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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Solinuas
Beyond Evil and Good
52
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Posted - 2012.01.17 02:13:00 -
[181] - Quote
Strategic modules, customizable, but only slightly better than t2 at 3-5 times the cost, the advantage comes from the customizability
Also if there is slot adding stuff it should be rigs, or slot conversion can work directly from high to low |
Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
6
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Posted - 2012.01.17 02:26:00 -
[182] - Quote
Nova Fox wrote:Improved FoFs have a fatal flaw I forgot to mention. If launching ship is painted guess where the missile is going? Or if launching ship's logistics partner was also painted and its much closer to the intended target of the launching ship.
What if both sides are target painting each other? It would make them useless and nobody would risk using them. Therefore, why even implement them?
Nova Fox wrote:External Magazines are one use only though interrupt the firing by any means and bye bye module and it eats up a high slot and probably enough cpu and pg to prevent a triple WUM upgrades. This is more designed for smash and bash fleets.
Suicide gankers only need one shot though. Imagine having a Tornado with that thing equipped. Any subcap undocking from Jita would be able to get blown up with even a couple of those.
Nova Fox wrote:Digital Fortress only works on the host ship, it only clears out current effects applied to the and provides a temporary protection. Turning on a Fortress on while being alphaed is a bad idea becuase this thing turns off all of your remote support and self buffer tanks. Also the effect is temproary and only once. Its meant more of an disengamgent means i fyou think you can risk the temporary vunerability it brings to your ship and escape go ahead and press it. This is more of a skirmish and industrial module than a fleet module. Also the fact it eats up a mid slot for one use only where more useful modules can find itself there.
So essentially, a terrible ECM burst? Why even implement it then?
Nova Fox wrote:Pumps and Batteries, Yes it would its your fault for not seeing the external pumps and batteries at least on said bait ship (all exteneral modules should have models as well) They're also one use shot. if you see him activate it run away and then come back after it depeletes. These modules cannot be turned off and self destroyed. It also eats up a high slot as well.
I'm thinking more in fleet engagements than a lowsec bait ship. Bring a Scorpion with a bunch of shield mods plus those, and it'll absorb a ton of damage until the fleet switches targets.
Nova Fox wrote:It seems you dont fly covert ops all that often too many times have I slipped by some very busy gate camps before. I just want something that would get somone away from the keyboard, just like afk miners afk cloakers need to die just as easily. This wouldnt work on an active scout or somone at controls at all. But you're right could be a bad thing who knows.
I fly CovOp and Force Recon ships all the time, so I know what i'm talking about. However, I'm not talking about cloaking mods when I refer to gate camps. When you jump through a gate, it flashes on both ends, and once you land you get 30 seconds of cloak. With your new little feature though, a seconds after a camped gate flashes in low or null, someone will launch one of your probes to uncloak the ship and then proceed to do their thing.
I understand what you mean by self destructing. However, remember that the first few minutes are the most critical in any battle. by using these self destructing mods in the first minute or two, both sides will just be at a stalemate until the mods get self destructed. Then, it'll just be like any other fleet battle. |
Malakai Asamov
Van Diemen's Demise Northern Coalition.
0
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Posted - 2012.01.17 02:33:00 -
[183] - Quote
Gate Probes - Target gate deploy probe, it jumps through and d-scans at a set range, it then burns back for gate and if it jumps back through returns the results of the d-scan.
Cloaky Probes - All this technology and no ones invented cloakable probes yet WTF.
Speed mod half way between AB and MWD.
Also. Beware of of mods that change slot layouts. Drakes dont need anyway to get an extra mid even at the cost of a low slot or two. Same goes for a number of ships.
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Montevius Williams
Eclipse Industrial Inc
200
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Posted - 2012.01.17 02:53:00 -
[184] - Quote
Nova Fox wrote:Defense Grid
Capitol ship module
Provides a damaging screen of flack fire against all allowed targets within range.
Mostly effective against bombs missiles and drones.
Does not target other ships.
Adds in cool factor and capitol ship feeling.
Racially themed. (clustered lasers for amarr, flack fire for minmatar, depth charges for caldari, plasma flak for gallente)
I like this one |
Teshania
ESS Empire Holdings ESS Empire
0
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Posted - 2012.01.17 02:55:00 -
[185] - Quote
Not a new Mod but revamp the cloak.. I've seen a few good posts in here for mods/Scan probs ect. to find a cloaked ship. Instead i say make cloaked ships burn fuel.. Not cap but fuel..
