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

GetSirrus
Imperial Academy Amarr Empire
20
|
Posted - 2013.03.28 08:07:00 -
[1711] - Quote
anchor module. we were flying ships after all. if you can anchor a can, why not ship with a module? just a low slot and make it similar rules to the GSC, but 10,000 instead of 500 for nearest in-space object. |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 09:50:00 -
[1712] - Quote
Was thinking about drones, one issue with them is travel time. Which makes drone vulnerable to fire which also cripples heavy drones in pvp. So I was thinking about jump system that could sent drones within your control range but not to return them back. So it could solve some issues but wrongly used also screw you up big time.
Mod name could be something like Micro jump portal generator
Description/attributes Warps orbiting drones to target within drone control range. Med or high slot.
If this module would exist it could also give interesting tactics with sentries. If you could send them to friendlies.
Anyway think about :) |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 10:50:00 -
[1713] - Quote
I would like to see a module that could modify the damage caused by turrets not significantly but enough to make difference. You could call this module "the crit module". That either would cause increased damage to target on single hit, or hit random module within target.
Precision targetting module Automated turret target coordinator that target key elements within target. Causing damage to key components.
Attributes: Ability to hit critical sub system (this could occur as increased damage or as hit to random module in target) Slight debuff in tracking and/or rate of fire Med - active |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 10:57:00 -
[1714] - Quote
Sentinel zx wrote:Damage Absorber Forcefield
it-¦s restricted only to fleet commanders you can have only one ship with this module in the fleet and he must be the fleet commander
when it is active,
-it-¦s generate a small forcefield (10-15km) around the Command Ship and the damage is caused to the Ships in fleet would automatically damage only the command ship -your sic Radius will also be increased to 500-1000% -it-¦s not possible to use this in High-sec - Command ship velocity would reduced to 90% -Command ship itself cannot be repaired (or the repair effectiveness would be reduced to 98-99%) if the module is fitted (it does not matter if it is active or not) Passive shield regeneration is also reduced to 90-95% -your Warp drive and the warp drive of your fleet mates is deactivated
for example a mining op if somebody would shoot the hulk the damage would go directly to the ship with this Module
this Module only for Cruisers, Battle cruiser and Heavy Interdictors available
Hmm I like this idea a lot Sentinel but I belive we would need new ship type for this and possibly new game mechanism since this could be easily overpowered feature. Could be null sec used module that would icrease damage resistance. / buffer for a blop but give them weakness against bombs / smartbomb. Could be module for logistic ships or rather carrier. Anyway worth idea to consider bump! |

Jeanne-Luise Argenau
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.03.28 10:57:00 -
[1715] - Quote
Ok my new mod isnt really a new mod but making it worth training for it and using it.
I want a missile defense racial system and here is as i would do it.
4 "basic" skills: missile interception - adds 10% chance that the defense will hit a missile missile penetration - adds 10% chance that the missile will penetrate the missile defense racial anti-missile weapon system skill - reduces the probability that 2 guns shoot at the same missile by 10% racial anti-missile weapon spec system skill - reduces the probability that 2 guns shoot at the same missile by 5%
Weapon Systems Grapeshoot for gallente - range 2000m | rof = 0,395s Flak for minmatar - range 4000m | rof = 0,790s Laser Ring for amarr - range 7500m | rof = 1,481s Defender for caldari - range 10000m | rof = 1,975s
Chance for those weapon systems to hit a incoming missile at missile interception and penetration 0 is 50%. Chance for 2 missile defense weapons targeting different missiles at 0 skill is 25%. All Systems shoot at incoming missiles and ignore locked targets.
Weapons Platform Destroyer with 8 slots for the proper weapon system. The ship dependent boni will be 10% range increase and 10% rof increase per level.
I know my numbers will need a balancing but it should make my basic idea clear as missiles are the only weapon system in eve which can be intercepted. |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 11:07:00 -
[1716] - Quote
Chanina wrote:A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great. We already have ecm and sensor dampening we do not need more ew modules. We rather need unification of existing ew modules. Such as that tracking disturptors would also effect missile system. Don't like the idea.
|

