drones, missiles, pods, frigates, and other small objects within a radius around the ship. Consumes small projectile ammo and shares the damage profile of the ammo used.
Point Defense Laser: Active highslot module. Requires a turret hardpoint. Large. Does a small steady amount of damage over time to all frigates, drones, and missiles within an AOE kill zone between the ship it is activated on, and an attacking ship.
Antenna Array: Midslot, passive module. Increases directional scanner range.
Automated Scanning Array: mid slot active module, causes directional scanner to automatically cycle every 10 - X seconds where X is equal to a skill level in Sensor Monitoring
Active Scanning System: Directional Active midslot scanning module. Releases a ping that tells a pilot the range of all nearby ships within its scanning cone, provides detailed information on range, ship types, etc. Causes massive sig bloom. Ping can be picked up by ships within the cone of its effects.
Stealth Plating: passive lowslot module. Hides a ship from active scans by absorbing the scan ping instead of rebounding it. Offers some reduction in sig radius.
Combat Tractor Beam: Pulls another ship towards you, whether you move towards them or they move towards you is a factor of your combined velocity and mass.
Energy Pulse Generator: Deals 1 damage across a large radius AOE area, (upwards of perhaps 50km) thus decloaking all cloaked ships within that radius. Takes one minute to cycle.
misc. quality of life changes: Remote rep drones should be able to rep your ship, thus allowing you to 'drone tank' if you so desire. abandoned ships should be able to be tractor beamed, and towed back to a station or POS in warp. hacking should be a minigame that could be used to access locked containers, forcefields, and outposts.
There, just about used up all the space I have to post \o)
Torn from grace, gotta find your faith or the devils gonna claim your soul
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
30
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Posted - 2013.03.11 14:05:00 -
[1679] - Quote
i don't know if you have or are considering buffing afterburners as you don't normally respond at all.
but mwd and AB's have the same mass penalty which seems a bit strange considering how much more speed you get out of a mwd and its job would surely require a bulkier engine to generate its speed ... physics and what not.
So perhaps consider reducing the mass penalty by %50 and perhaps building in some web resistance to promote the usefulness of AB's over mwd's.
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Slatin Morbid
Analytical Decimators Inc.
0
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Posted - 2013.03.11 15:07:00 -
[1680] - Quote
A few Modules I would like to see is:
Cargo Scanning jammers- Now I'm fairly new to the game, but I haven't really seen any effective way to stop from getting ganked cause your hualing good cargo around.
AB or MWD - with cap boosters to feed them freely for a few cycles. Although thinking about it, might help make them OP'd
Rigs that act like subsystems to non-strategic vehicles. I think having the abilitiy to customize your ship, or atleast maybe ships that can use them other then Strategic Cruisers. Allowing for more options on the and a big in-depth to the Role playing aspect of the game.
Energy Vampries that could cause DMG, kind of like a DOT. The longer and more Vampire turrent is running on the ship the more heat dmg it builds up. |
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