Ok For ships that get a Covert op cloak They get a fuel bay!
Of Those just slapping a cloak onto there ship cause they can i'm sorry but you are going to have to use your cargo hold.
Skills
Cloaking will Reduce fuel consumption of using the cloak.
The skill needed to fly that particular Cloak ship you love so much, Well reduce the fuel Cost even more.
So Ideally The max time Someone can stay cloaked up with max skills, is 2~3 hours. that should be more the enough for needed ops.. Don't run the cloak unless you need too..
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Teshania
ESS Empire Holdings ESS Empire
0
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Posted - 2012.01.17 03:02:00 -
[186] - Quote
Malakai Asamov wrote:Gate Probes - Target gate deploy probe, it jumps through and d-scans at a set range, it then burns back for gate and if it jumps back through returns the results of the d-scan.
That could be Extreamly Useful.. Though They would have to make the Probe target-able so the people gate camping can blow it up, if they so choose too.
Being able to blow them up comes as a double edge sword.
The person that launched it, won't know WHATs over there. Just that there is Something/Someone over there.
Could make for some very interesting game play on gate camps that way. |
Infinion
Awesome Corp
29
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Posted - 2012.01.17 03:22:00 -
[187] - Quote
When you guys post ideas you really have to think to yourselves "Does this idea have scalability?" or in other words would the idea break down once dozens of pilots used the module together to exploit its benefit to the point that its just stupidly broken and one-sided?
Also think about how it impacts the roles of other existing game mechanics. Does it replace the need for a scout? Will this make eve more tactical or more automated?
Also If you come up with an idea after you've already posted DO NOT make a new post, it is extremely annoying to scroll through and read! Edit your original post and keep the thread clean from idea spamming |
Nova Fox
Novafox Shipyards
2814
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Posted - 2012.01.17 03:50:00 -
[188] - Quote
iFoFs are not for fleet war thats for darn sure. Either way the iFoFs are much more reliable than regular fofs at least you have an idea who the missile will be hitting and if you stay out of thier painters optimal thier missiles reverte back to standard FoF behavior anyways so if the fleets start mixing it up point blank its going to be choatic regardless and in skirmish warfare not everyone fits to counter EVERYTHING.
Suicide Gankers already can kill thier targets regardless of what thier targets do, Why not make it arbitarly a bit more expensive skill point and material wise at least?
Becuase its a one shot chance risk of either losing ship or escape. ECM burst is less likely to save one's rear hide as this thing.
Well we can prevent it from activating on grid with any massive object in it. such as accel gates, planets, moons, stations, star gates that restriction is possible.
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Nova Fox
Novafox Shipyards
2814
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Posted - 2012.01.17 03:58:00 -
[189] - Quote
I already explained ccp is just harvesting things to poke with chances are theyll like a certain portion of an idea and toss it around the office tweak it to something they like then impliment it themselves.
Right now I am blitzing ideas not letting them stew or brew as ccp is more likely to be cooking the final products and anything suggested in this thread wont be final or anywhere near what we originally imagined them to be.
Impact for some of these ideas are nearly immasurable community will find ways even after ccp hammers it out.
Idea per post is more economical allows for ccp to toss specific post links and instead of getting a 8000 character idea they get a short sweet message they can work with. Im sorry this isnt easy on your eyes patience or expectance but the way ccp works they toss posts at each other and sometimes read the whole thread either way the are busier and dont have time to swim though wall of text or towers of text just for a small fragment of an idea somone suggested in that 8000 character post while trying to get past the stuff they are not interested in.
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doombreed52
Neotech Industries Infinite Improbabilities
3
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Posted - 2012.01.17 04:21:00 -
[190] - Quote
nothing against ya nova but really cant you slow it down a bit ffs i mean really we dont need 30 pages of your run-away ideas mate. |
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Nova Fox
Novafox Shipyards
2818
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Posted - 2012.01.17 04:29:00 -
[191] - Quote
Somone gave me a jolt cola today... sorry...
