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

Shadow Lord77
Shadow Industries I
233
|
Posted - 2013.04.16 04:29:00 -
[1771] - Quote
Oh man just got through four pages of Nova Fox spam. Armored missiles? Man get the **** out.
Like some others were saying, hull-repairing drones would be good to complete the spectrum of repair drones.
Also more drugs! Like ones that increase drone damage, ship speed, and signature resolution for quicker targeting. Also active modules that increase the amount of time it takes for someone to lock onto you that work against NPCs for the purposes of smuggling! Drug cartels! Sell drugs without taxes on the market.
Yep.
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Angang Ostus
Brutor Tribe Minmatar Republic
39
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Posted - 2013.04.16 05:50:00 -
[1772] - Quote
T3 rigs: can alternate fitting in station between two modes, i.e. armor hp amount and armor rep amount
A mod that reduces signature radius?
Vanity mod: shows up somehow to let opponents know you spent a slot on this and still owned them 
A mod or two that make the directional scanner more effective, i.e. range, additional info
A mod that causes a ship to exactly copy the movements of another ship including jumping, docking, undocking. Limited to 1:1 ratio.
A mod that increases warp speed.
A mod that decreases probe scan time. (Obsolete?)
Rigs that increase armor or shields by a percentage, the drawback being an equal or greater decrease in the other.
Plating and extenders that have one improved resist but less hp for same fitting.
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Ruze
Next Stage Initiative Trans-Stellar Industries
35
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Posted - 2013.04.16 18:16:00 -
[1773] - Quote
Heavensend wrote: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 
And AOE like a 'smartbomb', only it forces things away instead of doing damage. |

xKOMODOx
Caldari Provisions Caldari State
0
|
Posted - 2013.04.16 20:16:00 -
[1774] - Quote
The Story: Few days ago I was exploring in High Sec and found most systems had multi POS anchored and long forgotten. I am talking for some with 20-30 Large Caldari POS abandoned 
"Tesla" Particle Disintegration Beam I
A sonic beam module that uses chemical reactions to break space material, junk and other compounds into reusable materials. Used in reprocessing abandoned nonoperational POS towers, POS modules and space debris . Need TCC -Tesla Core Charge (new reaction / commodity / item found in DED or exploration sites) to reduce POS to its components, fragments, or particles. This module can be used in some missions or in exploration.
Module - High slot module (salvager type) for reprocessing abandoned POS towers/modules/space debris. BPC 1 run copy can be found trough exploration; build with combination of planetary material, minerals and (enter whatever you want). Requires a new unique charge to operate GÇô TCC Tesla Core Charge. Loaded like a mining crystal into the module in order to disintegrate the POS remains, which produce TI+TII salvage materials and tower racial construction components. Module can fit up to 10 units of TCC. Each reprocessing cycle takes 6 min, or less with skills (3 min with lv5), Note: this module can only be fitted on the Rorqual ORE Capital Ship and Noctis.
Charge GÇô TCC Tesla Core Charge and 3 run BPC found only in exploration sites. Consumption 1 per cycle/ 2 overheated providing +20% output chance.
There you have it - a new way to clean all the junk floating in space; +1 for salvage profession. |

Kerplakershtat Rova
EVE University Ivy League
1
|
Posted - 2013.04.17 06:40:00 -
[1775] - Quote
Considering at the moment they're more or less useless, allow multispectral jammers to use scripts which, when used, increase the strength of one particular racial type of sensor such as Gravimetric by say, 25% (increasing jamming strength from 2 to 3 respectively), while reducing the jamming strength of all other racial sensor types to 1. This essentially allows Meta 4/T2 multispectral jammers to act as flexible ECM platforms with the same jamming strength as a racial specific Meta 0 module, ensuring that racial specific meta 4/T2 modules will still be reasonably stronger. (For reference, racial specific meta 4/T2 modules have a jamming strength of 3.6.)
Obviously there would be 4 scripts, one for each racial sensor type. |

