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

GeeShizzle MacCloud
301
|
Posted - 2013.04.08 18:31:00 -
[1741] - Quote
Heres a few thoughts on current mods that add flexability, functionality and more playable options for many people...
1) Split all tackle mods into 3 sizes like rigs were split into 3 sizes.
Add tracking element to the 3 sizes of tackle mods: small = fast med = moderate large = slow
add range modifiers for the tackle to the three sizes: small =short medium = intermediate large = long
2) Add Capital EWAR mods that work only on capitals and supers and can only be fit on capitals due to fitting restrictions. Carriers/ dreads should require fitting mods in order to fit them.
Change titans to have bonuses to capital Ewar mods in order to spice up supercapital fights and give titans a role in lowsec and a reason to include them in a fight beyond DD's.
|

Vindalara
Polaris Project Curatores Veritatis Alliance
0
|
Posted - 2013.04.09 10:06:00 -
[1742] - Quote
In light of the new drone AI that switches targets, how about a module dedicated to raising a pilot's threat level and 'pulling' rats? There are several options to keep it from being too OP, like making a set where each one affects different ship sizes, or giving it a limited range. You could even make it targeted and/or cap heavy so the pilot using it has the extra work of switching targets or managing cap, respectively. This could allow for dedicated tanking ships and make more room for specialization in plex and incursion fleets. The 'have-tank-or-die' mentality isn't for everyone.
A new strip miner crystal that can refocus the mining laser to burn through NPC hulls. Could be limited to ONLY NPC hulls, and give the strip miners terrible tracking so this is only useful for getting rid of BS spawns in belts. If necessary, could require extra CPU on use, thereby offlining MLUs if you try to use it without enough spare CPU. Could be balanced for easier solo mining in null with the only boost to yield being that of not having to dock to bring out a ratting ship. Even procurers, with their new tanks for solo mining, can only field light drones that struggle with battleship rats.
Side note on the new crystals: many BS spawns hang around outside target range. Crystal might have to have an effect on that to be useful.
Others have suggested it in this thread, but I really like the idea of a heat absorbing module that consumes charges. It could transfer all the excess heat into the charges and jettison them into space. Balance can come from making the charges prohibitively large, limiting the rate at which they can absorb heat, or giving them a long reload.
My final idea is most likely a pipe-dream, but I have long envisioned a method of mining in which a small mining platform is anchored very near the roids in a belt and used to mine rocks in lieu of strip miners. The platform would tie directly into the mining ship's powergrid, so the pilot would still have to be in the belt running the thing and targeting rocks. The risk comes from the platform being destroyable by anyone and dropping its contents (a criminal offense of course), along with the pilot being immobile while attached to (and detaching from) the platform, and the reward comes from a balanced boost in yield/range/built-in storage on the platform/on-site minor compression. This could involve multiple ship modules for deploying, powering, and interfacing with the platform. The platforms themselves would of course be player-built from blueprints, so losing even one or two could carry the weight of losing a barge as it is now. The pilot would have to be able to tear them down and warp off in a reasonable amount of time, but likely slower than any barge could warp out. Like I said, pipe-dream, but it could be cool. |

Magma Tung
JSR1 AND GOLDEN GUARDIAN PRODUCTIONS SpaceMonkey's Alliance
0
|
Posted - 2013.04.09 14:51:00 -
[1743] - Quote
[EW]
1. - Would like to be able to change ECM Modules while in space, Just like ships can change their ammo. ECM boats become un-useful very quickly while in a fleet.
Dont think its fair that ships can change their ammo when ever they want, but ECM boats can not change their ecm's. If a fleet comes up against different fleet types, they have no problems because all they have to do is change their ammo. but then ecm boats become useless on each new gang they come across, because ecm modules can not be change like ships can change ammo while in space.
Maybe implement a 60 day skill called - "ECM Specialist", that lets you change the ecm module on the fly while in space. Also set a limitation on the ecm boat, that if a ecm boat has ecm modules fitted to it, the pilot can not change ammo on the High Slots, but only on the mid slots for ecm modules.
But if that ecm boat does not have ecm modules fitted, then that ship can change ammo on the high slot.
2. - Would like to have less cap useage on Multispectral ECMs. they take way too much cap currently, would like to see less cap hogging on Multispectrals, Implement a - ( 30-60 day skill ) to nigate the cap hogging of multispectrals.
3. - Change the amount of Calibration to be change for less rig Calibration to be able to fit 3 rigs in a ecm boat instead of the limitations of 2 rigs. specially for blackbirds. currently most rigs for ecm boats cost 200 calibration. would like to see that lowered, so i can be able to use 3 rigs instead of the limited 2 rigs.
Some of this might not make any sense, but I post this in hopes that ccp comes up with proper ideas from what I wrote. Thanks for taking the time to read my ideas. |