I am also going apologize tommarow isnt looking good either as I am going to sleep on some of these ideas and come up with even more messed up things for tommarow. :(
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doombreed52
Neotech Industries Infinite Improbabilities
3
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Posted - 2012.01.17 04:31:00 -
[192] - Quote
just go to bed or something jeez let ppl read it with it never ending. and some of your ideas are stupidly op. |
Nova Fox
Novafox Shipyards
2818
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Posted - 2012.01.17 04:36:00 -
[193] - Quote
doombreed52 wrote:just go to bed or something jeez let ppl read it with it never ending. and some of your ideas are stupidly op.
I wished I could I guess I could go find myself a gate camp to go harass in alt's my covert ops go orbit something at a random far off distance and blast the eve music to full and lull myself to sleep with that.
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Ila Gant
Hedion University Amarr Empire
73
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Posted - 2012.01.17 04:41:00 -
[194] - Quote
Bienator II wrote:mobile force field generator
creates a force field around a ship like we know it from a pos. Very high energy consumption, long cooldown, stops when capacitor is empty. range is skillbased... must be balanced properly
can: - trap enemy ships next to your ship - separate fleets - be activated mid fight to give your fleet time to repair/wait for reinforcements
counter measure: - energy neutralizer with sufficient range applied on the emitting ship - high dps (shield has HP) - other generators fired up next to the active shield (increases energy consumption per intersecting field by 100%) - patience So that'd be like a deployable version of my earlier suggestion:
Ila Gant wrote:Shield Projector: High-slot module projects a shield around a target, with normal shield effects (including diminishing strength with damage), switches off after half a cycle and can be enabled again after cycle completes. Alternatively, may use charges. Cycle time 30 seconds (15 seconds of shielding, 15 seconds of cool down, overheating increases shielding time and reduces cooldown).
Remote Thermal Modulator: Dramatically reduces the effects of overheating on a single target, while increasing the effectiveness of module overheating on targeted ship beyond the ordinary benefits allowed by skill level. High slot module.
Both of these modules would be aimed at Logistics cruisers but usable on ordinary ships. Small, medium and large modules provide corresponding benefits.
The Shield Projector potentially provides a strategy to counter blob warfare. The RTM could develop spider-ganking fleets. Would be interesting.
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Merritoff
Zod's Minions
2
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Posted - 2012.01.17 05:02:00 -
[195] - Quote
idea1 A hi-slot module for hacking an off-lined/abandoned POS with the aim to unanchor and steal said tower. (plus modules). racial scripts for faster take down.
idea2 tech2 Command CoProcessor with lower CPU requirement.
idea3 micro-towers. powered by a nearby ship throu specialised module "Tether" - limited to one or two nearby anchorables. |
J Kunjeh
327
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Posted - 2012.01.17 05:11:00 -
[196] - Quote
I think I am crapping my pants. Not only is a Dev posting in the F&I section, but this awesome Dev actually started a thread asking for features and ideas from the players? Holy shat...I think I DID shat myself. "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |
J Kunjeh
327
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Posted - 2012.01.17 05:19:00 -
[197] - Quote
How about a module that prevents Nova Fox from posting any more ideas in this thread... "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |
Gunther Hlaegus
Utopian Research I.E.L.
1
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Posted - 2012.01.17 05:23:00 -
[198] - Quote
Transport Scan Inhibitor I
A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to cargo hold scanners.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Bonus: 10% Chance to block cargo hold scanner attempt per level of Electronic Warfare Skill
Combat Scan Inhibitor I
A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to ship scanners.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Bonus: 10% Chance to block ship scanner attempt per level of Electronic Warfare Skill
Scan Deflection Circuit I
This ship modification is designed to increase a ship's chance of defeating scan attempts by ship and cargo scanners at the expense of CPU/Power Grid usage of weapons systems.
Bonus: 15% chance to block scan attempts by cargo and ship scanners. +10% CPU and Power Grid needed for combat weapons of all types, -1% penalty to CPU and Power Grid needed for combat weapons of all types per level of Electronic Superiority Rigging.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Scan Masking Circuit I
This ship modification is designed to increase a ship's chance of defeating scan attempts by NPC customs ships at the expense of CPU/Power Grid usage of weapons systems.
