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

Darth Saladyn
EntroPrelatial Vanguard EntroPraetorian Aegis
1
|
Posted - 2013.04.22 21:40:00 -
[1831] - Quote
guns have tracking enhancers in the low slots so give missiles a module that improves missile speed and explosion velocity and fits in the low slots (range=velocity and tracking=explosion velocity) |

Jeen Seeker
University of Caille Gallente Federation
0
|
Posted - 2013.04.22 23:33:00 -
[1832] - Quote
Passive Armor Rep Unit Low slot,
the unit slowly heals the ships armor over time simler to the shild version this one would slowly rep the armor of a ship but would not requier activating,
maby also add a mid slot version
this could add more flex to armor tanking that shild tanking currently has
if anyone whats to help flesh the idear out feel free |

Cage Man
192
|
Posted - 2013.04.23 00:51:00 -
[1833] - Quote
Scripted modules for missile velocity and explosion radius. Scripted modules to increase neut\nos range and amounts.. Oh PLEASE!!! CCP Fozzie Can I haz a Navy moa....... |

Reaver Glitterstim
Dromedaworks inc Tribal Band
440
|
Posted - 2013.04.23 10:06:00 -
[1834] - Quote
Integrated modules - for ships that have no fitting options
I'd like to see shuttles receive an integrated afterburner. Rather than give shuttles a mid slot and let people fit their own propulsion modules (and maybe e-war or other nasty things), just have a built-in afterburner so they can go fast in it. That way they don't have to buy a frigate or interceptor just to travel a bit. Current shuttles align/warp fast and have a high base speed, but they're no good for slowboating a long ways. Even a +100% afterburner would be amazing!
Freighters could have an integrated damage control module to reward staying at your keyboard while you drive your freighter across highsec. Even something weak like +35% hull resists--that's still approx. a 50% EHP increase and makes the freighter significantly more difficult and expensive to gank. And just like a normal damage control module, it has to be activated after every jump. Mittani, where have you gone to? I miss you :( |

Debora Tsung
The Investment Bankers Guild
101
|
Posted - 2013.04.23 10:29:00 -
[1835] - Quote
Haradgrim wrote:Three uses I would like to see:
3) A targeted ECCM module (when activated on a ship it would shut off their ECM (either all types or just jamming) and prevent them from using it)
We already have that, it's called ECM tho. There's nothing a million chinese guys can't do cheaper. |

Debora Tsung
The Investment Bankers Guild
101
|
Posted - 2013.04.23 10:35:00 -
[1836] - Quote
Suicide Smartbomb Drones. xD
scout drones with small smart bombs, medium drones with medium smart bombs, heavy drones with large smart bombs.
Just launch 'em and watch them explode once they get close to the intended target with the same aoe and damage as their respective smart bomb counter part.
Would be awesome! :)
There's nothing a million chinese guys can't do cheaper. |

Szet Kaplak
1st. Legion
0
|
Posted - 2013.04.23 14:40:00 -
[1837] - Quote
Z Subcap Jump Drive
A lot of the small guys, corps or alliances have issues getting their feet wet in lowsec or 0.0 due to the fact that there is no "easy" way to do logistics.
A 20 man corporation will most likely not move to 0.0 or deeper lowsec simply because of the fact that solving logistics is a nightmare without capital assets.
While they could use 3rd party services such as Black Frog it would be a better option in my opinion to make it possible for the small "fish" to do logistics themselves in a limited fashion and in a way that it would not require a lot of skillpoint or ISK.
Currently the ways to solve logi:
- Carriers: ~ half a year training and about 2.5 bill ISK (with skills)
- JFs: ~ as much training if not more than carriers and about 7bill ISK
- Covert cyno + cloaky hauler (requires at least 3 accs + Black OPs BS + Cyno 5 guy)
- Black Frog: at least 75mill and 1 week wait
Proposed way to the small guys:
- Ability to transport smaller amounts of assets say up to 50k m3 (Blockade runners?)
- Limited jump capability, say 2/3rd of JFs
- Requires Jump Drive Operation skillbook (or even less)
- Should be trainable in 2 months
- Should be no more than 400mill ISK to start doing it
The module itself:
- It uses fix amounts of Racial Isotopes regardless of distance. Could make it relatively expensive compared to JF as for cost/m3 goes
- Has a spool up time such as the MJD
- Can jump to regular Cynos
- Has a cooldown of 5mins
Just an idea... |