Jessica Danikov
Ubuntu Inc. The Fourth District
80
|
Posted - 2013.04.17 09:13:00 -
[1776] - Quote
Quantum Systems Entanglement Device.
Hi-slot module, zero fitting cost, only one allowed per hull.
Allows a second fit of modules + rigs to be fitted (minus the used hi-slot). Cannot be activated while other modules are active. Disables your ship for 30 second while it phases. 5 minute cooldown. Obviously, all modules are lost when the ship goes down, so there's that.
Perhaps have prototype/improved versions of it like the cloak module and T3 hulls that specialise in switching on the fly (lowered cooldown, faster phase time). |

Jessica Danikov
Ubuntu Inc. The Fourth District
80
|
Posted - 2013.04.17 09:30:00 -
[1777] - Quote
Armor/Shield Transferrer.
Hi-slot module, similar fitting costs to Transporters.
Boosts the armor/shield of the target, at cost of its own shields/armor + some capacitor (overall more efficient than transporters). Cannot be used on other ships equipped with transferrers, so cannot be chained/spidered.
Probably best paired with an RR nerf, acts as a magnifying glass for logistics, but also a bottleneck/attackable weakness by extending the logi chain and being a better target than logi directly. Probably well suited to a T2 logi battleship that focuses on large buffer rather than low sig for survivability. |

Onyx Nyx
Euphoria Released Verge of Collapse
326
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Posted - 2013.04.17 09:50:00 -
[1778] - Quote
Microwarp drive-capable missiles. That should cut down the travel time significantly and missiles would still be by limited by their flight timer (or cap) I kill kittens, and puppies and bunnies. I maim toddlers and teens and then more. |

Laura Belle
Vectis Covert Solutions
3
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Posted - 2013.04.17 11:24:00 -
[1779] - Quote
Ok here are mine
1. cloaked ships detection probes - it will take considerable amount of sensor strength to use them. - once 100% detected the prober can now choose to decloak the ship. - only 1 target can be scanned to 100% and decloaked at the same time per skill level - will only apply if target didnt enter warp or left a curtain radius around its spot of detection
2. covert ops eccm - can be activated while cloaked - only covert ops ships can carry - only one per ship - like all eccms, reduce the chance for being jammed or scanned down by any probe.
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Laura Belle
Vectis Covert Solutions
3
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Posted - 2013.04.17 11:33:00 -
[1780] - Quote
an Energetic Efficiency Rig
Reduces armor repair capacitor need in exchange for higher pwg need
shield boosters have them, complete the set |
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SongSinger
BlitzStrike
3
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Posted - 2013.04.17 13:09:00 -
[1781] - Quote
TE for missle - low slot, +25% explosion velocity, -12,5% explosion radius
TC for missle - low slot, consumes energy, if the target is destroyed before the arrival missiles, then missiles automatically switched to the nearest locked target
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Suicide Smith
Center for Advanced Studies Gallente Federation
5
|
Posted - 2013.04.17 13:31:00 -
[1782] - Quote
I donno if it's been suggested, I really don't feel like reading ~90 pages to double check.. but..
AOE Web.
Originally I was thinking like a normal bubble, but that seems a little OP, so rather than a bubble, I think it should be fitted to an Heavy Intercitor.
Give it a reasonable range, not too strong of a web, you get the idea.
Point Defence.
Like the defender missile launchers, only, you know, good. one for every race, would use their races small ammo, would shoot any missiles that target it. As it is, this would be OP, to make it not OP, you would need to buff the missiles with more HP/Resists.
Module would need to be activated, then it would engage whenever it sees a threat.. when not engaging it would continue to use cap though, and would have a delay in startup, to make it so that you don't just turn it on when you see a volly fired (but you could turn it on when you get yellowboxed... )
Same train of thought, REMOTE Point Defence. Same idea as above, takes the high slots, but can either be assigned to defend a specific ship, or perhaps even just engage any missile from anyone who is aggressed to you/the fleet. I doubt this would happen, but still an idea.
Emergency Stop.
This would drop you out of warp almost instantly, at the cost of either all your cap, or a delay to get back into warp.. Perhaps not even a module, but a skill you could train ? Higher lever the sooner your stop / less cap drained / sooner yo can warp again..
Hardwires for Drones. Damage, Speed, HP, Control Range, etc. Every other standard weapon system has these except Drones.
Pie in the Sky idea here.. but I'm gonna take it anyway. Rigs for Slots.
Put simply you fit a rig (with a relatively high calibration cost) to gain an extra high/medium/low turret/launcher. No idea what penalty to give it other than really hurting your calibration..
I'll see if I come up with anything else later.. |

