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CCP SoniClover
C C P C C P Alliance
0

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Posted - 2012.01.16 17:22:00 -
[1] - Quote
Hello capsuleers!
One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.
To give a little bit of framework and to get the ball rolling, here are a few keywords:
Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement).
Thanks in advance, SoniClover
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Nikk Narrel
Infinite Improbability Inc Mordus Angels
0
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Posted - 2012.01.16 17:28:00 -
[2] - Quote
Here is one:
Set a module / rig on mining ships.
Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.
Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.
Intended for mining barges and exhumers. |

Praerian
FireStar Inc Curatores Veritatis Alliance
6
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Posted - 2012.01.16 17:37:00 -
[3] - Quote
Structure repair drones, let's finish the set.
Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.
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Jade Imp
Caldari Provisions Caldari State
4
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Posted - 2012.01.16 17:42:00 -
[4] - Quote
I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly. |

Jade Imp
Caldari Provisions Caldari State
4
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Posted - 2012.01.16 17:43:00 -
[5] - Quote
Jade Imp wrote:I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.
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Selar Nox
19
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Posted - 2012.01.16 17:52:00 -
[6] - Quote
AoE: Range based Ganglinks (instead of the systemwide old ones) |

Goose99
677
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Posted - 2012.01.16 17:55:00 -
[7] - Quote
Rigs that add a hig/mid/low slot.
Buff faction guns so they don't completely suck against t2. |

Selar Nox
19
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Posted - 2012.01.16 17:57:00 -
[8] - Quote
Heat: Heat exchanger: active (midslot?) module works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine ) because of the huge dimensions of the device it uses two fitting slots |

Nova Fox
Novafox Shipyards
2767
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Posted - 2012.01.16 18:01:00 -
[9] - Quote
Remote Heat Sinks, Takes heat from one ship and slumps it into itself, uses coolant as ammo.
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Nestara Aldent
EVE University Ivy League
29
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Posted - 2012.01.16 18:02:00 -
[10] - Quote
Ideas above I don't like. Nobody would hull tank anyway so module would be for lulz only and too from fiction POV Empire navies wouldn't develop useless things. And the game isn't WWII as well, leave it alone!
There are broken modules in the game, T2 800/1600mm plates worse than meta 4 plates for example, useless 50mm/100mm and 200mm plates and Micro and Small shield extenders etc. They need to be fixed somehow.
What would be nice are faction and officer and deadspace Covops cloaks maybe, which would need less CPU and maybe have less targeting delay after deactivation.
Faction deadspace and officer moded rigs!
For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability).
I'll add more and edit the post later. |

Nova Fox
Novafox Shipyards
2767
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Posted - 2012.01.16 18:05:00 -
[11] - Quote
Fire and Forget Missiles /w Launchers
Fire and Forgets are fast foward firing missiles best when used in chasing other speed targets. Size of target biggest factor on damage conveyance (so a battleship will do diddly squat against a frigate with these) FaFs also exhibit FoF behavior in a forward cone anything out of the forward cone will not be hit.
High damage Low Magazine Space Slow refire
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Yophant
Shadow of xXDEATHXx
28
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Posted - 2012.01.16 18:06:00 -
[12] - Quote
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. |

Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:07:00 -
[13] - Quote
Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
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Goose99
677
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Posted - 2012.01.16 18:08:00 -
[14] - Quote
Nova Fox wrote:Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
You should make that 5000mm instead. Confirming more hp is what we need in Eve. |

Krystal Flores
Missions Mining and Mayhem Northern Coalition.
0
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Posted - 2012.01.16 18:10:00 -
[15] - Quote
Could finish off making 2 versions of things that dont have them yet like was done with the last update. In particuler i was thinking t2 sw/tp/td drones as well as other non t2 mods.
Ive also noticed there is no dmg drone rigs, and like was said above some t2 items are worse than meta 4. |

Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:11:00 -
[16] - Quote
Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon.
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Bloodpetal
Mimidae Risk Solutions
271
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Posted - 2012.01.16 18:11:00 -
[17] - Quote
Consumable modules?
Interesting idea. How powerful would these be compared to normal modules?
My ideas :
Active Tank "Overload" module
An Armor / Shield "Siege Style" effect for armor repairers and shield boosters. This could come with some penalties, it would NOT CONFER a damage bonus. It would simply be a way to make some active shield setups more viable in heavy fleet situations.
This could very easily become overpowered, of course. So I'm saying very adamantly this is only a concept to make certain active tank ships more possible.
The module would take a slot in the respective tank, so it would sacrifice tank in other areas to achieve the same effect. I.e. Shield Boost "Overload" would be a mid-slot, and Armor Boost "Overload" would be a low slot, etc.
These ships would probably still be very vulnerable to being "Alpha'd" off the field, so would take some balance considerations.
Infinite Warp Core Stabilizer (1 Time Consumable - Subcaps only)
You could create an infinite warp core stabilizer. This would be a ONE TIME usage module (using your idea). It would allow you to get 30 seconds of infinite warp core stability to escape bubbles and gate camps. This would probably not be allowed to be fit on capital ships at all.
This would allow for a player to escape certain situations, but only ONCE, meaning they'd be very vulnerable after that. The effect on the ships should also be very visible so all the gate campers who go WTF!!! realize what just happened.
Overheat Sink Would allow you to "dump" all your overheat a la Mechwarrior. This would either be a consumable module, or could use some kind of "heat sink ammo". It would take up a slot, so would only be used on specialized ships designed around overheating the **** out of everything. :) Might also reduce the amount of heat absorbed as you are overheating, acting like an "empty module slot" while in the slot.
Rainbow Hardeners /Reinforcers Hardeners that can be scripted on the fly for specific resistances. They would obviously NOT be as good as dedicated hardeners, and you'd need the specific script on hand to swap between resistances. Would be interesting...
Slot Convertor Would allow you to DOWNGRADE a slot from a High to Medium, or Medium to Low (wouldn't make sense to go upwards, producing more power from a 'low' slot to a 'medium')
So you could take a high slot and add a medium slot, or a medium slot and make it a low slot.
DRONES :
Salvaging Drones : Drones that salvage for you. Act like mining drones.
Hull Repair Drones. Self-Explanatory
Small Webifier Drones: Only available in Large currently. Would give a SMALL 5-10% webifier, but could be used in conjunction with other drones for effect.
Will post more.. just want to get on the first page. ;p Mimidae Risk Solutions Recruiting |

Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:13:00 -
[18] - Quote
Heat Slump
This module asorbs all heat generated, taking damage to itself. Once the heat on this module hits critical it self ejects destroying itself in the process after which normal heat begins to be applied.
Works for only the rack its installed on. This module is self destructing.
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Jarnis McPieksu
Aliastra Gallente Federation
212
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Posted - 2012.01.16 18:13:00 -
[19] - Quote
Before adding new modules, you should go and fix all broken/useless modules. EVE has a far too long list of of modules that are effectively useless for anything other than reprocessing into minerals.
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Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:16:00 -
[20] - Quote
Field Generator
This is a scripted module,
Counts as a gang link.
This generator produces various field effects to anything inside the effect of the field.
Scripts include but not limited too.
Stealthing (reduces siganture radius) Force Field (temporary protective barrier this destroys script on use) Sensor Boost Webifier Field Various WH type effects.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:17:00 -
[21] - Quote
Improved FoFs
These laser guided FoFs will pirotize any painted target within range. If the painted target is outside the painters optrimal range the FoFs revert back to FoF behavior.
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Max Von Sydow
Droneboat Diplomacy
160
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Posted - 2012.01.16 18:18:00 -
[22] - Quote
Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise. |

Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:19:00 -
[23] - Quote
Stealth Plating
This mid slot module reduces signature size by a small percentage. Consumes more CPU than usual modules would.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
4
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Posted - 2012.01.16 18:19:00 -
[24] - Quote
A highslot module which would act like a damage mod (MFS, Gyro, etc), but for the drones. (probably not allowed or with reduced effect for carriers).
A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.
Salvager and/or Tractor Drones
A highslot mod which reduces signature radius by a considerable amount (maybe even make it use up a turret/launcher slot, so that one has to choose between offense and defense).
t2 defender missiles which protect your fleet members as well.
t2 FoF missiles
Exotic ship hulls (amarr with boni to hybrids, etc) maybe using archeology components and/or bpcs
Remove/reduce stacking penalty for Ewar Drones and make t2 versions.
Make cloak modules use a bit of cap and nullify cap regen while active, so that one needs to decloak from time to time.
Find something for high or midslots to fit in when you have 0 PWG and/or CPU left, just like nanofibers in the low slots. People in this thread will probably come up with something useful and reasonable. I think of removing the fitting requirements of ECCM and/or Drone Link Augmentors for instance.
Buff the t1 interceptor hulls to the overall level of t1 Assault Ship hulls, bcs at the moment they are just subpar versions of them. Keep them faster and a bit less offensive, but give them midslots and cpu to make up for it.
More to come... |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
0
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Posted - 2012.01.16 18:21:00 -
[25] - Quote
Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon.
COOL!
Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform.
Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier.
Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact. |

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:22:00 -
[26] - Quote
Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
|

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:23:00 -
[27] - Quote
Emergency Repairs.
This module consume hull to bring forward as either armor or shields and additional resistances.
If left on too long it will self destruct the ship.
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Iris Bravemount
Airkio Mining Corp Bloodbound.
4
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Posted - 2012.01.16 18:24:00 -
[28] - Quote
Nova Fox wrote:Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
This sounds like an Amarr-denied extra overheat. i don't like it. We have enough gank in here. |

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:24:00 -
[29] - Quote
Drone Bay Expanders.
Consumes a moderate amount of cargo for drone bay space. (about 5m3 cargo for 1m3 drones) Does not increase bandwidth.
Do not offer a bandwidth increasing module if this where to be offered.
|

Nestara Aldent
EVE University Ivy League
29
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Posted - 2012.01.16 18:25:00 -
[30] - Quote
Iris Bravemount wrote: A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.
That got to be dumbest idea ever... it will make Myrmidon as good as Ishtar, for only fraction of the price. Like BCs aren't as good as HACs anyway for fraction of the price (except Ishtar, but Cerberus, who uses it instead of Drake)? It will make only HAC that's somehow not useless, Ishtar, completely useless. |

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:29:00 -
[31] - Quote
Improved Defender System.
This is a midslot system that intercepts inbound materials and counters some forms of warfare. Proper ammo has to be used. Allow 'smart loading' of ammo where the module automatically picks ammo it needs based on the current threats. Limited magazine space means it has to reload often thus allowing breaks in the defenses. Limit 1
Chaff - Counter Target Painter Flare - Counter Missile Flurry - Counter Target Jammer Flack - Counter Drone Fog - Counter Dampener Ghost - Counter Destab
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Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 18:29:00 -
[32] - Quote
Maybe some range, explosive velocity and explosive radius modules for missiles, coupled with a change to the tracking disruptors so that they can affect missiles. |

Gripen
481
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Posted - 2012.01.16 18:30:00 -
[33] - Quote
To CCP SoniClover: New modules for the sake of new modules is a really depressing approach to game design. Shouldn't you guys focus on the weak spots in gameplay and improve it instead of just spawning stuff?
Concept of new disruptor/scrambler mechanics from old F&I forum. |

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:31:00 -
[34] - Quote
Iris Bravemount wrote:Nova Fox wrote:Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
This sounds like an Amarr-denied extra overheat. i don't like it. We have enough gank in here.
Lasers will get a predetermined amount of 'heat sinking' for the types of guns.
Also forgot to mention that the guns must all be group for it to work and it only works on one group at a time. So if you have guns and missiles on the same boat is going to pick the first group you activated.
|

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
40
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Posted - 2012.01.16 18:32:00 -
[35] - Quote
Rigs to add turrets and launcher hard points. |

Bienator II
madmen of the skies
511
|
Posted - 2012.01.16 18:33:00 -
[36] - Quote
AoE microwarp-sonic surround sound system. You ever wanted to play "can't stop the rokh" or "ride of the valkyries" while engaging a helpless hauler? a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:33:00 -
[37] - Quote
Spinal Mount Weapons
These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed. Long Range Damage equatable from a size up. Long refire rates. of course horrible tracking and difficult use against moving targets.
Not available of cap ships.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:35:00 -
[38] - Quote
Command Bi-processor.
Boost another command links performance of similar name by additional percen(s)t. Counts against the command link limit.
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Bienator II
madmen of the skies
511
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Posted - 2012.01.16 18:35:00 -
[39] - Quote
heavy interdiction drones.  a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:37:00 -
[40] - Quote
Digital Fortress.
This one shot midslot when activated provides electronic warfare immunity at the cost of jamming host ship and offlining all other modules.
Does not work against interdiction aoe methoods.
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Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:39:00 -
[41] - Quote
Armor/Shield Warfare/Information/Foreman/Seige/Skirmish Link Operational Standards.
Scripted modules
These modules sprovide a very specific system boosts instead of broad ranged ones like thier cousins. May come at a cost of degrading others not selected.
Counts as a command link.
|

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 18:40:00 -
[42] - Quote
Nova Fox wrote:Spinal Mount Weapons
These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed. Long Range Damage equatable from a size up. Long refire rates. of course horrible tracking and difficult use against moving targets.
Not available of cap ships.
I'd rather see a completely new type of ship for that. |

Bienator II
madmen of the skies
511
|
Posted - 2012.01.16 18:42:00 -
[43] - Quote
heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:43:00 -
[44] - Quote
Medium Tractor Beams
Able to target abandoned drones and pulls them automatically into cargo bay if there is room.
|

Jace Errata
Lawlz Brawlz
90
|
Posted - 2012.01.16 18:44:00 -
[45] - Quote
Triple *insert name here* Sequential Fire *insert name here* Mount Takes three of the smallest guns of the next size down to its slot size (i.e. Triple 150mm Sequential Fire Artillery Mount would be a Medium). Fires three of the next size down charges, with the same tracking and range as the smaller gun, over the cycle time of two of those smaller guns. The visual effect should be three shots fired from a Gatling-style turret.
This type of module is only available for artillery-type weapons (Artillery, Railguns, Beam Lasers)
I have given this almost no thought, at all. Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:45:00 -
[46] - Quote
Target Designator.
High Slot Counts as a command link Is an electronic warfare.
Targets hit by the target designator receive an additional 1% damage and is automaticlaly marked as primary target to the fleet.
|

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 18:47:00 -
[47] - Quote
Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile
Megathrons, Megathrons everywhere |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:47:00 -
[48] - Quote
Drone Jammer.
Mid slot self AOE emitter.
Prevents deployment of any drones within range of this ship this includes logistics or combat drones.
Fighters/Fighter Bombers are not effected. Sentries out fo the field effect are not effected. Friendly and self drones can be effected if they are within the field.
Drones that enter the field lose all commands and returns to the host ship.
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:49:00 -
[49] - Quote
Plasma Burner
Increases heat on a nearby target ship. Increases heat on own ship. This module once activated cannot be deactivated. This module is self destructive.
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:52:00 -
[50] - Quote
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)
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
4
|
Posted - 2012.01.16 18:53:00 -
[51] - Quote
Nestara Aldent wrote:Iris Bravemount wrote: A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.
That got to be dumbest idea ever... it will make Myrmidon as good as Ishtar, for only fraction of the price. Like BCs aren't as good as HACs anyway for fraction of the price (except Ishtar, but Cerberus, who uses it instead of Drake)? It will make only HAC that's somehow not useless, Ishtar, completely useless.
I was thinking about the Myrmidon indeed. But the Ishtar could also benefit from such modules, just like any other ship willing to sacrifice slots for improving their drone capabilities. An Ishkur with a full flight of Medium drones at the cost of no guns for instance.
So please, think a bit before dismissing this.
Maybe fusing the Drone Control Unit and the extra bandwidth modules would make sense if you get small, medium, large and capital versions with appropriate fitting requirements and/or bandwidth enhancement. |

Lucjan
R-E-D
10
|
Posted - 2012.01.16 18:53:00 -
[52] - Quote
Modules :
-T3 modules that make you lose skills if destroyed -Directional Scanner Range extension -Heat Sink/ Heat damage reduction -Drone Bandwidth increase -Drone Bay Expansion -Fighter / Fighter-Bomber attribute increase -Fuel Bay expansion -Corp Hanger Expansion -Self-destruct AOE Damage -Signature Reduction -Anti-Web -Slot Addition - med slot module would yield extra low slot, low slot would yield extra med slot etc -Mini Clone Bay
PS : Seconding Multi-Slot Modules, great idea, what those modules should be, dunno. Massive Warp Stabilizer 2 slots +3 ?
Script :
-Interdiction Bubble Scripts : Increase Bubble size, decrease strength to 2 instead of unlimited
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:54:00 -
[53] - Quote
Armored Missiles.
Larger and slighlty more expensive than normal missiles. (fewer in magazine meaning more reloads) Same damage capabilities. Takes additional damage before being killed.
Multidrive Missiles
Larger and more expnesive than normal missiles. Samd damage capabilities Goes faster in the same distance preventing shot down by gun type methoods.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
4
|
Posted - 2012.01.16 18:55:00 -
[54] - Quote
Max Von Sydow wrote:Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile Megathrons, Megathrons everywhere
Restrict it to industrial ships to prevent combat abuse of this. |

Gilbaron
Free-Space-Ranger Ev0ke
66
|
Posted - 2012.01.16 18:56:00 -
[55] - Quote
- drone implants
- make all t2 modules better than t1 modules with m4 beeing very close in capability but with reduced requirements (hint: armor plates!) |

Nestara Aldent
EVE University Ivy League
29
|
Posted - 2012.01.16 18:57:00 -
[56] - Quote
Iris Bravemount wrote:Nestara Aldent wrote:Iris Bravemount wrote: A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Reduce the fitting requirements of Drone Control Units to the likes of weapons. But keep the skill requirements as they are.
That got to be dumbest idea ever... it will make Myrmidon as good as Ishtar, for only fraction of the price. Like BCs aren't as good as HACs anyway for fraction of the price (except Ishtar, but Cerberus, who uses it instead of Drake)? It will make only HAC that's somehow not useless, Ishtar, completely useless. I was thinking about the Myrmidon indeed. But the Ishtar could also benefit from such modules, just like any other ship willing to sacrifice slots for improving their drone capabilities. An Ishkur with a full flight of Medium drones at the cost of no guns for instance. So please, think a bit before dismissing this. Maybe fusing the Drone Control Unit and the extra bandwidth modules would make sense if you get small, medium, large and capital versions with appropriate fitting requirements and/or bandwidth enhancement.
How can ishtar benefit from it, when it cant control more than five heavy drones needing 125 Mb bandwidth? How it will benefit from added bandwidth, unless you want to remove the cap of five drones that can be controlled simultaneously and bring again lag that drone boats caused in the past just because of that? |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:57:00 -
[57] - Quote
Nanotanks
Low slow module
When activated it self destructs
Repairs all modules back to full health at end of cycle.
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 18:59:00 -
[58] - Quote
Resistance Batteries. Resistance Pumps.
Flavored Batteries (or pumps) for shields/armor
Once activated adds an additional reistances with stacking penalties.
Outperforms normal resistance modules.
Once depleted the module is destroyed.
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:01:00 -
[59] - Quote
Shield Imulsion Generator
A hybrid shield reistance amp and booster.
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
Armor seathing coater.
A hybrid amror repair and resistance plate
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
4
|
Posted - 2012.01.16 19:02:00 -
[60] - Quote
Multi-Highslot jumpdrives : small/medium/large (with inbuilt fuel bay) Commercial Cynos (there is a thread about this somewhere), basically highsec cynos to which only industrial/freighter ships can lock on. |

Lydia Schmidt
State War Academy Caldari State
0
|
Posted - 2012.01.16 19:02:00 -
[61] - Quote
How about a capacitor themed set of warfare links? Perhaps links to boost:
- Capacitor capacity
- Capacitor recharge rate
- Engineering module's cycle time (i.e. neuts/nos/transfer arrays/cap boosters etc.)
Or some offensive themed links (perhaps slightly more suited to the Gallente than their e-war links):
- Boosting gun sig res/explosion radius
- Boosting tracking/explosion velocity
- Optimal/Fall-off
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:03:00 -
[62] - Quote
Targeting Complex
Warfare Command Link
Increases a type of weapons damage (missiles/hybrid/drone/projectile/laser)
One module for each type
|

doombreed52
Neotech Industries Infinite Improbabilities
2
|
Posted - 2012.01.16 19:04:00 -
[63] - Quote
let me get a post in curse you  |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:05:00 -
[64] - Quote
Extrenal Jump Drives.
Fits in a highslot or multiple high slots.
Is destroyed upon jump.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
4
|
Posted - 2012.01.16 19:05:00 -
[65] - Quote
Nestara Aldent wrote: How can ishtar benefit from it, when it cant control more than five heavy drones needing 125 Mb bandwidth? How it will benefit from added bandwidth, unless you want to remove the cap of five drones that can be controlled simultaneously and bring again lag that drone boats caused in the past just because of that?
See my suggestion to reduce the fitting requirements on Drone Control Units.
With the amount of carriers and motherships in the average nullsec fleet nowadays, I doubt It would make that much of a difference. |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:05:00 -
[66] - Quote
Extrenal Capacitors
Fits in a highslot
is destroyed/ejected upon activation
Fully recharges the entire capacitor.
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:07:00 -
[67] - Quote
External Armor Plating.
Provides much more additional armor by percents.
If armor dips below contributing top percent the module is then destroyed.
External Shield Generators
Provides much more additional shielding by percents.
IF shields drop below contributing top percents the module is then destroyed.
|

Gasgat Alur
The Order of the Oar P R I M E
0
|
Posted - 2012.01.16 19:10:00 -
[68] - Quote
Drone control module (For BS, BC, Cruisers and all ships in between)
A module fitted in high slot to replace weapons and give a ship additional drones.
Effect: Adds 2 additional drones to ship restriction per module but reduces their damage by 10-20% per module. Also increase ships bandwidth by 5-10 per module.
Drawbacks: 50% reduced damage of all drones regardless of how many modules you have.
Prerequisites:
- Combat Drone Operation 4
- Drones 5
Affecting skills: Drone interfacing: Removes 10% of Drone damage drawback per level
Why? Because I wan't drone boats to become DRONE BOATS! A drone boat for me is a ship that can launch a lot of drones. I'd prefer many drones with reduced damage over a few drones with increased damage. I realize a lot of calculating and tweaking is necessary to make this work properly and to be balanced but it'd be awesome!
The figures I used above is just the general idea, haven't put much thought into it but something similar would be nice  |

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:10:00 -
[69] - Quote
Exteneral Drone Bay.
Provides ship with the nessecary bandwidth to control a flight of drones for its ship size. Prestores the drones inside itself.
Disables internal drone bays if installed.
Drones launched from external cannot be recovered via drone bay and have to be either abandoned or scooped up into cargo.
Module has to be reloaded in a maitenance envrionment.
|

Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:24:00 -
[70] - Quote
Missile Pods
These drones take a launchers worth of missiles and deploys itself like a sentry turret against targets. Once depleted the drones die. They are large and may take an entire flights worth of space.
|

Astrid Stjerna
Teraa Matar
429
|
Posted - 2012.01.16 19:25:00 -
[71] - Quote
Personally, I'd like to see a wider 'spread' of modules for the intermediate skill levels. As it stands, some skills have a 'training gap' in which the player is effectively training a useless level because there aren't any modules that require it.
I'd also really like a few modules to have mixed-slot variants -- for example, a Low Slot module that has a variant capable of fitting into a Mid-Slot. I've often run into a problem where I'll find a module that will let me power up a Low Slot, only to discover that I'd have to remove the Low Slot module to use it (which defeats the purpose of buying and fitting the new module in the first place). |

Nova Fox
Novafox Shipyards
2771
|
Posted - 2012.01.16 19:25:00 -
[72] - Quote
Presto Smartbomb
This is a massively ranged AOE smartbomb that barely does any damage.
Best used against cloaks.
Not best used in high sec.
|

Zarnak Wulf
Tribal Liberation Force Minmatar Republic
205
|
Posted - 2012.01.16 19:26:00 -
[73] - Quote
I have two lowly ideas.
The first is to create a valued utility high slot item to compete with nuets which are IMHO over prevalent in the game. Many races, other then Minmatar , have empty utility slots due to tight fitting requirements as well. A heat sink module with very low fitting requirements that allows weapons to be overheated for longer would address both issues above.
Disposable shield and armour and cap rigs- Circuit breakers- These would come in shield/armour/cap flavors. A shield circuit breaker, for example, would trip and be consumed when the ship's shields hit zero. A set amount of shields would then immediately be added to the ship. This would be measured in hit points and not a percentage. 500 for small. 1500 for medium. 5000 for large. Ect. |

Iris Bravemount
Airkio Mining Corp Bloodbound.
4
|
Posted - 2012.01.16 19:26:00 -
[74] - Quote
A new ORE ship, dedicated to exploration. Uses the ORE industrial skill.
Boni to Hacking, Archeology, (core) Probing, Salvaging and Gas Harvesting and enough combat potential to deal with the rats guarding the sites. Maybe a gunless yet well shielded droneboat. Very low sensor strenght. BPO at LP store.
+t2 version with enough combat potential to deal with WH rats (within reason) and less mass.
Another ORE ship, dedicated to PI and Moon Mining
Boni to survey probing, planet survey scan resolution when orbiting the planet, PI and MM specific cargoholds. Inbuilt Warp stabs. Very low sensor strenght. BPO at LP store.
A t2 version with better boni, bigger holds and Covert Ops Cloak CPU reduction and less mass.
A bit off topic, I know. |

Nova Fox
Novafox Shipyards
2771
|
Posted - 2012.01.16 19:27:00 -
[75] - Quote
External Booster Rockets.
This is a powerful speed enhancing module that ejected once its internal fuel is depleted.
|

Nova Fox
Novafox Shipyards
2771
|
Posted - 2012.01.16 19:32:00 -
[76] - Quote
Charge Bank.
This midslot module will delay the rate of fire slighlty (1.5x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often.
|

Bloodpetal
Mimidae Risk Solutions
271
|
Posted - 2012.01.16 19:34:00 -
[77] - Quote
CRAZzzY Ideas
Alright, these are the off the hook ideas...
i'm trying to draw ideas from general science fiction that breaks EVEs typical considerations.
My Little Pony Holo-Projector (Scriptable Bulletin Board)
Would allow you to project ponies into space.
Or realistically, allow you to project something into space. Would be a gimmick module. Make yourself into a Billboard for fun.
Would be great for PVP fights as the "Standard Bearer" charging forward... Think about it. You know it to be true.
Sir, I don't know where your ship learned to communicate, but it has the most peculiar dialect.
Allows you to change Auroras voice. Yes, requires a power slot. :) Or really, a Rig Slot would be awesome. :)
High-Slot Cargo Expanders
Would take up a turret slot and add a "Caboose" to the ship for extra storage for that visual touch using turret slots.
Perhaps would allow you to make compartmentalized cargo holds - a la "Fuel Bay" / "Ore Bay" using scripts to subdivide a ships cargohold in some cases. "Smuggling Bay". 

Commando Missile Attack Pods Would launch from Torpedo Launchers. Instead of causing an explosion on arrival, they latch onto the ships hull and add penalties to the ships ability to perform certain actions.
When Dust supports boarding procedures - would allow DUST Players to create a mini-ship instance to compete on the ship. Scenario would probably be only 2 minutes long before the ship explodes anyways, so would be great for fast content!