ZehNarume
Hostile. PURPLE HELMETED WARRIORS
67
|
Posted - 2013.04.23 18:40:00 -
[1838] - Quote
Scripted Doomsdays
It would turn Doomsdays into a multiuse weapon, here's a few scripts that would be worth while;
-ECM Script, maybe act like a remote ecm burst but dissipating from the Titan itself, or a focused ECM jolt that has a 99% jam chance on any one target.
-AoE Smartbomb Script - Slightly more powerful than current smartbombs, maybe 4 or 5 times more with extra range, would be useful to destroy fighters/fighter bombers or to maybe drop into that pesky SloCat fleet and destroy all the drones, idk would be cool.
-Neut/Nos Script - Drains cap either in an AoE radius, or a large % of a single target, and for nos it would add cap to the titan.
-AoE Web script - Webs everything in say, 45km at the strength of a t2 or t1 web for 30 seconds.
-AoE Target painting - Same as above, but instead of webbing it just blows up the sig of anything in a radius.
-Decloak script - For the lulz, decloaks anything within 100km (or maybe on grid?)
-Bump script - Applies force on anything around the titan (20km?) to starburst them away, obviously it wouldn't be able to work on anything in a forcefield.
-Lockbreaker script - Same mechanics as the lock breaker module.
--Module disruption burst - Turns everyone's modules off in a 40km radius.
Additionally, most If not all of these scripts would be usable in lowsec aswell as 0.0.
That is all.
-Zeh https://forums.eveonline.com/default.aspx?g=posts&m=2427385 - TS, Mumble & Webhosting -áfor iskies! :3 |

Esteban Dragonovic
Eternity INC. Goonswarm Federation
27
|
Posted - 2013.04.23 19:50:00 -
[1839] - Quote
Module Heat Pump
Slot: High Positive Effect: Funnels 50% of heat generated by overheated modules into space via radiation/plasma. Negative Effect: Increases signature radius by 50% as a result or could dump 50% heat into hull damage.
|

Sorcess
The xDEATHx Squadron Legion of xXDEATHXx
0
|
Posted - 2013.04.23 21:53:00 -
[1840] - Quote
Specific Cargo Expanders/Bays
Idea is to make different kinds of new cargo expanders, which will in expence cargo bay and few minor penalties add specific cargo for t2 industrial ships.
Example (its just example, numbers may vary and need polishing), Fitting Fuel Cargo Bay into low slot will consume 2700 m3 regular cargo from t2 industrial, and increase capacitor recharge time by 2% , and will add 5000 m3 volume for Fuel Blocks only. Same thing for PI materials, Isotopes, Moon goo, Minerals. Cargo specific modules, limited only to t2 ships, usefull and quite balanced. |

Leskit
The Night Wardens Viro Mors Non Est
18
|
Posted - 2013.04.24 03:54:00 -
[1841] - Quote
Can we get tracking enhancer variants for missiles? slightly improve their flight time, speed, and explosion velocity? if it has to match up with lore, then something like "a new type of fuel was developed to allow for blah blah blah" not so much as the explosion velocity needs help (unless you're using hams/torps on small targets) but a way to increase range w/o using rigs.
Missile version of a tracking disruptor. Something about lasers affecting the guidance system...probably a gallente bonused ewar idea.
faction drone mods, not just officer ones.
Drone implants! |

sprototles Ganzo
Vectis Covert Solutions
1
|
Posted - 2013.04.24 08:08:00 -
[1842] - Quote
i would like to see missile atack battlecruiser
Battlecruisers skill bonus per level: 5% bonus to Cruise and Torpedo (damage or Rate of Fire) per level 5% bonus to Cruise and Torpedo missile explosion radius reduction per level
|

sprototles Ganzo
Vectis Covert Solutions
1
|
Posted - 2013.04.24 08:16:00 -
[1843] - Quote
i would like to see missile attack battlecruiser
Battlecruisers skill bonus per level: 5% bonus to Cruise and Torpedo (damage or Rate of Fire) per level 5% bonus to Cruise and Torpedo missile explosion radius reduction per level
[/quote]
|

Stegas Tyrano
GLU CANU Open Space Consultancy
384
|
Posted - 2013.04.24 13:58:00 -
[1844] - Quote
Marcus Walkuris wrote:Drone bay launchers. Launches drones at current direction at 3 times normal MWD speed for 3 seconds. Or a minimum of 500 MS for 3 seconds. Sub capitals only, I would guess. Oh active module of course.
If that would be overpowered fix it but the concept is understandable.
This would be pretty awesome for PVE and PVP. The drones could be stored in rockets which are than fired out of a missile launcher.
Lock target, fire drone launcher. The rocket is then fired at the target and deploys the drones a 5km away from the target. Herping your derp since 19Potato --á[Proposal] - Ingame Visual Adverts |