Angang Ostus
Brutor Tribe Minmatar Republic
40
|
Posted - 2013.04.17 16:30:00 -
[1783] - Quote
An armor repping equivalent of oversized reppers. A Cyclone can fit a large shield booster, which in fittings and cap consumption is identical to two medium shield boosters. A Harbinger can only fit the two medium ARs, so it has to waste a slot. That's a huge imbalance.
Without changing the nature of AR fittings a new group of modules can be created to fill this chasm, armor reppers that perform at the level above them at the cost of increased CPU and capacitor consumption.
For example, a medium armor repper that reps and eats cap like a large armor repper and requires significantly more CPU than average MARs, and maybe some more powergrid, but not a prohibitive amount.
It could be called Medium Energized Armor Repairer or something like that.
Thoughts? Something like this is needed to bridge the gap. |

Kagura Nikon
Mentally Assured Destruction Whores in space
158
|
Posted - 2013.04.17 16:31:00 -
[1784] - Quote
Angang Ostus wrote:An armor repping equivalent of oversized reppers. A Cyclone can fit a large shield booster, which in fittings and cap consumption is identical to two medium shield boosters. A Harbinger can only fit the two medium ARs, so it has to waste a slot. That's a huge imbalance.
Without changing the nature of AR fittings a new group of modules can be created to fill this chasm, armor reppers that perform at the level above them at the cost of increased CPU and capacitor consumption.
For example, a medium armor repper that reps and eats cap like a large armor repper and requires significantly more CPU than average MARs, and maybe some more powergrid, but not a prohibitive amount.
It could be called Medium Energized Armor Repairer or something like that.
Thoughts? Something like this is needed to bridge the gap.
just making anciliary armor repairers not use cap as the shield ones would already be enough. |

Angang Ostus
Brutor Tribe Minmatar Republic
40
|
Posted - 2013.04.17 16:53:00 -
[1785] - Quote
Kagura Nikon wrote:Angang Ostus wrote:An armor repping equivalent of oversized reppers. A Cyclone can fit a large shield booster, which in fittings and cap consumption is identical to two medium shield boosters. A Harbinger can only fit the two medium ARs, so it has to waste a slot. That's a huge imbalance.
Without changing the nature of AR fittings a new group of modules can be created to fill this chasm, armor reppers that perform at the level above them at the cost of increased CPU and capacitor consumption.
For example, a medium armor repper that reps and eats cap like a large armor repper and requires significantly more CPU than average MARs, and maybe some more powergrid, but not a prohibitive amount.
It could be called Medium Energized Armor Repairer or something like that.
Thoughts? Something like this is needed to bridge the gap. just making anciliary armor repairers not use cap as the shield ones would already be enough.
That would immediately make all other ARs obsolete, and would probably be OP so that's unlikely, unless their +225% bonus to effectiveness was replaced with zero cap consumption, in which case we're back where we started. One LASB is equal to two mediums, so for extra repping the Cyclone spends one slot and the Harby spends two. |

sprototles Ganzo
Vectis Covert Solutions
1
|
Posted - 2013.04.17 19:42:00 -
[1786] - Quote
Warp Scramble Strength implants... for implants from slot 1 to 5 every one slot will give Warp Scramble Strength -0.2 (together -1) + 1 SKILL HARDWIRING to double effect (-2) |

sprototles Ganzo
Vectis Covert Solutions
1
|
Posted - 2013.04.17 19:57:00 -
[1787] - Quote
i would like to see something like effective quadratic skills function
imagine that you are trainig fighters lvl5 (avr 60 days,20% fighter damage bonus) and after some time , for example 30 days (~50% of skill) you will recieve some effects from skill like this:
effective skill = (50% ^ 2) / 10000%*CompleteSkillBonus so i will recieve 50*50/10000*20%= 5% damage bonus of total 20%
sorry for bad english i hope so everyone will understand my idea :) |