John Ratcliffe
Sausy Sausages
118
|
Posted - 2013.04.09 15:04:00 -
[1744] - Quote
Allow modules to be fit to Freighters. Please. For the love of God*
*Or whatever else you love if you're a dirty heathen. Plus +ºa change, plus c'est la m+¬me chose |

Master Sergeant MacRobert
The Amarrian Expendables
2
|
Posted - 2013.04.09 23:11:00 -
[1745] - Quote
I've not read all that has come before so apologies for any duplication.
I'd like to see low slot modules for the following applications that mirror the Signal Distortion Amplifier:
1. Low slot amplifier of Sensor Dampners (amount increase for effect on both lock range and sensor resolution)
2. Low slot amplifier of Stasis Webifiers (web amount and range)
3. Low slot amplifier of Tracking Disruptor (amount effect on tracking and optimal)
4. Low slot amplifier of Target Painter (greater increase to signature)
5. Low slot or High Slot: amplifier to boost the warp disruption strength and/or range of warp disruption / scramble modules (it would be better as a High?)
|

SamuelK
The Concilium Enterprises Extinction Level Event.
5
|
Posted - 2013.04.10 00:48:00 -
[1746] - Quote
Rig that increases remote armor/energy/shield rep range.
Battleship sized only to stop logi's from being dumb.
max it out at like 25km with two or three rigs.
Pros: Makes RR battleship fleets live again Con: ??? |

Sizeof Void
Center for Advanced Studies Gallente Federation
343
|
Posted - 2013.04.10 04:38:00 -
[1747] - Quote
How about modules which make it more feasible to dual fit a ship for both PVE and PVP?
Currently, it is pretty much an either-or situation. Fitting for PVE makes you an easy target against the same ship fit for PVP, and PVP fits for mission running just doesn't work. As a result, mission runners in high sec are unlikely to want to engage in PVP with ninjas, and even less likely to want to run missions in low sec.
Obviously, you don't want "I WIN" modules which overly excel at both tasks at the same time, but perhaps something that provides a better compromise between the two opposite setups would be interesting.
For example, one of the obvious differences between PVP and PVE is cap usage. PVE requires sustained cap and favors cap rechargers; PVP requires short-term immediate cap and favors cap boosters. Perhaps a module which can switch between the two modes, via a script? Or something like the ASB or new AAR, which can use cap booster charges, when necessary, but still operates as a less efficient cap recharger when empty? |

Blastil
Black Thorne Corporation Black Thorne Alliance
60
|
Posted - 2013.04.10 20:22:00 -
[1748] - Quote
Flamer, offensive heat module. 3 flavors, small medium and large (might be interesting as a frigate only module). Close optimal and all off, effective only under 2 km. Uses ammo.
What it does: increases heat to the ship randomly, which damages modules. Ideally causes module burnout. |

NECRO MERC
Origin. Black Legion.
6
|
Posted - 2013.04.10 20:35:00 -
[1749] - Quote
Definitely some sort of anchorable cyno jammer. Maybe that produces a bubble and prevents warping and or cynos inside. |

Octoven
Phoenix Productions Headshot Gaming
69
|
Posted - 2013.04.10 23:45:00 -
[1750] - Quote
Im sure its been mentioned somewhere, but to just be certain I would like to see a module added that affects missiles.
As we no doubt know, there are tracking computer and tracking enhancers to increase tracking and ranges for guns, missiles have never needed these since they already get out to 250km. So, perhaps we could introduce a module that directly affects missles. Plus with the talked about buff to cruise missiles, it is likely they will nerf the range on them too. Quite frankly I like having my 250km raven but meh.
Option:
Missile Guidance System:
5% bonus to missile flight time 5% bonus to missile velocity
The scripts can be as follows:
Optimal Flight Time Script 100% modification to missile flight time -100% modification to missile explosion velocity
Optimal Missile Velocity 100% modification to missile velocity -100% modification to missile explosion radius
Effectively this would allow the user to choose what they wanted to do with their missiles, either have them be short range and hit harder or longer range and hit softer. It prevents the need to break missiles into the range penalities like antimatter and iron as some have suggested, and it allows a person to keep their 250km raven with little dps or have a 90km raven with slightly more dmg then current. Assuming they nerf cruise missiles range that is.
The other side of the coin is this mod and scripts can make torps a more viable use in pvp, even with the speed increase of the ship.
Anyway, let me know what you think missile users :)
|