Starship Lo-Jack
Could be installed on a ships riggings - would make the ship unpackagable and the rig indestructible without a password - or biometric of the original owner who installed it. Would require a passcode in order to board the ship. If the ship password was compromised would allow you to know where your ship is at all times if stolen (original owner only).
I know this would be popular with all the super cap pilots.
Would also create some LOL threads with "I locked myself out of my Lo-Jacked Titan!"
Back to normalcy...
New EWAR - Missile Guidance Disruptor
Would act like a Tracking Disruptor and disrupt a ships' missiles to either be slower or have worse explosion radius.
New Tracking Disruptor/Sensor Dampener Script - Longer Range
GIves Tracking Disruptors/Sensor Dampeners more range to tracking disrupt snipers at 150-200kms out. Currently the range is 60km+30Km falloff, and that's short of needed to effectively disrupt snipers.
New Frigate MWD
Gives 250% sig radius penalty instead of 500%. Refer to Test Server Assault Frigate discussions on the matter.
Alternate ECCM Backup Sensors
Allows you to add a 2nd sensor type to your ship. So you can add Gravimetric Sensors to a LADAR ship. Would add another way to approach ECCM so you aren't always vulnerable to racial ECCMs.
Auto-Targeting Scripts - Friendly
Allows you to automatically target friendlies in fleet that are on your watchlist (hence already receiving this data) to repair them.
Deployable Cyno Jammer
Deployable Cyno Jammer with limited range (100km?) that would force capitals to be hot dropped away from fights. Can be destroyed, requires anchoring time, etc, etc.
Dueling Links
Would require a slot - would allow pilots to activate aggression against each other without requiring can flipping. Would require mutual activation of the links. In Low/Null Security it might confer the ability to not be warped to by your fleet at a safespot. Scan probes would still work of course.
Codebreaker - Ship Hack Script Turns a codebreaker hacking module from a pure PVE asset into a PVP asset which allows you a chance of being able to turn off one of an enemy's modules at random (or from a list?). Mostly a nuisance attack, but would make things more challenging for an aggressor. Mimidae Risk Solutions Recruiting |

Nova Fox
Novafox Shipyards
2771
|
Posted - 2012.01.16 19:35:00 -
[78] - Quote
You said modules only but I am seeing more and more ships getting suggested.
I present this for ships and modules concerning explroation, archeology, hacking, and salvaging. Sorry if its a long read but basically give other factions thier version of ORE and racially sort them out into thier own full sized professions.
Legionairs ORE Sisters Tribesmne profession expnasion (lost)
|

Nova Fox
Novafox Shipyards
2771
|
Posted - 2012.01.16 19:38:00 -
[79] - Quote
Jump Bombs.
Fits on capitol ships only.
Works in seige mode only.
Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:39:00 -
[80] - Quote
Fireworks Launcher
Shoots a harmless firework display at or near targets or no targets in particular.
Pertty please for summer holidays?
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:41:00 -
[81] - Quote
Electronic Warfare Smartbombs.
Basically those that dont have their AOE versions should have them.
Tracking distruptors, turret ranges ect ect.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:43:00 -
[82] - Quote
Lypmh/Tick Drones.
These suicidal drones when they attach to a target will reveal the ships location to the entire solar system for the next minute until its batteries run out regardless where the ship runs off too.
|

Unforgiven Storm
Eternity INC. Goonswarm Federation
82
|
Posted - 2012.01.16 19:43:00 -
[83] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover Start by fixing the broken ones that nobody uses by removing the problem that they have that leads to this usability problem:
I have 2 modules than come to mind, both t2 modules, armor plates T2 and MWD T2 never use them, the M4 ones give the same bonus for less cap and CPU... There are more...
Start here...
then there is a number of modules that do not have a faction version and are used a lot in the game:
Tractor Beams ECCM modules Capacitor Flux coils Cargo Expanders Remote repair systems Damage controls Shield Extenders Shield Transponters
And there are others that have few faction modules, need more:
ECM modules Target Painters Tracking disrupters Energy Transfers Auxilary Power Controls
By this time you should go and give T2 versions to the remaining t1 modules that do not have them.
And only then go and create new stuff... Allow us to change characters of the same account without the need to logout and put the password again. |

Vizvayu Koga
29
|
Posted - 2012.01.16 19:45:00 -
[84] - Quote
Some suggestions:
1) I'd like to see more modules using scripts. Like, in example, a new afterburner where we can decide to get more speed at more capacitor cost, or less speed and more cap stability. Same with a MWD. A new active shield hardener may work too, were we can choose damage resistances using scripts without the need to dock and replace the module. This would add so much more flexibility and options to ship fitting.
2) An active damage amplifier would be great. Right now we have gyros/magstabs/heatsinks/bcus which work as damage amplifiers but they all fit only in low slots, and armor ships are somehow limited in that aspect. We already have tracking computers, which are the active equal to tracking enhancers, so an active damage amp which fits in a med power slot would be awesome.
3) I'd like to see new rigs that are more "extreme", I mean that have a much bigger bonus and a much bigger drawback. In example, a "Projectile Burst Aerator XT I " which drastically increases the turrets ROF but at the cost of a lot more PG. This would make for even more specialized fits, which should be good IMO.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:45:00 -
[85] - Quote
Resistance Reduction Emmitters
These high slot electronic warfare work by reducing the resistances of the parent and target ship at the same time. These will be non scripted and are modulated to one type at a time. there should be no rainbow flavor either.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:47:00 -
[86] - Quote
Other variants of weapon upgrades.
Instead of just increasing RoF and Damage.
How about Tracking and Damage?
Or magazine and damage
or capacitor use and damage?
|

Samantha Vosh
Teraa Matar
0
|
Posted - 2012.01.16 19:49:00 -
[87] - Quote
Missile disruptor. Same as tracking disruptor, but then for missiles. |

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:50:00 -
[88] - Quote
External (insert e-war module here)
These external modules will activate against a ship and are rather powerful due to the affoded size allowed externally. Once they cycle out after a minute or so of operation they are depleted and self eject.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:53:00 -
[89] - Quote
New Electronic Warfare.
Frictional Amplifier
Scripted Decreases the cycle times of a rack of modules on target ship. Regardless of what script is used the stacking penalty applies.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:55:00 -
[90] - Quote
New Electronic Remote Warfare.
Frictionaless Amplifier.
Scripted
Increases the cycle times of rack of modules on target ships. Can be used offensively to cap out the opponent Can be used defensively to improve defenses or friendly offensive abilities.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:57:00 -
[91] - Quote
Belt Feed Module
Multislot Mid Low
Weapon Modules directly feed from the cargo bay thus may only requre a reload when swapping out ammo. May have a second bonus to make up for eating two slots.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
5
|
Posted - 2012.01.16 19:58:00 -
[92] - Quote
Just a thought about those heat projecting modules which have been suggested in here...
They would do terrible things when used in gatecamps en masse. Such as burning out a target's warp stabs. Thus, I vote against them, unless warp stabs are made immune to heat.
Warp stabs already have a niche role, with very crippling drawbacks. They must be reliable.
BTW, why not introduce multi-slot inderdiction nullifiers (in small, medium and large sizes) ? |

Aphoxema G
Teraa Matar
196
|
Posted - 2012.01.16 19:59:00 -
[93] - Quote
Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight. EVE Online IdeaTorrent |

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:59:00 -
[94] - Quote
Emergency Warp System.
This module consumes the HP of every module to 0 (but repairable) to initate an emergency warp
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 20:01:00 -
[95] - Quote
Warp Field Amplifier.
Increases AU/s on warp drives.
|

doombreed52
Neotech Industries Infinite Improbabilities
2
|
Posted - 2012.01.16 20:02:00 -
[96] - Quote
i know this has been said alot but who cares im just giving a rough idea for it
Escort carriers
99% reduction to warfare links 50%(?) reduction in powergrid cost of capital reps 20%(?) reduction in cpu cost of capital reps 50%(?) reduction in capacitor usesage of capital reps Bouns to range or racial capital reps (same as raical carrier possbly more) (raical bouns, (armour resis etc)) Can fit Tactical Logistics Reconfiguration modules
can NOT use drone control units fighters used in highsec will NOT warp after target if it warps (can warp back to escort carrier if they go out of range of (150K)
escort carrier can only carry 5 fighters (maybe 1 or two more at the most can deploy only 5) Uses stargates (maybe acceleration gates?)
100% to fighter control range
no jump drive
let me know if you think anything needs to be added etc.
|

Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 20:03:00 -
[97] - Quote
AOE Tractor Pulse.
Pulls all wrecks closer to host ship.
|

Nova Fox
Novafox Shipyards
2792
|
Posted - 2012.01.16 20:04:00 -
[98] - Quote
Can Launcher.
This HIgh slot module allows loading of non anchorable loaded cans to be shot at a target to be scooped up by the target.
|

Nova Fox
Novafox Shipyards
2792
|
Posted - 2012.01.16 20:07:00 -
[99] - Quote
Corvettes
A large pod piloted controlled fighter.
Gives bonuses to fighters/fighter bombers and future fighter types that are assigned to it.
Receives bonuses from those fighters for itself to be slighlty tougher.
Requires Frigate to V and Fighters to I.
Cannot be fitted comes with all modules built in
Cannot use Gates, Cannot use Jump Portals.
Fits well in a carrier or super carrier.
|

Nova Fox
Novafox Shipyards
2792
|
Posted - 2012.01.16 20:10:00 -
[100] - Quote
Directional Shield Emitter/Armor Bulk Surge.
This is a form of electronic warfare. Uses a level slot above the tanking level its designed for. Decreases damage from an incomming zone direction of pointed target it is pointed at. Increases damage from any other angle. Multiple modules allowed.
|

Nova Fox
Novafox Shipyards
2792
|
Posted - 2012.01.16 20:12:00 -
[101] - Quote
Weapon Shield Relay.
Multi module High slot Mid slot.
This module consumes host ships shields to give all weapons additional damage regardless if said weapon system doenst require power in the first place.
If inactive the bonus is a set number When activated the shileds are then unrepaired to give even more damage bonus. If left on for too long the shields will be depleted entirley.
Cannot run without shields. Passive bonus will still be ineffect.
|

Nova Fox
Novafox Shipyards
2792
|
Posted - 2012.01.16 20:14:00 -
[102] - Quote
Armor Polarizer
Multi Module Low Slot Mid Slot
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
|

Klingon Admiral
Black Hole Cluster
4
|
Posted - 2012.01.16 20:16:00 -
[103] - Quote
Cosmos Modules *cough*
Also:
*A lowslot-module that increases missile explosionspeed/explosionradius, maybe while reducing missile range
*A midslot-module that decreases signature-radius
*Scripts for Doomsdays or completely new titan-only modules to make them fulfill a AoE-EW-role, to turn them into subcap-supressors instead of subcap-killers (also, nerf titan-tracking)
- Ragnarok increases the signature radius of all ships on grid (AoE web would probably be greatly overpowered) - Avatar decreases the tracking of all ships on grid (there is AoE-Neut with Bombs) - Leviathan jams everything on grid for a few seconds (yeah, probably greatly imbalanced, but as of now the Levi is probably the least used of all titans) - Erebus decreases scan resolution of all ships on grid (AoE-points are already ingame)
Off course limited to nullsec
I'd also pick up the offensive warfare links proposed by Lydia Schmidt in post #62, just limit them to Tier1-battlecruisers |

Nova Fox
Novafox Shipyards
2792
|
Posted - 2012.01.16 20:18:00 -
[104] - Quote
Reinforced Weapon Mounts.
Multimodule Low slot High Slot
This module consumes armor to provide more damage. When inactive armor loss provides additional damage at a set number. When activated armor is then consume for additional bonuses to damage. If left on for too long it will consume all of the armor.
|

Rek Jaiga
Teraa Matar
195
|
Posted - 2012.01.16 20:24:00 -
[105] - Quote
Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight.
Absolutely! Novel idea, and would really mess with people who just hug stations all day.
I also liked Samantha's idea: give us a counter to rockets/missiles. Currently a missile-using ship can really mess with a gun boat simply by equipping a tracking disruptor with a range disrupt script. On the other hand, there is no way of countering missiles. What, Defender missiles? Those things are silly-broken and useless (there is a reason no one uses it), and plus require hislots for launchers of your own.
|

Bienator II
madmen of the skies
511
|
Posted - 2012.01.16 20:24:00 -
[106] - Quote
smartbomb scripts.
they are smart, right? so we can use a script which directs them to only affect targeted objects (damage reduction penalty, highsec mode). or other scrips which increase the range (cloak buster)
alternative: rename them to dullbombs a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:26:00 -
[107] - Quote
Ionized Shields.
Multi Module
High Medium
This module reduces maxium amount of shields to increase capacitor amount. When activated will consume shields to boost capacitor. Requires shields to boost capacitor. If there are no shields module will deactivate.
|

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:27:00 -
[108] - Quote
Capaciated Armor.
Multi Module
Mid Low
This module reduces amxium amount of armor to provide additional capacitor When actiaveted will consume armor to boost capacitor. Requires armor to activate If ther eare no more armor left will deactivate.
|

Mr Floydy
The Xenodus Initiative.
9
|
Posted - 2012.01.16 20:29:00 -
[109] - Quote
Liking the idea of Faction T3 subsystems. Some more area of effect modules would be nice, I like the idea of AOE webs etc.
I'll say the obvious one, even though I have no idea how it would be balanced in a way that would keep it useful without making some ships imba: A rig that swaps slot layout, ie +1 low -1 mid. Drawback being something like reduced grid/cpu? |

MeBiatch
Republic University Minmatar Republic
159
|
Posted - 2012.01.16 20:30:00 -
[110] - Quote
how about a script for hic mods that instead of scamming aoe its a webber aoe?
or a tech II cyno that lasts 5 min and 2.5 min on a recon?
or how about a fig sized logi ship that uses medium sized remote reps?
or how about making drone control units work on sub cap ships... that way if you wanted to you could have 10 heavy drones on a domi?
aoe blasters... basically can only be used in 0.0 or else you will get a criminal flag... works like a directed smart bomb but has an arche of 30%.... think of it like bird shot in comparison to slugs...
tachion detection pulse from a tech II destroyer... it distrputs the cloak of any non tech II cloaking mod... which temporary makes the ship show up on overview/scan probes but does not decloak it...
accelerated launching bay (acts like a tc/te but for missles) increases either explosion velocity or base velocity of missles...
Captial nuet/nos
capital cap injector
capital sized rigs
low slot drone damage mods...
sensor ghost mods (makes a double of your ship on the overview thus confusing enemies)
low slot that gives my drones a warp drive so i dont have to recall them...
enhanced tactical overview for comands from the FC...
like the FC can highlight alpha and beta targets on my overview...
faceit people are going to meta game why not make a ship that does it for you? make a consumable mod that allows you to temp hack into enemies fleet chat and stuff...
i should be able to take over captial ships using space marines...
i want a troop transport consumable mod that i can invade that titan and kill the podded in his goo then jump ship and take it for myself... (ofcoarse the titan would have its own marines)
trasor guns.... i shoot you and you run away but i can track you for up to three jumps for 10 min...
|

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:30:00 -
[111] - Quote
External Fire Control.
High Slot.
This module provides the effect of a multiple platofrm weapons upgrade. After completing its cycle the module is ejected.
|

Bienator II
madmen of the skies
511
|
Posted - 2012.01.16 20:31:00 -
[112] - Quote
fix defender missiles
make them engage all missiles fired from targets you have locked.
(viable fleet support module like tracking disruption, just against missiles -> range dictation) a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:33:00 -
[113] - Quote
Rig - External Mount
Rig Slot.
This rigging allows a mid slot to allow an 'external' ejection module to be fitted into it. Consumes either armor or powergrid.
|

Bloodpetal
Mimidae Risk Solutions
271
|
Posted - 2012.01.16 20:34:00 -
[114] - Quote
Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight.
I think this would be a great role bonus for these ships.
The ability to fit a "Tow Tractor" that allows you to tow ships.
Would be pretty brilliant. Mimidae Risk Solutions Recruiting |

Vizvayu Koga
31
|
Posted - 2012.01.16 20:37:00 -
[115] - Quote
Guys PLEASE consolidate your ideas on a single post! This thread is becoming unreadable... I know I'm off-topic somehow and I apologize for that, but really, please consolidate your posts, one post per char would be better ;)
|

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:38:00 -
[116] - Quote
External Force Field.
When activated the ship ejects this module which deploys an array of force field emitters protecting the ship for a few seconds.
|

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:39:00 -
[117] - Quote
Vizvayu Koga wrote:Guys PLEASE consolidate your ideas on a single post! This thread is becoming unreadable... I know I'm off-topic somehow and I apologize for that, but really, please consolidate your posts, one post per char would be better ;)
Does not like wall of text. Does not like tower of text either.
Definetly scattered brained at the moment.
|

Bienator II
madmen of the skies
511
|
Posted - 2012.01.16 20:39:00 -
[118] - Quote
Bloodpetal wrote:Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight. I think this would be a great role bonus for these ships. The ability to fit a "Tow Tractor" that allows you to tow ships. Would be pretty brilliant.
not to mention the fun when you have multiple of them and you start tractor pulling games a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:42:00 -
[119] - Quote
Warp Inhibitor (long range)
Midslot
This warp inhibitor depending on the type will inhibit warp on a target at range.
Does not work on closer ranged targets.
|

Zarnak Wulf
Tribal Liberation Force Minmatar Republic
207
|
Posted - 2012.01.16 20:47:00 -
[120] - Quote
Low slot stereo system. Forces everyone on grid with you to listen to your music. Only available to Minmatar.
Low slot hydraulic system. Makes your ship bounce, baby, bounce! Only available to Minmatar. |

Nova Fox
Novafox Shipyards
2801
|
Posted - 2012.01.16 20:48:00 -
[121] - Quote
Remote Module Repair.
Consumes nanite paste to efficently repair target's modules.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
6
|
Posted - 2012.01.16 20:49:00 -
[122] - Quote
This is a follow up to my earlier suggestion of multi-highslot jumpdrives in small, medium and larger versions with inbuilt fuel bays.
There could be a split up of cynos too.
Small cynos can only be logged on by frigates, but have smaller duration, fuel consumption, skill requirements and maybe even visibility (apprear on overview only in a limited radius). The larger the cynos, the larger the ships that can lock on to them, the longer the duration, the higher the fuel consumption, etc...
All cynos have the same fitting requirements, so that you could still use your frigate to light a cyno for capitals if you want to.
No need to remove covert ops cynos for this btw.
Titan jumpbridges could only lock on to capital cynos.
As for the slot usage :
small jumpdrives could use 1 slot, with one additional for each shipsize, so that you have to sacrifice offensive power to obtain the jump drive. All ships which currently have an inbuilt jumpdrive would keep it, since they were designed for it. (the medium ships with only 1 highslot should be awarded a second one)
The jump range and fuel consumption could also vary by ship size. The fuel type should vary by race, in order to keep isotope prices somewhat equal.
T3 ships could get a new populsion subsystem for this, or use the highslots for it.
Highsec :
Only commercial cynos (industrials, transport ship, mining barges, exhumers and jump freighters could lock on to them) would be allowed, and in 0.5 systems only.
This would create another incentive for players to venture out of highsec. |

doombreed52
Neotech Industries Infinite Improbabilities
2
|
Posted - 2012.01.16 20:49:00 -
[123] - Quote
Zarnak Wulf wrote:Low slot stereo system. Forces everyone on grid with you to listen to your music. Only available to Minmatar.
Low slot hydraulic system. Makes your ship bounce, baby, bounce! Only available to Minmatar. liked just cause it made me giggle. |

Nova Fox
Novafox Shipyards
2801
|
Posted - 2012.01.16 20:50:00 -
[124] - Quote
Remote Resistance amplifier.
This module consumes one ships own resistances to give to anther.
The effect does not stack.
|

Nova Fox
Novafox Shipyards
2801
|
Posted - 2012.01.16 20:51:00 -
[125] - Quote
External Seige Battery.
Midslot
Turns a battleship into a seige platform for five minutes. When the module is exhuasted its then ejected.
|

Nonnori Ikkala
Love for You Forsaken.Empire
7
|
Posted - 2012.01.16 20:56:00 -
[126] - Quote
High slot module: takes two highs, makes a single low. Mid slot module: takes two mids, makes a single high. Mid slot module: takes two mids, makes a single low. Low slot module: takes two lows, makes a single mid.
No other fitting requirements. Makes fitting very interesting, allowing more room for creativity. (Hopefully not overpowered.) It has to be symmetric higher <--> lower to be fair to both armor and shield tankers, even if both directions don't make perfect flavor sense. |

Ila Gant
Hedion University Amarr Empire
73
|
Posted - 2012.01.16 21:02:00 -
[127] - Quote
Projected shields: 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).
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. |

Planetary Genocide
Pegasus Empire War Ensemble.
6
|
Posted - 2012.01.16 21:02:00 -
[128] - Quote
I'm thinking CCP should re-implement Salvage Drones and Mines.
|

Yashir Wong
Future Corps Sleeper Social Club
0
|
Posted - 2012.01.16 21:07:00 -
[129] - Quote
What if webs could drag a target?
Essentially webs would apply an additional velocity vector to a ship. A combination of the web's strength and the target ships mass would come into play. It would also probably necessitate different classes of webs based on hull size.
Really, I'm just tired of people feeling perfectly safe sitting off a station with the only viable method of engaging them being overwhelming alpha or a bump stabber that might not even be able to get an angle on them.
Someone earlier in the thread mentioned tractor beams that can be applied to ships. I like that idea too. They felt it should only apply to certain vessels, but I say all tractor beams should be viable. Battle noctii would have a purpose. It would be awesome watching a noctis tug a carrier off a station. It would make station games so much more interesting than they are now and require people engaging in them to be a hair more cautious.
Neuting resist modules. A module that would buffer a ship against neuts reducing the amount of cap drained from one. Could work, could be made moot by cap boosters.
A fast loader. Passive module, maybe....high slot...that cuts reload times in half.
An ECM module that cuts max locked targets by half. No or low chance to miss. Enemy will always retain at least 1 locked target.
a "spearhead" module. High slot module that would convert a bump to damage. Damage amount based on (ship mass) x (velocity) x (spearhead dmg multiplier). Damage type kinetic of course. |

Yashir Wong
Future Corps Sleeper Social Club
0
|
Posted - 2012.01.16 21:09:00 -
[130] - Quote
Planetary Genocide wrote:I'm thinking CCP should re-implement Salvage Drones and Mines.
I like mines. Put a ton around a wormhole, giggle as a cov-ops comes in and is immediately obliterated. |

Kim Telkin
Love for You Forsaken.Empire
22
|
Posted - 2012.01.16 21:11:00 -
[131] - Quote
Consumable propulsion module.
Gives you 10X speed factor for 30 seconds. Then burns out entirely.
Uses: * Armor tanking blaster boats trying to get in web range * Last ditch effort to escape from scram/disrupt range * Burn through a warp bubble * Catch that annoying nano fit saying *just* out of your range
I think it would add some fun "oh crap" moments when your enemy performs the Picard maneuver :) |

Kristoffon Ellecon
Dreddit Test Alliance Please Ignore
11
|
Posted - 2012.01.16 21:13:00 -
[132] - Quote
Faction / T2 scripts
For instance a T2 or "hacker faction" scan resolution that has a higher bonus over regular script.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
7
|
Posted - 2012.01.16 21:16:00 -
[133] - Quote
MeBiatch wrote:how about a script for hic mods that instead of scamming aoe its a webber aoe?
or a tech II cyno that lasts 5 min and 2.5 min on a recon?
or how about a fig sized logi ship that uses medium sized remote reps?
or how about making drone control units work on sub cap ships... that way if you wanted to you could have 10 heavy drones on a domi?
I like all of the above.
MeBiatch wrote:aoe blasters... basically can only be used in 0.0 or else you will get a criminal flag... works like a directed smart bomb but has an arche of 30%.... think of it like bird shot in comparison to slugs...
I don't like this. Blasters already have the best tracking there is. This would be a nerf of small ships, which we don't need.
MeBiatch wrote:tachion detection pulse from a tech II destroyer... it distrputs the cloak of any non tech II cloaking mod... which temporary makes the ship show up on overview/scan probes but does not decloak it...
Range of the mod ? If I got it right, the overview would only allow to detect the presence and distance of the ship, not targeting it bcs it is still cloaked. Sounds reasonable. Would the cloaked pilot get any notification of this, or is he unaware of him apprearing on overview ?
Running out of quote tags:
accelerated launching bay (acts like a tc/te but for missles) increases either explosion velocity or base velocity of missles...
Captial nuet/nos
capital cap injector
capital sized rigs
I like those.
low slot drone damage mods...
I would have put this into highslots, but I like the idea too.
sensor ghost mods (makes a double of your ship on the overview thus confusing enemies)
Brilliant ! But should also create visual doubles, or else you could just ignore the overview and ctrl-click the ship/bracket itself.
low slot that gives my drones a warp drive so i dont have to recall them...
Nope. This is what carriers and fighters specialize in.
enhanced tactical overview for comands from the FC...
like the FC can highlight alpha and beta targets on my overview...
Those are called broadcasts.
faceit people are going to meta game why not make a ship that does it for you? make a consumable mod that allows you to temp hack into enemies fleet chat and stuff...
Pointless, since people use third party voice comms.
As for the rest of your post, while boarding scenarios sound appealing, they would just break the game. The only way to remove a pod from a ship by force should remain the good old destruction of said ship. Ewar modules take care of any control hindering, so boarding systems for this would be redundant.
|

Nova Fox
Novafox Shipyards
2802
|
Posted - 2012.01.16 21:16:00 -
[134] - Quote
Make ECM Jammers a bit more of a play on race.
Caldari provides true target loss. Gallente Provides false targets. Minamtar Diverts targeting eleswhere. Amarr prevents locking anything new.
You can also give an ecm that reduces the max number of targets. If number of locked exceeeds the reduction the first object locked becomes lost.
|

Strata Maslav
Born-2-Kill 0ccupational Hazzard
9
|
Posted - 2012.01.16 21:23:00 -
[135] - Quote
A high slot weapon that limits Nova Fox from posting a replies to a thread to one every 20 minutes. |

Nova Fox
Novafox Shipyards
2804
|
Posted - 2012.01.16 21:24:00 -
[136] - Quote
Lets see.
Emitters
These are bomb like launched probes that fly foward then stop to emit whatever electronic warfare effect. they only last for a minute and have limited range and can be destroyed.
|

Dead Azrael
Com-Star SOLARIS - SYNDICATE
0
|
Posted - 2012.01.16 21:25:00 -
[137] - Quote
Booster Rockets:
Med-Slot Module
Variation A:
Can only activated when MWD is active and NOT overloaded. Reactivation Timer: 30min or more Duration: 5sec
Gives instant a boost of 5000m/sec (during durationtime, after durationtime => instant -5000m/sec)
Can only fitted on a Battleship
Variation B:
Can only activated when MWD is active and NOT overloaded. Reactivation Timer: 60min or more Duration: 10sec
Gives instant a boost of 5000m/sec (during durationtime, after durationtime => instant -5000m/sec)
Can only fitted on a Battleship
Negative effects during activation (something like that) reduce Agility of BS Sigradius +100% |

Gripen
482
|
Posted - 2012.01.16 21:34:00 -
[138] - Quote
Stealth or Compact fighter bomber drones - high damage, compact, battleship-to-battleship weapon which is hard to use while frigates on the field
Goals: - Increase need of frigates in fleets - Add special flavour to battleship class as Tier 2 and 3 battlecruisers and Tech 3 cruisers are almost driven regular battleships out of 0.0 combat except of static structure defense scenarios
Parameters: - Very low hitpoints (like light drones) - 5 m^3 volume (easy to kill so should be more or less disposable in terms of dronebay space) - High DPS (higher than heavy drones) but can apply full damage against battlships only (fire missiles similar to fighter bombers used on capitals) - 25 Mbit bandwidth (intended for use mainly from battleships) - Good attack range so they can't be smartbombed - !New mechanics! Lockable by frigates and destroyers only (giving them small signature so lock would take significant time is not enough imho)
Would work well with mild boost to battleship active and\or passive defenses and dronebays |

Camios
Tribal Liberation Force Minmatar Republic
47
|
Posted - 2012.01.16 21:39:00 -
[139] - Quote
A module that enables a fitting/reshipping service, so that you can use the ship as a carrier or like a mobile ship maintenance array. Gang will be able to reconfigure their gear without carrier support in hostile environment. |

Nova Fox
Novafox Shipyards
2805
|
Posted - 2012.01.16 21:41:00 -
[140] - Quote
Ewar Missiles.
These loaded missiles provide a temporary effect of an electronic warfare over a large area.
due to thier size reloading these missiles happens more frequently and rate of fire is not as high.
|

Nova Fox
Novafox Shipyards
2805
|
Posted - 2012.01.16 21:45:00 -
[141] - Quote
Drone Decoy.
This drone attracts the attention of drones sent against host ship, Lasts until destroyed. can be sent to attack distant targets to further them away.
|