Bonus: 15% chance to block scan attempts by NPC customs ships. +10% CPU and Power Grid needed for combat weapons of all types, -1% penalty to CPU and Power Grid needed for combat weapons of all types per level of Electronic Superiority Rigging.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Note: these are just suggested draft bonuses GÇô obviously some additional bonuses would be applied to specialized ship types (maybe even new ships)
I wanted to avoid having to add new skills into the game, but am open to suggestions that would make this proposal better. In particular I need help determining what CPU/Grid/Capacitor requirements would be best for the 2 modules and what slots they would best be placed in, e.g. high/medium/low. Thanks!
If this is not an original idea (as I am sure its probably not) I apologize to the original poster whom suggested this..but I felt strongly enough about it to suggest it once more.
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Jade Mitch
United Coalitions ZADA ALLIANCE
13
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Posted - 2012.01.17 05:38:00 -
[199] - Quote
Reduce the volume of packaged cargo containers by 90%.
A script that turns any electronic warfare module that can accept scripts into an area of effect module. Radius of effect at 1/3 of optimal range. |
Ampoliros
Aperture Harmonics K162
9
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Posted - 2012.01.17 06:13:00 -
[200] - Quote
I would agree with other posters that the most prudent course of action is to iterate on existing items first, then deal with new stuff. There are plenty of items that just plain suck, that are missing faction variants, t2 variants, or just don't exist at all (many types of capital sized mods, for example).
There are some potential opportunities for 'new' stuff to be included with that; eg, you could have a t2 interdiction launcher that fires a cynosural-jamming warp probe - but starting with the basics seems like the more prudent course. |
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Nova Fox
Novafox Shipyards
2823
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Posted - 2012.01.17 06:42:00 -
[201] - Quote
I rather post in this thread than bury it by bumping every other thread within the last five pages which I am more than capable of doing. Since this non sticked thread isnt top page retaining.
I have to also agree there are some modules that need more love they're not common scene enough.
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Cynogen1
State War Academy Caldari State
0
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Posted - 2012.01.17 07:07:00 -
[202] - Quote
AoE: T2 Doomsday Device allows for scripting to area of effect doomsday. Requires DD Operation 5. Sounds fun :) same mechanic used in warp disruption field generators. If aoe is to much, t2 doomsday could be 5 min timer instead of 10. |
Gerrick Palivorn
Caldari Provisions Caldari State
91
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Posted - 2012.01.17 07:21:00 -
[203] - Quote
Suicide Drones: Drones that attatch to an enemy ship and blow up, Slow and powerful
Hull Repair Drones: Yep definately would be useful
Stealth Plates: Low slot module that reduces Sig Radius passively
Spacial Disruption Generator: Mid slot, active module, that reduces sig radius
Ewar bubble probes: Functions like the warp disruption probes but provides specific ewar effects at a reduced effect to there focused counterparts. Launched off of Dictors
Scripted ECM: Drop racial jammers and move all ecm to scirpts, reducing off race jam chances to 0%
Targeted/bubble/system wide cyno jammers: Self explanitory and badly needed
Jump drive modules: Can be fit to regular ships or to ships already fit with a Jump Drive to enhance there capabilities, high fitting requirements and severe penalties should be applied
High Slot: Allows the current ship to jump to Cynos, Penalties to sig res and sig radius
Mid Slot: Determines range of Jump Drive 1 LY base and a 1 LY increase per module. Penalties to Locking Range and cap recharge.
Low Slot: Adds a fuel bay to the ship, base fuel bay would depend on size of the ship, BS:1000 BC:600 Cruiser: 450 Frigate: 200; excludes ships that already have a fuel bay. Additional modules at 20% more to the fuel bay. Penalties to speed and cargo bay.
I think thats all for now. |
Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
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Posted - 2012.01.17 07:37:00 -
[204] - Quote
Nova Fox - keep up the brain storming Dumb Ideas may start dumb but with a twist from another can become brilliant Once we have the ideas on the board then start seeing what is trash and what can be salvaged.
Looking for Strip miners for Mining barges that can destroy structures like Custom offices but also harvest scarp metal. And a few Drone like elements for refining This will allow Miners to enjoy the dull task of Structure shoots, a change from shooting roids.
I do like crews, have some ship modules that will increase the productivity of the crew like a Holo deck, to unwind in. Or Escape pods system giving crews a better chance to servive
And have the crew also gain experience over time.