Legion40k
ZOMBIEBEACHPARTYPATROL Circle-Of-Two
11
|
Posted - 2013.04.24 15:55:00 -
[1845] - Quote
Stasis Field Generator:- New toy for the HIC
Very similar fitting/activation cost/fixed 30s cycle as the Warp Disrupt Field Generator, Banned in Empire
16km Range Field that webs all ships by 35% (parent ship 60%)
Can be loaded with a script > Focused Web > doubles web effect to -70% on target and reduces parent ship to -90% speed
HIC's gain new effect of the Skill Bonus > 5% to range of Stasis Field Generators per lvl
The field does not stack with others and is not affected by Skirmish Links
Some interesting effects; - It's now possible to web Supercarriers and Titans \o/ - Noobler HIC pilots can accidentally catapult their target into warp if they don't point it first! - Obviously people will whine its a boost to gatecamps, but the field is not crippling to those that want to run away - Some funky code might be needed to exclude Drones & Missiles from being affected (lol)
FUN?! |

Astrid Rho
Anarchistic Angst
1
|
Posted - 2013.04.24 21:07:00 -
[1846] - Quote
What about a ship/module which uses the scaled down shield technology of a POS? it could create a very small shield that other fleet ships could temporalily group in offensive or defensive situations (in dangerous space only) ........rather like an Eve version of the "Lufberry" used by WW1 pilots.
Like full size POS version, the fleet ships could not use targeting systems inside the "Luf", but the shield could be manouvred sub-warp by moving the mothership.
The "Luf" would need to be a bit unstable (fear factor) and should be able to be destroyed reasonably quickly by attacking or defending fleets (or even a single ship). I think it should be powered by feeding a highish % of capacitor off all ships who are within its protection.
Just a thought, apologies to anyone else who has mentioned something like this and I missed it. |

Lothal Antedeluvian
Levanth Industries
0
|
Posted - 2013.04.25 13:02:00 -
[1847] - Quote
Augmented Probing Result Analyzer
+5% scan strength, 5% reduction in maximum scan deviation, 5% faster scanning
T2-version: Everything 8%
Mid-Slot, At least Lv. 3 in all Astrometric-skills, high CPU, low energy grid requirements.
The APRA is essentially a specialized computer-system dedicated to analyze the information send back by probes. Even though it can be a drain on a ship's CPU-reserves, having a dedicated analyzing platform apart from the normal systems can greatly enhance the results of a scan.
Explorers and pilots hunting ships likewise try to fit at least one of these modules.
Scripts can be used to alter the effects of the APRA-system.
APRA-Scan-script: Doubles scan strength bonus, negates everything else. APRA-Deviation-script: Doubles reduction of scan deviation, negates everything else. APRA-Time-script: Doubles reduction in scan time, see above.
Just an idea I had recently. |

icutwood
Unlawful Unit Here Be Dragons
0
|
Posted - 2013.04.25 18:16:00 -
[1848] - Quote
Yophant wrote:Area of Effect: Can Looter I
With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button. It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis.
This would come high on my list, can't stand click spams.
|