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 21:53:00 -
[142] - Quote
DRONES -->Salvage Drones Type 1 Able to retrieve loot from Wreck Type 2 Able to use a Savage on the Wreck and Bring that to the Ship Type 3 Able to Drag the wreck to me Slowly like a tractor beam, tech 2 drones able to deliver items to other fleet members via guard command after item is selected.(ammo delivery service)
>>Hull Repair Drones >>Energy Transfer Drones >>Heavy Industrial Mining Drones Fighter sized drones for carriers that mine like a retriever for ores the highsec quality with each race of drone specializing in an ore type: Veld-> Minmitar Scord-> Gellentie Plag -> Amarr Pryo--> Caldari Omber -> Faction (Ore) Kernite -> Faction (sansha) This is to mine Bulk mineral for ship production in Lowsec and Null sec. Allowing Sustainability away from Empire.
MODULES Ore Hold (capital size) Per slot gets a ship a 10k ore hold ideal for Carriers that like to mine.
Cargo Destruction Module (mid) When active, if the ship gets below 25% Structure everything in the hold is destroyed. Does required cap so it can be disabled if the ships is completely nueted.
Connection Modules to Super Capital Allows a Frigate or Cruiser t1 to join with the hull of a Titan or Super Carrier. The Titan or Super Carrier will required a Low Slot Module to allow the connection. Based on Skill it will allow 1 Cruiser or 4 Frigates to join with the Hull. The Cruiser or Frigate will required to dedicate 1 Low slot as well. And the Ships would need to be in fleet with the titan. When active the ship melds partial with the hull of the Super capital (front half Sticking out)GÇô limit race to the titan- The Ships are still target-able but have 50% reduction in signature and 50% reduction to damage, but will be affected by all Ewar, and have a penalty of 25% to tracking. Frigate and Cruiser Pilots would be able to fire freely but they are stuck tot he titan. If destroyed the Pod is stuck floating next to the titan. I though would be possible if fast enough to board another ship from the titan and re attach to the titan if the timers allowed it to happen before the pod was destroyed. This would allow new characters to participate with a super capital. And make the super capital more awsome, death star, but makes the Super cap require a sub cap fleet to protect it.. it is just some of the Sub cap fleet are in the belly of the titan. If the titan or super carrier Jumps, the combined ships are left behind as they would conflict with the Titans navigation system and be impossible to code. This would also give the small ships in the fleet something to shoot at binging me back to the days of wing commander.
Ramming Spear (High Slot) Allows whips when charging with active module resulting in bumping another ship above 50% speed to do damage against another ship. A initial damage spike for tacklers.
AOE One Shots Warp Disruption 5 Second 1 Shot Mid slot items that will AOE a large area with a Strength one Warp Disruption field. Able to only fit one on a ship and it burns out after 1use (used for that small tackle ship to delay a fleet enough for the rest of the allied fleet to arrive) Web Disruption (also work as a bomb) 15 Second 1 Shod Mid slot item tha will AOD a large web area with a 50% speed reduction web. Able to only fit one on a ship and it burns out after 1use
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. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 21:54:00 -
[143] - Quote
Automatic "anti-air" weapons
High slot module. Similar fitting reqs as medium guns. While active, targets and fires upon hostile and/or neutral fighters and fighter-bombers, not drones, frigates or missiles, just fighters.
"Air"-superiority fighters
Works similar to the aforementioned AA guns but in fighter form.
Structural destabilizer bomb
Bomb that reduce the resist of targets for a short amount of time
Suicide bomber module.
Only works in 0.0 Destroys ship fitted on, creating a huge AoE damage blast. Need a new type of explosive item in the cargo hold to work. Damage and AoE depends on amount of explosives in the cargo. Damage type depends on what explosives in the cargo. |

Kenpachi Viktor
Gradient Electus Matari
144
|
Posted - 2012.01.16 21:57:00 -
[144] - Quote
Capital mining lasers. A High Sec Manifesto |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 22:01:00 -
[145] - Quote
MODUALS Subcap Industrial Configuration Modals STORAGE Allows a Sub Cap to activate this module: -->Module has a 5 min cycle -->transforms into a storage array, ----->(Graphic NPC Silo with the front end of the industrial sticking out the side) --> accessible to fleet members, --->Multiples Storage of the ship to 500 times or 50,000% it normal Cargo size. ----->(Ie A max rigged Itterion V would have close to the storage capacity of a Large ships Assembly array) -->Have the HP of the Storage Silo be that of the ship --> Not other module can be active while this modal is active (No cloaky Storage Ships) --> Module can not turn off if items are in the ship. So jettison all of it!! -->This will provide a work around POS mechanics that don't allow 1 slot mass storage, which is needed for large alliance based mining ops. Also adds an additional role in mining ops. Other POS Industrial Configuration Modules: -->Allow other Pos Components to be come a Sub Cap module so it can be set up on the fly. -->Limiting volume size based on cargo space and Structure Hit points based on the Industrial's Hit points -->Can be anchored any where not only in a POS shield where it could be safe (limitation for high sec may require standings) -->When the POS Industrial Configuration Module is in effect no other Active or passive modules can be in use. -->Special Skills for each module will be required -->This would be an effective use for those players who have several accounts used for mining to use them for something else. Keeping a need to pay for several accounts. -->Ideas include: ----->Many of the Weapon Batteries (so you want gate guns)(Never though my industrial alt would ever fire a missile batter let alone be one) ----->Some quick Assembly Arrays (For ammo or drones on the Go, ) ----->Reprocessing Array (You mine, I Refine, he builds) ----->Assembly Arrays (need to change?)(I hold your ship for you)(this is how you can hide Dreadknott inside a Itteron V) ----->Store Front (Fleet members can buy their goods as if it was a concession stand)(guess who is now primary)
Local Transmitting Inhibitor A cloak type device that instead of hiding the ships removes the player from the Local. No other modals can be in effect while active. Tech 11 may allow stationary Cloaking.
Sig Spoofer Allows a ship to change its signature found on ship scanner so Eye have to be put on the ship to make sure it is what is it.
Spacial Gravimetric vortex generator: (High Slot) While active some of the damage which would be applied to ships near by is applied to you. Allowing ships with Heavier tanks absorb the damage inflicted on Near by Players (10kml) Allied or enemy. (Don't expect to live after a bombing attack)
Automated Evasive manuvers Module (Propulsion Module High Slot) While active this over flow (the damage that is not counted because you sig is too small or your speed it to fast) damage incoming will be directed from you to the target of the module. This represents that you are actively using this target as a shield. This module may also have the effect slowing the ships a bit (20%). This will Discourage Big Ships using Large guns against small target next to you ally. (some small ally ships may use this to hide with in ally fleets. GÇ£Do not use the big guns you may hit charlieGÇ¥ ( should increase the used of small ships in Large Battles)
Battle Field Camera high Slot Battle Field Viewer High Slot Allows one ships to transmit what it is seeing on the over view to other ships equipped with the Battle Field Viewer. The Field Viewer would be windows like the Browser. Each Field View module will allow the reception of another transmission from a Camera Battle Field Camera.
Passenger Accommodations: (LOW) Game Effect: Reduces size of items that can not be in containers by 1/2 mainly Life Stock, or People This is mainly a role Playing tool.
Clone Vat Bay for Sub Captials ( Possible Tech ii clone bay) This would allow me to install a few fiends and take them up to deep space to drop them off. Flying in a cloaked Ship GÇô 1 high for used to allow clone jumping to be activated. And 1 Low required to hold 1 Pilot. This item would be illegal to prevent ease of use in High sec,
SCRIPTS Shield Transporter I always though due to the name description that Shield transporters should take some of my shield and place it on another. With a script: it would allow a person to use their shield to build a depleting buffer beyond the shields of the targeting ship at a cost of 2 points from me transporting 1 pt to them skill reducing the effect. And the second layer of shield I am sending would deplete after 10 seconds. This way I know Bob is going to be Primaried so I can give him some of my shield to prevent him going down instantly and allow his own shield reps, or the Logi's Normal shield Transporter bring his shield back to full, In a way allowing me to GÇ£ShieldGÇ¥ Some one from Attack with my own Shields. (I am able to shield the tackle with my BS's Shield using my Shield Transporters. (should not be allowed on Ships with extended shield Rep Range ie logi ships.) A similar script could be done to Armour representing a Battle ship trying to cover another ship from incoming damage.
Warp Scrambler Scrip to turn off the Propulsion module dang those 100mn equipped After Burner T3 Cruisers.
DRUGS Drugs that increase Range or Yield or reduce cycle time with other side effects.
Customisable Drugs. Take your current drugs but allow us to lace it with other times that will, -Decrease some negative effects but ad others, -Change the Set negative to a random strength. -Ad UI effects for player vs Negative effect for pilot
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. |

Ravcharas
GREY COUNCIL Nulli Secunda
71
|
Posted - 2012.01.16 22:14:00 -
[146] - Quote
rate of fire ewar resist ewar resist logi scripts for ships set bonus mods, like implants |

Vincent Athena
V.I.C.E. Comic Mischief
258
|
Posted - 2012.01.16 22:14:00 -
[147] - Quote
At present there are no modules that allow you to protect a ship you are escorting through high sec. You cannot protect it by blowing up the bad guys first, as then you go away to concord (and then you are not an escort anymore). Remote reps do nothing vs alpha strike. So how about:
Remote shield extenders. Boosts the shield strength of the target ship Remote shield or armor resistance amplifiers. Remote warp core stabs (may be too much...)
Other ideas:
A rig that turns part of your cargo bay into a corporate hangar.
AoE weapons that fire a ball of plasma that causes damage, small in size at your ship doing alot of damage, expanding as it goes doing less damage as it travels.
"Controls are jammed" Something that stops the target from accepting any controls form the pilot for a short time.
Resistance modules that not only reduce damage (not as well as the current ones) but add some of the energy of the incoming fire to my capacitor
Time travel: A one use module that moves my ship forward in time a minute or few. Teleporter: A one use module that moves my ship a few dozen km, no BM needed
Telescope: Lets me see stuff that is off grid and normally invisible
Interstellar warp drive: Lets me warp from one star to another in a few hours, I do not need be on-line.
De-cloaker: AoE device that de-cloaks any ship in range
System De-cloaker: one shot module that de-cloaks anything in system
Passenger quarters: Allows for the transport of a Pod pilot.
AoE web about my ship: slows anything that gets too close, possibly including missiles that now may run out of fuel before hitting me.
Navigation shield enlarger: Increases the size of my ship's collision bubble (for bumping ships away from undock points).
Smart bombs are neither smart nor bombs. How about making a version that is at least smart: It only damages items I got targeted.
The anti-loot rig: If my ship explodes it insures all cargo and modules are destroyed. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.16 22:21:00 -
[148] - Quote
MISSiLES
Defender Tech II Tech II Defender Missiles that will destroy Near by Missile volleys protecting your fleet. (may be restricted to shooting down all Nearby Missiles, will be handy for selected fleet types
Logistic Missiles. When they hit the target they repair via their damage category vs Damage but also have to take into account the Damage reduction. This is meant to be used in between battles when hardeners are turned off. They will repair first shields, then armor then Structure
Nuetralizing Missiles. Missiles that drain cap vs imply damage GÇô reduced effect based off of EMP Hardeners
ECM Missiles Missiles that can will temporarily (5 seconds)(non stackable) lower the Sensor Strength of a ship GÇô reduced effect base off of Kinetic hardeners
Thermal Missiles Missiles that increase the damage modules take while being over heated GÇô reduced effect based off of Thermal Hardeners. Resist Nullifying damage: These missiles will reduce the effective tank resists across the board temporarily (non Stackable) GÇô reduced effect based off of Explosive hardeners.
SOVERNTY STRUCTURE MODULES Prospreciting Arrays T2 Prospecting arrays GÇô allow different Ore compositions belts, that are less valuable than the Current allowing miners to find Mostly Veldspar or Omber Belts allowing easier production of Ships in Null sec. 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. |

Circumstantial Evidence
28
|
Posted - 2012.01.16 22:24:00 -
[149] - Quote
Scripts: I don't like needing them. Reduce items in game and inventory shuffling by players - by converting script functionality into module specific modes of operation.
|

Tsubutai
The Tuskers
49
|
Posted - 2012.01.16 22:30:00 -
[150] - Quote
An analogue of nanite repair paste that could be used to (slowly) repair hull and armor damage without needing to dock in station, get someone to remote repair you, or have an armor/hull repairer fitted. |

Xorv
Questionable Acquisitions
42
|
Posted - 2012.01.16 22:30:00 -
[151] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.
This seems a backwards way of doing thing. Rather than just wanting to add more mods, shouldn't you be just generally looking at the game and seeing what problems there are, what's missing, and what could be improved. Only looking to add new mods if you determine they're the fix for the aforementioned problems and needed improvements?
Matching issues with the current game with your list:
EW/Scripts and Cynos:
A short range device that jams a ship from lighting a Cyno. Reason: Hot drops too common, which discourages smaller fights and encourages more blobbing. Short range so that the jamming ship is putting itself at risk and can be destroyed to break the Jam. Recommend: Adding the function to existing Warp Scramblers and Disruptors via Script that doubles the devices cap consumption to add the additional function.
Drones:
Damage Mods and Rigs to match with other weapon systems. Reason: Every other Weapon system has them.
EW , Fitting, ECCM, and Gang Links
Not a new Mod, but a change. Make ECCM (and perhaps cloaks) and Gang Links mutually exclusive. Reason: T3s are being used as 'buffbots' which is bad for gameplay,. By taking away their ability to be nearly impossible to scan down and find their T3s using Gang Links become somewhat vulnerable. That change would have little effect on Command Ships or T3s actively piloted and participating in a gang.
This last one is a bit more of radical change in gameplay that may need several adjustments...
EW, Warp Bubbles, and Interdiction Nulifier:
New small and medium T2 Rig that gives the same properties as Interdiction Nulifier (Exclude BCs and T3s by making both use Large Rigs or a new BC sized Rig) Reason: To encourage the use of smaller ships to roam Null Sec, weaken gate camps, and empower small gangs and soloers. Give players more reasons not to use BCs and T3 for everything.
|

Ravcharas
GREY COUNCIL Nulli Secunda
71
|
Posted - 2012.01.16 22:31:00 -
[152] - Quote
Circumstantial Evidence wrote:Scripts: I don't like needing them. Reduce items in game and inventory shuffling by players - by converting script functionality into module specific modes of operation.
I think scripts would be more fun if they were consumables and also researchable somehow. (Script X good for Y cycles with Z modifier.) So more like bpc's I guess. |

Rytell Tybat
Kallocain Pharmaceuticals
2
|
Posted - 2012.01.16 22:36:00 -
[153] - Quote
Smuggler's Cargo Hold
Improves your odds of carrying contraband through HiSec undetected.
Relevant skill would need to be introduced. Would be even better if smuggling mechanics and gameplay were added and improved as well. (and not that cop-out BS where players become responsible for doing Custom's jobs)
Apologies if this has already been suggested.
|

Tsubutai
The Tuskers
49
|
Posted - 2012.01.16 22:40:00 -
[154] - Quote
I also like the idea of a mobile cynojammer, which could be implemented as a new script for a Heavy Interdictor's warp disruption field generator, an anchorable module like a bubble, a newfittable type of module, or even a new class of ship. |

Infinion
Awesome Corp
29
|
Posted - 2012.01.16 22:41:00 -
[155] - Quote
Bring back deployable mines from 2004. The only reason they were removed was due to lag and im sure that by now the issue shouldn't be as daunting as it was 8 years ago
Other ideas:
EWAR add a POS ewar battery that scrambles the state of all structures so attackers don't know if a module is incapped / anchored / onlining / online visually
Script add a script for lasers (or a seperate weapon group) so they act as the turret equivalent of defender missiles
Drones Either implement functionality for all, or add a module that allows your own drones to target you Drones SENTRY VERSION OF FIGHTERS Drones Propulsion drones that increase the velocity or agility of the target ship
Heat Allow Capacitor Batteries to supply a flat recharge rate to a ship in order to recover from deep cap drain (when regular cap recharge is no longer effective). This feature only works when the cap battery is in the overloaded state
Scanners allow cargo scanners and ship scanners to be used while cloaked (using either covert ops cloaking devices or improved cloaking devices). Scanner duration could be a function of cloak recalibration delay
Energy Vampires implement completely new functionality for NOS so they steal cap recharge rate from the target ship and supply it to the host ship. (instead of accumulated cap from the capacitor)
|

Xorv
Questionable Acquisitions
43
|
Posted - 2012.01.16 22:55:00 -
[156] - Quote
Infinion wrote: Energy Vampires: implement completely new functionality for NOS so they steal cap recharge rate from the target ship and supply it to the host ship. (instead of accumulated cap from the capacitor)
Thanks I knew I forgot something. NOS went from being used on everything to being used only on some frigates to counter Nuets which are used on nearly everything that used to use NOS.
Infinion's idea shows promise, but I wouldn't just mind if they just reversed the NOS nerf for ships with a bonus for it, ie Blood Raider and Amarr Ewar ships.
This is also another example of the need to re-look at existing mods and their functionality rather than just adding new mods with brand new functionality. Fix what you already have first!
|

Ingen Kerr
Dreddit Test Alliance Please Ignore
5
|
Posted - 2012.01.16 23:00:00 -
[157] - Quote
A supercapital module that can tackle other capital ships. Infinite strength point but cannot be used on subcaps and cannot project a bubble. |

Commander Ted
Caldari Provisions Caldari State
1
|
Posted - 2012.01.16 23:09:00 -
[158] - Quote
Capacitor booster/ microwarpdrive hybrid. Short range unguided warp pretty much. Frigates will go 18000 m/s and battleships would go 4500 m/s roughly. Great for bumping ships out of big stations or quickly going into range. The downside is that using this module reduces your agility by 50%, needs to be reloaded, makes your signature radius bigger than a normal mwd, and will break your lock on any targets. Could be used for quickly getting short ranged vessels on top of their targets, or catching ships that are sitting at long distances like 140km off gate. It would be disabled by a warp scrambler but not a disruptor |

Commander Ted
Caldari Provisions Caldari State
1
|
Posted - 2012.01.16 23:13:00 -
[159] - Quote
Kim Telkin wrote:Consumable propulsion module.
Gives you 10X speed factor for 30 seconds. Then burns out entirely.
Uses: * Armor tanking blaster boats trying to get in web range * Last ditch effort to escape from scram/disrupt range * Burn through a warp bubble * Catch that annoying nano fit saying *just* out of your range
I think it would add some fun "oh crap" moments when your enemy performs the Picard maneuver :) Didn't notice this guy posted the same idea... However mine is more fleshed out.
|

Daneel Trevize
The Scope Gallente Federation
9
|
Posted - 2012.01.16 23:14:00 -
[160] - Quote
Jarnis McPieksu wrote:Before adding new modules, you should go and fix all broken/useless modules. EVE has a far too long list of of modules that are effectively useless for anything other than reprocessing into minerals.
This.
Most of these ideas in here are terrible, I can't believe this is a serious Dev thread.
If you're looking for reasons to add new modules you're doing it wrong. First find a need, then balance existing stuff/add new modules if required.
First should be balancing ships & modules that you've already spent the art assets on. |

Max Von Sydow
Droneboat Diplomacy
160
|
Posted - 2012.01.16 23:17:00 -
[161] - Quote
Bumping module
Highslot module Uses a lot of PG Uses a lot of cap when activated looong cycle time
Will push the target away from the ship that used the module. Sig radius and mass will determine how far the targets get bumped so smaller ships wont get bumped too far due to small sig unless MWDing. Should mainly be used to bump people of stations. |

Denuo Secus
35
|
Posted - 2012.01.16 23:29:00 -
[162] - Quote
Armor repairers and shield boosters with an inbuilt resist bonus. This would make active tanking not overpowered but much more viable. Atm active tanking needs just too many slots to make it work even in a small gang scenario. Also: please lower the cap consumption of active repping. It needs too much as it is now: fitting (BS level), cap and slots.
make the Damage Control a passive module please. It doesn't consume notable cap anyhow. IMHO it wouldn't hurt to make it passive. And while you're at it, please change the icon into something more sci-fi please 
a shield variation of slave implants.
shield extender rigs should work on capitals.
passive shield omni hardeners + active armor omni hardeners.
an armor membrane which actually regenerates armor slowly without using cap.
a (highslot?) module which allows to redirect already fired missiles to another target. This would fix the missile traveling issue and would make them viable in much more scenarios such as fleet sniping.
a BS variation of the Assault Missile Launcher - big enough so it can be fit on BS only but fires HMs at higher rate.
a medium tractor beam.
salvaging drones.
light and medium webbing drones.
warp scrambler drones  |

Svennig
Dreddit Test Alliance Please Ignore
58
|
Posted - 2012.01.16 23:31:00 -
[163] - Quote
Small/Medium/Large/Capital Remote module repair systems. Able to bring 100% damaged modules back online. Drone Maintenance Bays (repair drone damage).
A POS mod for ship repairs.
Also: A T2 Warp disrupt probe launcher that can use T2 warp disruption probes which act like scrams, so they disable MWD. |

Cryten Jones
Advantage Inc The Matari Consortium
32
|
Posted - 2012.01.16 23:35:00 -
[164] - Quote
I also like the idea of converting slots. I was thinking of 1 High for 2 Mids and 1 Mid for 2 lows. Upto max 8 as normal with no extra power or CPU.
Freighter <> Car transporter - Module for freighters that will convert the cargo bay to ship hanger bay that is sealed to space. eg rigged ship transport. Wound need a way of making that the only thing that can fit on a freighter but I am sure the Devs are up to it :-)
Market Module for POS - One half is anchored on the outside of the shield the other on the inside. you set-up buy and sell orders as normal. Allows Wormies to set-up a " last gas station in the desert" style shop.
Dockable hangerbay - For those that like WIS but never dock up :-)
Anti-Missiles that actually work.... seriously, like they never have since release :-)
Deep-Space probes get changed to but only a large scan res but can tell you what's there but not where. e.g. scanning....there are 3 towers, 10 ships and a SBU in this system....loading Combat scanners.
That's me for now :-)
-CJ
|

Nova Fox
Novafox Shipyards
2808
|
Posted - 2012.01.16 23:48:00 -
[165] - Quote
Fighter Intercept
These are anti frgiate and anti drone fighters able to dog fight other fighters. They have lesser HP than standard fighters and are reliant on high speed for self protection.
Deployable by carriers only.
|

Nova Fox
Novafox Shipyards
2808
|
Posted - 2012.01.16 23:50:00 -
[166] - Quote
Shield Drones.
These sacrifical drones surround guarded/attacked targets with themselves intercepting and preventing damage to the target until they die.
Unlike most drones these activly repair themselves but it slow to repair and potentially defeatable.
|

Nova Fox
Novafox Shipyards
2808
|
Posted - 2012.01.16 23:53:00 -
[167] - Quote
Specialized Cargo Cans.
Booby Trap Can This can attacks anyone that accesses it after its anchored. Cannot be anchored in high sec.
Cryo Cans used to preserve expirable goods.
Armored Cans These cans are more likley to survie ship explosion.
Life Support Cans Allows storage of biologicals.
|

Nova Fox
Novafox Shipyards
2808
|
Posted - 2012.01.16 23:53:00 -
[168] - Quote
XL Rigs for capitol ships only get them out of the battleship supply market.
|

Marduk Nibiru
Physical Chaos Skunk Works.
55
|
Posted - 2012.01.16 23:58:00 -
[169] - Quote
Car Bomb - Rigs the ship to instantly explode upon activation. Tied to bombs within hull yielding damage equal to all detonated devices...with a stacking penalty perhaps.
Kamikazi runs!!!
Would need some sort of ECM module counter that prematurely detonates or defuses the module. Maybe have warp bubbles destabilize the system also so that they go instapop as soon as they hit one. |

Nova Fox
Novafox Shipyards
2808
|
Posted - 2012.01.17 00:03:00 -
[170] - Quote
Cargo Bay Parition.
Allows a division in the cargo bay.
|

Ren Coursa
House of Coursa
0
|
Posted - 2012.01.17 00:10:00 -
[171] - Quote
Just some dumb ideas i have about stuff i would love to see in the game, half of it would probably break it completely and the other half probably doesnt even work. Anyway; here it goes.
Distress Beacon: This one would be used when under attack to send out a system/constelation/region wide distress call. The module would require some way of setting it up with some parameters as to who would get the call. The filter options could be things like sec status, skill points, maximum amount of ISK pay-out for a successful rescue etc. The distress call would then go out to all the players who match this description AND have a reciever fitted to the ship, another new module for the would be private police officers out there. Their module would also come with the same settings so you can weed out the cheap and fokus your diligent sense for justice on the once who pay well. Another fun thing this would allow is more dynamic NPC encounters. Have random NPC haulers or other pilots roaming about and let them get into trouble and call for help.
Warp trail scanner: Every ship is given a unique warp trail signature. If you are on grid with someone this module lets you tag that ship. This tag then allows your D-scan to pick up the warp signature of that ship from gates (or also regular warp if that is possible). Based on skill, meta lvl of module, ship/rig bonuses etc the trail of the pilots would be longer lasting (in number of jumps). These tags could also be like bookmarks so you can put them in your cargo or trade the tag number of some infamous pirate etc. Might be some trouble in having this scan down ships, so it might be something about that jovian pod and warp that you can scan down.
Limited gang links: I think that a good way of dealing with the blobs and introduce more skill (unobtainable skill probably) into FCing would be to remake the ganglinks so that they are AoE and have a maximum amount of pilots they can help AND if the AoE of two different gang links overlap there is a reduction in effect sort of like PI. This forces the fleet to divide more physically into wings and keep a distance from each other which might lead to more non-bloby fights. The effects of the link have to be pretty good to warrant the extra hassle it brings.
Custom job: I dont really like that all the ships of the same type are identical in stats, especially minmatar ships. I would like the addition of a more hardcore type of rig. These rigs have a primary effect and a hidden, randomized secondary effect that doesnt show up even after its been applied. This secondary effect could be good or bad maybe based on your rigging skills. Maybe this rigging is permanent and the ship is now unsellable on the market (cant be repackaged) due to the weird changes you have done to it or it costs money to "revert it back to factory settings" to be able to repackage and sell it. The randomized effects could be anything from minor stat changes to the ship just plain not being able to fit a MWD.
Flexibility rigs: There are some variations that could be done with this, either the rig just plain adds a slot. High, Mid, Low or a rig that lets you fit a Mid slot or Low slot item in a high slot. Would probably break the game in two but i want more flexibility, dont like that all the ships have set roles. Want to mix it up a bit.
Crew: Personally i hate, HATE, the pod pilot concept. I want the classic bridge and all that. The pod is a cool concept for super high level pilots in super high tech ships like T3 or something. However, even with the Pod i dont see a problem with the ship having crew. If i recall correctly i think there used to be crew numbers on ships? Add new slots in the fitting menu, maybe one per rack. High would be gunnery, mid might be engineering and low mechanics or something. Maybe add even more, things like sensors, drones or whatever. In these slots you add crew that comes with skillsets that translates into ship bonuses. The crews are mortal and are destroyed after some time. They die if the ship is destroyed and all that. Leadership skills modify the crews effects and longevity etc. |

Scrapyard Bob
EVE University Ivy League
610
|
Posted - 2012.01.17 00:14:00 -
[172] - Quote
Cap-sized rigs would be useful, then lower the build cost of S/M/L rigs slightly.
Additional gang link flavors.
Fix T2 armor plates to be better then Meta4 plates. |

Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
0
|
Posted - 2012.01.17 00:14:00 -
[173] - Quote
Nova Fox wrote:Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
This one is good, as is the Suicide Drone idea (up to a certain extent). The rest of your ideas are rubbish though. For example:
Nova Fox wrote:Improved FoFs
These laser guided FoFs will pirotize any painted target within range. If the painted target is outside the painters optrimal range the FoFs revert back to FoF behavior.
Hell ******* no. All that would do is make fleets with one heavily EHP buffed ship w/ a target painter or two and ECCM mods, and a whole bunch of missile ships with these FoF launchers equipped. Since they're FoF and directed by a target painter, they wouldn't even have to target anything and still hit the right ship.
Nova Fox wrote:Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
That would make suicide ganking ******* easy. Double the damage from one ship? WTF
Nova Fox wrote:Digital Fortress.
This one shot midslot when activated provides electronic warfare immunity at the cost of jamming host ship and offlining all other modules.
Does not work against interdiction aoe methoods.
This would make all EWAR mods and EWAR ships irrelevant, especially ECM jammer ships, since every fleet would bring one ship with this to every fleet battle.
Nova Fox wrote:Resistance Batteries. Resistance Pumps.
Flavored Batteries (or pumps) for shields/armor
Once activated adds an additional reistances with stacking penalties.
Outperforms normal resistance modules.
Once depleted the module is destroyed.
Basically would make supertanked bait ships.
|

Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
0
|
Posted - 2012.01.17 00:16:00 -
[174] - Quote
[continued]
Nova Fox wrote:Shield Imulsion Generator
A hybrid shield reistance amp and booster.
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
Armor seathing coater.
A hybrid amror repair and resistance plate
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
Would make both shield resistance amps and boosters useless, since this mod would do both. Same thing with armor.
Nova Fox wrote:Extrenal Jump Drives.
Fits in a highslot or multiple high slots.
Is destroyed upon jump.
AHAHAHAHAHAHAHA!! Seriously? This would make gatecamping useless.
Nova Fox wrote:External Armor Plating.
Provides much more additional armor by percents.
If armor dips below contributing top percent the module is then destroyed.
External Shield Generators
Provides much more additional shielding by percents.
IF shields drop below contributing top percents the module is then destroyed.
Once again, this would just help make even bigger bait ships, along with prolonging battles.
Nova Fox wrote:Presto Smartbomb
This is a massively ranged AOE smartbomb that barely does any damage.
Best used against cloaks.
Not best used in high sec.
This would make CovOp and Force Recon ships useless, since they'd be uncloaked easily once someone knows you're nearby. I imagine it would also be used in every single non-highsec gatecamp to uncloak people who jump through gates.
Nova Fox wrote:Charge Bank.
This midslot module will delay the rate of fire slighlty (1.5x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often.
This would also make suicide ganking way too powerful. |

Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
0
|
Posted - 2012.01.17 00:17:00 -
[175] - Quote
[continued]
Nova Fox wrote:Emergency Warp System.
This module destroys itself and then consumes the HP of every module to 0 (but repairable) to initate an emergency warp, does not work inside interdiction spheres.
This would make Warp Scramblers/Jammers useless overnight.
Nova Fox wrote:Armor Polarizer
Multi Module Low Slot Mid Slot
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
Since shield ships don't have use for armor and vice versa for armor ships, everyone would use these for every single ship. Increasing the EHP of all ships is just gonna prolong the inevitable.
Nova Fox, shut up already. Your ideas are ridiculous. |

NearNihil
Dreddit Test Alliance Please Ignore
23
|
Posted - 2012.01.17 00:31:00 -
[176] - Quote
Frigate logistics. Make a t2 version of the currently only-t1 frigates (Tormentor, Bantam, Navitas and Burst) and give them some sort of logistical capability, similar to the current Logistics. Like the Assault Ship - Heavy Assault Ship relationship, this means it's really not as powerful but would help frig gangs a lot - probably by letting them have a 30ish km range with 2 or 3 medium remote reps. |

Bienator II
madmen of the skies
513
|
Posted - 2012.01.17 00:57:00 -
[177] - Quote
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 a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

belalol
Van Diemen's Demise Northern Coalition.
0
|
Posted - 2012.01.17 01:24:00 -
[178] - Quote
Pulse probe (insert better name here)
- Works with probe launcher . Decloaks any ship in range - Another idea for the same concept , Sends out pulses in attempt to decloak ships in system . Works similar to normal *scan probes* and uses said same system to attempt to decloak. Combine use with directional to see if successful
Special t3 rigs !! no idea if this would work or how , but nice idea !
- Works as followed : Adds %based bonus to ship per level of said ship or skills in rigs. - example : like any ship now has bonuses . More could be added : Armor HP per level , Armor resistance per level Shield Hp per level etc
New type of ship with bonus to smartbomb damage / range *could be useful in fleetfights*
Rigs to add damage / range to smartbombs
Rigs that add / remove slots to create more of another type
|

Nova Fox
Novafox Shipyards
2812
|
Posted - 2012.01.17 02:01:00 -
[179] - Quote
Re: Savannah Zateki
I am not here to argue balance, Ill leave ccp to that they're asking for inspiration and bascially I just blizted a metric tonn of ideas real quick and Ill let them feed off that and come to thier own conculsions. If I where to sit down I can come up with various balance measures.
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.
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.
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.
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.
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.
And people accused me of being a care bear...
Ewarp systems are self destroying one shot systems only as well if you catch the guy again thats it for him and best of all he cant shoot back either, I want to evovle gate camps into system camps.
What part of self destructing modules you dont you understand?
Could remove the passive portion and make it consume this level of tanking only. Also this is a multislot module it eats two slots at once.
I consider none of you guys stupid, but I do forget you dont read minds either so if I am too vague tell me.
|

Sassums
Wormhole Exploration Crew R.E.P.O.
46
|
Posted - 2012.01.17 02:09:00 -
[180] - Quote
I have asked this numerous times, and have gotten 0 responses.
When are you going to reintroduce faction tower BPC drops?
When are you going to fix POS mechanics?
CEO's do not have enough control over the POS.
There are only 3 levels of security - all access, Fuel Tech, and Config Starbase equip.
I can assign someone to High Slot 1, but they have access to High Slot 1 in every CHA that has the level role they do.
I should be able to assign one person, to one tab, to one hanger. |

Solinuas
Beyond Evil and Good
52
|
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
|
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
|
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.
|

Montevius Williams
Eclipse Industrial Inc
200
|
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
|
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..
 |

Teshania
ESS Empire Holdings ESS Empire
0
|
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
|
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
|
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.
|

Nova Fox
Novafox Shipyards
2814
|
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.
|

doombreed52
Neotech Industries Infinite Improbabilities
3
|
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. |

Nova Fox
Novafox Shipyards
2818
|
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. :(
|

doombreed52
Neotech Industries Infinite Improbabilities
3
|
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
|
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.
|

Ila Gant
Hedion University Amarr Empire
73
|
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.
|

Merritoff
Zod's Minions
2
|
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
|
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
|
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
|
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.
|

Jade Mitch
United Coalitions ZADA ALLIANCE
13
|
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
|
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. |

Nova Fox
Novafox Shipyards
2823
|
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.
|

Cynogen1
State War Academy Caldari State
0
|
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
|
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
|
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
|
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
|
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.
|

Nova Fox
Novafox Shipyards
2830
|
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.
|

Valeo Galaem
New Eden Advanced Reconnaissance Unit Sentient World Observation and Response Directive
28
|
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
|
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! |

James Arget
Future Corps Sleeper Social Club
9
|
Posted - 2012.01.17 08:41:00 -
[211] - Quote
Shield Injector/Armor Injector. A hybrid between a shield booster/armor repper and a cap injector, the mid or low slot module would consume very bulky charges, but will give a significant boost to shield or armor. Consumes to capacitor to use. Tanks that burn bright but fast.
Medium/Large tractor beams which can be targeted to ships during combat, and also scripted to become pressor beams.
Midslot "Ballistic Optimizer" which functions with scripts to increase missile explosion velocity, reduces explosion radius, or both.
Sensor Damper scripts to reduce max locked targets. Script for Sensor Booster/ReSeBo to increase locked targets. Overheat to increase effect of Sebo, including gaining more locked targets.
Jump Drive Range rigs. |

Fraa Bjorn
Cell 317
28
|
Posted - 2012.01.17 08:50:00 -
[212] - Quote
a rig that increases CPU All games have QQ, but only Eve has Q.Q |
|

CCP SoniClover
C C P C C P Alliance
5

|
Posted - 2012.01.17 09:33:00 -
[213] - Quote
Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here.
Just a quick note on why we're looking into adding new modules, rather than focus completely on fixing/balancing existing stuff - what we're looking into is creating a fluid tactical environment that shifts over time. So we're not looking into creating an uber-balanced utopia ala Starcraft II that, once achieved, we can then walk away from. Rather, we want to achieve a more chaotic environment where 'best' fittings change rapidly and the value of items (modules, rigs, ships) is relative based on the current metagame rather than fixed in eternity. The idea is that a fluid, ever-changing environment like that will have more long-term appeal in a game like EVE than a static uber-balanced system does.
There is of course many more things that come into this, I will probably have to write a devblog at some point to discuss the finer details. For now, all I can say is that it will take more than a release or two to realize this, so we're still in the very early stages.
Also, I want to stress that the stuff above does not mean we will not touch existing stuff, a big part of this work is aimed at fixing existing issues, fill existing holes, etc. Modules with completely new functionality is just the tip of the iceberg.
To fuel the idea creation a bit more, here are a few more keywords to mull over:
Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
Thanks again guys for all your great input. |
|

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 09:40:00 -
[214] - Quote
Well Soniclover, I originally posted this idea in the hybrid balancing thread, as a way of helping gallente pilots in a tactical situation.
Different idea to help balance Gallente and add more fun to EvE combat.
A lot of folks have asked for speed boosts and I can appreciate why given the way Blasters work for gallente. Perhaps Gallente do need to become more like the Armor versions of Minmitar to make blasters work well for them, but this sort of feels a bit to easy to my mind, an alternative that could work well, would be making better use of the mid slots.
Gallente get more mids slots than Amarr, but perhaps there is a way to make those extra mid slots help with the range issues while making the Gallente more tactically interesting and relevant, basically putting pilot skill and fitting back into the equation, rather than just a raw speed boost.
My thought was the creation of some specific mid-slot modules which have a short 'burst' effect, for say, 20-30 seconds, but then have a long cool down and couldn't be used again for 5-10 minutes say, and perhaps Gallente get a bonus to reduce the cooldown or increase the length of the burst. Each race could have different bonuses even, for certain types of modules relevant to their race.
But the basic ideas is that when the pilot chooses to use the module, it has a big, but very brief impact and makes eve far more tactical and interesting.
The modules could cover a variety of different uses, and be relevant to all races perhaps, but these could have a tactical dimension that could keep the different races distinct and I think could add a lot of fun to the combat in EvE because of their long cool downs.
So for example, there could be a module that does indeed give the ship more speed, but only for 30 seconds, before the cooldown kicks in. There could be a module that briefly boosts tracking, or damage, or any number of factors in eve, from locking range, to perhaps a brief tank bonus.
I think these would add a lot of fun to EvE combat, both for fleets and one vs one and skirmish engagements, and more options to FC's and alliances in how they play. But critically, it could offer Gallente with a way to get in range, not all the time, but some of the time and at the pilots discretion, without making Gallente so fast they become overpowered.
Thoughts welcome.
Update since posting this. I also wonder if this would be better suited in a high slot? I just feel the high slot is sort of unused on a few ships other than cap drains, if there are no weapon slots, it sort of goes unused, and lets not talk about the auto targeter ;) My reason for suggesting they be used in the high slot is, well Caldari basically have to use all the mid slots to get any sort of tank and speed mod, comparable to Amarr, so... a temporary module vs a permanent invunerability... it would have to be worth it, and I don't think I would give up that mid slot honestly. In addition, if it were a mid slot, this would give a distinct advantage to say, Amarr, who wouldn't have to affect their tank. Perhaps they could either be low or mid slots, depending on type, I do feel there should be some benefit / drawback to using them, apart from the cool down. |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 09:43:00 -
[215] - Quote
Oh and here was my feedback to some initial critique.
It could work. Let me explain:
First off, I would call them 'Tactical Modules' as that is their usage and benefit.
Basically the tactical modules would be designed for everyone to use, while giving relevant bonuses for a specific race. Tactical Modules are entirely optional, they don't have to be fitted, but can offer a tactical edge if they are. By being pilot controlled and not a permanent effect, it makes timing their activation entirely relevant; this makes combat more diverse and interesting.
Tactical modules could be limited so that only one of them can be installed on a ship, thus avoiding stacking issues and ships with lots of mid slots abusing them.
In addition, by giving extra bonuses to the relevant races, you increase the chances of them being used by the race they were intended for, and instead help balance that race, while not unbalancing the game.
But in a stroke, you give Gallente pilots a fix for getting in range for blasters, while not unbalacing the game and turning them into Minmitar ships with blasters basically, and not having to give larger damage increases that could make Blasters insta-ship-pod-death when in range.
Here is a rough list to get the idea across about what these modules could be / do:
Speed Burst: Tactical Module: Improved engine interfaces allow for engines to be briefly stressed, increasing ship speed by 25% for 10 seconds. Gallente get 200% bonus to burst duration. 5 minute cool down.
Armor Resistance Boost: Tactical Module: Through advances in repair nano technology, briefly increases armor resistance by 25% for 10 seconds. Amarr get 200% bonus to boost duration. 5 minute cool down.
Signature Reduction: Tactical Module: Helps to mask the ships signature to briefly reduce ship signature by 10% for 10 seconds. Minmitar get 200% bonus to boost duration. 5 minute cool down.
Shield Resistance Boost: Tactical Module: Advances in shield matrix technology, briefly increases shield resistances by 25% for 10 seconds. Caldari get 200% bonus to boost duration. 5 minute cool down.
You could offer tactical modules that do other things briefly, for say e-war, but still have race bonuses in the same way. But, hey, I think this would be cool and 'could' add something fun to combat. It would give everyone a new way of thinking about combat in EvE, from FC's of 100 man gangs, to Skirmish Gangs or one-vs-one engagements, and even be of use to PvE pilots who want to get past difficult parts of a mission if it is used correctly.
It needs thinking through for sure, but my overall point is that to help solve the 'Gallente Blaster' issue while keeping the game balanced and races unique, while giving everyone something to get their teeth into.
Feedback welcome, thanks chaps and chappesses. |

Jarnis McPieksu
Aliastra Gallente Federation
213
|
Posted - 2012.01.17 09:55:00 -
[216] - Quote
The only "deployable terrain" we have today is warp disruption bubble - either from a dictor/hictor or from anchorable bubble. There also once was a plan to add mines but those never went anywhere and I guess were removed from the game at some point (some copies of these still exist...)
POS shields, I guess, would also kinda fit here but they are far more complex and time-consuming to set up and can only exist at moons.
A portable, deployable "POS shield" would be an obvious idea to work on. Naturally you can't have a mobile "Large POS" grade shield that takes huge amounts of damage to collapse but something around that mechanic could perhaps introduce situations where part of the fleet could be on the field, yet inside a shield unable to take or deal damage for the moment. Yes, there would be many gotchas that would need careful consideration on deployment delay, capability to move it, bumping, EHP etc... but it could all be fleshed out from the basic idea of being able to set up "fortifications" on the field under certain rules and limitations. Could be deployables, could be "bomb"-style things comparable to dictor bubles or stealth bomber bombs, could be active modules like HIC bubbles (with either specific ship or restriction to certain types of ships), could be something completely different.
Alternatively we could have other kind of "field" effects that change the parameters of combat. A "sensor damp bubble" (shorter range, longer lock time) or "web bubble" (slowing everyone inside it) could be interesting - again with the questions of "how to deploy, what limitations" completely open.
A third option could include system-wide variables. We already have those in Wormholes and in Incursion systems (Sansha penalties) and while some of them are just a tad silly, the general idea of being able to influence a whole system in some way could be interesting. Right now the only thing like this we really have is the Cynojammer.
Such features, depending on exactly how they are implemented, could for example allow defenders (or very prepared attackers) to mould an expected battlefield to counteract expected strategies. Careful testing and development would be required to get balanced and fun stuff without making certain ships or strategies completely obsolete. |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 10:04:00 -
[217] - Quote
A new type of command or capital ship only module that creates a distance based effect around the command ship. There was a space game whose name I can't think of right now, where this idea comes from, but simply put:
Imagine a field that is created around a ship, that as long as other ships are within it, it changes things, there could be a multitude of different effects for different benefits for both ally and enemy ships within the field.
I would not make this module 'stop' the command ships dead when activated, sort of like how other modules work because, frankly this would give the Damnation and it's 600,000 EHP tank to much advantage compared to the Vulture which needs its agility to compete.
This sort of module could reinvigorate the Eos if there were E-war based modules.
Naturally there should be counters to said effects and modules. One mechanic could be to make them time limited.
Or... perhaps there is an entirely new ship created for EvE that can create these sort of effects, a sort of tactical fleet ship. |

Kenpachi Viktor
Gradient Electus Matari
145
|
Posted - 2012.01.17 10:08:00 -
[218] - Quote
One idea that I had for deployable terrain.
Remove the warp ability from super capitals, (but allow them to cyno hop in system) Make their effects grid only Make them a gravity well that sucks every ship on grid towards its self.
 A High Sec Manifesto |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 10:14:00 -
[219] - Quote
CCP SoniClover wrote:Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here. Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
Thanks again guys for all your great input.
Good to think about these sort of things, but SoniClover, if you introduce Damage over Time, you also have to introduce Heal over Time and consider the impact on current logistics remote repair and shield transfer mechanics.
Lets say a fleet gets hit with 20 damage over time effects, how do logistics pilots counter this? Constantly switching targets is... well... its going to suck I can tell you and may well make logistics relatively pointless.
Other alternatives to counter Damage Over Time, are a burst repair module, that sort of gives logistics ships an AOE remote repair / shield transfer. Then... then you have the proper counters and balances that make fleet engagements more interesting, and fleet positioning, far more important.
I feel if you introduce these sort of things, then, maybe the long ago Fleet formation stuff should be introduced... can't remember how many years ago that was talked about as a 'future' thing, but it never saw the light of day. |

paradigmblue
GoonWaffe Goonswarm Federation
2
|
Posted - 2012.01.17 10:18:00 -
[220] - Quote
Focus: Heavy Interdictors
New Modules[
Stasis Webifier Field Generator High Slot Only usable by Heavy Interdictors 10k base range, improved by level of Heavy Dictor (14k with T2 Module and HIC 5) Creates a Stasis Webifier Field centered on the Heavy Dictor All ships within the Stasis Webifier Field have their velocity reduced by 30%, except for the Heavy Interdictor generating the field. Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized
New Scripts
Scrambling Field Script for Warp Disruption Field Generator Modifies the Heavy Interdictor's Warp Disruption Field to add a Warp Scram effect. Warp Disruption Field range decreased by 33% (24k>16k With T2 Module and HIC 5) Ships within the range of the scrambling field cannot activate their microwarpdrives.
Long Range Disruption Script for Warp Disruption Field Generator Modifies the Heavy Interdictor's Warp Disruption Field Generator Module to a single target, 1 point strength warp disruptor. Increases range of Warp Disruption Field Generator by 200% (72k with T2 Module and Heavy Interdictor 5)
Long Range Scrambling Script for Warp Disruption Field Generator Modifies the Heavy Interdictor's Warp Disruption Field Generator Module to a single target 2 point warp scrambler. Increases the range of the Warp Disruption Field Generator by 100% (48k with T2 Module and Heavy Interdictor 5)
Long Range Webbing Script for Stasis Webifier Field Generator Modifies the Heavy Interdictor's Stasis Webifier Field Generator to a single target web. Increases the range of the Stasis Webifier Field Generator by 200% (42k with T2 Module and HIC 5)
New Rig
Field Projection Amplifier Increases Warp Disruption Field and Stasis Webifier Field Radius by 25% Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized
Focus: Recons and Black Ops Battleships
New Recon Ship Bonus Electronic Warfare Script Penalties reduced by 15% per level of Recon Ships (If a script has a penalty of 50%, at Recon 5 the Penalty would be reduced to 12.5%)
New Black Ops Battleship Role Bonus Electronic Warfare Script Penalties reduce by 100%
Scripts
Stasis Strength Script for Stasis Webifiers 25% bonus to the velocity factor of the stasis webifier 25% penalty to the range of the stasis webifier
Stasis Range Script for Stasis Webifiers 25% bonus to the range of the stasis webifier 25% penalty to the velocity factor of the stasis webifier
Warp Disruption Range Script for Warp Disruptors and Warp Scramblers 25% bonus to warp disrupt range 50% penalty to warp disruptor activation time
Propulsion Disruptor Script for Warp Disruptors and Scramblers Warp Disruptor or Scrambler disables all propulsion mods on the target, including afterburners Warp Disruptor or Scrambler strength is lowered to 0 25% Penalty to module range
Energy Drain Range Script for Nosferatu and Energy Neutralizer Modules Increases module range by 25% 50% Penalty to amount of energy drained/neuted per cycle
Energy Drain Amplifier Script for Nosferatu and Energy Neutralizer Modules Increases enerrgy drained/neuted by 25% per cycle 50% Penalty to Module Range
Shield Resist Nullifier Script for Nosferatu and Energy Neutralizer Modules Lowers target's shield resistance. If script is loaded on a Nosferatu, shield resistances will increase by the amount they were lowered on the target. 100% Penalty to module capacitor use Using more than one type of module or similar modules that affect the same attribute on the ship will be penalized
Armor Resist Nullifier Script for Nosferatu and Energy Neutralizer Modules Lowers the target's armor resistance. If script is loaded on a Nosferatu, armor resistances will increase by the amount they were lowered on the target. 100% Penalty to module capacitor use Use of Multiple armor resist nullifiers will result in diminishing returns.
ECM Lockbreaker Script for ECM Jammers Increases Jamming Strength by 25% Reduces duration of jam by 100% (Any of the target's current locks are broken, but target may immediately re-target) 50% penalty to module activation/duration time
ECM Focusing Script for ECM Jammers Increases Jamming Strength by 25% 50% Penalty to ECM optimal range
ECM Projection Script for ECM Jammers Increases ECM Optimal by 50% 50% Penalty to ECM Strength
Focus: Missiles
New Modules
Fire Control Low Slot Active Module Increase to Missile Velocity (Amount dependent on Meta Level) Reduction to Missile Explosion Radius (Amount dependent on Meta Level)
Rapid Assault Missile Launcher Launcher for cruisers and battle-cruisers intended to counter fast frigates, can only be fitted with regular and advanced light missiles. Requires 50% more grid to fit than standard Assault Missile Launchers (75 rather than 50) Each launcher fires 2 light missiles per cycle instead of one.
Combat Tracker Launcher Launcher with low power-grid and high CPU requirements. Covert Ops ships and T3 Cruisers with the appropriate subsystem benefit from scan probe launcher fitting bonuses for the purposes of this item Very low RoF
New Charges
Flak Missile Available in Rocket, Heavy Assault, Torpedo and Citadel variants. Does AoE damage in a radius depending on the size of the charge. 50% RoF penalty Not usable in High-Security Space
Stasis Missile Available in Light, Heavy, and Cruise variants. Each missile impact temporarily reduces the targets' maximum velocity by a small amount. Very high velocity Does little to no damage
Cont. |

paradigmblue
GoonWaffe Goonswarm Federation
2
|
Posted - 2012.01.17 10:19:00 -
[221] - Quote
Combat Tracker Missile Only fittable in Combat Tracker Launchers Missile with a 30km base range, low velocity Targets hit by a Combat Tracker Missile remain on the overview of the ship that launched the missile for two minutes, as long as they remain in system, even if they leave grid. Targets hit by a Combat Tracker Missile can be warped to as long as they are at least 150km away by any player. Once a ship has been hit by a Combat Tracker Missile, the ship is cannot be tagged again until the effects of the original missile expire (2 minutes).
Combat Cruise Missile If more than 100km from the target, the Combat Cruise Missile will instantly warp to within 10km of its target and then hit. Should reduce flight time by 90% or more, depending on the distance.
New Scripts
Velocity Boost Script for Fire Control Module 25% Increase in Missile Velocity 25% Penalty to Explosion Radius
Explosion Focusing Script for Fire Control Module 25% Reduction to Explosion Radius 25% Penalty to Missile Velocity
New Drones
Missile Platforms Available in Light, Medium, and Heavy Versions Senty style drone that stays within 5km of host ship. Uses light missiles as charges, can be loaded in drone interface by right clicking on the drone and selecting the missile type. Damage and range is dependent on missile skills of pilot and ship modules (BCUs, Fire Controls) rather than drone skills. Does not receive ship bonuses. Light Missile Platform Drone: 5m3, uses Light Missiles. Medium Missile Platform Drone: 10m3, uses Heavy Missiles. Heavy Missile Platform Drone: 25m3, uses Heavy Assault Missiles.
Focus: Interdictors
New Interdictor Role Bonus 50% Reduction in CPU Requirements of Combat Tracker Launchers
New Charges
Field Destabilization Probe Only fittable in Interdiction Sphere Launchers Will instantly collapse any Interdictor or Heavy Dictor bubbles within 30km. Anchorable bubbles with be unachored by the charge, but will start to anchor again immediatly. Upon use of this charge, the Interdiction Sphere Launcher will go offline, and the ship's capacitor will be reduced to zero.
Focus: Warfare Links
New Module
Tactical Warfare Link Active Module Provides Warfare Link Bonuses, but only to ships in fleet on grid. Greatly reduced fitting requirements compared to standard Warfare Links, to offset the fact that the command ship will almost always be primary. Provides no link bonuses without a Warfare Link Script. Shield Resist Bonus: .4% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 25% Armor Resist Bonus: .4% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 25% Shield Capacity Bonus: .8% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 50% Armor Capacity Bonus: .8% per Fleet Member on-grid receiving Warfare Link Bonus, to a maximum bonus of 50% Signature Radius Reduction: .4% per Fleet Member on-grid receiving Warfare Link Bonuses, to a maximum bonus of 50% (Clarification - These ship bonuses only affect the command ship or the Teir 3 with command sub-system, and are intended to insure that not only the ship has increased survivability, but that it only receives that survivability in a boosting role. The more players the ship is boosting, the greater the tanking bonuses. Multiple Tactical Warfare Links do not stack.)
New Scripts
Warfare Link Scripts Scripts for Tactical Warfare Link Available in Damage Control, Passive Defense, Rapid Repair, Electronic Superiority, Recon Operation, Sensor Integrity, Active Shielding, Shield Effeciency, Shield Harmonizing, Evasive Manuevers, Interdiction Manuevers, and Rapid Deployment. The ability to easily swap different bonuses in and out depending on the situation helps off-set the fact that the Tactical Warfare Link may only be used on grid. |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 10:26:00 -
[222] - Quote
CCP SoniClover wrote:Thanks guys for the massive amount of ideas you're generating. Lot of good stuff in here. Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
Thanks again guys for all your great input.
While modules are far easier to add to the game than ships, I feel for some of these features - they really should be ship specific, in the same way there are specific e-war ships.
TL:DR ship types help FC's understand what the fight might entail and engage accordingly, so ship specific module bonuses are very important in EvE.
Ship types is a way to actually counter their usage effectively in engagements. For example, if I see a Scorpion on field, I know what to expect. If I see a Bhaalgorn on field, I know what to expect. I can tactically consider how to win the fight.
If suddenly I am fighting a fleet with 25 Abaddon's - Traditionally I expect them to do DPS - I understand their tactical role on the field of battle. But suddenly if 10 of them doing something completely different, it is incredibly hard to distinguish those 10 out from the other 10. This already exists in the game, for example, they can fit ECM in those mid slots - who would know until the fight starts?
But they do NOT get an ECM bonus, so this is less likely.
So... if you add chain effect modules, please make only certain ships get bonuses for those modules. They can fit on all ships - but only those key ships would get the bonus.
And in this way, EvE really could do with more ships and more skill point time sinks, other than motherships etc, so may I suggest that there are relevant ships for some of these sort of things .. deployable terrain for example - could be a dedicated ship, in the same way Heavy Interdictors are. Chain effects, sound great, but lets make them ship specific so I least have a way of countering them.
Another way though, would be to dramatically improve the tactical overlay, so FC's can make better decisions... and see what ships are doing what with what modules, making it more about the human leaderships and interpretation, than scanning the ship list to see what has been brought to the field.
Essentially, ship types really tell FC's whether to engage in a fight in the first place, and consider if they can win or not, or will simply be wiped from the field. For example, if you see 10 ECM ships... you might not feel so great with 6 logistics on your side. This is how fights are understood and fought in EvE. If modules are introduced that are less ship specific, it means we don't have tactical clarity. |

Gilbaron
Free-Space-Ranger Ev0ke
69
|
Posted - 2012.01.17 10:29:00 -
[223] - Quote
CCP SoniClover wrote:
Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
dont make it tab - dot - tab - dot - tab - dot please
cant await a C-C-C-COMBOBREAKER btw |

Yophant
Shadow of xXDEATHXx
29
|
Posted - 2012.01.17 10:31:00 -
[224] - Quote
CCP SoniClover wrote: Damage over time
A crazy idea: that may be something like Angry Nanobot Launcher, which throws some "Angry Nanobots", stored in "Pacification Shells" towards target ship. Once reached target ship, that shell explodes and Angry Nanobots begin to eat target ship's armor and hull. There are two ways to remove these nanobots: first one is applying special "nanobot tractor" module from Logistic ship, and second one is docking to station with repair facility. |

Klingon Admiral
Black Hole Cluster
5
|
Posted - 2012.01.17 11:01:00 -
[225] - Quote
Something like a bubble that, instead of prohibiting warp, turns of all MWDs inside it's range. Maybe only doppable by Dictors to prevent super-gatecamps from occuring too often.
Maybe some aggressive nanobots, that damage active modules of a hostile ship until it turns them off. Maybe some a bit weaker versions specifically for lows/meds/highs and a slightly stronger version that picks modules absolutely randomly. And no, not another form of ECM, you could for instance keep that point active until the target is down. The damage has of course to be properly balanced. |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 11:07:00 -
[226] - Quote
paradigmblue wrote:Focus: Heavy Interdictors
Lot of text
Like a lot of what you got down here, but would put field based effects that offer tactical benefits on a command ship rather than the heavy interdictor. Ships should retain their bonuses and roles, making them to broad will confuse the battlefield. Once you change the role of the heavy interdictor to a more tactical role, its purpose on the battlefield becomes completely unclear for FC's and makes clear tactical decisions incredibly hard to make.
Some great ideas amongst this lot, but perhaps also new ships need adding to facilitate the ideas being introduced here. |