Regolis
Imperial Academy Amarr Empire
0
|
Posted - 2013.03.28 15:07:00 -
[1717] - Quote
I've been thinking about this one for awhile and not sure why they don't exist. We have low slot Tracking Enhancers and Medium slot Tracking computers. We have low slot damage modules ... Why are there no medium slot damage modules? This alone makes using shields in PVE 10x more viable than armor. Understand that currently Shield tanking ships have to sacrifice nothing in their mid slots for tanking. But an armor tanking ship usually sacrifices 1-3 slots for damage modules. This could also change the argument for armor tanking being different as they would then be able to plate fit without sacrificing their fire power.
|

Ddd Forum
Monkey Attack Squad Goonswarm Federation
0
|
Posted - 2013.03.28 15:20:00 -
[1718] - Quote
hello may be I newbie, but.... i live in WH, and directional scan - all my all
but, i need click and click agai and again to see, who are near me
of couse, in XX century all flight ships, and all sea ships was RADAR screen. radar scan and detect any over, and radar screen show and log information
and on the planet Earth, we had fish radar, and metal radar, and over type of radar))
but in New Eden we lose this device. and very sad about this. we lose china porcelain and over...
but we strongly need to find RADAR)
Then I served in the army, in anti-aircraft defence, I used radar desk all time. and want to say - its really beutiful thing!
here 2 images what Im talking about:
http://gyazo.com/b4d33669c715ce5c8da6bd16f14e1400
http://gyazo.com/ddab6323b96fc27728f93b895187147c
THANKS for attention |

Andy Landen
Air Red Alliance
93
|
Posted - 2013.03.28 15:40:00 -
[1719] - Quote
Fighter Sentries - Affected by all drone modules, sentry and other drone skills, Fighter skill, and carrier bonuses. Stationary, but can warp to follow target or return to carrier if more than 100-150 km away. Follow the regular sentry model for range, tracking, and damage type scaled to the Fighter equivalent. |

Moon Rabit
Billionaires Club The Unthinkables
7
|
Posted - 2013.03.28 21:32:00 -
[1720] - Quote
New module for Drones What you think about new module like Drone control unit for sub caps ? Example each modules can give 25 bandwidth and + 1 control drone and be fitted on High-slots. And need 2000PG and 65 CPU. Link for thread https://forums.eveonline.com/default.aspx?g=posts&t=219949&find=unread |

Sparkus Volundar
Applied Creations The Fendahlian Collective
35
|
Posted - 2013.03.29 14:19:00 -
[1721] - Quote
Dear CCP,
I've arrived to this thread late and unable to read back through 1700 posts so I apologise is this post contains something that has been written several times and discussed in detail before.
My suggestion would essentially be a change to the distribution of E-War across races should you implement an ability to GÇ£tracking disruptGÇ¥ missiles.
Recap on the current arrangement with T1 E-War Amarr: TD Caldari: ECM Gallente: SD Minmatar: TP (oddball)
The TP is well-known to be unique amongst the classical T1 racial E-War in that whilst it is a very effective module, it is essentially a remote Weapon Upgrade rather Disruptive E-War like the other three modules. And that consequently, once you have 4 or 5 modules in the fleet (e.g. one bonused hull), thereGÇÖs no particular need for more (other than redundancy, which applies to any hull). Whereas as a fleet grows in size, thereGÇÖs no particular down side to retaining the same proportion of TD, ECM and SD hulls in the fleet.
Suggestion for after missile disruption is implemented if it is Amarr: TD (same as currently) Caldari: ECM Gallente: SD Minmatar: Missile Disruptor TPs: moved to Weapon Upgrades category
Since I started out flying Minmatar ships I have a bit of a bias towards them on a sentimental level so thatGÇÖs a declaration of interests I wish to make openly. I donGÇÖt feel like I have an agenda to boost Minmatar but others could think that and that is of course their right. ItGÇÖs worth noting however that IGÇÖm not suggesting a level of power for a Missile Disruptor in this post and I donGÇÖt have any preconceptions about how powerful it should be relative to the other 3 Disruptive E-War modules.
Summary Amarr: Left with the ability to disrupt the weapons of their two racial enemies. Caldari: Left with the ability to jam ships such as of their faster racial enemies. Gallente: Left with the ability to force longer-ranged racial enemies closer. Minmatar: Loses oddball Weapon Upgrade and gains ability to disrupt racial enemy weapons.
This suggestion would raise questions about what to do at the T2 level and I suppose my thoughts would be that bonused TPs wouldnGÇÖt be needed on EAS/Recons either.
Thank you for taking the time to consider this suggestion.
Regards, Sparks
Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |

xp8k
Skeleton Key Incorporated
2
|
Posted - 2013.03.30 06:55:00 -
[1722] - Quote
Simple but interesting module Idea:
Low slot module that is an alternative to the damage control.. IE pick 1 or the other.
HEAT: Dramatically increases the duration that modules can be overheated, Or increases the effectiveness of overheating.
SCRIPT: 3 scripts to choose from. 1 for improving low slots, 1 for med power, 1 for high. must have script loaded to function.
CONSUMABLE?? : The "script" is consumed, upon activation, and the consumed script is the effect you get for the duration of the module.
Someone can come up with a creative name I'm sure.
Preferably a name that doesn't use acronyms that are already in use. Maybe Heat Dissipater HD
Goal of this module: -Finally have another option besides a DC !!! -Potential buff for local tanking, solo/small gang -Not difficult to implement. (as in not adding a completely new game mechanic but just adding much needed variety) -More variety in ship fitting?
Balancing: - Consider reload/cooldown times - Something has to balance the amount of scripts that can be held at a time. whether its artificial, like price of the item, by m3 or the cooldown, limiting the amount you would reasonably need to carry on a roam. - The bonus has to be enough to make it viable to replace the DC and loose EHP for some ships/fittings. - Cant make the DC useless, just want another useful option for players. - Make it similar to the MJD, in that after its use it has a long cooldown, can not be removed, refit, replaced, until said cooldown is complete. (scotty says its still too hot to remove from your ship after its last use, if it was removed (insert humorous logic here))
****Alternatively:**** - 2 charges are available and the module affects all power levels. - charge A increases the duration modules can be overheated, charge B increases the effectiveness.
This is just a much more simple option.
Thank you CCP, for checking out this idea! |

Loki Feiht
Feiht Family Clan
0
|
Posted - 2013.03.30 10:40:00 -
[1723] - Quote
Andy Landen wrote:Loki Feiht wrote: Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs) - swap hardpoints ie swap mid for low - swap cpu for pg vice versa - software upgrades that enhance the range/strength of rack modules - software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)
this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements
on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec
The ship hull defines the low-mid-high. and then ccp "balances" it. So by the ship hull, I mean the hull that CCP envisions. CPU and PG are also defined by the hull. Change these things and you change the ship hull itself. Some rigs and modules do affect CPU and PG, true, but none affect slots except in T3s, which are designed by their very nature to be modular enough to change their hull to have different slot configurations. So I guess I am asking: Are you wanting more T3s?
It was just an idea really, maybe it could be tech 3 modules for tech 3 ships and yes, I think everyone in eve would like to see more tech 3 ships, probably battleships but there are a lot who want frigates.
Maybe a software module could increase cpu/pg morre than current modules by 'conversion' of the other pg/cpu. I just wanted to float an idea out is all ^_^ |

The Sinister
SKUNKWORKZ STRATEGIC SERVICES Fuzzy Nut Attack Squirrels
2
|
Posted - 2013.03.30 13:11:00 -
[1724] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
Ok i have always dreamed of some things in this game, stuf like allowing Black Ops ships to use the Covert Cloaking device for example but lets talk about modules.
When we speak of tackle there are 2 things Webs that reduce speed and Point that prevents you from warping.
Notice that we have 2 kinds of Points, A long range Disruptor and a short range Scram, I think we should do same thing with the Webs, we have the short ranged one already but a Longer range one its needed.
So I suggest a New Staisis Wbifier that can go 20km on range But not as powerfull as the shorter ranged one.
We have this 10km/ 60% speed reduction. How about a 20km/ 30% speed reduction WEBS |

Major Killz
160
|
Posted - 2013.03.30 14:11:00 -
[1725] - Quote
Area effect dooms days. They were really good at destroying ships in seconds. Good at destroying blobs. Entities would fear grouping more than 10 pilots together.
Good times.
- killz |

Naomi Knight
Imperial Academy Amarr Empire
239
|
Posted - 2013.03.31 09:40:00 -
[1726] - Quote
we need way more ew types+modules aimed to counter blobs oh and not pg hungry high slot modules , i can only use salvager in my last high slot why?:= maybe a long range target painter? which cannot stack,sothere would be no point using more than one on the same target
scripted resists or other modules could work too :D
for new ew: repair disruptors , it would lower the remote repping amount fe like -30% on the target ship , effectively countering the logis a little or lower the resists of the target ship , but this would also lower ehp and self repair efficiency that maybe would be too much ,but i think repair disruptors would be a good item
another item to counter drones ,as now they have their dmg tracking speed range etc modules ,especially the sentry drones
oh and much more ew types /modules, more options the better |