Panthe'r Rigmorgan
Dark Star Alliance
0
|
Posted - 2013.04.26 09:10:00 -
[1849] - Quote
Maybe this is a CRAZY idea but here goes my thoughts on the issue. I have considered the implacations and Impact on eve and feel with the current set up of the system IT should be able to handle the proposed Idea.
I know Customization of the exterior and look of ships is a bit much to ask of a MMO of this size. Also, as I have seen it may be in the works in the form of having Corp Logos on ships etc.
My idea is more along the line of production.
I would like to see the T2 production modified in a way. I figure you are spending time and ISK on a ship, why not be able to at least cutomize it kinda like a T3 once you have the BPC for the tech 2 item.
The flow of production would stay the same EXCEPT... once you have the BPC it gives you a limited number of components that may be fitted (AKA all the Faction based Tech 2 Components already on the market).
Let take a Caldari Ship because I am most familiar with them. The components for tech two are as follows:
Grav Sensor Cluster
Graviton Pulse Emmiter
Graviton Reactor
Magpulse Thruster
Quantum Microprocessor
Scalar Capacitor
Superconductor Rails
Sustained Shield Emmiter
Tritanium Diborite Armor Plate
Set each of these components with a set value of what it effects both positive and negative. Say I wanna fully armor a Buzzard with armor plates (which is stupid I know), but that would slow it down by adding mass. But if I want to sacrafice armor and energy capacity to increase scanner effency I can put on MORE Sensor Clusters (maybe use a diffrent race to add to types of sensors I have) and remove a few armor plates and reactors. I wanna give it a faster base speed..ok add more thrusters...
Each race has a set of these for their ships, and tech 2 components use a mixture like the Adaptive Invulnerability Shield.
Why not make it so you have a set number of components that can be fitted to a ship to make the basic tech two model already in play but have the OPTION to change the parts? Even change out with other racial parts? Maybe require a special "Integrator RAM" in the production for the interracial mixes.
I just think this would give more flexibility with out making it over complex to change the game mechanic. Also, It would give people a chance to throw a curve ball at pirates and gankers. Say you see a ship you know has Grav sensors so you jam with the appropriate ECM to counter only to see that BS continue to fire on you and your group...ooops. Looks like he traded out his sensors for another races.
Now as far as how it would look it would look the same (no need to change astetics). On the market for people who make and want to sell them put a big "M" after the ship name. Or put "Modified" and let people pull up the stats to look at it to see what has been changed.
Its an idea I have been playing with for a few weeks and just decided to post about it on a whim. Not sure if it even makes sense. I just wanted to put it out there.
Hope you all are enjoying Eve!!! |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
112
|
Posted - 2013.04.26 16:11:00 -
[1850] - Quote
I would suggest you lower the mass of AB's to be much lower than MWD's as they don't generate anywhere near the speed so why would it be the same mass? also you need to give more reason to use AB's on ships especially any ship bigger than a frigate. Also as it is generally used to keep sig low and allow for brawling the extra agility would really help to orbit a ship and speed tank/sig tank
A new Afterburner module ... maybe called Ancillary Afterburner - has cap boosters much like ASB's but doesn't require them to be used for mod to work its more incase of being neuted. - higher fitting -web resistance -higher speed boost -slightly higher cap usage
This is ideal for brawling when getting webbed and neuted but normal AB's speed is too low... this is designed to be used in place of the mwd in certain circumstances for ships that want to brawl and speed tank up close without being instantly neuted and webbed so you're pretty much a sitting duck.
Then improve normal Afterburner module compared to the new AB above - lower mass -lower fitting -lower cap usage
This is the more general use AB and the extra agility and lower fittings might help with dual prop setups as pg can be too tight. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

zerquse
Pitchfork Militia Catastrophic Uprising
3
|
Posted - 2013.04.27 10:27:00 -
[1851] - Quote
Armor drone that can repair there master. Sensor damp mag stabs if u get my lingo for the celestis. A module that steals armor from ur enemy and adds it to your own.
|

Jaz Antollare
Deadly Loneliness
24
|
Posted - 2013.04.27 20:43:00 -
[1852] - Quote
MEGA ECM fleet STUFF
U want some challenging idea? OOOK, I have an Idea for that:
Imagine 3 or more (NEW) ships that can make some thing similar to a logi cap link, that makes a barrier, that can defend friendlies from enemy fire. Make them less precise.
May be one type of module for every attack type lasers\hybrids\projectiles\missiles. the key thing is that only ONE of those modules can be activated at a time, so it can make only a one direction chain. Those ships are linked in a way that in between them is an barrier that lowers the damage of throw-coming attacks.
http://clip2net.com/s/4ZbcFy
U can imagine a sheet of paper (as that barrier) where all the edges are ships that make the chain. Or something similar. |

Jaz Antollare
Deadly Loneliness
24
|
Posted - 2013.04.27 20:51:00 -
[1853] - Quote
Sensor dampener script
A script that totally remakes the sensor dampener effect from dampening the maximum locking range to dampening the minimum locking range, may be it could eat more cap on cycles or something like that. but it sounds kinda cool to make a blind spot for ships with ecm that has actually a big micro management abilities. |

TomyLobo
U2EZ
111
|
Posted - 2013.04.28 09:49:00 -
[1854] - Quote
Titan AOE doomsday script for doomsday weapon. Changes 3mil raw dmg to 15,000dmg to every ship within a certain radius =) |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
429
|
Posted - 2013.04.29 23:37:00 -
[1855] - Quote
Please CCP, Take a look at this tread: https://forums.eveonline.com/default.aspx?g=posts&t=228586&find=unread
I'm just an engineer trying to improve eve : ) Please read these! > New POS system > New SOV system |