Gasgat Alur
The Order of the Oar P R I M E
1
|
Posted - 2012.01.17 11:08:00 -
[227] - Quote
Name: Megnetic reflective sphere (or something don't really care )
Function: Surrounds the ship in a bubble that reflects 60% of incoming damage for 10~ seconds and protects your ship against E-War.
Other: This module uses a charge per activation. These charges should be fairly expensive 1.0-1.5mil~.
Why? This module is used to help people jump through low sec, get past those gate camps and also help miners survive a scuicide ganking if they're acually paying attention to the game :) |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 11:14:00 -
[228] - Quote
CCP SoniClover wrote: Reactive modules
A new reactive module, could be one that counters cap drain, albeit dampening the effect. As it stands there is no real counter to strong cap drain other than cap boosters are limited, and can't completely counter cap draining, especially when the cap drain is being done by more than one ship.
The only other way to counter cap drain is to use dedicated cap logistics or a triage carrier. ECM on the other hand can be reduced by using ECCM modules and implants.
Cap drain is 100 effective, unlike ECM it kills your tank as well as DPS, and the effect is not temporary like ECM, but typically permanent.
So a reactive module, when fitted, in a low slot, would not add more cap, but instead, reduce the effect of cap drain on your ship, making it take longer for cap drain to be effective. |

Moonaura
The Dead Rabbits Society
110
|
Posted - 2012.01.17 11:19:00 -
[229] - Quote
Gasgat Alur wrote:Name: Megnetic reflective sphere (or something don't really care  ) Function: Surrounds the ship in a bubble that reflects 60% of incoming damage for 10~ seconds and protects your ship against E-War. Other: This module uses a charge per activation. These charges should be fairly expensive 1.0-1.5mil~. Why? This module is used to help people jump through low sec, get past those gate camps and also help miners survive a scuicide ganking if they're acually paying attention to the game :)
The idea has merit as a brief resist to e-war, but you'd kill gate camping if you negate scrambling/disruption and severely impact on pvp gameplay, a legitimate part and risk of traveling through lowsec and 0.0. There is already a ship that can do this, but expanding it feels unfair. |

paradigmblue
GoonWaffe Goonswarm Federation
4
|
Posted - 2012.01.17 11:22:00 -
[230] - Quote
Moonaura wrote:paradigmblue wrote:Focus: Heavy Interdictors
Lot of text
Like a lot of what you got down here, but would put field based effects that offer tactical benefits on a command ship rather than the heavy interdictor. Ships should retain their bonuses and roles, making them to broad will confuse the battlefield. Once you change the role of the heavy interdictor to a more tactical role, its purpose on the battlefield becomes completely unclear for FC's and makes clear tactical decisions incredibly hard to make. Some great ideas amongst this lot, but perhaps also new ships need adding to facilitate the ideas being introduced here.
Thanks for the feedback! I probably wasn't clear enough with my sections - the field-wide bonuses were intended for warfare link modules, which only are fittable on tier 3s with the right subsystems and command ships. Only the warp disrupt field/stasis web field modules and scripts were in the heavy dictor section. |

Lorkin Desal
Lone Star Exploration Lone Star Partners
88
|
Posted - 2012.01.17 11:26:00 -
[231] - Quote
Gas compression core for the orca/rorqual - make it so theese ship can have gas in the ore hold. make the gas be "bottleable" so it dosent take up so much damn room.
orbital bombardment cannons for caps/bs
forcefield module - when activated the ship deploys a POS bubble - disrupts all targeting through the bubble, and ship is the only one that can be shot. it cant use any other modules when this is fitted and cant be remote repaired, but gets a bonus to local rep and a big HP boost - ie 1 blocke sacrifices himself to let his fleet escape. |

Gasgat Alur
The Order of the Oar P R I M E
1
|
Posted - 2012.01.17 11:31:00 -
[232] - Quote
Moonaura wrote:Gasgat Alur wrote:Name: Megnetic reflective sphere (or something don't really care  ) Function: Surrounds the ship in a bubble that reflects 60% of incoming damage for 10~ seconds and protects your ship against E-War. Other: This module uses a charge per activation. These charges should be fairly expensive 1.0-1.5mil~. Why? This module is used to help people jump through low sec, get past those gate camps and also help miners survive a scuicide ganking if they're acually paying attention to the game :) The idea has merit as a brief resist to e-war, but you'd kill gate camping if you negate scrambling/disruption and severely impact on pvp gameplay, a legitimate part and risk of traveling through lowsec and 0.0. There is already a ship that can do this, but expanding it feels unfair.
That's true but a module similar to this would be really nice! How about a 50% chance of gaining immunity to E-war at skill level 0 and an increase by 5% per skill level? That'd give you a total of 75% chance being immune to E-war. What this means to the gate campers is that 3/4 players that pass by their gate camp has a chance of escaping compared to the way it is now, 0% chance of escape and a 100% guarantee of death. |

paradigmblue
GoonWaffe Goonswarm Federation
4
|
Posted - 2012.01.17 11:31:00 -
[233] - Quote
Moonaura wrote:CCP SoniClover wrote: Reactive modules
A new reactive module, could be one that counters cap drain, albeit dampening the effect. As it stands there is no real counter to strong cap drain other than cap boosters are limited, and can't completely counter cap draining, especially when the cap drain is being done by more than one ship. The only other way to counter cap drain is to use dedicated cap logistics or a triage carrier. ECM on the other hand can be reduced by using ECCM modules and implants. Cap drain is 100 effective, unlike ECM it kills your tank as well as DPS, and the effect is not temporary like ECM, but typically permanent. So a reactive module, when fitted, in a low slot, would not add more cap, but instead, reduce the effect of cap drain on your ship, making it take longer for cap drain to be effective.
To play off your idea of an anti cap drain reactive module, here's one that is also dual use:
Capacitor Feedback Generator High Slot Module is passive and cannot be activated unless triggered. Passive Bonus: Decreases Microwarp Drive capacitor use Trigger: Ship is affected by Nos or Neut affect. When triggered, the module can be activated. Active Bonus: Inflicts EM and Thermal damage to draining ship in proportion to capacitor drained or neuted. Module does not require any powergrid to remain active.
|

Salpun
Paramount Commerce Tactical Invader Syndicate
177
|
Posted - 2012.01.17 11:38:00 -
[234] - Quote
Deployable terrain
A capital ship high slot mod that attracts all ships towards it. So small ships have to be use sling shot manuvers to get where they want in the battle field. Would require easier manual flying and indicators of direction of motion on your ship but might be cool.
Gas cloud generators. The longer you let it run the more gas is pushed over board and if some ene flys in to it it corrodes your shields or armor. |

Lord Okinaba
22
|
Posted - 2012.01.17 12:04:00 -
[235] - Quote
Re-name 'Armour Repair Bots' to 'Remote Armour Repair Bots' and release Armour Repair Bots that allow you to rep yourself. |

Lijhal
Innoruuks Wrath
6
|
Posted - 2012.01.17 12:17:00 -
[236] - Quote
keyword T3
t3 weapon systems they need the proper t2 Specialization up to 5 and a new skill, 2 ranks higher then the t2 variant
for example, a t3 projectile modules needs Medium Autocannon Specialization up to 5, but Small Autocannon Specialization can be at 4 and so on...
+20% more fitting requirements as t2 modules +20% more dps/alpha/range/etc as t2 modules +10% heat absorbation
add another bonus on t3 cruisers: 4% reduction in cpu and pg requirements of t3 modules installed on the ship
now every ship, regarless of tech, can fit them but ships below tech3 would need to increase the cpu and pg with modules/imps in order to fit them properly on their ship
t3 subsystem add the missing 5th subsystem for each category
keyword EAF
get rid of the frigate hulls
add another tech2 destroyer class with almost the same layout as interdictors have, call them EAF's
add another bubble mechanism where those bubbles reduce the resistance on shield/armor/hull on ships inside the bubble
example:
Amarr: EM reducement Gallente: Thermal " Minmatar: Explo " Caldari: Kinetic "
Those bubbles are NOT cumulative and you cannot launch another bubble inside the diameter of a existing bubble
keyword rigs
remove the penality from rigs tech1 rigs would gain 3% improvement of skill level tech2 rigs would have 4% improvement of skill level
example ccc
ccc1 with jury rigging 4 = 12% cap recharge ccc1 with jury rigging 5 = 15% cap recharge
ccc2 with jury rigging 4 = 16% cap recharge ccc2 with jury rigging 5 = 20% cap recharge
and so on.....numbers can of course be tweaked or changed/reduced for different rigs like weapon or shield recharge rigs!
keyword synergy
the synergy between science skills and ship/weapon stats provides a deeper and further specialisation without adding new skills to eve
in order to reduce "overspecialisation" or "overpowered stats", you can shoose only one synergy each 2 months or so.... like a remap where the pilot selects the proper science field which he/she wants to be boosted
example:
Hydromagnetic Physics
increase the amount of shield capacity by 2% each level
Electronic Engineering
increase the amount of cpu output by 2% each level increase drone dmg by 2% each level
numbers can be tweaked of course, this should only be seen as an example
and thats for now... coming back later
thx li |

Scatim Helicon
GoonWaffe Goonswarm Federation
239
|
Posted - 2012.01.17 13:13:00 -
[237] - Quote
CCP SoniClover wrote:One-use (consumable) modules
Now we're talking.
Not a new module as such, but a new use for them: allow active modules to be mounted in rig slots. Once activated, they get a single activation cycle and then burn out and are permanently destroyed. These discardable modules do not have fitting requirements or cap usage (though there should probably be some restriction preventing ships fitting oversized mods). ~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Ravcharas
GREY COUNCIL Nulli Secunda
71
|
Posted - 2012.01.17 13:16:00 -
[238] - Quote
Scatim Helicon wrote:CCP SoniClover wrote:One-use (consumable) modules Now we're talking. Not a new module as such, but a new use for them: allow active modules to be mounted in rig slots. Once activated, they get a single activation cycle and then burn out and are permanently destroyed. These discardable modules do not have fitting requirements or cap usage (though there should probably be some restriction preventing ships fitting oversized mods). Someone wants an eleven gun alphaboat. |

Scatim Helicon
GoonWaffe Goonswarm Federation
239
|
Posted - 2012.01.17 13:21:00 -
[239] - Quote
Ravcharas wrote:Someone wants an eleven gun alphaboat.
Wouldn't be terribly useful in an extended fight though - your Maelstroms get a single eleven-gun broadside, after which three of the guns burn out and they're down to the standard eight, and all rig slots are now empty, putting you at a significant disadvantage to your still-rigged opponent.
But admittedly, it has amusing possibilities in suicide ganking :)
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Scatim Helicon
GoonWaffe Goonswarm Federation
239
|
Posted - 2012.01.17 13:45:00 -
[240] - Quote
CCP SoniClover wrote:Scripts
Again, not a new module as such, but a new application: advanced scripts. Compatible with existing modules, but with a much wider variety of applications than the existing script types. For example, Advanced scripts could be created for sensor boosters which gave them +/-25%, +/-50% , or+/-75% attributes rather than just the current +/-100%. Even more extreme, new types of Advanced sensor booster scripts could even convert them into a remote sensor booster mode, or an ECCM mode. Or even a mixture of one or more.
Advanced scripts could even be introduced for modules that don't currently have scripting options. Scripted guns, anyone? Scripted hardeners? Scripted propulsion modules? ~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Ravcharas
GREY COUNCIL Nulli Secunda
71
|
Posted - 2012.01.17 14:16:00 -
[241] - Quote
I agree with whoever wrote that scripts are a little bit cumbersome. If we are to get a lot more of them it might be worth it to overhaul the mechanics at the same time. |

Daneel Trevize
The Scope Gallente Federation
11
|
Posted - 2012.01.17 14:58:00 -
[242] - Quote
CCP SoniClover wrote:Just a quick note on why we're looking into adding new modules, rather than focus completely on fixing/balancing existing stuff - what we're looking into is creating a fluid tactical environment that shifts over time. So we're not looking into creating an uber-balanced utopia ala Starcraft II that, once achieved, we can then walk away from. Rather, we want to achieve a more chaotic environment where 'best' fittings change rapidly and the value of items (modules, rigs, ships) is relative based on the current metagame rather than fixed in eternity. The idea is that a fluid, ever-changing environment like that will have more long-term appeal in a game like EVE than a static uber-balanced system does.
There is of course many more things that come into this, I will probably have to write a devblog at some point to discuss the finer details. For now, all I can say is that it will take more than a release or two to realize this, so we're still in the very early stages. Are you all forgetting a major difference between SC and EVE? That one's an RTS and the other has a very slow SkillPoints mechanic + some isk investment. Entire races have spent years being subpar, but to have the unbalanced 'best' setups moving about is going to result in a lot of newer players chasing FOTM training or give up trying. At least up until now you knew you were going for a good/'sub-par' set of ships & fits when you headed down the T2 training routes. It sounds like you'll be randomly nerfing and unbalancing stuff for the sake of it.
Adding new modules has no relation to how fluid your balancing is either, other than you need ever more resources to retest against all the existing combos. |

Iris Bravemount
Airkio Mining Corp Bloodbound.
23
|
Posted - 2012.01.17 15:12:00 -
[243] - Quote
CCP SoniClover wrote:
- Conditional effects
- Dual-function modules
- Reactive modules
- Damage over time
- Chain effects
- Deployable terrain
Here is what comes to my mind (not alot of thought):
- Conditional effects
Modules that increase resistances while one is being remotely repaired. Stacking penalty for multiple mods and multiple sources of remote repair.
Modules that decrease signature radius for each additional target lock on ones ship. Actually, no make this a general effect without stacking penalty as suggested in other threads on this forum.
Modules that increase shield regen / provide passive armor regen while one is cloaked.
Modules that have an effect depending on the distance from the system's star, or any other atribute of the system's star.
Modules that boost ones ship if agressed by a blue, using standings from last DT to avoid exploit.
Modules that boost the damage of grouped weapons and the precision of ungrouped weapons. Could allow a middle way of having multiple small groups.
Modules that have an effect on drones depending on focus fire option active or not, or boost them if they are left free to do what they want (not ordering them to engage a specific target, but set on agressive mode). Could provide interesting story material.
- Dual-function modules
Scripts for everything.
See tractor beam suggestions in this thread. Namely the revert direction script.
An exploration module that can salvage, analyse and hack. Would require all three skills at lvl 5 to fit, and scripts to change between funtions.
A siege module script that could boost a dreanoughts speed and agility at the cost of shutting down the weapons.
A triage module script that could boost a carriers speed and agility at the cost of shutting down fighter control and remote repair and energy transfer modules.
An industrial reconfiguration script that could boost a Rorquals speed and agility at the cost of shutting down all other highslot modules and locking all holds.
High end hardeners with two resistances. Would require tactical shield manipulation or hull upgrades as well as the relevant reinforcement skills at level 5.
Sequel on next post
|

Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:17:00 -
[244] - Quote
CCP SoniClover wrote: Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
Thanks again guys for all your great input.
Eye Twitches...
Ill be back!
Wake Field Detonators.
Special Mine Launcher that can only be activated with mwd and afterbuerners on. These kicked out self-breaking mines are short lived short ranged high speed mines that chase after other MWD and AB signatures that behind the deployers own after burner and mwd signature. Mines are size dependent for thier explosion damage. Can be used offesensivly if target being orbited has ab or mwd on.
|

Moonaura
The Dead Rabbits Society
112
|
Posted - 2012.01.17 15:18:00 -
[245] - Quote
A lot of the ideas so far in this thread, seem to suggest that they are 'mid slot' modules.
I just want to point out to CCP an inherent issue of eve fitting mechanics - Mid slots punish Caldari and Minmitar Shield ships, and Low slots modules punish Amarr and Gallente.
One way EvE has traditionally got around this, is for example, seen in ECCM, with an active 'mid' and passive 'low' set of ECCM modules that is beneficial, and allows for proper fitting in shield based ships. This dual approach may still be needed with any new modules.
It is already a big deal for Caldari in the mid slot department - fitting points in fleet fits, dramatically reduces tank. This is not an issue for Armor tankers, and again, underpins why Amarr are so popular (on top of things like the best EHP, slave sets, etc) are preferred in EvE at present. Indeed, it could be argued there should be a high slot warp disrupter!
Mid slot based modules are inherently beneficial to Gallente, whose tank isn't affected either.
So, please, consider carefully what slots any new modules appear in.
The most 'race' neutral slot, is of course the high slot. This offers the least impact across all races, and is currently a slot that is often left empty on ships like a drake, at lack of anything useful to fit in it other than a cap drain, if it will fit and not break cap stability. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.17 15:19:00 -
[246] - Quote
"Damage over time" These are nothing new to the standard MMO. There are many ways DOTs are implemented over the genre:
- Simple DOT: In its simplest form it is a effect put on a target which damages the target for a set amount over time. Any reapplication of said DOT refreshes the timer of the DOT, not increasing the overall damage over time.
- Stacking DOT: Multiple applications of a simple DOT 'stack up' increasing the tick damage of the DOT and refreshing the overall DOT timer
- Ramping DOT: The tick damage ramps up over time causing more damage towards the end of the DOT time span. This requires watching your DOT timers more attentively as the refreshing the DOT before it is done will actively lower its damage
- Hybrid DOT: Multiple effects from one offensive attack such as an Instant effect (damage or capacitor drain) followed by a DOT or a Slow effect over time with a DOT component.
DOTs in EVE Bringing these concepts into the EVE style game is not simple. In some ways we can look at current turret and missile systems as 'channeled' DOTs. You put them on the target that you want to kill and leave them on until they do the job.
In other games you find yourself trying to output maximum damage. This entails using your instant damage abilities in the correct order whilst maintaining your DOTs on the target.
If you were to implement a new ammo type with a DOT component you wouldn't find much difference. With the exception of slow rate of fire weapons having their damage split up over a period of time. Could this damage therefore be greater then the pure alpha from this low rate of fire gun? Sure, but then what would be the difference between this a faster and higher dps weapon. I can imagine such ammo would be useful where DPS is more important then Alpha (small fleet fight) and the ammo could be swapped out accordingly.
EVE Implementation
In order to get a similar feel to other games you need to have a module which you don't 'turn on and forget' but something with more of a pulse feeling. Similar to the way that most people use their microwarp drive or armor repair. They turn it on when needed but then turn it off because the unnecessary cap drain caused by the module would not benefit them in any way and actually hinder them via cap drain.
You could have different variants of the DOT module (EM, Therm, etc) these would have different damage amount/timers so the capsuleer would have to pulse his DOT module every time it expired for maximum damage.
Stackable DOTs: Alternatively you could have module which was left on. This would feature a stackable DOT with a short range. This would give some interesting game play. The aggressor would be trying to keep within the module range to increase on and maintain the current stacks on the target whilst the victim should be trying to keep the stacks low by breaking from the modules optimum range to cause a lapse in the stacks.
EVE DOT Image: To keep within the feeling of EVE this module would have to cause damage to metallic ship over time. There are multiple ways I can think a ship could sustain continuous damage caused by a single attack:
- Module launches a drone that latches itself onto the ship cause damage over a period of time. (My favorite could even have an animation on the victims ship showing the attacking his hull. Could give drone boat users a high slot module to specialize in over guns. Think Sentinel from "The Matrix")
- An energy pulse which cause the ship to become super heated. The excessive heat causes damage overtime. This concept would work well with a stacking DOT (could a module heat up and lock up or break ships modules? Not sure if OP)
- Fire a round which hits the ships hull (see harpoon) attaching to the ship and burning (Thermal) or electrically pulsing (EMP) damage.
Counter-DOT The hard counter to DOTs in any other game is their premature removal. In EVE we have a similar arms race with ECM. If you know a fleet is going to have a lot of ECM you fit ECCM to your ship in an effort to counter it. So with the implementation of said DOTs I would also suggest the addition of modules that would remove DOTs. These can be tweaked endlessly to get the right feeling.
- %chance to remove a DOT
- Number of DOTs removed per cycle
- Cycle Rate
So you could have an internal module which would clear 4 DOTs from your ship but it is on a 1 minute cycle timer. Alternatively you have a remote system with high cycle rate to clear the DOTs off one by one. |

Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:21:00 -
[247] - Quote
Catalyst Dynamo
Depending on the ammo used this module will either destroy drain or transfer capacitor. Rates are competitive with other modules but are ammo reliant, the ammo used is just as cumbersome as capacitor batteries.
Ammo icons will be vivid and very sure of what kind is in the dynamo to prevent 'accidents'
|

Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:24:00 -
[248] - Quote
Harpoon Missiles.
These massive missiles slam a generator into the surface of the ship embedding a disruptive field of damage. This effect stacks up to X number of times. This effect lasts for x amount of time for each generator. Munitions of this kind are extremly heavy and take up much more room in launchers over standard missiles, expect to reload frequently.
|

Moonaura
The Dead Rabbits Society
112
|
Posted - 2012.01.17 15:24:00 -
[249] - Quote
I think we should rename this thread the Nova Fox module idea thread :) All good stuff, and like a lot of the ideas. Particularly like this one. Again though, I disagree with it being a mid slot module, given this directly punishes Caldari and Minmitar shield ships, and continues to make Amarr the most popular DPS platform. High slot please!
Also, if you are going to have more effective counters to missiles, you also need effective counters to gun platforms.
Nova Fox wrote:Improved Defender System.
This is a midslot system that intercepts inbound materials and counters some forms of warfare. Proper ammo has to be used. Allow 'smart loading' of ammo where the module automatically picks ammo it needs based on the current threats. Limited magazine space means it has to reload often thus allowing breaks in the defenses. Limit 1
Chaff - Counter Target Painter Flare - Counter Missile Flurry - Counter Target Jammer Flack - Counter Drone Fog - Counter Dampener Ghost - Counter Destab
|

Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:25:00 -
[250] - Quote
Leech Drones.
These suicidal drones will attach themselves onto a target and cause consistent damage over time until removed or abandoned. A large number of defense systems can counter it including the classic smart bomb.
|

Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:28:00 -
[251] - Quote
Reactor Rounds.
This special ammo for minmatar projectiles slams radioactive reactor cores into opposing ships causing bleed damage to the ship until radiation is depleted even if the target where to warp off its possible the target can die from it. These are high damage short lived dots. Due to thier size they take up much more room in the gun than normal and requires frequent reloading and fire much more slowly than standard rounds.
|

Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:30:00 -
[252] - Quote
Shredder Rounds.
This speical ammo for gallente blasters that pellets the target with a self shredding shell that evelops the target in a magnetized plasma cloud. This effect is long burning but lower damage but stacking causes the damage to go up and the effect becomes 'refreshed' when reapplied by a fresh round, becuase of the complicated arming and shredding devices these rounds are much bigger and take longer to refire.
|

Caldari Citizen20090217
Science and Trade Institute Caldari State
13
|
Posted - 2012.01.17 15:32:00 -
[253] - Quote
Sensor backup arrays AKA ECCM that actually works. Adds a new sensor type to the ship, so that ECM is now required to jam both sets of sensor at the same time to work. Midslot module probably.
Fake d-scan module. Either a deployable that can be set to look to dscan/probes like a ship, or a module that changes the dscan sig of a ship it is fitted to.
Tracker module. Is fired at a ship, and from then on allows the firer (and possibly their fleet) to warp to zero of the tagged ship. Can be removed at anywhere that allows fitting services, but only shows up at one of those services (opening fitting window in space will not show you have been tagged, but carrier fitting service will). May also show the system the tagged ship is in to the tracker.
Bombs with warp drives that can be warped onto a combat probe scan result .
Gang boosts more effective if the ship is on grid ie. actually commits to the fight.
Cyno destabilizer - fired at a cyno causes all cap ships jumping to it to arrive randomly in the system . |

Nova Fox
Novafox Shipyards
2846
|
Posted - 2012.01.17 15:33:00 -
[254] - Quote
Unfiltered Lense.
This special lense allows the lasing rods to release normally harmful radiation down beam in a focused manner irradiating the target in very harmful em radiation. The damage over time is low and short lived but stacks largely allowing for much more damage. Due to the self shielding required and slumping of extra heat these lenses cannot be stressed as much in rate of fire and requires much more capacitor than normal.
|

Moonaura
The Dead Rabbits Society
112
|
Posted - 2012.01.17 15:40:00 -
[255] - Quote
Game changing modules are fine by me. Onwards and upwards.
One thing that I would like to see come into play, is improved tactical overview that accompanies these modules. So maybe we need an FC module.
It is fine to introduce more elements to the game, but chaos is a massive factor in fight outcomes, and introducing things like Damage over Time mechanics will require more than a 'just fit this module to counter' it approach.
How will logistics see who has DoTs on them to remove them? Broadcasting is already an issue in larger fleets, it just flies by at a frantic pace. Add into that mix new mechanics, and you have to consider the already demanding role of logistics and triage carriers, command ships etc. I would welcome more tactical focused ships that aren't all about DPS, but how these interact in a fleet, has to be visualised for the FC and others.
In a fleet, I need to see what is going on. I need to be able to see the big picture, what has just entered the fight, from what direction, how fast are they travelling, what e-war is on the field, where are the enemy logistics. Who is being targeted, who just died and where.
In modern warfare, a lot of energy is going into developing ever better tools to give battle commanders precisely this sort of information. For example the latest spy drone for the US can track multiple ground targets using a touch screen mechanic, and track individual combatants even if they split off from their group. It is no longer about one camera looking down, but how that digital image is sliced and displayed to the commanders in real time.
EvE needs this. You added engine trails... how about taking that code and using it in the tactical overlay, so I can see what ships are doing, where they are heading, where they came from, are they moving in one direction, spreading out, splitting into groups, what size are they, are there stragglers I can catch? When i move my mouse over them, I should see what ship type they are, what damage type they are using, etc. If I lose a ship, I want to see the remants of the explosion, and mouse over this to get information on what I lost. This in itself could be the heart of the FC module.
At present, EvE is less about the visual information, and more about making decisions based on what we see in the overlay. And that should change if more game changing mechanics are introduced, or it is just not going to be manageable. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.17 15:52:00 -
[256] - Quote
Moonaura wrote:Game changing modules are fine by me. Onwards and upwards.
How will logistics see who has DoTs on them to remove them? Broadcasting is already an issue in larger fleets, it just flies by at a frantic pace. Add into that mix new mechanics, and you have to consider the already demanding role of logistics and triage carriers, command ships etc. I would welcome more tactical focused ships that aren't all about DPS, but how these interact in a fleet, has to be visualised for the FC and others.
In a fleet, I need to see what is going on. I need to be able to see the big picture, what has just entered the fight, from what direction, how fast are they travelling, what e-war is on the field, where are the enemy logistics. Who is being targeted, who just died and where.
In terms of logistics DOTs would account for more predictable damage and therefore should be easier to repair. I do agree that logistic pilots should be able to spot who has DOTs on their ship or be able to use an item to that would pulse a DOT clearing effect.
The watchlist could potentially have some sort of colour change or symbol to show the presence of a DOT and/or a broadcast added to allow for pilots to request remote DOT removal.
In the end you could stick to current system where we find that ships are simply repped through the damage as is happening now, and remote DOT removal would be applied because the ship is more then likely the recipient of the DOTs. |