Tara Tyrael
The Adrosian Syndicate
72
|
Posted - 2013.04.11 00:48:00 -
[1751] - Quote
CCP SoniClover wrote: One-use (consumable) modules
Not a module, but something like "**** pill" (off course, name should be debated).
Basically, works like a booster, has cca 10-15 minutes duration, upon consumption cloaks ship in space ( same like cloaking module). To break the cloak you need 30 sec cool down. Cloaked ship under this effect cannot move or do any action other then break the cloak which takes 30 sec. Also MAYBE add option if ship isn't uncloaked by the player, upon expire timer you get logged off. (maybe add you can't take the pill if you have any timers?)
Why? Well, because i have to go to bathroom and there is no station.
Why not log off? Then you get kicked out of fleet, and you need to get hold of FC to chuck you another invite which might take some time depending on the moment.
Service: Corp creation (Amarr/Caldari) |

Kagura Nikon
Mentally Assured Destruction Whores in space
113
|
Posted - 2013.04.11 10:55:00 -
[1752] - Quote
2Mn 20 MN and 200MN ABurners. Base speed increase of 200% same fittings and cap usage as 1MN 10 MN and 100MN MWD.
Just add a middle ground betwween AB and MWD options. Also make AB more usable in certain classes, and reduces the need of oversided AB as lots of people use (because Normal AB are most of time too weak). |

NinjaStyle
hirr RAZOR Alliance
5
|
Posted - 2013.04.11 12:15:00 -
[1753] - Quote
Mid slot damage Control unit - like the low slot one but uses slightly more cap and gives better shield resists than armor resist Aka. the oppersit of the low slot one.
"in between ship size" After burners and MWD's with slightly more speed but harder to fit with higher cap usage of course (1.5mn? 12.5mn? 115mn?)
100mn uses too mutch cap btw and the T2 versions of the mwd's do as well! plz look at this as a balancing issue! |

Bernin
Infinite Covenant Tribal Band
1
|
Posted - 2013.04.11 22:25:00 -
[1754] - Quote
Hello, how about a module to figth back the CovertOps / Black OPS, is a pos mod that woulda be nice to get into the oddysey expansion. in this summer.
This module is a way to counter the sneaky long range BLOPS now. to force them to engage. not only use the hit and run tactic. and it only will make them vulneable for a total of 15 mins per day thats only 1% of the time of a day. it also have a HIGH SOV requirement. that make it valid for the effort.
Also i think that this module will benefit the server performance too. because i notice that at least there is an average 35 people cloacked ( that represents near 8% of server users on low population times and 4% of users in high population times ) AFK per region in eve-universe with this kind of module will b able to get killed. and when they die. they go to a station. where the idle timer can mark them up and close the link. ( i notice that when u r cloacked only in space u also get disconected. but when u r slowboating to any direction . u dont. bc the idle timer gets ur coordinates updated and mark u as NOT AFK ).
Quote:Stelar Sonar PING
Module that emits an electromagnetic pulse that is so strong that decloaks all ships in the system and prevents activation of any cloaking modules during the activiation time. ( and by any i mean Friendly, Neutrals and Hostiles).
System Requirement
Military 5 Industry 5 Strategy 5
SOV UPGRADE (CovertOps / BlackOps WarFare)
Fitting
Powergrid Usage 1,250,000 MW CPU usage 2,500 tf Can only be one module installed in the system
Structure Structure Hitpoints 500,000 HP Mass 30,000 kg Volume 30,000 m3 Capacity 1 8,000 m3 ( Fuel Bay / Liquid Ozone ) Capacity 2 3,000 m3 ( Fuel Bay / POS related Isotope )
Miscellaneous
Activation time / duration 300 s (2,000 Liquid Ozone + 2,000 Pos Related Isotope ) Reactivation delay 28200 s ( prevents that the mod gets activated more than 3 times a day ) Anchoring Delay 1800 s Unanchoring Delay 900 s Onlining Delay 3600 s Minimum Anchoring Distance From Starbase Shield 5 km Player Controllable (StarBase Config) MANUAL ACTIVATION.
Targeting RADAR Sensor Strength 200 points LADAR Sensor Strength 200 points Magnetometric Sensor Strength 200 points Gravimetric Sensor Strength 200 points Signature Radius 2,000 km
Shield
Shield Capacity 1,000,000 HP Shield recharge time 1,200 s
Armor
Armor Hitpoints 1,000,000 HP
Blueprint
Stelar Sonar PING
Required skills
Primary Skill required Anchoring IV
Material Requirements
Skill / Industry Industry 5
Planetary Commodities / Advanced Commodities
Broadcast Node 10 Integrity Response Drones 10 Organic Mortar Applicators 10 Recursive Computing Module 5 Self-Harmonizing Power Core 5 Sterile Conduits 5 Wetware Mainframe 10
Module
Expanded Probe Launcher I
Commodity
Capital Construction Parts 25 |