Niki Now
Conoban Innovations
1
|
Posted - 2013.04.30 07:31:00 -
[1856] - Quote
CYNO JAMMER AREA OF AFFECT MODULE
With the prevalence of Titan bridges and Blackops gangs soon getting a buff, we need some kind of ability to counter the threat of the unknown (other side of the cyno) even if by only a small margin, but will make for some interesting game play.
To up the gameplay and maybe provide some alternative game play, what if a new module was invented that could give an area of affect to cyno jamming.
This doesnt block the entire system like the sov upgrade, but affects only the grid.
The new module would operate very similar to a cynosural field generator, in that it will keep the ship that activated the module in place for 10 minutes, and burn ozone or some other fuel type.
It would prevent a cyno from being lit, and also jamn an already lit cyno, that is within its field of range. (Whilst it is activated)
The Area of affect could be a range effect when activated on sub-capitals, ie within 50km, and if activated on Capitals, it would jamn the entire grid.)
If activated next to an already lit cyno, both ships would remain stuck in place in accordance with thier timers. It could then be a race to kill off either the cynosural generator, or jammer ship.
This module would first only be able to used in 0.0
This could also give some small counter to the afk cloaker in system too, buying that extra little bit of time, or for some careful manuvering by the cloaky cyno pilot. |

Mashie Saldana
BFG Tech
621
|
Posted - 2013.04.30 10:54:00 -
[1857] - Quote
I would like to have "multi-spectrum" versions of salvager, analyzer and code breaker modules. Say a multi-spectrum salvager will work as a salvager but with the correct script loaded it will work as either an analyzer or code breaker at 50% efficiency. Same with the other two modules.
Scripted drones could be fun, say sentries scripted for either tracking or range. Dominique Vasilkovsky Mashie Saldana Monica Foulkes |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
127
|
Posted - 2013.05.01 00:06:00 -
[1858] - Quote
when i first thought heard of the heatsink mod i thought it would be some sort of cooling device a la RL... so with that in mind i would suggest that heatsink - bonus to OH duration of lasers and reduces OH damage to guns - cap reduction usage of lasers -slightly higher damage bonus than normal to comp for losing ROF bonus
This way you're not forced to use extra cap with ROF increase .... makes the name make sense and helps with cap usage. 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

Dr Cedric
Independent Miners Corporation Care Factor
21
|
Posted - 2013.05.01 20:08:00 -
[1859] - Quote
New Functionality with existing module type:
Rationale: Caldari and Minmatar have warfare link modules that are in line with racial traits (ewar and speed/agility). Creation of two new lines of warfare link modules for Gallente (drones) and Amarr (Capacitor warfare) is in line w/ lore and could give new options that will synergize w/ proposed ship rebalancing.
Capacitor Warfare Link Module
and
Drone Warfare Link Module
Current Line up for skill training is
Siege Warfare -> Siege warfare specialist (for the link module) Armored Warfare -> Armored Warfare specialist (for the link module) Skirmish Warfare -> Skirmish Warfare specialist (for the link module) Info. Warfare -> Info. Warfare specialist (for the link module)
So it makes sense to have Capacitor Warfare -> Cap. Warfare Specialist Drone Warfare -> Drone Warfare Specialist
Cap. Warfare skill should boost Capacitor amount: 2%/level Drone Warfare skill should boost Drone HP: 2%/level
Cap Specialist Link should boost: - Cycle time of Capacitor boosters - range of cap warfare modules (Nos/Neut) - Capacitor Recharge rate
Drone Warfare Link should boost: - Drone Agility (faster time to max speed, faster time to orbit velocity) - Utility Drone effect (stronger web drone, better painter drone, etc) (might need to look at e-war drones) - Drone sig. radius
The other idea for this, in strictly keeping with Racial Recon ship traits, instead of a Drone module, it could be warp disruption as such:
Warp-fare (play on words) skill should boost warp strength: 10%/level Warp-fare Link should boost: - Disruptor/Jammer range - Decreased Cap. use for Disruptor/Jammer Modules - Disruptor/Jammer strength (20%/level)
Cedric
|

Heresite
Nitro Circus Paradigm.
0
|
Posted - 2013.05.01 20:27:00 -
[1860] - Quote
Heres an idea I had that deals with Modules / Fittings and the Rorqual.
Right now the Rorq is a bit outdated with the intro of Jump Frieghters and here is an interesting way to modify its role slightly with (I think) not much effort.
Make the ship Modular like Strat cruisers but with just 1 or 2 interchangable indusrial slots that could be any or a combo of the following: - Refining - Manufacturing (On a limited scale of course or modularized as well) - Ore Compression - Gas Compression
Just an idea to consider
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