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

Rual Storge
Caldari Provisions Caldari State
8
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Posted - 2013.05.02 10:11:00 -
[1861] - Quote
smartbomb rigs
Spoolup weapon devices with differant damage scripts
Mini Siege devices for battlecruisers
Damage projectors (module that gives more input the damageship)
Suicide damage module (suicide creates aoe damage)
Kanonball module ( just for lols) Shoots kanaonballs at very low velocity but does loooots of damamge |

Antimatter Launcher
Path of Progress Gatekeepers Universe
0
|
Posted - 2013.05.02 12:09:00 -
[1862] - Quote
new modules ?
what about making old modules usefull ?
like 350mm railguns or other modules i never see on fittings. |

Rual Storge
Caldari Provisions Caldari State
9
|
Posted - 2013.05.02 14:51:00 -
[1863] - Quote
Buff nosferatu's a bit so its more usefull |
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CCP Ytterbium
C C P C C P Alliance
1858

|
Posted - 2013.05.02 16:53:00 -
[1864] - Quote
Unstickied. |
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Omnathious Deninard
The Scope Gallente Federation
940
|
Posted - 2013.05.02 17:20:00 -
[1865] - Quote
CCP Ytterbium wrote:Unstickied. WHAT!?!?!?! Ideas For Drone Improvement Repourpose Deep Space Scanner Probes |

General Guardian
The Guardian Knights
1
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Posted - 2013.05.02 17:58:00 -
[1866] - Quote
As there are soooo many Pages/Posts I didn't read the entire thread, so I hope this module idea hasn't been mentioned already.
A probe launcher and probes with high training requirements but use new scanning technology which enable you to combat scan cloaked ships.
This won't be an issue for people that aren't AFK
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Alx Warlord
SUPERNOVA SOCIETY Last Resort.
445
|
Posted - 2013.05.02 18:45:00 -
[1867] - Quote
CCP Ytterbium wrote:Unstickied.
So you are sentencing the topic for death!? and this also means that all the Ideas with it? And CCP have no more use for it?
ok... Please read these! > New POS system > New SOV system |

Lidia Caderu
Cobalt Academy Cobalt..
7
|
Posted - 2013.05.02 18:58:00 -
[1868] - Quote
Hi-slot module that reduses shiled regeneration in 35%, range 20-24km, frigate class. As there are too little modules that can be used in hi-slots |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
4
|
Posted - 2013.05.02 21:28:00 -
[1869] - Quote
Heat projector GÇô Hi Slot Projects heat onto the modules of the target ship which causes a random module to take heat damage. Add a role or skill bonus to certain EW boats to increase the range/effectiveness of this module.
Nanite Projector GÇô High Slot Projects nanites onto the target ship, repairing heat damage to a module that is not completely burned out. It favors modules that have received more damage. Add a role or skill bonus to logis to boost the range/effectiveness of this module.
Heat Sink GÇô All slots Absorbs all heat damage that is generated on the rack the module is fitted on when the module is activated. The module is effective at dissipating heat on itself as well, which causes it to receive half the normal damage as other modules normally would. It also has more health then a standard module. Only 1 module per rack can be active at a time. Can be repaired with nanite repair paste when offline.
Player A attacks Player B with his Heat projector Player B activates his Heat Sinks, mitigating half of the incoming damage on that specific rack Player C repairs the damage Player B is receiving
Alternatively Player A overheats his modules and turns his Heat Sink on. Once the heat sink has taken a fair bit of damage, the player turns the heat sink off, causing his modules to take heat damage. The player then uses nanite repair paste to repair the heat sink. Once repaired, he turns the heat sink back online, causing it to absorb heat again. |

Cygnet Lythanea
World Welfare Works Association Independent Faction
248
|
Posted - 2013.05.03 02:57:00 -
[1870] - Quote
High slot CIWS passive module. has a chance per module to inflict damage on missiles/drones. Can only be fitted by cruisers and up.
The Most Interesting Player In Eve. |