Gapeev
419
|
Posted - 2013.04.12 01:08:00 -
[1755] - Quote
I propose to add a new slot "engine" And also propose to add new modules "engines" Divide them into several categories: maneuvers speed The ship has no engine fly slowly and be shorter than maneuverability. setting new engines we receive the full maneuverability or full speed on the player's choice. Must also make changes to the appearance of nozzles ship and its jets. -¥-¦-¦-é-+ -ü-¦-¦-Å -+-¦-¦-+-+-+-+-¦-+-+ GÇö -ü-¦-¦-Å -+-+-¦-+-+ -é-+-+-î-¦-+ -ü-+-+-¦-¦-é-î. |

Ruze
Next Stage Initiative Trans-Stellar Industries
5
|
Posted - 2013.04.12 02:38:00 -
[1756] - Quote
Hear me out on this:
Infiltration and Extraction module (and related drones)
The concept is simple: theft, at it's current pace, is related to destroying a persons ship and relieving them of their worthwhile goods. While it may be hard for many to understand, the actual destruction part is one of the crucial elements that keep this game moving. And the acquisition of wealth is a major motivator to continue playing.
But in the pursuit of 'enhancing' the new player experience (by reducing the number of hisec suicide related to theft) as well as providing a new form of entertainment and metagame for the criminal and anti criminal, I recommend a module which allows you to attempt to 'steal' from other people cargo holds.
Here's the basics for the mechanics: Target your opponent. Scan them. Any visible cargo holds will reveal the items within. Activate the module (requiring you to be at extremely close range) to attempt to extract items from the hold. Extract it successfully, no flag. Fail, get a criminal flag.
Obviously, theft and counter-theft skills would be involved to increase/decrease the chance of theft.
Anti-theft modules could also be implemented much like stabs.
I also suggest that the item extracted be RANDOM. You might go after the plex, but the individual stacks of trit in the hold could be a great theft deterrent, as you could get THEM instead.
As a hope, this may increase the use of cargo scanners (already pretty common for thefts), and passive targeting systems. As well, you could allow some of the 'scanner' ships to receive bonuses in these items to make them more useful.
I know, just as a matter of morality, many players will immediately dislike this suggestion. But I look at game mechanics in EvE, and personally feel they have to put individual morality aside in order to offer the depth of gameplay experience that only CCP has been able ... and ballsy enough ... to provide. |

Ruze
Next Stage Initiative Trans-Stellar Industries
5
|
Posted - 2013.04.12 02:58:00 -
[1757] - Quote
A different concept with weapon-specific defense systems. Each requires charges that are much smaller than standard ammo, and are area of effect focused (so they can be used to defend others, as well as yourself).
Missile 'point defense' mini turrets. Hislot item, only works on missiles within 5km of the ship (not necessarily targeting), causes missile to explode. In certain cases, damage may be taken due to the explosive radius of the nearby missile.
Anti-refraction 'Dust' dispensers. Hislot, only works on lasers. Creates dust cloud around the ship which reduces the effectiveness of all laser attacks in that area. Dust does not follow the ship, but sits in space for 10 seconds or so. Very slow cycle time.
Velocity Dampening Pulse unit. Hislot, only works on projectile ammo. Causes a compression of micro-particles in space to disrupt the path and speed of incoming non-self propelled projectiles within 5km of the ship. Cycles very quickly.
Sisters of EvE Biohazard 'Flak'. Hislot, works against hybrids. Disrupts the atomic core of hybrid charges in an area around the ship. Used by sisters of EvE to cleanup space biohazards.
Hunter-Seaker Drone Bay. Hislot, works against drones. Rogue micro-drones which have been captured and 'tamed' to kill other drones. They are too small to affect even fighter craft, but due to their enhanced AI and speed, are extremely capable of taking out drones within their area. Due to their lack of onboard fuel cells, they have to repeatedly return to the ship to refuel after each engagement, but unless engaged, will patrol close to the ship. As long as the bay is active, it uses cap and 'microdrone' charges. Multiple waves (or cycles of the drone bay) of micro drones may be needed to take out a light drone.
Crazy new form of defense that is tailored specifically to the weapon being used against you. Obviously, not effective enough to nullify an opponents attacks, and due to the hislot usage and area-of-effect impact, would see much more use in small faction warfare gangs where the enemies armaments might actually be determined beforehand. |