Taritura
Oberon Incorporated RAZOR Alliance
1
|
Posted - 2013.03.31 11:26:00 -
[1727] - Quote
Grid decloack smart bomb. Activating it has a percentage chance of decloacking a ship on our grid. Large module 40% Medium 30% Small 20% |

Henry Hengstenberg
Barroom Heroes
0
|
Posted - 2013.03.31 13:01:00 -
[1728] - Quote
Taritura wrote:Grid decloack smart bomb
a decloak bomb would be also nice
my wishes
- a pressure wave bomb
it makes no damage but it pressing the ships away, away from holes, away from gate, away from stations and prevent dockings games in nullsec, out of bubbles like helping friends to get out of bubbles.
- a wormhole generating bomb
the stuff to build this will be dropped from sleeper/sites. this bomb opens a random hole into other wh space, it is only useable in wh space. it opens a chance to get out of a hole or get friends in to help u in your op against other.
- pos power-grid generator
requires direct control and pos fuel to increase power-grid on pos, only 1 on pos anchor able, allows to get more pos defence online if pos gunner are there.
- pos cpu-grid generator
requires pos fuel and cap charges to increase cpu, only 1 on pos anchor able |

Lord Eremet
The Seatbelts
5
|
Posted - 2013.03.31 14:26:00 -
[1729] - Quote
Today I looked for faction Drone Damage Amplifiers, turns out the only ones are from Drone Officers if you look at info, and there was none on contract so probably ultra-rare. So how about this:
Dread Guristas Drone Damage Amplifer Stats
Drone Damage Bonus 24% Cpu usage 25 PG useage 1 |

Kerplakershtat Rova
EVE University Ivy League
0
|
Posted - 2013.03.31 15:01:00 -
[1730] - Quote
T2 capital guns. |

Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
190
|
Posted - 2013.03.31 15:53:00 -
[1731] - Quote
Named Analyzers and Codebreakers would be nice. |

evXetwvi
FSPalm
1
|
Posted - 2013.03.31 18:01:00 -
[1732] - Quote
Active damage mod for medium slots.
We have passive TE for low slots, we have actie Tracking Computer for medium slot, shield tanking also can be adjusted with modules in low slots. So why to not implement active damage mods for medium slots too? On shield tanked ships you always can fit with max tank and max damage, but on armor tanked ships you cant fit more than 1-2 damage mods because of lack low slot dedicated for too much things to do. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
|
Posted - 2013.03.31 18:55:00 -
[1733] - Quote
One thing I've been mulling over (always been a bit dissapointed with marauders not really living upto their name) is a high-slot marauder only module for them that acts as a "heat sink" and allows for a decent boost in the duration and increase in effectiveness of overheated modules. I've always thought they should be able to do a massive burst of damage/repair/tank in the initial moments of the fight but not be able to sustain it, so if they don't break the enemy in the initial onslaught they are a bit screwed. |

Stonecrusher Mortlock
University of Caille Gallente Federation
109
|
Posted - 2013.04.01 04:14:00 -
[1734] - Quote
last dev post in thread
#1343 Posted: 2012.09.23 00:51
CCP SoniClover wrote:Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. Yeah, I'm still here  I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost.
i wonder if there still taking notes. |

Scorpionstrike
The Scope Gallente Federation
1
|
Posted - 2013.04.01 10:00:00 -
[1735] - Quote
A covert ops cloaking module (for use by Covert ops cloaking ships only) in combat which has the following attributes,
* The module works by cloaking the ship between activation phases like active armor repair modules, so when the activation hits the 2nd time the ship is not* in cloak until the next full circle and so on.
* The enemy does not lose targeting but you are unseen visually, the cloak has a chance to avoid damage, and lock-break in the combat cloak phase until the cloak goes off and then back on with activation and so on..etc.
* The purpose of this module is to provide Covert ops cloaking ships a more combative and direct form of pvp opportunity by providing some defense with cloaking, and it may also provide new cloaking hulls / ships that are able to do Missions, and a more variety of roles, this is of course balance by the fact that the ship can be targeted / seen , and the defense is only on between activation phases.
|