Vega Umbranox
Eternal Darkness. Fatal Ascension
2
|
Posted - 2013.05.03 05:26:00 -
[1871] - Quote
1 time use module/long ass cooldown
-increase turret ROF 500% for 5 seconds decrease optimal 50% for 10 seconds careful not to use it while overheating ;)
-increase resists 50% for 10-15 seconds Decrease speed 90% for 25 seconds
increase weapon damage 500% for 10 seconds decrease ROF 1000% for 15 seconds
new module ideas
specialised probes that can only scan down cloaked targets, and have less strength than normal probes
Micro jump drive range scripts
Drones that attach to enemy ship and do damage over time. drones have chance of being destroyed but can be recovered if ship is destroyed. to extend the drones could come in damage variants as well as versions to lower resists/cap/sigradius/ability to warp to drone on enemy ship
i know this one will nevver happen but point defence turret. Battleship/capital module only: when active automaticaly fires upon targeted frigates within x range. can only fit 1 per ship, highslot, can only target frigates and deals constant damage just enough to make a frig think twice about approaching. short range.
omni energy tunnel. takes 0 heat damage when overheated, saps cap from target normaly, when overheated gives target cap
new EW: Cyber warfare system, possible effects that have chance to occur: has a chance to cause target to lock other ships and use modules on them eg guns, drones, neuts etc effect 2: chance of activating overheat on random(or all) modules on enemy ship for x seconds. effect 3: chance to cause enemy ship to fly directly away/towards you.
either it could be scripts for each effect or a small chance of each one more to come.. |

Hannott Thanos
Notorious Legion
559
|
Posted - 2013.05.03 07:19:00 -
[1872] - Quote
General Guardian wrote:As there are soooo many Pages/Posts I didn't read the entire thread, so I hope this module idea hasn't been mentioned already.
A probe launcher and probes with high training requirements but use new scanning technology which enable you to combat scan cloaked ships.
This won't be an issue for people that aren't AFK
We have an entire thread for collecting threads about this topic. tl;dr: NO |

Merciless Hobo
Republic Military School Minmatar Republic
17
|
Posted - 2013.05.16 07:54:00 -
[1873] - Quote
tags: [0.0] [afk] [local] [cloak]
Here is an idea What if CCP invent a module (only for: covert ops, force recons, recon-T3, black ops), which deactivates or corrupts a list of pilots in local chat window? This module can be activated only in 0.0 (in WH too, but it is meaningless) The module cannot be activated when a cloak device is running.
Applying this module can cause a new kind of activity in 0.0 : cloak-hunters, that stay for days in carebear's systems will not be obliged to sit a lot of time before carebears undock. Meaningfull detail: corrupting local list is not safety - coz now carebears can scan down the cloak-terrorist and deal with him.
Another feature: scouts will be able to navigate serious fleets without momentally been uncovered in security-channels.
What do you think about this? Sry, if doubled some1's thoughts. |

Max Von Sydow
24th Imperial Crusade Amarr Empire
235
|
Posted - 2013.05.16 08:36:00 -
[1874] - Quote
I'm not sure if I have already posted this in this thread (I probably have) so I'll post it again.
Ship disguise module.
Similar drawbacks to a cloak except the speed reduction and you should still be able to warp.
It will allow you to disguise your ship as another ship of similar size.
Like this.
Amarr T1 cruisers can disguise as T1 Amarr BCs, destroyers and industrials, amarr T2 cruisers and T1 cruisers of other factions.
Disguise is selected with scripts. Like a +1 size script ( ie, frigate to destroyer), Tech script (Assault frigate to T1 frigate), race script (caldari BC to minmatar BC) etc etc.
Would not work on capital ships and battleships would not be able to use the +1 size scripts.
Could be used to confuse your enemies, bait, disguising your industrial as something dangerous, or vice versa (curse disguised as omen). |

zerquse
Pitchfork Militia Catastrophic Uprising
3
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Posted - 2013.05.19 04:58:00 -
[1875] - Quote
Umm this just seems silly that there isnt one. A fed navy drone damage amp. I mean gallente love there drones right? would do wonders for there lp store, not that I even use it anymore but still. |