Kahega Amielden
Rifterlings Point Blank Alliance
742
|
Posted - 2013.04.17 20:50:00 -
[1788] - Quote
One of the problems in my opinion with combat is that engagement range is massively and rigidly constricted by point range. Any engagement beyond ~24km absolutely requires dedicated tacklers, and if they die, you have no means of keeping the enemy there. This marginalizes long-ranged weapon systems and forces everything to happen within "brawl" range - Any medium laser boat can hit out to the edges of possible normal combat range.
However, it's not as simple as just making point range longer, because that would cause all sorts of balance issues - tackling would be easier, stuff with very low range becomes less attractive, etc.
I believe the solution is to create a new class of warp disruptor and warp scrambler that has significantly longer base range, but does not take effect for a decent amount of time. Let's say the new warp disruptor would have 35-40km base optimal and the new warp scrambler would have ~15-16km base range (Can't be more than that or it dicks over current point-range kiters).
when activated on a target, they would start a ~6-10 second cycle, during which they have no effect. After that duration, so long as the target remains within range, they will be pointed as with the standard disruptor/scram.
This would leave the dynamics of fast tackle unchanged, while allowing for a larger variation in engagement range among ships that don't need to be the first to get point.
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Enya Sparhawk
State Protectorate Caldari State
2
|
Posted - 2013.04.17 21:25:00 -
[1789] - Quote
Hmmm, I've had a few ideas which I'm not really sure if they've been mentioned already...
I was thinking EVE could start playing around with anchorable structures more, specifically deployable self powered units...
Base them off of the mobile warp disruptor (small, medium, large, tech 1, tech 2) and give them a whole range of abilities... Only anchorable in 0.0 (or even maybe low sec depending on what it is) Here are just a few ideas:
- DoTs (damage over time, only continuous sec by sec) - smartbombs (portable firewalls; sort of OP but definitely something interesting to play with) - environmental effects (mimic wormhole environments) - capacitor neutralizers AoE - mini drone hives (limit the type of drones to repair) - logistical (AoE that increase sheild recharge or sheild or armor resists for any ship in the area; independent elements) - signature radius dampners - portable single launchers or turrets (like independent single use sentry drones without the bandwith; like FoF units) - anchored target spectrum breaker - ECCM boosters for AoE
I think something like this would definitely add a bit of spice to PvP engagements... F+¡orghr+í: Gr+í na f+¡rinne D+¬an g+íire...Tiocfaidh +ír l+í |

Eessi
Murderous Inc
9
|
Posted - 2013.04.18 02:43:00 -
[1790] - Quote
Please bring us a :
Triage module for subcaps! 
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Hena Muri
Rubicon Extraction Services
4
|
Posted - 2013.04.18 03:00:00 -
[1791] - Quote
Just throwing some suggestion out there. The intent is that the create new opportunities not replace existing gear.
Warp Core Stabilized Afterburner: A mid slot warp stabilizer that counts as a MWD (so you get no speed bonus if they lock you down) with similar usage cost while giving you a speed bonus similar to an afterburner and a point of warp core stabilization (so you're less likely to be locked down).
Continuing on this thought, you can script it at various levels to give you more points of warp core stabilization while reducing the effective speed boost.
Notable Balance: can't equip with a second MWD and can't be active at the same time as an AB.
Reflective shields/armor: Armor would reflect kinetic/Explosive, Shields would reflect Thermal/EM. Absorbs % of damage type X while active then creates a smart bomb like effect at the end of each cycle. Standard Concord rules apply.
Gravitational Stabilizers: Low Slot module that would significantly reduce the effectiveness of nets. Alternatively: High/Mid slot projection effect that improves ship agility and speed.
Hope those are interesting; _WAter_ |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 10:17:00 -
[1792] - Quote
I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%? There's nothing a million chinese guys can't do cheaper. |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.18 10:28:00 -
[1793] - Quote
Debora Tsung wrote:I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%? CCP already thought of this: http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/ Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module.
It effectively cuts all tanks by a percentage - a little too powerful for a module. |