Elder Ozzian
Frozen Dawn Inc Arctic Light
53
|
Posted - 2013.04.12 08:36:00 -
[1758] - Quote
I want something to fit on my left-over mid & high slots which doesn't require power or cpu. Don't you hate it when you have only 9.1cpu, and 0.98 pg left and one mid slot open?
There are already modules for low-slots: Example nanofibers. So i just throw this in:
Highslot - make a model for this - Solar panel. Fitting cost: 0 pg, 0cpu Restrictions: Small for frigates, medium for cruisers, large for battleships, xl for capitals.
When activated, solar panel opens up and cap recharge rate (and perhaps shields) increases significantly depending the distance to the star. This huge solar panel always aligns facing the star (in dual star systems, the closer one [yes, i know, the other one is only background]). Furthermore - if there is something between the star and the solar panel, there would not be any recharge bonus -> This adds to the gameplay, where you want your fights to happen behind planets or at stars. Also you could cast a shadow on other players solar panel with your own ship. Downsides would be that you cant shoot or target through your own solar panel. Cannot be activated in warp.
Medium slot - Solar wind sail or sumthing Fitting cost: 0 pg, 0cpu
Passive: Dynamic power diagnostic unit (+cap size, +cap recharge, +shield size, +shield recharge) where the power is depended on the distance from the sun. The solar wind adds force on your ship, so the closer you are the sun the faster you can fly away from the sun - also the downside: slows you down if you try to fly towards the sun. I disagree! |

Tara Tyrael
Maedian Enterprises
72
|
Posted - 2013.04.12 22:23:00 -
[1759] - Quote
how about drone repair paste?
you can use it to repair armor and hull on the drones in your drone bay Service: Corp creation (Amarr/Caldari) |

Markus Navarro
Osmon Integrated Robotics
24
|
Posted - 2013.04.13 00:54:00 -
[1760] - Quote
Kamikaze Drones
Capacitor drains drones
Shield Drone defense modules : Share your shield with close-by drones I sell drones and drones accessories. |

Bouh Revetoile
TIPIAKS
290
|
Posted - 2013.04.13 22:43:00 -
[1761] - Quote
Idea for a new module : mid slot module ; "defense screen". The module use a lot of cap, and have a significant cooldown, or not, I don't really know. When activated, the module makes a super shield which absorb damage proportionaly to the damages done : the more dps you receive, the more the module absorb.
Exemple : you get targeted by a whole fleet ; you activate the defense screen which operate for, say, 20s. During these 20 seconds, incoming damage are reduced proportionaly to the damages received. So the whole ennemy fleet is firing at you, so the screen absorb the most part (let's say 75%) ; as people see they are not hurting you, some stop firing, so the screen absorb less, and you take more damage, until it colapse.
To determine the absorbed damage, you can use the ship shield hp : each % of your shield damage you take (before resists), the module absorb one more % (or better, use a square function), but the percentage decrease each second, so the module is really the most effective when you take heavy sustained damages. |

Shani Mukantagara
Fairlight Corp Rooks and Kings
5
|
Posted - 2013.04.14 16:02:00 -
[1762] - Quote
Bouh Revetoile wrote:Idea for a new module : mid slot module ; "defense screen". The module use a lot of cap, and have a significant cooldown, or not, I don't really know. When activated, the module makes a super shield which absorb damage proportionaly to the damages done : the more dps you receive, the more the module absorb.
Exemple : you get targeted by a whole fleet ; you activate the defense screen which operate for, say, 20s. During these 20 seconds, incoming damage are reduced proportionaly to the damages received. So the whole ennemy fleet is firing at you, so the screen absorb the most part (let's say 75%) ; as people see they are not hurting you, some stop firing, so the screen absorb less, and you take more damage, until it colapse.
To determine the absorbed damage, you can use the ship shield hp : each % of your shield damage you take (before resists), the module absorb one more % (or better, use a square function), but the percentage decrease each second, so the module is really the most effective when you take heavy sustained damages.
this would be awesome, with a bit of tweaking. A 'Mothership' siege Mod.
|