Ach4t1us
Krupp-Stahl The Initiative.
0
|
Posted - 2013.05.25 10:09:00 -
[1876] - Quote
Point Defense Systems. They would give Fleets a good defense option, by targeting missiles and other small stuff (like combat drones for anything supcap and fighter/bombers for capitals)
It should use a medslot (cause it's much like E-War) and could be specialized on one kind of threats, like missile point defense or drone point defense.
It also shouldn't onehit things, instead doing wider spread damage to multiple Targets...
just a suggestion cause Defender Missiles suck and locking on drones can be a pain in the arse, smartbombs are nor real option if it goes into highsec |

Ach4t1us
Krupp-Stahl The Initiative.
0
|
Posted - 2013.05.25 10:12:00 -
[1877] - Quote
Max Von Sydow wrote:I'm not sure if I have already posted this in this thread (I probably have) so I'll post it again.
Ship disguise module.
Similar drawbacks to a cloak except the speed reduction and you should still be able to warp.
It will allow you to disguise your ship as another ship of similar size.
Like this.
Amarr T1 cruisers can disguise as T1 Amarr BCs, destroyers and industrials, amarr T2 cruisers and T1 cruisers of other factions.
Disguise is selected with scripts. Like a +1 size script ( ie, frigate to destroyer), Tech script (Assault frigate to T1 frigate), race script (caldari BC to minmatar BC) etc etc.
Would not work on capital ships and battleships would not be able to use the +1 size scripts.
Could be used to confuse your enemies, bait, disguising your industrial as something dangerous, or vice versa (curse disguised as omen).
I agree, cause Ruses are in use since like forever |

Jureth22
Mind Games. Suddenly Spaceships.
85
|
Posted - 2013.05.25 12:10:00 -
[1878] - Quote
x-l shield extender/bs version. 3200mm plate |

Adunh Slavy
857
|
Posted - 2013.05.25 22:54:00 -
[1879] - Quote
Smuggler's Hold
Mid Slot or Low
Has about 50 m3 of cargo space, can stick contraband in there. Can't be scaned by customs agents, but can be scanned by players |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
232
|
Posted - 2013.05.25 23:19:00 -
[1880] - Quote
[AoE]
Rainbow Ponies
Releases a torrent of unicorns controlled by an Exotic Dancer. These unicorns will do 80,000 thermal damage in a 1,200 km radius and will immediately overheat and burn out every module in that radius. The unicorns will then proceed to invade hostile ships and let exotic dancers loose, mesmerizing the crew and rendering the ship immobile. The unicorns will then start pooping rainbows, blinding the capsuleer and calling more unicorns to the area for support.
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Swiftstrike1
Interfector INC. Fade 2 Black
28
|
Posted - 2013.05.25 23:41:00 -
[1881] - Quote
Idea for a one-use (consumable) module.
Cynosural Corruption module.
Targetted module. Can only be "fired" at a (covert) cynosural field. Instead of trying to decrypt (hack into) the fleet communications of another gang, this module uses the latest in quantum entanglement and cryptography to add another layer of encryption to their systems. The target fleet will then be unable to lock on and jump to their own cynosural field for 60 seconds while this new layer of security is decrypted.
Penalty: the procedure permanently burns out the solid state electronics required for this level of encryption. (module receives 100% heat damage after 1 use).
Penalty: the calculations involved in this procedure require 10s to complete before the module can be activated. (10s "spool up time" like the MJD)
Penalty: The entanglement procedure necessarily results in the encryption of the host ship's navigation systems as well as the target. (max velocity bonus of -100% for 60 seconds)
Intended use: anti hot drop module.
Potential addition: if a (covert) jump bridge has already been opened to a cyno before this module hits, anyone who uses the bridge after this module has been activated will arrive at some random (x,y,z) coordinate in the target solar system. |

Ordellus
ORI Ground Forces
9
|
Posted - 2013.05.26 06:25:00 -
[1882] - Quote
Goose99 wrote:Rigs that add a hig/mid/low slot. 
Iris Bravemount wrote:A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Bienator II wrote:heavy tractor beam, can pull ships.
My two cents:
Gas Cloud "Strip Miners" for mining barges.... or possibly rigs that allow pilots to fit harvesters to the barge ( 1 for 1 seems fair) |