Garan Nardieu
Moira. Villore Accords
18
|
Posted - 2013.04.18 10:37:00 -
[1794] - Quote
Not sure if proposed but - how about tech 2 cyno field generator? It would require Cynosural Field Theory IV, produce a beacon visible in local same as T1 version but have a significantly reduced cyno length in comparison to its T1 counterpart (say, 2-3 minutes or something like that). Liquid ozone consumption would remain the same (so 250 @ lvl V cft skill).
Or maybe make it have a minimum length of field being active (those 2-3 mins) after which it can be deactivated (again, consuming the same amount of ozone as if it were full cycle). Current 10 minutes being stuck in the field are just a big pita. |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 10:45:00 -
[1795] - Quote
StrongSmartSexy wrote:Debora Tsung wrote:I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%? CCP already thought of this: http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module. It effectively cuts all tanks by a percentage - a little too powerful for a module.
never seen that before...
And true, -100% resistance t any given damage type is totally out of proportion, I was more thinking about percentages in the single digit realm + decreased effectiveness at range through falloff or a similar mechanic... There's nothing a million chinese guys can't do cheaper. |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.18 10:53:00 -
[1796] - Quote
Debora Tsung wrote:StrongSmartSexy wrote:Debora Tsung wrote:I don't know if this has been proposed before, but how about some active high or mid slot module that actively decreases the shield resists of the target by 0x%? CCP already thought of this: http://eve-online.itemdrop.net/eve_db/items/module/shield_disruptor/em_shield_disruptor_i/Even though it suffers a stacking penalty, I don't feel this kind of module should be supported unless the decreased resistances was only affected by the weapons of the player who used the module. It effectively cuts all tanks by a percentage - a little too powerful for a module.  never seen that before... And true, -100% resistance t any given damage type is totally out of proportion, I was more thinking about percentages in the single digit realm + decreased effectiveness at range through falloff or a similar mechanic... In my argument, I am assuming that the values would be something reasonable way below 100%.
But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor tank by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range. |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 11:13:00 -
[1797] - Quote
StrongSmartSexy wrote: But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor buffer/active tank efficiency for that resistance by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range. Sry, I referred to the -100% as shown in the link You provided. The effect wouldn't be much better or worse as that of a TP or Webifier, only in this case it would be more dangerous to large ships than to small ships, more so if it were a battleship only module. I was thinking of something like 3 - 4 % resist decrease to one given damage type. Also CCP Could always click the "this is ewar" checkbox and certain very big ship which I'll never fly would be immune to it.
@CCP: please remove the forum draft thingy, this is ridiculous... -.- There's nothing a million chinese guys can't do cheaper. |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.18 11:27:00 -
[1798] - Quote
Debora Tsung wrote:StrongSmartSexy wrote: But regardless, even if it was a single digit value, the implications of a resistance % reducing module are huge - be it a battleship or a titan, with the press of a button you would reduce someone's shield/armor buffer/active tank efficiency for that resistance by a %. This isn't exactly a balanced tool even if it was a battleship-only module that sucked your cap dry like a MWD and had a 10km range. Sry, I referred to the -100% as shown in the link You provided. The effect wouldn't be much better or worse as that of a TP or Webifier, only in this case it would be more dangerous to large ships than to small ships, more so if it were a battleship only module. I was thinking of something like 3 - 4 % resist decrease to one given damage type. Also CCP Could always click the "this is ewar" checkbox and certain very big ship which I'll never fly would be immune to it. That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them. |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 11:30:00 -
[1799] - Quote
StrongSmartSexy wrote:That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them.
Might be they were worried of a whole fleet targeting one guy with that stuff... On the other hand if You get primaried by a fleet, You can either instawarp out or You're dead... :/
EDIT: or they couldn't come up witha similar and yet slightly different module for Armor tanks. Didn't check that tbh. There's nothing a million chinese guys can't do cheaper. |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.18 11:43:00 -
[1800] - Quote
Debora Tsung wrote:StrongSmartSexy wrote:That would be reasonable I suppose. I wonder what CCP's reasons were for not implementing them. Might be they were worried of a whole fleet targeting one guy with that stuff... On the other hand if You get primaried by a fleet, You can either instawarp out or You're dead... :/ EDIT: or they couldn't come up witha similar and yet slightly different module for Armor tanks. Didn't check that tbh. Yeah, if your whole fleet or small gang is fit to deal one damage type, the module would essentially boost everyone's effective DPS against that target. |
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