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |
Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
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Posted - 2012.01.17 07:40:00 -
[205] - Quote
Tech 2 doomes day, when it finished over loading it destroys the ship and sets off a AOE blast like the original dooms day
or the Original dooms day but massive skill point loss is achieved from it. 6 months to a Years worth of trianing gone I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |
Nova Fox
Novafox Shipyards
2830
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Posted - 2012.01.17 07:44:00 -
[206] - Quote
Planetary Goods Cargo Partition Rig Grants a bay that only accepts planetary goods consumes half of the existing cargo bay. Does not work with similar exisitng bays.
Palentary Goods Cargo Expander. Increases Bay size of the Planetary Goods Bay and provides more space than standard expanders
Magazine Partition Rig Grants a bay that only accepts ammo, scripts, drones, charges and like items conusme half of existing bay. Does not work with existing bays.
Magazine Expanders. Increases Bay szie for Munitions at a more effective rate than standard expanders.
Mineral Partion Rig Grants a bay that only accepts refined minerals consumes half of existing bay. Does not work with existing bays.
Mineral Bay Expander increases Mineral bay size.
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Nova Fox
Novafox Shipyards
2830
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Posted - 2012.01.17 07:52:00 -
[207] - Quote
Armor Rigs
Remote Repair Accelerator.
This rig will increase the speed at which remote armor repairs cycle at the cost of ship speed. Stacking Penalty to be included.
Remote Repair Nanopump
This rig will increase the amount at which remote armor repairs restore per cycle at the cost of ship speed. Stacking penalty to be included.
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Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
28
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Posted - 2012.01.17 07:55:00 -
[208] - Quote
Update for Smart Bombs
Instead of full AOE it is changed to "hits X targets in Y range with Z damage" and follows a static threat/range priority (e.g. missiles > drones > frigates > etc). X, Y, Z scale with Smart Bomb class and meta level. Z damage is divided between targets hit.
Smart Bomb Scripts
- Point-Defense: X targets is increased while Y range is reduced.
- Area-Defense: Y range is increased while Z damage is reduced.
Purpose: allows ships to be configured to defend themselves against drones or close orbiting ships, or to reach out and chip at smaller ships, especially in fleets as a screen against smaller attackers. |
Ricc Deckard
Trux Germani Ev0ke
6
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Posted - 2012.01.17 08:00:00 -
[209] - Quote
1) Capital Docking bay ...
Enables Piloted ships to dock into Ship Maintenance Arrays (Carrier)
Would be awesome to see carriers cynoing in and deploying a whole Fleet. This would add a completely new role to this ship ...
2) There is a small Tractor beam, why no large? ;)
3) Fix the T2 armor plates, please :)
4) Salvage Drones? (I know, in my dreams ... ;) )
5) T2 Cynosurial Field generator ( 5 mins, less lo )
6) Aoe Webifier module/script for Hics
Thats all for now, and @Nova Fox there is an edit button in this Forum ;) |
Moonaura
The Dead Rabbits Society
109
|
Posted - 2012.01.17 08:14:00 -
[210] - Quote
An increase in factions that drop shield pieces, specifically the faction invulnerability fields.
Faction EANM's cost roughly 55m ISK, typically two are used to get the similar resists to say, a single Invulnerability field.
Faction Invulnerability fields however, cost 550m ISK... more than 10x the cost, the cost should be more like 110m ISK to compare to armor faction tanks.
The 1.1 Patch goes some way to addressing this by adding Dead Space invulnerability fields - yay! While this will reduce the demand on Faction Invulnerability fields to some point, it will not reduce the cost by 440m ISK. The reasons for this are simple:
Factions dropping EANM modules: 9 Factions dropping Invulnerability modules: 3
And out of those factions:
Factions dropping 'Better that T2 EANM modules: 7 Factions dropping better than T2 Invulnerability fields: 2
So, quite simply, the drop rate for Invulnerability fields is far below that of armor, which increases scarcity, which increases demand, which increases price and we end up where we are; With silly prices that will never be used in a PvP fit.
To resolve this, more factions should drop the better than T2 Invulnerability Fields - ideal candidates are the Minmitar, and True Sansha - both of whom use shields in their ships. Many thanks! |
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