Swiftstrike1
Interfector INC. Fade 2 Black
100
|
Posted - 2013.05.26 18:39:00 -
[1883] - Quote
Low slot module that increases max. warp speed in the same way as the hyperspatial velocity rig. |

supernova ranger
Mercurialis Inc. RAZOR Alliance
41
|
Posted - 2013.07.11 23:36:00 -
[1884] - Quote
highslot ship duplicator
Produces a mirage of your ship beside you that can be targeted, ewared, and shot at but nothing happens to it ... if ship scanned it disappears... it mimiques the ships movements /attacks and dissolves once ship goes into warp. |

supernova ranger
Mercurialis Inc. RAZOR Alliance
41
|
Posted - 2013.07.11 23:42:00 -
[1885] - Quote
solar wings for barges
creates a magnetic field, that looks like the auroaborialis effect, around the ship that sucks in particles when on grid with the sun
depending on sun type and size - changes mining rates and types of materials required
would like to see the substances mined used as a fuel source for tech 2 capital weapon ammo |

Freighdee Katt
Center for Advanced Studies Gallente Federation
294
|
Posted - 2013.07.11 23:49:00 -
[1886] - Quote
AOE missiles that strike one target and damage all targets within a 10km sphere of it the ship directly struck. |

Phee Phi PhoPhum
Science and Trade Institute Caldari State
4
|
Posted - 2013.07.12 00:12:00 -
[1887] - Quote
I would like to see new modules that don't require a new skill just to operate that one new mod. When you added the overclocking rig, it was nice. It was tucked away into an existing category and we moved right along. No new skills needed.
I had a couple of ideas - mainly variations on a theme really - but here goes.
1) A new rig that gives the option of adding a new slot to the ship.
ex: Medium Low Slot Expansion Rig (or w/e you want to call it) this adds a low slot to a ship that takes medium rigs.
Capt obvious says: you'd need all three types of these rigs in all sized. And T2 versions as well
2) Conversion Modules. Place Low-Med Conversion module on your ship in a low slot and then you can "load" it with a medium module. Low-slot afterburner? No Problem.
3) Multi-modules: Put a med-multi module on your ship and load it with, let's say, both an AB and Target painter. Burn your AB 1 cycle, wait for the cool down (like a cap booster reload) and then fire up your TP.
just some crazy ideas!
Add sensible penalties and fitting requirements so everything remains balanced.
|

Alundil
Seniors Clan Get Off My Lawn
220
|
Posted - 2013.07.12 00:38:00 -
[1888] - Quote
Freighdee Katt wrote:AOE missiles that strike one target and damage all targets within a 10km sphere of it the ship directly struck.
Almost like a bomb then, just with less AoE range......
Clone gameplay enhancements |

Ashrhall Tzarszh
Tzarszh Transwarp Incorporated
0
|
Posted - 2013.07.15 13:13:00 -
[1889] - Quote
Add scripts to webifiers, leave the modules as is and add the ability to put in scripts to these modules to allow for more flavor while keeping the value of the officer and faction mods.
Quote:Range Extender (Webifier) +50% Km optimal range (15Km Optimal) -25% velocity (on your own ship when activated) -10% max velocity bonus strength (a T1 gets a max of 40% and a T2 gets a max of 50%)
Quote:Web strength (Webifier) -50% optimal range (5Km optimal) +30% max velocity bonus strength (a T1 gets a max of %80 and a T2 gets a max of 90%)
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Ashrhall Tzarszh
Tzarszh Transwarp Incorporated
0
|
Posted - 2013.07.15 13:15:00 -
[1890] - Quote
Alundil wrote:Freighdee Katt wrote:AOE missiles that strike one target and damage all targets within a 10km sphere of it the ship directly struck. Almost like a bomb then, just with less AoE range......
In the olden days Torpedo's worked like this, it was hilariously effective in Concordokening your Raven in missions/high sec warfare. |
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