Iris Bravemount
Airkio Mining Corp Bloodbound.
23
|
Posted - 2012.01.17 15:59:00 -
[257] - Quote
CCP SoniClover wrote:
- Conditional effects
- Dual-function modules
- Reactive modules
- Damage over time
- Chain effects
- Deployable terrain
Damage over Time (DoT)
A script, mod, rig or ammotype for each weapon system.
Lasers
Beam Lasers: Pretty obvious; a steady beam, at the cost of increased cap usage and heat generation, even some without overheating.. Maybe increasing damage the longer it is activated without interruption (with a hard limit). Equally effective against shield, armor and hull.*
Pulse Lasers: Dramatically reduced RoF and increased cap usage, but in return they deliver an effect that lasts a few seconds (electric arcs all over the target) with DoT. Converted to pure EM damage. Devastating against shields, Little to no effect against armor and hull.*
Hybrids
Blasters: Dramatically reduced RoF and increased heat generation, even some without overheating. Increased range but projectile travel time. Launches plasma balls which stick to the targets armor/hull and delivers (converted) pure thermal DoT. Little to no effect against shields, because the plasma won't stick to them.*
Rail Guns: Shoots several rounds per shot and increased heat generation, even some without overheating. Looks and acts like an almost steady stream of shots. Signature resolution penaly, but increased damage. Kinetic damage on impact, thermal damage converted to short DoT aftermath after impact. Equally effective against shield, armor and hull.*
Projectiles
Autocannons: Dramatically increased RoF and increased heat generation, even some without overheating. Looks and acts like an almost steady stream of shots. Signature resolution penaly, but increased damage. Damage type depending on ammo as usual. Explosive and kinetic damage on impact, thermal and EM damage converted to DoT after impact. Equally effective against shield, armor and hull.*
Artillery: Damage type depending on ammo as usual. All damage converted to DoT after impact. Little to no effect against shields, because the shell won't dig into them, increased effect on structure.*
Missiles
Damage type depending on ammo as usual. All damage converted to DoT after impact. Little to no effect against shields, because the missile won't screw into them, increased effect on structure.*
Drones
Drones that will try to attach to the target and slowly but surely rip/shock/burn/blow it apart. Decreased effect against shields, increased effect on structure because of easier attaching to the target.*
*still uses resistances of course.
Sequel in next post. |

Nestara Aldent
EVE University Ivy League
37
|
Posted - 2012.01.17 16:03:00 -
[258] - Quote
DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.17 16:15:00 -
[259] - Quote
Nestara Aldent wrote:DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick.
Stackable damage caused by heating (radiation) of a vessel is not a difficult concept. It also has the effect of changing the play style of a vessel where they try to stay at a certain range or the stacks fail and the damage ramp has to start from the beginning once the ship is in range again.
A ship with a stackable weapon would find itself able to kill slower ships as it could dictate range but its damage output would be exponentially lower at against another ship dictating the range.
Exponential damage is the complete opposite of Alpha and would have more of a role where smaller ships are fighting larger and in small fleet combat.
Channeled HOTs are the way ships are actually currently healed. |

Alticus C Bear
University of Caille Gallente Federation
31
|
Posted - 2012.01.17 16:21:00 -
[260] - Quote
So many ideas apologies if some of these are already listed
Defence
Dual resist mods
Armour repair booster, scriptable to provide resistance or armour repair bonus
Repair module that provides resistances or a htipoint bonus when offline
Scriptable resistance mods not as good as hardeners
Dual resist mods - perhaps EM/THERM and KIN/EXP
High slot missile defence system, not turret or missile hardpoint based, perhaps reduces missile velocity or decreases explosion radius of incoming missiles.
Change Shield/Armour rigs into passive/ active defense rigs, weak omni resist rig in active section, allows active armour better keep pace with passive shield.
New rig that adds calibration could have powergrid drawback but adds 100 to 150 calibration, this may allow better fitting of T2 rigs on three slot rig ships.
Offensive
Energy feedback projector - High slot module that reduces neuting effects from target ship perhaps even has a partial reverse effect i.e. neuting ship loses cap.
Could expand this through to further E-war perhaps a scriptable mod that jams the jammer, paints the painter etc? Or imagine even warpdisrupting someone and finding yourself disrupted.
Mid range T2 Ammo
Ammo that partially penetrates a single defence layer through shields inflicting armour damage and penetrates armour inflicting structure damage.
Heavier weapons in each class, perhaps instead of extra fitting reduce calibration points
Terrain - Bombs/bubbles/ disruption field generator general e-war type area effects: -
Missile velocity reduction
Optimal Range reduction
Reduce Shield/ Armour hitpoints or remove bonuses provided by warfare links or rigs/modules
Increase cap use for modules
Webify ships
Increase sig radius of ships
Perhaps combine some of the above to operate via scripts to provide flexibility or perhaps reverse affects to provide bonuses.
|

Veneth
Twilight Paradox
3
|
Posted - 2012.01.17 16:21:00 -
[261] - Quote
Add more Deadspace modules.
Deadspace modules are great, they give you many more options and price ranges when fitting a ship, but currently many modules are without deadspace versions IE Cap rechargers and relays, Tracking computers, Damage modules. Adding in new deadspace versions would be welcome to get around choosing either a 600k Cap Recharger II or a multi billion Isk Officer Cap Recharger for instance.
Add in a class of sub-capital carriers.
Yeah I know, seen this idea a lot and I know it's not a module but if this game truely lacks something it's dedicated drone carrier that's not a capital ship. Give it a few small turret mounts (for aggro and point blank defense), and either higher damage modifiers per lvl to get to a respectable DPS level or the ability to launch up to 10 drones with the 1 drone per level,(NOT fighters) with the standard +10% damage per level. goal being able to reach around 800-1000 drone dps.
Why? Because when I choose gunboats I have standard battleships, Marauders or faction battleships that all spit out 800+ dps when fitted for it, but drone boats are limited to the 2 Domis + Rattlesnake pushing out roughly 450 dps (my rattler shows 422 dps) from drones (the basic domi being best for pure drone DPS simply because it has 400 calibration). Yes I know Domi's can pack guns as well but that's not what I'm really after here. I want much higher drone DPS from a dedicated drone-fighting ship.
|

Moonaura
The Dead Rabbits Society
112
|
Posted - 2012.01.17 16:24:00 -
[262] - Quote
Nestara Aldent wrote:DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick.
The more I think about it, the more I have to agree. Not worried about the fiction, but I think this is an MMO mechanic that doesn't fit well in the EvE universe.
Just talking from experience, in intense fights, logistics pilots struggle to keep up with broadcasts and modules, trying to keep people alive, lock targets, unlock targets and get repairs to their friends in time. Asking them to do even more, if additional things are on the field (such as mines and deployable items), as well as their range and cap pairing, ECM jams, being cap drained, broadcasting themselves and watching if they are being locked up, etc... I think it is to much information and to much.
So, I'm going to say no on DoT's on EvE. I'd rather see something more tactical, than something that causes information overload - which is exactly what DoT's will do. |

Iris Bravemount
Airkio Mining Corp Bloodbound.
23
|
Posted - 2012.01.17 16:39:00 -
[263] - Quote
Moonaura wrote:Nestara Aldent wrote:DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick. The more I think about it, the more I have to agree. Not worried about the fiction, but I think this is an MMO mechanic that doesn't fit well in the EvE universe. Just talking from experience, in intense fights, logistics pilots struggle to keep up with broadcasts and modules, trying to keep people alive, lock targets, unlock targets and get repairs to their friends in time. Asking them to do even more, if additional things are on the field (such as mines and deployable items), as well as their range and cap pairing, ECM jams, being cap drained, broadcasting themselves and watching if they are being locked up, etc... I think it is to much information and to much. So, I'm going to say no on DoT's on EvE. I'd rather see something more tactical, than something that causes information overload - which is exactly what DoT's will do.
Adding a logi frigate based on the t1 mining frigate hull and buffing t1 logis all around could fix this problem by allowing more players to fly logis. The current logi options (t2 cruiser or carrier) are both too heavy on skill requirements.
Edit : Oh, and I forgot t3 cruisers set up for remote repairs, but I don't even know if people use those. |

Marlona Sky
EntroPrelatial Vanguard EntroPraetorian Aegis
364
|
Posted - 2012.01.17 16:39:00 -
[264] - Quote
Encasing Mineral Cannon
This wonderful weapon can only be equipped on mining mining barges and haulers would allow the pilot to spray minerals they have in their cargo hold onto the enemy ship and eventually encase it in an asteroid . The only way to be free of such a tomb would be if a friend was to mine you out of it. Self-destruct would also be disabled. 
|

Moonaura
The Dead Rabbits Society
112
|
Posted - 2012.01.17 16:42:00 -
[265] - Quote
Iris Bravemount wrote:Moonaura wrote:Nestara Aldent wrote:DoTs and HoTs are a bad idea, because they can't be explained from fiction point of view. BTW even if you can explain these effects in a particular setting, they're just a gimmick. The more I think about it, the more I have to agree. Not worried about the fiction, but I think this is an MMO mechanic that doesn't fit well in the EvE universe. Just talking from experience, in intense fights, logistics pilots struggle to keep up with broadcasts and modules, trying to keep people alive, lock targets, unlock targets and get repairs to their friends in time. Asking them to do even more, if additional things are on the field (such as mines and deployable items), as well as their range and cap pairing, ECM jams, being cap drained, broadcasting themselves and watching if they are being locked up, etc... I think it is to much information and to much. So, I'm going to say no on DoT's on EvE. I'd rather see something more tactical, than something that causes information overload - which is exactly what DoT's will do. Adding a logi frigate based on the t1 mining frigate hull and buffing t1 logis all around could fix this problem by allowing more players to fly logis. The current logi options (t2 cruiser or carrier) are both too heavy on skill requirements.
If any kind of DoT is added to the game, I'd like to see if e-War frigate only that can apply them, and only a frigate class like you suggested to remove them. Making them both vulnerable, and advantageous in equal measure.
I would be more interested in something that could cause heat damage to modules, and be countered with a cooling module fitted or coolant 'gel' similar to nanite paste, but used to keep a ship cool, with the frigates as counters as an additional item, rather than something that blows a ship up, i.e. traditional DPS, it is more about a tactic that can help disable a ship, and be countered with repair mechanics and new modules and support frigate.
As stated, logistics role is already a busy one, far busier than DPS... ahhh what a happy bliss free life DPS life, all they have to do is shoot and die, hopefully more of the former :) |

Junglistbeast
Massive PVPness EntroPraetorian Aegis
7
|
Posted - 2012.01.17 16:48:00 -
[266] - Quote
Marlona Sky wrote:Encasing Mineral CannonThis wonderful weapon can only be equipped on mining mining barges and haulers would allow the pilot to spray minerals they have in their cargo hold onto the enemy ship and eventually encase it in an asteroid . The only way to be free of such a tomb would be if a friend was to mine you out of it. Self-destruct would also be disabled. 
Might actually give me a reason to fly indy if they brought this out!  |

Temuken Radzu
Sardaukar Merc Guild General Tso's Alliance
10
|
Posted - 2012.01.17 16:54:00 -
[267] - Quote
I would like to see a entirely new weapons system, something like this
New weapon: Focus Cannons Basically the idea is that those cannons can be manualy charged, then fired at the target for increased damage. The longer it charges, the higher the damage. But at the same time, the longer it is charged the tracking goes down fast, limiting one shot frigate kills with a maximized charged Focus Cannon...
The weapon is itself splitted in two separate modules: One of course is the cannon, the other is the charge holder. If the charge maximun is reached, the weapon must fire before it can be charged again. The more cannons, the more shots can be fired at the cost of less damage from each of those cannons because the charge have to be splitted between the cannons The more Charge holders, the faster the weapon charges and the more destructive the cannon is.
Both the Cannon and the charge module are Highslot modules so you have to choose how you will fit your ship. If you want faster shots, use more weapons and and less charge modules. If you want a immensly powerfull shot to obliberate your targets use more charge modules and less cannons. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.17 16:55:00 -
[268] - Quote
Moonaura wrote: Just talking from experience, in intense fights, logistics pilots struggle to keep up with broadcasts and modules, trying to keep people alive, lock targets, unlock targets and get repairs to their friends in time. Asking them to do even more, if additional things are on the field (such as mines and deployable items), as well as their range and cap pairing, ECM jams, being cap drained, broadcasting themselves and watching if they are being locked up, etc... I think it is to much information and to much.
To be honest I chose DOTs over alpha any day. With DOTs you are able to repair the ship affected and even if damage is greater then your repairs the ship will stay up longer then an instant alpha of the ship dying instantly. If you want to look at the way Eve works currently fast firing guns are actually channeled DOTs on the target. The opposite of a DOT is an instant attack, imagine turning your guns on firing once and then having to wait a cooldown to fire again, this would be concidered a normal attack.
I personally am in favor of a weapon that either stacks up on ship increasing its exponential damage (easier to repair then alpha) or a module that has a longer duration of sustained damage then its cycle time.
The non-stackable DOT actually requires the aggressor to fly with more skill as leaving the DOT module turned on would eat cap unnecessarily without adding any additional damage similar to using a repairer when it will over repair your ship. The pilot would have to watch the DOT and make sure to apply it every time it dropped off the ship.
I like this approach more then the simple 'turn on and forget' system that all standard weapons in EVE have as it allows the pilot more room to fly his/her ship better then the next pilot and is therefore a more rewarding experience flying overall.
A single module could be designed to accommodate both types of DOT in theory with a non-stackable DOT being the standard and overheating the module stacking the DOT to certain amount for increased damage.
A DOT is the only way that can make a pilot manually control an offensive module as leaving any instant damage module will always net more damage then turning it off and on between volleys.
|

Iris Bravemount
Airkio Mining Corp Bloodbound.
23
|
Posted - 2012.01.17 17:15:00 -
[269] - Quote
Strata Maslav wrote: To be honest I chose DOTs over alpha any day. With DOTs you are able to repair the ship affected and even if damage is greater then your repairs the ship will stay up longer then an instant alpha of the ship dying instantly. If you want to look at the way Eve works currently fast firing guns are actually channeled DOTs on the target. The opposite of a DOT is an instant attack, imagine turning your guns on firing once and then having to wait a cooldown to fire again, this would be concidered a normal attack.
I personally am in favor of a weapon that either stacks up on ship increasing its exponential damage (easier to repair then alpha) or a module that has a longer duration of sustained damage then its cycle time.
The non-stackable DOT actually requires the aggressor to fly with more skill as leaving the DOT module turned on would eat cap unnecessarily without adding any additional damage similar to using a repairer when it will over repair your ship. The pilot would have to watch the DOT and make sure to apply it every time it dropped off the ship.
I like this approach more then the simple 'turn on and forget' system that all standard weapons in EVE have as it allows the pilot more room to fly his/her ship better then the next pilot and is therefore a more rewarding experience flying overall.
A single module could be designed to accommodate both types of DOT in theory with a non-stackable DOT being the standard and overheating the module stacking the DOT to certain amount for increased damage.
A DOT is the only way that can make a pilot manually control an offensive module as leaving any instant damage module will always net more damage then turning it off and on between volleys.
Agreed for DoT vs Alpha.
However, current standard weapon behaviour is not a DoT. It's a channeled effect. Look at my suggestions for Blasters (on page 12 or 13 of this thread). This would give a new way of piloting blasterboats. Come in fast on ships with very low or no more shield, leave your plama on them and get the hell out of there, because the reload time is too long to be worth staying close all the time.
Same thing for my pulse laser variant vs shields. |

Moonaura
The Dead Rabbits Society
112
|
Posted - 2012.01.17 17:34:00 -
[270] - Quote
But the point of DoT's is they can be applied to many ships at once, typically instantly, with a small cool down... it's not a single target mechanic in other MMO's, so this is a massive difference from say, fast firing guns. |

Infinion
Awesome Corp
30
|
Posted - 2012.01.17 17:44:00 -
[271] - Quote
I wonder if AOE logistic frigates would be a good idea as a counter-tactic against DoT |

Nova Fox
Novafox Shipyards
2846
|
Posted - 2012.01.17 17:47:00 -
[272] - Quote
DoTs and HoTs are easily explainable in a science fiction setting unfourutnately I am a bit more worried about applications and what fors then verses the traditional means of doing business.
One set of things I already suggested was more of a damage it now and watch it die later if it tries or does escape.
|

Clementina
The Scope
49
|
Posted - 2012.01.17 17:54:00 -
[273] - Quote
Some additions
* Script for a Cloaking Device 'Ansible Silence'.
When placed into a cloaking device and when the cloaking device is activated, the person using the cloaking device disappears from local.
* A Firearm that targets missiles 'Chaff Dispenser' (Alternately a small crystal, bullet, and or charge that can fit into an existing gun)
Does what it says on the tin, except requires a turret slot. Also this new module and defender missiles should target any missile coming towards the gang, not just the ship. and the modules on every ship in the gang should cooperate to avoid overkill.
* Drone Boxes
Add more drone space to starships. High slot, takes as much CPU and grid as a missile launcher (standard missile launcher for the frigate sized one, Heavy missile launcher for the cruiser sized one, and cruise missile launcher for the battleship sized one) Gives 5,10,and 25 extra drone space.
* Modules that decrease signature radius.
Some changes.
Faction guns should be able to use Tech 2 Ammo. Remote Repair drones should be able to be set to assist someone else. ECCM modules should have some other benefit. Fix Tech 2 Armor Plates.
Ships (I know you didn't specifically ask, but since some people are talking about them)
A Sensor Dampening Gallente Battleship (To complement the ECM Caldari Battleship) Tech 3 Destroyers, which modules similar to the Tech 3 cruisers, including the warfare processor one. |

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.17 17:59:00 -
[274] - Quote
Noise module, that black ops ships can use to cause local to appear scrambled for two minutes, with ten minute cool down. 0.0 only module. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.17 18:12:00 -
[275] - Quote
Moonaura wrote:But the point of DoT's is they can be applied to many ships at once, typically instantly, with a small cool down... it's not a single target mechanic in other MMO's, so this is a massive difference from say, fast firing guns.
In my view the DOT is a DPS ability on a cooldown. If can manage you cooldown effectively you will output more damage. If you panic in a fight and don't think straight you will find that you are doing less effective dps.
By adding cooldowns you give the great chance for a pilot to use his skill to win a battle.
If you are worried about spamming DOTs on all enemies all you need to is affect the cooldown (cycle time) of the module. If the module puts a 10 second DOT on the target and has a 5 second cycle time you can only have 2 DOTs running at a time. If you are less skilled or by accident leave your module running on the target you will drain you cap twice as fast for the same amount of DPS. If you forget to reactive the module after 10 seconds has passed then you will lose dps.
|

Fracture Antollare
Wall Street Tax Rate
7
|
Posted - 2012.01.17 18:14:00 -
[276] - Quote
Since drones need work, I'll start there:
-Ability to overheat Drones
-Drone hardwiring options
-Drone lowslot module to increase damage (gyro/magstab/heatsink equivalent).
-Drone rig damage increases (other than sentries)
-Drone active midslot module for speed increase (% MWD speed increase)
-Drone midslot/lowslot module to share your ship's shield/armor resists.
-Lowslot Drone repair bay that regenerates drone armor/hull while in the drone bay. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 18:30:00 -
[277] - Quote
Did Nova Fox finally run out of ideas; or did he just get banned. My guess: He's asleep.
Some of those ideas were good, as were some others from others; most I thought were random, and somewhat lacking in detail and thought, while being either over-powered or just plain wierd. Some other ideas fall into that category too. Mostly, I felt like I was being spammed.
To the point:
Ideas I've seen on the forums and think were potentially good if modified to suit EVEs mechanics and balanced to fit within the game: (I've taken the liberty of restricting them to what I think would be appropriate)
New Probe: Detects the presense of cloaked vessels within a max. radius of 0.5 AU. Does not have the ability to decloak, but can provide a bookmark on grid of that cloaked vessel. Bookmark range is 0.1 AU, while BM creation requires a min. of 5 probes and max SP in probing skills. Even redundant ones.
New Electronics Module: Masks the ship type from long range sensors. Ship will show up on Directional scan as a different ship type. Combat probes will reveal the true nature of the ship with good skills. Could be script based, with new scripts for various ship types.
New Weapon Upgrades Module: Functions like the Dreadnought Siege module, but for Battle Ships. Usable in Highsec. Intended for POS warfare. This module gives <100% bonus to damage, while having similar, but reduced, penalties of a Siege Warfare module. Stacking penalties should probably apply normally.
New EWAR Module: Requires fuel in the form of Liquid Oxygen, Isotopes, or Heavy Water. Can be used to combat Warp disruption effects to allow ships to escape gatecamps, blockades, and the like. One cycle lasts maybe ~3 seconds, so ship must be aligned to warp at velocity, before activating. Cycle time may be dependent on skills, with 1 second per Skill level being an example. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 19:08:00 -
[278] - Quote
New ECM Module: Decreases effectiveness of scanning probes used to find the ship. Currently ECCM is being used for this, but that is really a broken feature imo. ECCM being Counter-Counter Measures; where probes are not a counter measure; but rather a direct method of detecting ships.
Effectively the same function, but remove this effect from ECCM modules, and repurpose them back to countering ECM as they were originally intended. ECM should be fixed too.
New Ammo: Possible variant damage types on missiles and hybrids. Missiles could have combined damage types, and hybrids could have a variant damage type. i.e: Kinetic/Thermal missiles and Thermal/Explosive Hybrids.
Tech 3 Turrets and Launchers: New skills required above the requirements for Tech 2. Gives more skills to train in these areas. Modular in nature, with the primary turret or laucher being modified based on the subsystems applied. Subs could exist for ROF, Cycle Duration, Explosion Radius or Velocity, Tracking, etc...
Basically, a breakdown of the current turret and launcher systems that allows players to make more specialized versions without necessarily an increase in average DPS.
New Electronics Module: Signature radius reduction. Skill dependent decrease in signature radius on ships to which it is fit. Mid or Low Slot Low-Slot module, (Like Tracking Enhancers and Tracking Computers), to benefit both Armor and Shield set-ups without significantly benefiting one over the other.
Armor set-ups will benefit from reducing their already low Signature radius, and reducing the Sig Bloom of Target painters and MWDs; where shield set-ups will benefit from a reduction to the Signature penalty of Shield Extenders for buffer, and the effect of MWDs and Target Painters.
Added edit:
Tech 3 Drones: More training and skills in drones. One for each faction and modular like other Tech 3. Optional Subs include Damage, Speed, Mass and Durability, EWAR, etc...
Add's some complication and cost to high-end drones, but could be cool. Maybe 3 Sub slots, with 2 Subs per slot available. |

Winterorb
The Littlest Hobos
0
|
Posted - 2012.01.17 19:15:00 -
[279] - Quote
Fracture Antollare wrote:Since drones need work, I'll start there:
-Ability to overheat Drones
-Drone hardwiring options
-Drone lowslot module to increase damage (gyro/magstab/heatsink equivalent).
-Drone rig damage increases (other than sentries)
-Drone active midslot module for speed increase (% MWD speed increase)
-Drone midslot/lowslot module to share your ship's shield/armor resists.
-Lowslot Drone repair bay that regenerates drone armor/hull while in the drone bay.
Drone damage mod should be mid slot, like like the omni tracking
Medium and small sentry drones would be nice
Medium and small web drones
Remove drone control range from sentries
make passive armor resists modules a bit better so gallente can work around the PG and CPU issues
add utility slot on dominix and myrmidon to while you are at it ;) |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 19:31:00 -
[280] - Quote
New Module: Super-Tank Module. This is just a fun idea I came up with. Can be used on Exhumer's and Orcas. Maybe Rorquals and standard mining barges. Low Slot item.
When activated: Applies a penalty to Max. Capacitor, and reduces Max. Velocity and Agility; while increasing all resistances, and Max. Shields.
You can still mine with this thing on. Warp, Tractoring, Mining and other activities are perfectly feasible, provided you still have enough capacitor and capacitor regeneration to do so; given the module will use a certain amount of capacitor per cycle it remains active, in addition to reducing your max. Capacitor available.
Obviously, you can still be Neuted.
Side note: Seems to be me that's popping in post after post now. Not that it's a bad thing. Actually isn't so much the content, as seeing the same face pop up every second, third, or fourth post. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 19:41:00 -
[281] - Quote
This idea: https://forums.eveonline.com/default.aspx?g=posts&t=58639&find=unread
..but make it damaging so it still triggers agression. Cycle time of ~20 seconds at base skill; very low EM damage ~9 points; AOE limited to 15km radius and skill based. High slot item. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1102
|
Posted - 2012.01.17 19:46:00 -
[282] - Quote
I'm a firm believer in the notion that we have to give some attention to expanding capitals. If we expand them enough and separate the blurry lines between supers and sub-caps, give them enough variation as has been done over the last decade with sub caps, then we could start seeing more caps and supers committed to the field. If we fail to do this, "Sub-caps Online" will stagnate and all the big ships will be mothballed for life.
First and foremost, t2 cap modules: 1) Capital Hull Reppers IIs
2) Capital Armor repper IIs
3) Capital Remote Armor/hull reppers IIs
4) Capital shield booster IIs
5) Capital Shield transfer IIs
And some new offensive toys that should only be made effective against capitals and supers: 1) Capital neuts + cap neut IIs
2) Capital NOS + IIs
3) Capital Sensor Dampeners IIs
4) Capital Sensor Boosters + IIs
5) Capital Warp scramblers (Can tackle super carriers and Titans) - Should have massive range + make supers immune to sub cap bubbles. Would force hobo gangs to field caps with these babies to lock down supers.
6) Capital ECMs + IIs
7) Super Capital Solo Jump modules (Allows jumping without a cyno for SCs and Titans, requires a significant spin up (in minutes) and uses twice the fuel as the current jump mechanic. Only allows to jump to celestials like planets, suns, asteroid belts, gates or stations, not a POS)
8) Capital Gravity Well generators (ideally for new t2 dreads) - creates a Bubble that prevents cyno activation (range in AU based on skill level) and a AU / LY sized invisible bubble, that serves as a plain bubble / drag bubble for jump drives. Caps & Supers cannot jump out of this bubble while the module is active and get pulled into the bubble radius if they jump over or through the system the module is activated in. Interdictors and Heavy Interdictors should be nerfed to effect sub caps and caps only. Supers should not be effected by the "small stuff"
9) Anti-Sub Capital AoE flak weapons (ala Homeworld flak frigates) - that can only be fitted on Caps and not supers. Allows Dreads to engage gangs or blobs at close to medium range, with a damage modifier that works on ship size. Smaller ships taking more damage. Should be effectively useless against battle-cruisers/battleships and up if you are the only one shooting. If 3 or more dreads focus fire on the small ship gangs, these things should be able to eat through BCs/BSs.
10) Capital Capacitor Recharger IIs
11) Capital Rigs
12) Capital MWDS
13) Capital Afterburners
14) Doomsday IIs (Scripted module, give us the old doomsdays, with a reduced range)
New fighter drone variants for carriers: 1) Scrambler fighter drone - to tackle sub caps
2) Webbifier fighter drone - slow down stupid transversals on small ships that should know better
3) EAF fighter drones - ewar fighters baby. Falcons, only smaller.
4) Covert Ops recon Fighters - (For new t2 carriers). Cov ops cloak unless within 2km range of something, allows carrier pilot to "look at" drone anywhere on any grid in system. Can assign these fighters to celestials (belts, planets, suns, stations, gates) for local intel. (fearing the dreaded local nerf)
5) Superiority fighter drones - interceptors, only fighters. These chew through standard fighters + frigates and destroyers, faster, more bite, non existent sig radius (nigh impossible to target fast enough in small engagements) & less tank. Useless against cruisers or bigger ships. |

Jack bubu
GK inc. Pandemic Legion
278
|
Posted - 2012.01.17 19:52:00 -
[283] - Quote
I'd like some more moduls to act as counters to supers!
How about EW that only works against supers, uses multiple highslots and can only be used by a specific ship?
obviously the EW platform has to be voulnerable to the other sides support fleet, so why not take the new squishy tier 3 BCs ?
something like this:
Naga : Fighter control link jammer 4 highslots can be used to completly jam the control link to all fighter and fighterbombers of one Supercarrier (making them into a inactive state till the jammer is shut down)
Tornado: Capital Webifier 4 Highslots Webifies a supercapital
Talos: Capital Sensor dampener 4 Highslots Dampenes a supercapital (usefull to shut down RR from other supercarriers)
Oracle: Capital Tracking disruptor 4 Highslots *kinda obvious what it does*
Given the low tank on those ships, it absolutly discourages dropping supers everywhere without support and could bring some interesting situations. |

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.17 21:36:00 -
[284] - Quote
'Bleed off repair modules'
Nanomist Funnel.
High Slot. Chain Effect. Logistics
Any armor overrepairs recieve by this ship by self or remotes are then transfered else where.
Ossolation Dissultioner
High Slot. Chain Effect. Logistics
Any overcharge shields recieved by this ship by self or remotes are then transfered else where.
Venting Capacitor. High Slot. Chain Effect. Logistics
Any overcharge to the capacitor recieved by this ship by self or remotes are then transfered else where.
|

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.17 21:41:00 -
[285] - Quote
'Revenge' modules.
(Instert Electronic Warfare Name here) Reflector / Avenger / Vengance / Pay back module. High Slot Reactive Module Counter Electronic Warfare
These specific modules will amplify the received electronic warfare back at the assailant at a stronger rate than being received.
Modules are specific and are not fit all situation or scripted.
Module Host ship is still effected by the electronic warfare being transmitted back.
Does not require lock to work.
|