Zimmy Zeta
Red Federation RvB - RED Federation
13788
|
Posted - 2013.04.02 20:06:00 -
[1736] - Quote
I am bored, so I am just going to repost the idea I posted somewhere earlier in the thread:
Gravitational Weapons Weapons that, instead of dealing a fixed amount of damage, deal damage in proportion to the hitpoints of their target and make the target collapse under its own mass. Such a gun would deal for example [X + 0,001% of target HP] damage to any target. Very weak against anything subcap, but great for structure grinding or against caps. To balance it out a little, those weapons should have requirements similar to strip miners, i.e. they need special hulls to support them. Ideally, those hulls (let's just call them Gunboats) would be of cruiser or battlecruiser size for the perfect rock-paper scissors circle. Capitals kill battleships + other subcaps Battleships and almost any other subcap kill Gunboats Gunboats kill Capitals and Structures. Just think of how bad an average post by me is, and then realize half of them are even worse |

SilentStryder
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.04.02 20:47:00 -
[1737] - Quote
Active Damage Modules.
You turn them on and they give good damage bonus they would use cap and be for mid slots and have scripts for rate of fire and straight up damage.... Take that you shield tankers... And armor tanks would have something worthy to spend there extra cap they saved with there more cap efficient tank.
There is president for this as a example tracking computers and tracking enhancers. |

X Gallentius
Justified Chaos
1204
|
Posted - 2013.04.03 17:10:00 -
[1738] - Quote
Tractor beams affecting active ships. Applies "Thrust" to both ships (equal and opposite direction). |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
714
|
Posted - 2013.04.03 18:28:00 -
[1739] - Quote
->Get rid of TE's - add scripts to racial dmg mods BCU-MFS-GYRO-HEAT SYNC
Advantages: -free low/mid slots -add more player decisions -increase fitting options for more tank/gank/mobility
Downsides: none ___________________________________________________
->Get rid of Tracking Computers and replace them for gun scripts
Advantages: -free slots for ewar/tackle/tank = more options and reinforcement of solo survivability, stronger gangs, no changes for large fleets
Downsides:
-fleet alpha strikes might become a problem (better tracking = better dmg application = higher alpha received)
Counter:
-tracking disruptor: to counter missile fleets some different bonus must be added like increase explo radius of missiles or reduce speed explosion ___________________________________________________
Replace Warp Disruptor and Scram for a single module with scripts. Replace officer/faction modules for officer/faction module/scripts ___________________________________________________
EDIT: because I worth it
System Power Jump Drive Subsystem - Shultz Power Drive
-new T2 Battleship Skill: x12
Requires: -Racial Battleship 5 -Elite Battleship variant skill at 3 -Advanced Weapon Upgrades 5 -Science 5 -Astrometrics 5 -Jump Drive Operation 5
-can be fitted on: Battleships T2 and superior variants
*When activated your ship travels 1.5 Ly or to the closest system with in range. Arrival point might be a celestial, station, gate, belt or the limits of the system it self. Minmatar engineers are not really sure what they have found and decided to deliver this tech without further testing, be careful you might as well end on top of an enemy POS but well, it's an acceptable price for not requiring Cyno beacons.*
With lvl5 skill:
->security system restriction: can't be activated in WH and from low/null to high sec, however Concord applies an extra tax for each activation in high sec. ->no other propulsion system than afterburner can be fitted with this subsystem ->immune to warp jamming systems on activation ->25 sec delay on activation ->can't be activated when cloak or moving (speed=0=true) ->180min cool down ->sign radius increased for 500% and global EHP reduced for 50% on activation ->on arrival ship and modules are completely off line, unable to move for 60 seconds ->module uses a player build script and is consumed on activation: fuel scrip (eeeeeeeeeeeeexpensive !!!!)
Objective:
-offer to solo players willing to explore differently the universe and regions a different but expensive traveling option.
-offer them a specific tool to potentially get higher rewards without requiring all the logistics side for traveling in between gates or choke points
-make this tool an interesting possibility for all game play types, from traveler to local guardians.
-promote and increase players retention/interest to explore New Eden Universe by offering older as younger players a new goal and gaming options, a freedom tool !! -expensive but welp, the heck !
The End -I'm out of bad ideas *removed inappropriate ASCII art signature* - CCP Eterne |

Sphit Ker
Dreddit Test Alliance Please Ignore
178
|
Posted - 2013.04.08 18:15:00 -
[1740] - Quote
Interdiction Sphere Propeller.
Like a bomb but bubble instead of blowing up. |
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