Shani Mukantagara
Fairlight Corp Rooks and Kings
5
|
Posted - 2013.04.14 16:04:00 -
[1763] - Quote
Markus Navarro wrote:Kamikaze Drones
Capacitor drains drones
Shield Drone defense modules : Share your shield with close-by drones
search the market for Praetor EV-900 |

Pbatt
Evolution The Retirement Club
11
|
Posted - 2013.04.14 16:21:00 -
[1764] - Quote
Missle AOE
Missiles already have to deliver a specific damage payload.
Currently, Firewalling almost completely negates damage from a missile.
My proposal is to allow for 25% of the damage of an individual missile BEFORE bonuses to be spread out as AOE damage .
500m radius AOE on heavies should do just the trick. 1km radius on Cruise, 2km on torps. 250m on lights, 100 on rockets.
This will allow missiles to still apply damage through a firewall.
The AOE will not stack with the damage applied to the target.
|

Athena Maldoran
Special Nymphs On A Mission
2082
|
Posted - 2013.04.14 18:01:00 -
[1765] - Quote
I would like to see a new pos module that provides mining boosts. It should rival the orca. Bur be less efficent that the rorq. It should also be possible to ide both the pos boost and ship boost simultaniously. |

Lucius Saturninus
Pator Tech School Minmatar Republic
0
|
Posted - 2013.04.14 19:17:00 -
[1766] - Quote
I would really like to see something that would help with WH mass calculations other than a calculator or spread sheet. I would be willing to give up a module or rig space if it gave me the ability to see the mass left on a WH. Maybe a scan probe I could launch into a WH that would give me feedback as to how much mass and either the time remaining or when it was activated? If the probe could report the name of the system on the other side that would be an even bigger bonus and since IGÇÖm dreaming big I may as well ask that it takes a 5Au dscan on the other side and reports back with that too. |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
70
|
Posted - 2013.04.14 19:19:00 -
[1767] - Quote
Thinking about the fact that the Devs seem to think that RR has gotten to good lately. To the point where it is making multiple levels of balancing difficult.
I propose a new module.
An Anti-remote assistance weapon.
Range, how many can be fit to a ship, if a special ship is needed to fit. Are all game design questions. Also if there is just one Anti-Remote Assistance weapon or if there are different varieties.
But this: at least one that prevents all remote repair modules from affecting you.
Should be buff to active local tanks of all kinds. And cause a reduction of the need for high Alpha as the best weapon preference at least to a degree. Should also give fleets and small gang FC's one more thing to keep track of. And depending on what can fit this module could be a real buff to Solo, without having to have an otherwise OP kiter.
I would imagine it takes a highslot, and a good amount of PG CPU to fit. |

MuteTork
Infantry Division
3
|
Posted - 2013.04.15 04:42:00 -
[1768] - Quote
Magma Tung wrote:[EW]
1. - Would like to be able to change ECM Modules while in space, Just like ships can change their ammo. ECM boats become un-useful very quickly while in a fleet.
Dont think its fair that ships can change their ammo when ever they want, but ECM boats can not change their ecm's. If a fleet comes up against different fleet types, they have no problems because all they have to do is change their ammo. but then ecm boats become useless on each new gang they come across, because ecm modules can not be change like ships can change ammo while in space.
Maybe implement a 60 day skill called - "ECM Specialist", that lets you change the ecm module on the fly while in space. Also set a limitation on the ecm boat, that if a ecm boat has ecm modules fitted to it, the pilot can not change ammo on the High Slots, but only on the mid slots for ecm modules.
They could just make one ECM Module that was mutli spec and then used scripts to make it racial then you just have to bring scripts for each race and you can switch when needed. |

Verlaine Glariant
Amphysvena
28
|
Posted - 2013.04.15 12:34:00 -
[1769] - Quote
CCP, you can use this chance to define the long asked Ship Crews. They should be fitted in a ship just like a module to enhance ship bonuses or other stats. www.amphysvena.org |

Heavensend
Ministry of War Amarr Empire
3
|
Posted - 2013.04.15 18:15:00 -
[1770] - Quote
Introduce a module that works opposite to a tractor beam.
Why does a universe exists where you can pull cans and wracks from far away but nobody is able to push back any hostile ship except from bumping.
Voyager and Enterprise can do this since ages.
Module has long cooldown - reload time.
small ships - big effects up to capitals with no effect.
Call it ultimate escape modul  |
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