Nestara Aldent
EVE University Ivy League
39
|
Posted - 2012.01.17 22:51:00 -
[286] - Quote
Drone boats aren't really viable for sniping, consider either:
1. Better deadspace/officer omnidirectional tracking links, though that's PVE-only solution. 2. New sentry type with higher optimal and maybe adjusted DPS to offset for it 3. Allow omnidirectional tracking links to be scriptable for tracking or optimal or 4. Increasing optimal on Wardens II and Bouncers II.
So that optimal of more than 150km can be achieved. |

Nyssa Litari
Pator Tech School Minmatar Republic
21
|
Posted - 2012.01.17 23:02:00 -
[287] - Quote
DoTs and HoTs? As in WoW dancing (raids)? Do not want!
Now deployable terrain on the other hand... If Sansha can apply maluses, why can't we?
Mobile Fleet Disruption Fields Causes a disruption of fleet booster effects, and worse (or better), diminishes overall shield HPs and increases armor vulnerability for all ships inside the radius of the disruptor. Could knock fleets apart or disrupt fleet orders (fleet warp). Deployed by Interdictors.
Drone Scrambler Activating this module gives you a chance of disconnecting drones from their controller (must scoop or recall to reacquire), and a smaller chance of acquiring the drones for your own control (must have appropriate drone skills to acquire). New drone skill would determine your chances of neutralizing or acquiring drones. (OMG they stole my drones! Steal them back.)
Neural Disruption Field (Tardo Bomb) Disrupts pilot skills within a certain radius. Would cause modules to off-line or be unavailable for activation as the pilot has temporarily lost the skill to use the item (or reduced the effectiveness of the skills). The field type would determine the affected skills excepting navigation skills (you have to be able to fly out). This could come in both ship module (single-target) and deployable field generator form. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 23:04:00 -
[288] - Quote
Daneel Trevize wrote:Are you all forgetting a major difference between SC and EVE? That one's an RTS and the other has a very slow SkillPoints mechanic + some isk investment. Entire races have spent years being subpar, but to have the unbalanced 'best' setups moving about is going to result in a lot of newer players chasing FOTM training or give up trying. At least up until now you knew you were going for a good/'sub-par' set of ships & fits when you headed down the T2 training routes. It sounds like you'll be randomly nerfing and unbalancing stuff for the sake of it.
Adding new modules has no relation to how fluid your balancing is either, other than you need ever more resources to retest against all the existing combos.
Adding new modules increases options for player involvement and investment in markets and production. It allows for new players to reach up and claim something not done before. It also helps the in-game economy by adding greater variety to the market, and expanding on the production base.
Newer players only chase FOTM training if someone tells them to, for the most part. Any new player is most likely to focus on an aspect of the game that he/she is attracted to, and go from there; something as simple as which ship looks better, or whether they are interested in PvP or PvE.
Also, all training is good training; provided it has at least some focus. I used to play an Uber JoaT, that had a little bit of everything; and managed C6 Sleeper sites, POSs, Mining, Manufacturing, and Research with him, as well as trading. Didn't stop me from doing anything; until somebody voiced their opinion of how my skills were unspecialized and useless.
Maybe I couldn't do 650 DPS with HMs on a Tengu, or ..actually, that was about the only failing of that character. I could fly a Tengu, tank any shield fit-active or passive-and use EWAR; in addition to flying a Hulk, Refining, Cloaking CovOps, and the rest. And only ~30 Million SP. People decide the capability of a toon in this game; not the actual skill and capabilities of the toon itself.
There is no nerfing here. |

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.18 00:08:00 -
[289] - Quote
Havok Surge Projector
Ewar High Slot DoT module
This module hits the target with a surge that destabilizes the target's capactior for a perioud of time until onboard diagnostic systems recover a minute or so later, stacking is penalized.
|

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.18 00:26:00 -
[290] - Quote
Code Breaker
Data Harvest Module High Slot
This module analyzes wrecks for software vunerbilites the ship previously had. Destroys wreck in the process. Leaves loot container if there is stuff in the wreck's cargo bay. Used in construction of scritps and advanced scripts and other possible future software.
Tech 2 Scripts
These advanced scripts begin to barrow form the ship or triats that are nomrally nulled traits beyond tech 1 limits to boost intended effect. For example RoF penalty is incurred for additional tracking.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:38:00 -
[291] - Quote
Impaler Missiles
"Ewar" Ammunition Missile Charge DoT Ammo
These long range missiles drive themselves into the ship hull then starts to counter reacting the mass of the ship slowing it down partially until thier batteries run out. The effect stacks up to a limit. Effect of each individual stack is independent and does not refresh if a new stack is applied.
|

Kynric
Sky Fighters Talocan United
0
|
Posted - 2012.01.18 00:45:00 -
[292] - Quote
Since you asked,
Decoy Drones - drones that look like ships when viewed on dscan and to probes. On grid they are seen as the decoys that they are. Example: Hulk decoy, Drake decoy.
Q-modules that make a ship appear like a similar sized ship until targeted. Example a broadsword or munnin would appear to be a rupture.
Change dscan to show or not show based on distance and and signature radius. Large/noisy objects are seen from far away, small ones arent seen until comparitvely short distance (still great distances, a pod or frigate perhaps could only be seen within 5 au while a control tower or capital ship from much further out. Add a module to quiet a ships signature radius with respect to dscan/probing.
Warfare link jammer - prevents offgrid warfare link bonuses from being applied. On grid are applied normally.
Warp Core Destabilizer - when activated, drops the equipped ship out of warp, brining it to a skidding halt.
Area of Effect Shells and missles - encourages fleets to spread out and not clump out.
A new kind of hacker for unanchoring abandoned/untended objects such as offline towers and associated modules, bubbles, cans. Will not work on anything associated with an online tower.
Somone else suggested spinal mount guns. This idea sounds very impressive visually, I like it. Perhaps make it so they can only be fired if the ship is stationary.
Comm Scrambler - Pilot is not shown in local and names in local are not shown until they speak (that pilot is treated like he is in wormhole local) |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:48:00 -
[293] - Quote
Sentry Cannons.
Fighter Drone Sentry Type
These large self unpacking platforms are deployed by carrier platforms to provide long range sniping support.
Once deployed they exit thier packaged state and unfurl into anchored guns designed for long range attacks and bombardment.
They cannot be returned to the drone bay by normal commands and have to be picked up, reclaimed, repackaged and reserviced before being allowed to be deployed again.
Aside the inability to return they behave as normal sentry drones do and can be repaired, gain bonuses, and destroyed.
|

Wolodymyr
Mando'a Navy Controlled Chaos
22
|
Posted - 2012.01.18 00:57:00 -
[294] - Quote
I'd like to see more capitol scale modules
For example the only way to tank a carrier is with hardeners because 1600 plates don't add nearly as much EHP as another harder
also everyone fits cap recharger because they help your cap more than a cap battery which is nearly unnoticeable on a capitol ship.
Also capitol scale neuts and nos would be awesome. |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:59:00 -
[295] - Quote
Isogen Reactor Boiler
Heat Related Low Slot Engineering Reactive
Isogen Reactor Boilers are powered by ship heat and provide an extremly large amount of capacitor for as long as the ship has heat on any rack level. However becuase its a low slot the high rack heat contributes the least amount of energy while middile and low racks are the best contributors.
This boiler helps consumes heat as well but the module is more likely to be victim of heat damage than any other module in its rack.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:06:00 -
[296] - Quote
Target Scrambler
Electronic Warfare Mid Slot ECM Replacment
Reduces the max number of targets on the victim. Sensor strength of the victim increases for every target removed. Oldest target on the victims list (first locked) is removed once the max number is reduced beyond the number of currently locked targets.
Countered by Autotargeters and Targeting arrays which increase the max number of targets.
Does not replace ECM burst or Projected EMC burst.
Back up Sensors.
Counter-Electronic Warfare Mid SLot ECCM Replacment Reactive Module
Strengthens Sensors to prevent jamming and target loss. If target loss is suffered the amount the sensors go up is increased significantly over normal behavior.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:14:00 -
[297] - Quote
Flagships
Capitol Remote Support and Ewar Capitol Ship.
Weak offense limited attack options. Stronger defense Provides minature fleet bonus.
Is a regular capitol ship.
Fits and is bonused for many of the mentioned in this thread capitol ewar/remote modules.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:35:00 -
[298] - Quote
Prism Beam
Multi Module Must be mounted in 8 Highs of any type. Seige Module Battleship Module. Spinal Mount.
Prism Beam Weapon system allows multiple allies to fire with laser weapons into the prisim to output a powerful seige beam. Ship in question must deploy first once the prism beam begisn firing using the ships own capacitor other nearby ships can join in increasing the prism beams performance to beyond the ships invovled.
There is a limit to how many can contribute the ship loses all mobility and massive amount of agility. If the module is offlined or the cycle ends the damage the ship should be taking will then resume as normal so careful attention must be paided or allies may be ganking an allied ship.
Once cycle is complete the prism must cooldown for just as long as it was firing for before its ready for use again.
Magnetic Vortex Hybrid version of the Prism Beam.
Metalstorm Projectile version of the Prism Beam. Animation will be an altered version of the guns firing on the metalstorms targetas its seems less sensible than hybrid or prism beam.
Trail Blazer Missile Version, similar to projectiles animation, the missile animation will be firing on Trail Blazer's target in a modified manner.
|

Vaerah Vahrokha
Vahrokh Consulting
132
|
Posted - 2012.01.18 01:41:00 -
[299] - Quote
A possible idea: random rigs for modules.
I could be given a BPO that would create a module rig with random +stats and -stats but that also uses random +CPU / PG.
The possible number of variations you can get by fitting multiple rigged modules is huge and therefore we could have our own "personal" ship.
Or we could have each module accept 1 rig (frigate) to 3 rigs (BS) to 5 (capitals)... with bonuses and maluses like the regular rigs. |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:44:00 -
[300] - Quote
Junker Modules.
Heavily Modified version of various modules for additional perofrmance over similar cousins. Has much less HP than regular modules and are not suited for overheating or being heated from other sources.
|

Mars Theran
EVE Rogues EVE Rogues Alliance
63
|
Posted - 2012.01.18 01:57:00 -
[301] - Quote
Please. Someone stop suggesting we develop modules that take multiple slots; beterr: Everyone stop suggesting it.
Hardpoints are exactly that; a limited amount of space and structural support for mounting something. You want the benefit of 5000mm plate using a 2 slot requirement; then get two 2500mm plates for cripes sake. |

Nyssa Litari
Pator Tech School Minmatar Republic
22
|
Posted - 2012.01.18 02:00:00 -
[302] - Quote
Sturgeon's Law in full effect here.
There's a module idea... The Sturgeonator: Turns 90% of the enemy fleet into crap, instantly. |

Muad 'dib
The Imperial Fedaykin
91
|
Posted - 2012.01.18 02:18:00 -
[303] - Quote
Signature reducing rigs
capital rigs!
Mid slot alternative to a dcu (does the exact same thing, cant fit both)
cloaking AOE (would make a great capital suport mod)
same thing as above only removes you from being scanned, so not cloaked and can be seen on grid
more BS sized X-L modules
SIZED tackle modules, small, med, large, capital, varying range and effect, perhaps even combo mods (30% web, 1 piont 10km)
scripted tackle, more/less effect/range |

kalbrak Jr
Sebiestor Tribe Minmatar Republic
2
|
Posted - 2012.01.18 03:05:00 -
[304] - Quote
Warp scramble script for the Warp Disruption Field Generator. This would have a shorter range than the Focused Warp Disruption script but would shut down micro warp drives.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 03:35:00 -
[305] - Quote
Mars Theran wrote:Please. Someone stop suggesting we develop modules that take multiple slots; beterr: Everyone stop suggesting it.
Hardpoints are exactly that; a limited amount of space and structural support for mounting something. You want the benefit of 5000mm plate using a 2 slot requirement; then get two 2500mm plates for cripes sake.
The idea is to add the cost of the slot as a fitting requirement especially for ships that are very fat on thier fitting abilities (that you can almost shove anything you want on it as well as allow for slighlty bit more outragous models that behave as two or more modules at once while helping prevent wreckless loading on such modules without thought.
|

Nyssa Litari
Pator Tech School Minmatar Republic
22
|
Posted - 2012.01.18 03:40:00 -
[306] - Quote
Nova Fox wrote:Mars Theran wrote:Please. Someone stop suggesting we develop modules that take multiple slots; beterr: Everyone stop suggesting it.
Hardpoints are exactly that; a limited amount of space and structural support for mounting something. You want the benefit of 5000mm plate using a 2 slot requirement; then get two 2500mm plates for cripes sake. The idea is to add the cost of the slot as a fitting requirement especially for ships that are very fat on thier fitting abilities (that you can almost shove anything you want on it as well as allow for slighlty bit more outragous models that behave as two or more modules at once while helping prevent wreckless loading on such modules without thought. So what you're saying is that these modules are for Minmatar only. |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 03:55:00 -
[307] - Quote
Meh I am sure ccp is going to come up wtih something different than what I suggested if they go this route.
Though few of the modules would suggest that it would fit minmatar thoery a bit better, destroy self to do more damage.
and no I havent had an energy drink today.
|

Gerrick Palivorn
Caldari Provisions Caldari State
93
|
Posted - 2012.01.18 05:04:00 -
[308] - Quote
Damage to modules.
Have something simular to nanite repair paste, Nanite Acid, it can by added to conventional ammo, ofcourse there will be a reduction in volley damage, but it will provide a damage over time effect to modules. For game fluff, Missiles/projectiles have it added to there payload, Lasers have a plasma burst effect at the end of the shot that causes secondary fires and explosions on the victim, hybrids have Nanite injected to the charge and imbedded into the hull.
There are many tactical uses I could see for this, Smaller ships using Acidic ammo to disable larger ships modules. It would provide massive tactical changes and the need for a new module.
Internal Dampener: Simular to a Damage Control in fitting and power usage, it allows the use of Nanite Repair Paste while the module is active. It also adds a 50%(60% T2) resistance to acidic ammo, but when modules are overheated they take damage faster than normal. The module also updates the modules hp repair status at the end of everycycle, so you don't have to wait for the whole cycle to finish to recieve the repair effect. |

Mars Theran
EVE Rogues EVE Rogues Alliance
66
|
Posted - 2012.01.18 05:40:00 -
[309] - Quote
Nyssa Litari wrote:Nova Fox wrote:Mars Theran wrote:Please. Someone stop suggesting we develop modules that take multiple slots; beterr: Everyone stop suggesting it.
Hardpoints are exactly that; a limited amount of space and structural support for mounting something. You want the benefit of 5000mm plate using a 2 slot requirement; then get two 2500mm plates for cripes sake. The idea is to add the cost of the slot as a fitting requirement especially for ships that are very fat on thier fitting abilities (that you can almost shove anything you want on it as well as allow for slighlty bit more outragous models that behave as two or more modules at once while helping prevent wreckless loading on such modules without thought. So what you're saying is that these modules are for Minmatar only.
I think the point is, these modules are going to be extremely heavy and affect inertia and velocity; which is hindrance in itself, and reason not to use them. If that isn't enough, the drain on powergrid would be horrendous.
There is no need to make a module to take up 2 slots, and I think the idea would probably be very hard to implement; such, that it could quite possibly require a complete rewrite of much of the code used for fitting. Some of it may need rewriting anyway; but that's not exactly the point.
Also, huge guns that take the place of 5-8 smaller guns.. that idea is so unworkable, it takes not just this; but add's redesigning every model in the game into it.
Weapon Hardpoints have placements on ships that are determined in a 3D environment; when something is added, the game engine moves it to the appropriate location on the ship. Effectively, you're asking for them to add, (at the very least), one location on the ship where you can mount this monstrosity; which is not really to hard in and of itself.
What is hard, is coding the game to recognize the difference between this monstrosity and a regular gun, make it take up 5 slots instead of just one, and fit in that exact spot which is not really all that clearly defined yet. Changes to the model will most likely also be required, so this big gun doesn't look entirely stupid. (i.e. Stabber/Vagabond with turrets).
It is much easier to just design a new gun and model, make it something not faction specific, and make a ship to carry it and use it. At least, that's what I think. |

Xandralkus
Morior Invictus. Velocitas Eradico
4
|
Posted - 2012.01.18 07:06:00 -
[310] - Quote
LSE's and 1600 mm plates are good for battlecruisers, but it seems that in order to fit an even moderately decent tank on a battleship, you have to plate or shield-extend the hell out of it - AND use rigs too.
Give us an X-Large Shield Extender - and have it require enough powergrid to where mounting ONE is not incosequential to a battleship (and virtually impossible to fit on a battlecruiser at all). Also, give us a 3200 mm plate, with similarly huge fitting requirements for the armor tankers (at least as much as a large repper, maybe more).
Frigates can fit cruiser-grade tank equipment for large boosts to EHP from a single module.
Cruisers and battlecruisers can fit battleship-grade tank equipment for similarly massive EHP boosts from just one or two modules. A cruiser with a single LSE effectively doubles its base shield HP.
Battleships lack any such module. There's no reason that there should be such a large EHP gap between battleships and capitals. Start with more potential for battleship EHP.
Another idea, already proposed - semi-siege module for vastly boosting active tanking capabilities. Have this require fuel in the cargo bay, just like a cyno or a siege module.
And of course, anti-blob tanking modules. "Absorbative Shielding" for shield tankers, and "Powered Armor" for armor tankers. When activated, these modules would consume fuel for each cycle, and apply diminishing returns for incoming DPS, according to the number of people firing at the user. Getting primaried by a fleet of 50 people would not be much different in terms of incoming damage as compared to a fleet of 5. And capital EHP could be brought in line with other ships, starting at only modestly better than battleship EHP.
Obviously, don't implement ALL of these. Otherwise ships would be unkillable. Anti-blob tanking modules would probably be the most useful. Eve UI wouldn't suck if CCP allowed UI addons. |

Saelyth
Nex quod Principatus SRS.
0
|
Posted - 2012.01.18 08:03:00 -
[311] - Quote
Coolant Tank [T2 in brackets]
Mid-slot item Activation time / duration: 15 [10] seconds CPU Usage: 25 [35] tf Powergrid: 1 Capacity: 10 [15] m3 Charges Per Cycle: 1 Primary Skill required: Thermodynamics 2 [5] Used with: Coolant
Each use of the module would reduce heat in all racks by X amount
Another option would be to have various sizes of this item (Small, Medium, Large) with increasing CPU/PG usage on par with items of those ship sizes. Item could be ship size specific, could require more charges per use, or other similar options.
|

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.18 10:16:00 -
[312] - Quote
I previously mentioned heat, and others have like Saelyth have mentioned a coolant tank for overheating.
May I suggest that heat is the new e-warfare type, and there should be new ships and modules for it, and against it. I would prefer if you are going to do Damage over Time, that instead, it is Heat over Time. Damage over Time will just end up as more broadcasts to logistics, which is already a very busy role. Heat on the other hand, could be an entirely separate mechanic, that does not affect logistics ships broadcasting bandwidth.
Heat would be interesting, as it has the ability to destroy modules, or cause them to need nanite repair, and a counter coolant. Increasing overheating in the game would not be a bad thing and add more tactical flexibility to fights, and give DPS pilots something to do, other than spamming the repair button  |

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.18 10:18:00 -
[313] - Quote
Saelyth wrote:Coolant Tank [T2 in brackets] Mid-slot item Activation time / duration: 15 [10] seconds CPU Usage: 25 [35] tf Powergrid: 1 Capacity: 10 [15] m3 Charges Per Cycle: 1 Primary Skill required: Thermodynamics 2 [5] Used with: CoolantEach use of the module would reduce heat in all racks by X amount Another option would be to have various sizes of this item (Small, Medium, Large) with increasing CPU/PG usage on par with items of those ship sizes. Item could be ship size specific, could require more charges per use, or other similar options.
Like it, just don't like it being only midslot. Should be either mid and low slot variations, aka like ECCM, so not as to punish shield based ships. Otherwise, good stuff if tied to a heat over time new e-war type. |

Morgan North
The Wild Bunch Electus Matari
41
|
Posted - 2012.01.18 10:43:00 -
[314] - Quote
Actually, it shouldn't be high/medium/low. There should be one of each. I propose "Rack - Coolant Injector" Where Rack is Low/Medium/High. It is applicable to a given rack that is overheated, and consumes coolant. This would do wonders for active tanking! |

Endeavour Starfleet
Center for Advanced Studies Gallente Federation
564
|
Posted - 2012.01.18 10:53:00 -
[315] - Quote
CCP I present again my idea for a new module and probe system to deal with the issue of AFK cloaking in a fair way that does not seriously impact the activities of those that are actually at their keyboard.
https://forums.eveonline.com/default.aspx?g=posts&m=667646
The only change I need to note is I now support a time limit before the probes even reveal there is a cloaked craft in the area scanned. 15-30 mins should be fair so that W-space pilots have a bit of time to go to the bathroom if needed.
It has images showing the basic idea for implementation.
I hope you will consider this. |

Morgan North
The Wild Bunch Electus Matari
41
|
Posted - 2012.01.18 10:55:00 -
[316] - Quote
With that in mind:
1. Magnetic Accelerator
Works with Blasters only
Fitting: 1 Low Slot, further requirements matching Magnetic Field Stabilizers.
Effect: 50% to 100% Optimal range increase in Blasters with Falloff bonus to match.
Penalty: Always active, possible damage reduction (Passive).
2. Inertial Compensator:
[i]Works for Railguns only[/i
Fitting: 1 Low Slot, further requirements matching Magnetic Field Stabilizers.
Effect: Reduction in Optimal range, higher Tracking.
Penalty: Always Active (Passive).
These two modules would essentially provide for Blasters and Railguns to become permanent medium-ranged weapons at the cost of 1 low slot. The lack of further modules to amplify damage and tracking aswell as fall off is intended to complement the way these things would work.
3. Improved Nanotubed Internal Structure.
Fitting: 1 Low Slot
Effect: Armor repair amount +% (To be defined).
Penalty: Active Module
Description: By improving the ship's internal structure with passageways for nanites, the possibiites for faster access to damaged sections of the ship by repair teams and nanite paste allow for a better rate of structural damage repair, at the cost of further capacitor by the Nnites to transverse the passageways.
|

Morgan North
The Wild Bunch Electus Matari
41
|
Posted - 2012.01.18 10:55:00 -
[317] - Quote
Morgan North wrote:With that in mind:
1. Magnetic Accelerator
Works with Blasters only
Fitting: 1 Low Slot, further requirements matching Magnetic Field Stabilizers.
Effect: 50% to 100% Optimal range increase in Blasters with Falloff bonus to match.
Penalty: Always active, possible damage reduction (Passive).
2. Inertial Compensator:
Works for Railguns only
Fitting: 1 Low Slot, further requirements matching Magnetic Field Stabilizers.
Effect: Reduction in Optimal range, higher Tracking.
Penalty: Always Active (Passive).
These two modules would essentially provide for Blasters and Railguns to become permanent medium-ranged weapons at the cost of 1 low slot. The lack of further modules to amplify damage and tracking aswell as fall off is intended to complement the way these things would work.
3. Improved Nanotubed Internal Structure.
Fitting: 1 Low Slot
Effect: Armor repair amount +% (To be defined).
Penalty: Active Module
Description: By improving the ship's internal structure with passageways for nanites, the possibiites for faster access to damaged sections of the ship by repair teams and nanite paste allow for a better rate of structural damage repair, at the cost of further capacitor by the Nnites to transverse the passageways.
|

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.18 11:16:00 -
[318] - Quote
Regarding stuff for decloaking cloaky stuff, may I suggest it is a module type and skill tied to destroyers, and perhaps a new T2 Destroyer variant. This is the historical comparison of what destroyers did in a naval fleet role, with anti-air secondary.
I am against anything that is basically a click this to win button. It should be cat and mouse, just like the submarine warfare, cloaky ships already resemble.
But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship.
If there is a anti-cloaky mechanic, I would like to see it tied to the tactical overlay, and act as a sort of 'ping' mechanic which only works on grid, with only a rough idea where a cloaky ship is located increasing as the destroyer closes in, but pings can only be done every couple of minutes or so. In addition, the de-cloaking mechanic should remain (have to get in range), small smart bombs should get a range bonus on new/existing destroyers, which makes them more useful and gives them a sort of depth charge ability to hurt cloaky ships while not revealing them.
I think it would be fun for all involved. |

Gerrick Palivorn
Caldari Provisions Caldari State
93
|
Posted - 2012.01.18 11:30:00 -
[319] - Quote
Endeavour Starfleet wrote:CCP I present again my idea for a new module and probe system to deal with the issue of AFK cloaking in a fair way that does not seriously impact the activities of those that are actually at their keyboard. https://forums.eveonline.com/default.aspx?g=posts&m=667646The only change I need to note is I now support a time limit before the probes even reveal there is a cloaked craft in the area scanned. 15-30 mins should be fair so that W-space pilots have a bit of time to go to the bathroom if needed. It has images showing the basic idea for implementation. I hope you will consider this.
CCP in the December CSM summit Minutes mentioned both the issue of Local being used as intel and the use of a new cloaking probing technique. CSM agrees that these issues go hand in hand.
They are reviewing the material and the arguments on both sides to find the most balanced way to approach this hotly debated topic.
Truthfully most people who afk cloak right now won't mind a cloaking prober if local is properly removed as a flawless intel tool, because it removes the reason they afk cloak. Even I support anti-cloaking methods if you remove the role of local as an intel tool. W-Spacers on the other hand will have to adapt, this is where the most opposition will come from.
Good luck |

Gerrick Palivorn
Caldari Provisions Caldari State
93
|
Posted - 2012.01.18 11:36:00 -
[320] - Quote
Moonaura wrote:But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship.
There are thousands of killmails on battleclinic that directly opposes that satement. Bombers can kill a BS 1v1 easily.
I like the idea of anchorable beacons that ping the system for cloaked ships.
|

Nestara Aldent
EVE University Ivy League
39
|
Posted - 2012.01.18 11:50:00 -
[321] - Quote
Moonaura wrote:Regarding stuff for decloaking cloaky stuff, may I suggest it is a module type and skill tied to destroyers, and perhaps a new T2 Destroyer variant. This is the historical comparison of what destroyers did in a naval fleet role, with anti-air secondary.
I am against anything that is basically a click this to win button. It should be cat and mouse, just like the submarine warfare, cloaky ships already resemble.
But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship.
If there is a anti-cloaky mechanic, I would like to see it tied to the tactical overlay, and act as a sort of 'ping' mechanic which only works on grid, with only a rough idea where a cloaky ship is located increasing as the destroyer closes in, but pings can only be done every couple of minutes or so. In addition, the de-cloaking mechanic should remain (have to get in range), small smart bombs should get a range bonus on new/existing destroyers, which makes them more useful and gives them a sort of depth charge ability to hurt cloaky ships while not revealing them.
I think it would be fun for all involved.
Eve isn't the game about WWII so leave it out of it! Really it makes no sense to make ships in a science fiction game based on what naval ships historically did. |

Tenga Halaris
Rubicon Legion
15
|
Posted - 2012.01.18 11:56:00 -
[322] - Quote
How about a dedicated Drone Damage Mod?
"Advanced Drone Controller II":
+7,5% Damage Modifier -5% Cycle Time CPU req.: 30 PG req.: 5
On Paper, Drone Ships like the Dominix put out a Lot of DPS, but since Heavies are dead slow and Sentries are stationary, it's way less arriving DPS.
Also:
The medium and Heavy Drones need more Basespeed. 25% for Medium and 50% for Heavies would be nice. |

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.18 12:23:00 -
[323] - Quote
Nestara Aldent wrote:
Eve isn't the game about WWII so leave it out of it! Really it makes no sense to make ships in a science fiction game based on what naval ships historically did.
Hmmm think you're being a little mean spirited here and taking it off topic, but to confirm, the ship classes are almost identical to the roles used in naval warfare, and even in game factions are called things like the Amarr Navy. So, it is not to much of a stretch to suggest that destroyers, who hunt 'stealthy hidden' submarines in naval warfare, hunt 'stealthy hidden' stealth bombers in the science fiction world of EvE. I can't see what is wrong with that suggestion. |

Solinuas
Beyond Evil and Good
52
|
Posted - 2012.01.18 12:39:00 -
[324] - Quote
Gerrick Palivorn wrote:
Even I support anti-cloaking methods if you remove the role of local as an intel tool. W-Spacers on the other hand will have to adapt, this is where the most opposition will come from.
Good luck
Now if local is removed as a intel tool a lot of what makes W-space unique is gone, and besides, it cuts both ways evenly you can use it just as much as other people can.
However i do support anti AFK cloaking measures |

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.18 12:40:00 -
[325] - Quote
Gerrick Palivorn wrote:Moonaura wrote:But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship. There are thousands of killmails on battleclinic that directly opposes that satement. Bombers can kill a BS 1v1 easily. I like the idea of anchorable beacons that ping the system for cloaked ships.
Well, given that drones can easily kill a stealth bomber, I'm going to have to assume that either the battleship pilots in question were both poorly fit, or did not warp away, given that the stealth bomber cannot point and use target dampening enough to both hold and solo a battleship with complete immunity. Stealth bombers combined, well that is a different story of course, although something like an Arazu is still handy in the gang to provide the pointing.
Anchorable beacons would probably push the game of cat and mouse, firmly in the cats direction, where as a destroyer is a vulnerable ship in a fleet engagement, and would have a very specific, human controlled role against stealth. Again, I only suggest this as an alternative to those suggesting there should be the ability for all ships to probe out cloaky ships system wide. Intelligence plays a key role in EvE, and cloaky ships are needed, and sat miles away from anything, in a safe spot, should indeed feel very safe. The risk should come into play if they approach an actual ship or fleet.
Regarding local, I have previously suggested a temporary local jammer for black ops class ships, therefore retaining local in existing game play, making it different from WH space, and making it more interesting and useful to fly a black ops ship and fleet. |

Jade Mitch
United Coalitions ZADA ALLIANCE
14
|
Posted - 2012.01.18 12:45:00 -
[326] - Quote
Chemical Countermeasures Dedicated CC Launcher, fits in a medium power slot Uses two kinds of ammo:
Smoke screen Creates a white puffy cloud of smoke. Anything positioned within the cloud is removed from overview and loses all icons and data normally displayed in space. Objects in a cloud cannot be pinpointed with probes. Exiting the smoke cloud makes you visible again on overview and in space. Clouds create beacon signatures that are visible to all pilots in the system.
Flare Launches a small, bright, sparkly decoy that floats off in a random direction from your ship. All locks on your ship are redirected to the flare, including turrets, drones, and targeted missiles. Flare has 1m signature radius and travels 1 km/s for 5 seconds or until destroyed. |

Klytior Am'jarhs
Amarrian Retribution
4
|
Posted - 2012.01.18 14:59:00 -
[327] - Quote
Deployable Cyno Jammer is really something that sounds great. Will protect the little guys when doing pos siege on the (big alliances pos). And large moving fleets won't have any advantage using them.
They do need a online delay think (minutes) And only 1 on grid. And not to though so it dies to some alpha damage.. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.18 15:47:00 -
[328] - Quote
Solinuas wrote:Gerrick Palivorn wrote:
Even I support anti-cloaking methods if you remove the role of local as an intel tool. W-Spacers on the other hand will have to adapt, this is where the most opposition will come from.
Good luck
Now if local is removed as a intel tool a lot of what makes W-space unique is gone, and besides, it cuts both ways evenly you can use it just as much as other people can. However i do support anti AFK cloaking measures
Wormhole space has many unique features other then the local mechanic. That being said the removal of local intel without the addition of another better means of gathering system information should be avoided.
The one big difference between 0.0 and W-space is that people travel through 0.0 to get to other systems. This traveling is often solo and without the use of a scout. Local being great tool for understanding potential activity within a system.
Lets get back on topic. So modules... |

Meditril
Bene Gesserit ChapterHouse Sanctuary Pact
21
|
Posted - 2012.01.18 16:06:00 -
[329] - Quote
Here is my list of modules I would like to see for small scale deep space operations:
- Ore Refining Module: Allows refining of ore from cargo hold slowly and with bad factor.
- Ammo Building Module: Load with ammo BPO/BPC and build slowly a small charge of ammo.
- Drone Building Module: Load with drone BPO/BPC and build slowly a drone.
- Remote Fitting Bay: Allow refitting of nearby ships which have no capsuleer onboard.
For pvp operations:
- Web Nullifier: Reduces the effectivity of enemy web on your ship by 50%. Implement with stacking penalty.
|

Fidelium Mortis
Quantum Cats Syndicate
27
|
Posted - 2012.01.18 16:37:00 -
[330] - Quote
Decoy Ships - a decoy ship that is anchored in space for 10 minutes and shows up on D-scan and overview as a regular ship, but with a paper-thin tank. Only 1 decoy can be deployed per individual at any time, but once they move out of system their name remains in local for the duration that the decoy is active.
Remote Sensor Overload Module - essentially places active electronics upgrade modules and ewar modules into the same state as an overloaded module, if the module is already overloaded the chance to receive heat damage is doubled.
Sonar Bomb - can be launched in any security space (give SBs a reason to equip a bomb launcher) - does no damage but does allow cloaked ships to show up briefly on D-scan within a 14 AU radius (they remain cloaked).
Assault FOF Missiles - Rockets, Torps, and HAMs could use some FOF lovin'.
Fix FOF/Defender Missiles - not a new module, but the current implementation is fairly unused. Also could use some faction or T2 variants (once the mechanics are fixed). ICRS - Intergalactic Certified Rocket Surgeon |

Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 16:48:00 -
[331] - Quote
T.A.G. (Targeted Ampflied Guidance) System
High Slot Ewar Chain Efffect Requires Tag Shot Ammo
This Gun 'tags' targets making their signature larger than usual. This effect stacks. This effects counters any module assisted stealthing completely nullifying it for the duration of the tag. This effect doesnt counter rig, skill, ship based stealthing. In low stacks not as effective as painter. Requires multitude of stacks to outperform target painters. This effect has stacking penalties. Prevents Cloaking in the event of escape. Individual stacks are individually timed and do not refresh if a new stack is applied. Stacks wear off eventually.
|

Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:01:00 -
[332] - Quote
Disinfectant Launcher
Sanitizer Beam
Logistics High Slot
These systems actively remove any lingering effects on targeted ship preventing downed systems, detatching shield or hull leeches and restabilizing systems.
Launcher system is long ranged option but only removes 1 effect per hit.
Beam systems are short ranged but removes several effects per cycled attempt.
|

Borg Stoneson
SWARTA Mostly Clueless
0
|
Posted - 2012.01.18 17:05:00 -
[333] - Quote
I like the idea of a heatsink module that uses coolant, I'm not sure why the game doesn't have this anyway, or more ingamey, why pod pilots haven't rigged up a coolant system already. |

Zimmy Zeta
Battle Force Industries Tactical Invader Syndicate
690
|
Posted - 2012.01.18 17:25:00 -
[334] - Quote
Don't know if it was mentioned yet, I have to admit that I did not read the entire thread. I would like to see a module like a shield disruptor- a targeted high slot module that dramatically decreases the enemies shield recharge rate. Currently active tanks can be pretty easily neutralized by - yeah , you guess it: Neutralizers!. But there is no module to hamper passive shield tanks, wich makes those often overpowered compared to active tanks.
Posting only nice things for 13 days. If anything I post should offend you, please let me know ingame by repeatedly podkilling me. Thank you. |

Aurum Gallente
Anonymous Operations Gypsy Band
34
|
Posted - 2012.01.18 17:30:00 -
[335] - Quote
new modules
pvp tractor beam S\M\L that will push you to victim and victim to you. S\M\L Beams should differ by power and optimal range. Some ships like recons and proteus should have bonus to beam's optimal. This module should NOT affect to moving direction of victim and possibility of warping.
"black hole module" . Russian pilots talk a lot about this. It should be gravitational bomb that will grab ships to the center of explosion. And one more bomb that will push them out of explosion. That modules should affect vector of aligning.
+1 drone module to sub capital ships.
targeted modules for logistics ships that will boost resistances and another attributes of target.
remote warp stabilizer that will add +1 to warp str of target.
new turret that will destroy incoming missiles and protect members in watch list.
damage mods for smartbombs.
reworking modules
Let automated targeting systems to be immune to jamming.
Let lasers do damage to victim's modules randomly.
boosting Electronic Warfare Drones but not ECM drones.
boosting Defender Missiles and let them protect fleet members that in the watch list. |

Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:32:00 -
[336] - Quote
Nanomist Launchers Energized Nanomist Missile Polarized Nanomist Missile Magnetized Nanomist Missile
AOE Logistics Missile Launcher Long Range HoT
Launcher does not auto refire. Reloads much quicker than standard launchers, limited magazine.
This is a long ranged logistics option that come in a form of missiles which deliver a mist of nanobots which attach themselves to nearby objects of targeted ship.
Magnetized Nanomist missile repairs armor over a period of time and reduces the chance of being hit within the cloud.
Polarizied Nanomist missile repairs shields over a period of time and reduces the signature size of targets splashed by the cloud.
Energized Nanomist missiles restores capacitor over a period of time and reduces the effect of electronic warfare against effect targets but does not neutralize them.
Effect does not stack. Rehitting the target refreshes the effect. Can hit hostile targets wihtin range of original target.
|

Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:43:00 -
[337] - Quote
Emergency Bulkheads.
Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated.
|

Scrapyard Bob
EVE University Ivy League
617
|
Posted - 2012.01.18 18:00:00 -
[338] - Quote
Hull tanking modules - right now, all we have is the +25% Reinforced Bulkhead II series and the Damage Control II.
It would be nice if we could get some modules like the armor plates to boost the raw HP in the low-slots. Or bigger variants on the RB concept. Make the current RB2 module a "small", then add:
Medium Reinforced Bulkhead II - +50% Large Reinforced Bulkhead II - +80%
or
Small Bulkhead - +1000 HP Medium Bulkhead - +2000 HP Large Bulkhead - +5000 HP
|

corvus acanum
Dead Space Alpha Shadow of xXDEATHXx
1
|
Posted - 2012.01.18 18:10:00 -
[339] - Quote
I have a couple of ideas. One idea is a hauling "drone" it would take your drone slot but it could not shoot or defend you and it could not be brought into your drone bay. these drones would follow you through stargates and such and basically be giant secure containers or something similar with engines. These would be mostly useful in pve to pick up loot afterwards or for miners to store minerals in.
another idea I had would be a special tractor beam that would allow you to tractor something while you warp. Obviously it would have to be expensive and hard to use.
I would like to see a new ewar module that would disrupt the funtion tank items. for instance a emp pulse that lowers shield resists or a nanite weapon that lowers armor resists something like that.
Another ewar mod that would be nice is a device that releases a sphere of energy based on your ship that disrupts remote shield/armor reppers.
Another nice mod would be one that increases the size of your drone bay and the banwitdth that way if you wanted you could say remove some armor from your ship to make room for extra drones and the ability to launch drones one size larger then what you currently can. obviously this would not include fighters or bombers. and a new class of drones would have to be made that is a little bigger then heavies and smaller then fighters.
another cool idea would be a mod that would be a one time use and disable a ship entirely. i am not talking about like ecm i mean it completely shuts the ship down engines guns fitted mods everything. obviously it would have to leave the basic ship functions intact and the base shield as well. this mod would have to be expensive to use and probably need to have some pretty high ew skills and cap requirements as well. maybe it could even be an aoe device that would affect your ship if caught to. I dont know if any of these have been mentioned and I am sure that they are pretty far fetched but its just some ideas. |

Nestara Aldent
EVE University Ivy League
39
|
Posted - 2012.01.18 18:25:00 -
[340] - Quote
Moonaura wrote:Nestara Aldent wrote:
Eve isn't the game about WWII so leave it out of it! Really it makes no sense to make ships in a science fiction game based on what naval ships historically did.
Hmmm think you're being a little mean spirited here and taking it off topic, but to confirm, the ship classes are almost identical to the roles used in naval warfare, and even in game factions are called things like the Amarr Navy. So, it is not to much of a stretch to suggest that destroyers, who hunt 'stealthy hidden' submarines in naval warfare, hunt 'stealthy hidden' stealth bombers in the science fiction world of EvE. I can't see what is wrong with that suggestion.
Well its just in the English language to call space military the same as seafaring navy, I suppose. In other languages, such as mine, such correlation dont exist, and I would never call any space military navy in my language. To assign from that roles to ships in a sci-fi game just because the ships are named the same as historical seafaring ships but dont have any similarities, will naturally irk me much more than native English speaker, because even the naming of spaceships like frigates and cruisers is odd for me.
But anyway idea that destroyers should be made to uncover cloaked ships is completely different from naming the ships able to detect cloaked ships destroyers. Its just unnatural to do that. Naming a ship based on similar ships from the past is one thing and making it from the ground up to fill the historical role another. |

Xtover
Macabre Votum Against ALL Authorities
57
|
Posted - 2012.01.18 19:26:00 -
[341] - Quote
CCP SoniClover wrote: We're looking for anything ranging from small variations of existing modules to completely new functionality.
I haven't read the thread yet, but what do I want?
I want my SEBO, hardeners, DCU, ECCM, and other non-target related modules to remain on from session change to session change, only to be broken by cap drain, docking, ejecting, or turning them off.
edit: cloak does not fall into this list. edit 2: MWD/AB either |

Nova Fox
Novafox Shipyards
2865
|
Posted - 2012.01.18 19:39:00 -
[342] - Quote
Nestara Aldent wrote:There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!
Why dont you fix them?
Also going back to edit all of my ideas to be a bit more.... Clear and uniform I guess before I start my next round of ideas.
|

Zircon Dasher
Zirconia Trade Group
63
|
Posted - 2012.01.18 21:55:00 -
[343] - Quote
OMGWTFBBQ I
AoE weapon that puts down immense raw damage pulse over the entire grid.
Balance it by making it only available to Titans + 12hr cool down + 1hr immobilization
OMGWTFBBQ II
Higher damage pulse over grid+adjacent grids. Only fittable by new class of ship called a "SUPER-TITAN" + 48hr longer cooldown + immobilization for 5hrs.
 |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
88
|
Posted - 2012.01.18 22:44:00 -
[344] - Quote
Nestara Aldent wrote:Moonaura wrote:Regarding stuff for decloaking cloaky stuff, may I suggest it is a module type and skill tied to destroyers, and perhaps a new T2 Destroyer variant. This is the historical comparison of what destroyers did in a naval fleet role, with anti-air secondary.
I am against anything that is basically a click this to win button. It should be cat and mouse, just like the submarine warfare, cloaky ships already resemble.
But there is a big difference, a stealth bomber, can't kill a real ship solo, either with bombs or torpedos, where as historically, a single submarine could sink multiple ships, where as it takes several stealth bombers to take down a battleship.
If there is a anti-cloaky mechanic, I would like to see it tied to the tactical overlay, and act as a sort of 'ping' mechanic which only works on grid, with only a rough idea where a cloaky ship is located increasing as the destroyer closes in, but pings can only be done every couple of minutes or so. In addition, the de-cloaking mechanic should remain (have to get in range), small smart bombs should get a range bonus on new/existing destroyers, which makes them more useful and gives them a sort of depth charge ability to hurt cloaky ships while not revealing them.
I think it would be fun for all involved. Eve isn't the game about WWII so leave it out of it! Really it makes no sense to make ships in a science fiction game based on what naval ships historically did.
Ah but using the elements of WWII and placing different names and changing things slightly, Will give it depth and make it more of a part of the actual game vs a mini game
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
|
Posted - 2012.01.18 23:00:00 -
[345] - Quote
Anchorable Item
Decloaking Beacon -it emits a constant sensor that will detect (Decloak) ships but will de-activate for 15 seconds something is detected. So Warp Bubbles, cans, debris etc will prevent the sensor from becoming active. 32 Diameter bubble.
A cloak ship can take some effort get around these bubbles with out decloaking
and sneak behind another ship to sneak the sensor bubble
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. |

John Maynard Keynes
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.18 23:37:00 -
[346] - Quote
1) Give all Gallente gun boats a web range bonus as the second bonus and remove one of the actual two
2) A "Ping" module for the Interdictors that allows them to detect (not decloak) cloaked ships within directional range and then warp to this location. --> only not moving ships can be easily killed this way
3) A "siege module" for dreas that allows them to cause area damage (low damage) as a counter for blobs
4) A drone dmg module |

John Maynard Keynes
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.18 23:47:00 -
[347] - Quote
Nova Fox wrote:Emergency Bulkheads.
Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate. |

Nova Fox
Novafox Shipyards
2865
|
Posted - 2012.01.19 00:02:00 -
[348] - Quote
John Maynard Keynes wrote:Nova Fox wrote:Emergency Bulkheads.
Emergency Series Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate.
I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module.
What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?
|

John Maynard Keynes
Science and Trade Institute Caldari State
0
|
Posted - 2012.01.19 00:29:00 -
[349] - Quote
Nova Fox wrote:John Maynard Keynes wrote:Nova Fox wrote:Emergency Bulkheads.
Emergency Series Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate. I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module. What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?
Like overheating  |

Iris Bravemount
Airkio Mining Corp Bloodbound.
23
|
Posted - 2012.01.19 00:51:00 -
[350] - Quote
CCP SoniClover wrote:
- Conditional effects
- Dual-function modules
- Reactive modules
- Damage over time
- Chain effects
- Deployable terrain
Chain effects
High end chaining remote repair effects. They would repair another nearby damaged ship (smart selectrion) after the target, with reduced effect. Like a chain heal spell from another famous MMO. Wouldn't bounce from undamaged primary targets to avoid exploits.
Same thing for high end EWAR. (There already is AoE EWAR in game, so why not ?)
Deployable Terrain
Deployable grid sized WH/Incursion effects for a new class of capitals.
Deployable (stationary) cloaking fields. From afar, you could only (but easily) detect that there is a field, not what's inside. Shouldn't be big enough to hide medium POSes and bigger objects. Could be a nice for small POSes in dangerous areas.
Deployable deadspace (incoming warp and MWD don't work inside, but you could still warp out)
Deployable light sources (people will find a use for it)
Deployable warp beacons which will appear on overview systemwide. This could also be a nice thing for distress calls.
Deployable drone scrambling fields in which drone control range is reduced and drone MWDs don't work.
Deployable gravity wells (technical limitations ?). Deployable inverted gravity wells ?
If there was a line of sight system, there would be infinite possibilities. But since there isn't, I won't iterate on those. |

Moonaura
The Dead Rabbits Society
114
|
Posted - 2012.01.19 02:38:00 -
[351] - Quote
Nestara Aldent wrote:There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!
I was going to suggest a new 'Toilet' module. I mean, I know the saying 'Real pilots do it in their Pod' is all macho and stuff, but ewww!
Docking doesn't help either; There isn't even a toilet in the captains quarters. I end up hanging my caboose out over the side of the railings and letting gravity take care of it... unfortunately sometimes it gets sucked into the ship docking clamp and sits out there spinning around.
So a new Toilet with a Flush mechanic would be awesome, which when activated, releases a cloud of s**t behind you and temporary 'repaints' any ships following. Minmitar ships would of course be immune, because they already look like s**t. 
Naturally, it should come with an appropriate sound effect so everyone is clear a flush has taken place and can try to avoid it.
Anyway, don't worry Nestara, it's called creative thinking where no idea is considered 'bad', but is just an idea (or in my case, something stupid you come up with 2:35am in the morning) and it is good to air, because sometimes wild ideas can lead to interesting places that are more realistic. I agree there are lots of 'Lets create a module that means I instantly win', but its fine to counter those ideas with solid arguments... even with WW2 references  |

Sinfulness
HOMELE55 FORECLOSURE.
0
|
Posted - 2012.01.19 03:22:00 -
[352] - Quote
Thanks for looking.
Cloak Hunter Cruiser Class Ship
This ship would be similar to a Heavy Interdictor but for de-cloaking "local" ships, with max skills one could "ping" and hutn down ships within a certain "AU" to the hunter.
Can Fit Following Modules / Scripts
*Cloak Ping (ping would utilize the "survey" skill and additional advanced survey skills to speed up return signal, and accuracy)
A module that can be fitted to a particular ship, to "ping" a certain area for cloaked ships.
*Cloak Destabilizer (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-
Destabilizes the ability for ships to cloak within a certain range around the emitting ship.
*Cloak Disruptor (Requires ship to "siege") -enter type of fuel & cycle time while in said siege mode-
Disables a ships ability to cloak within a certain area around the emiting ship.
--
Local Space Time Ripper Cruiser Class Ship
This ship would be a whole new class of ship, it would have the ability to launch a probe in the direction the user is facing/clicks. This probe would have a travel time and a range based on its selected ammo type and the users skills. Upon the probe reaching said spot, the ship could then lock onto the probe, and "open" a local warp tunnel that any ship in it's gang could utilize to warp to the probe. The ship itself would not be able to warp to the probe as it would be in a "siege" mode to keep the tunnel open.
Can fit the following modules / scripts
Tunnel Probe Launcher
Tunnel Probe (ammo) (would have various ammo types for different ranges) IE 50km - 100km - 150km - 200km Tunnel Probes
Tunnel Lock Module (requires ship to enter siege mode to maintain the warp tunnel)
--
Drone Related
Nano Mites
These drones would be capable of damaging a ships modules, not the ship itself. IF a ship over-heated it's systems while these drones were on it, the damage would be intensified. (an effective way to introduce sub system targeting / combat)
Nano Mite Drone Categories Weapon Systems Propulsion Systems EWAR Systems Shield Systems Repair Systems Sub Systems
--
Tech 3 Nano Mite Cruiser (to go along with the above)
This cruiser would have the ability to utilize the above nano mite drones in combat. This cruiser would be a cross platform ship, and could be introduced as a "sleeper" technology ship. Enabling a NEW branch of skill training to utilize the ship itself.
--
Tech 3 Battle Cruiser Gang Support Battle Cruiser (limited offensive capabilities)
This ship could also be a "sleeper" technology discovery / engineered ship. It would have the ability to "protect" ships within a certain radius of it. By emitting a "damage reflection shield". This shield would disable the ability for those within to fire their weapons, however sub-systems such as repair systems would still be active, HOWEVER at a slight increase in capacitor due to the high energy emissions of the shield emitter. This shield would also require the battlecruiser to go into a "siege" mode, in which it would use a fuel from a limited fuel bay, more fuel would be consumed if the shield was taking damage, however the shield could take a large amount of "buffer" damage before breaking. Once the fuel/shield run out, the battlecruiser would not be able to re-siege for 5 minutes. It would also have to come out of siege mode to move which would take 60seconds. (new skills could manage all of these abilities)
--
Module Ideas
T3 Propulsion System (capable of loading scripts) Scripts: "0-Max Speed Increase" || "Top Speed Increase" || "Transversal / Manuverbility Increase" Each script would benefit a certain aspect, and withdraw from others
T3 Weapon Systems (capable of using sub system damaging ammo's - see drone nano mites above for ideas)
T1/T2 "ramming spikes" Module would have to be activated, upon activation the faster a ship was moving into another targeted ship the more damage that could be done to the affected ship, as well as possibly halting both ships ability to move until the module deactivated.
Module would have a 30 second cycle time, and a delay in reactivation.
T1/T2 Repair Destabilizer Module would have the ability to "disrupt" Repair devices on affected ship.
T1/T2 Local Burst Propulsion System (frigate / cruiser modules only) Propulsion system that would "boost" a ship an increased distance, however after boosting the ships mass would be destabilized, increasing it's align time, decreasing mobility for several seconds, and not allowing activation of repair sub-systems within this time.. The device would have a cooldown/reactivation delay.
IE. A ship could effectively "burst" away from "direct" combat, but with the potential of being even more vulnerable than before.
T1/T2 Local Jump Drive (frigate / cruiser only) Propulsion based system that would allow a ship to "lock on" to an object in local space, and after a spool up time, warp to it at increased speed. Spool up would be dependent on ship size.
IE A frigate could activate it's local jump drive, and after 15seconds warp at 2 or 3x the speed to an object. (new skills could decrease this by 1 second per skill level, @ level 5 it could take 10seconds OR less/more based on game balancing)
T1/T2 Local Jump Drive Inhibitor (above) Jams local jump drives
T1/T2 Scanner Beacon Intensifier This module would allow fitted ship to activate the module, and any gang members utilizing scan probes would get an increased scan strength if scanning around this ship. (this could be used in-conjunction with the above suggested Cloak Hunter as well) |

Sinfulness
HOMELE55 FORECLOSURE.
0
|
Posted - 2012.01.19 03:28:00 -
[353] - Quote
More [placeholder] |

Mars Theran
EVE Rogues EVE Rogues Alliance
66
|
Posted - 2012.01.19 03:49:00 -
[354] - Quote
Alternate Modules: Low Slot Module Warp Disruption and Webifier Units
New Warp Disruptor could have range of a scrambler and 1 point of disruption, but effect all ships in proximity to it, including the ship using it when activated.
New Webifier unit that has short range AOE like the disruptor above, but limited velocity penalties of 15-20% Also affects ship using it when activated.
Might be an interesting option for Shield fits which are usually gimped by fitting Warp Disruptors, Scramblers and Webifiers.
|

Nova Fox
Novafox Shipyards
2871
|
Posted - 2012.01.19 03:59:00 -
[355] - Quote
John Maynard Keynes wrote:Nova Fox wrote:John Maynard Keynes wrote:Nova Fox wrote:
Stuff about an emergy armor restore
Or you simply use an armor plate. I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module. What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far? Like overheating 
Well if overloaded switched on, it would just add ALOT of heat for its one shot use which can be inconveint if it was activated since its a activate on hull damage and you are overheating something else at the same time. I havent consider overheat for these modules yet. Hmm interesting notions here. But yeah one shot systems I would find having 100% effective increase or duration of effect and emergency systems could suffer less of a penalty when activated.
|

Nova Fox
Novafox Shipyards
2872
|
Posted - 2012.01.19 04:54:00 -
[356] - Quote
External Gun Pod
External Series Pod Type Self Destructive Consumable Module Weapon System
This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.
These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide hit an runs.
Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it.
|

freed0m rus
Iris Covenant The Gorgon Empire
0
|
Posted - 2012.01.19 06:18:00 -
[357] - Quote
hey why do CCP need new modules, when they have plenty of cool stuff lying around unreleased, hidden in the client?
such as
Active Stealth System I, s, m, and l sized, which reduces sig radius by 20, 40 and 80% Capital rigs, which seem completly logical short duration attribute/combat boosters bloodline/race/faction passive bonuses quite strange booster effects, such as claustraphoby, which destroys your pod if you dont dock being in pod for 30 mins 5mn/15mn/50mn/ prop modules, which would also fit in greatly 3200mm plates, X-L shield extenders, etc (dunno if these are present atm)
would also with great pleasure see coolant tanks people talk about, which work passive and give same bonus t3 Coolant Injector Subsystems have |

Mars Theran
EVE Rogues EVE Rogues Alliance
66
|
Posted - 2012.01.19 07:26:00 -
[358] - Quote
Nova Fox wrote:External Gun Pod
External Series Pod Type Self Destructive Consumable Module Weapon System
This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.
These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide an option for a hit and runs.
Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it. Ejecting Module is considered a hostile act cannot immedialy redock or jump after doing so.
I'd take this idea one step further, and make it an anchorable device with it's own shields. Load it up once anchored with fuel, (Faction Isotopes and Stront.), and online it; then pop in your ammunition and set to attack aggressors. Basically, anyone who goes flashy to you gets shot at while you're on grid.
|

Awatar
Swedish Aerospace Inc The Kadeshi
1
|
Posted - 2012.01.19 09:01:00 -
[359] - Quote
Sinfulness wrote:More...
Wall Of Ideas
Queit a few of them has actually crossed my mind, a fair number of times.
I especially like the:
- "Shielddome" ship that has an AOE shield that negates incoming damage (cause we need more utlity in the game) - The "Fleet Platform" cause interlinking ships to make big badda boom is so COOL (more techporn) - The pinging ship
A way of finding cloakieships like finding submarines would be cool, and would introduce a "counter" to cloakie ships at celestials. atleast.
|

Sascha87
Out-of-Space Fidelas Constans
1
|
Posted - 2012.01.19 10:30:00 -
[360] - Quote
Do something against full cloaker, who bloked mining systems,
How : change the cloaking device, you should remove the auto reapeat effekt, same like the portal gen. Aktivate, 5 or 10 miniutes cloaky and than you have to but it back online,
That will live ppl a chance to fight against bomber s and stuff like that. Who ar permanent cloaked in the system. Cause they are more afk as they are playing the game .. |

myFORUMalt alts
Science and Trade Institute Caldari State
41
|
Posted - 2012.01.19 13:00:00 -
[361] - Quote
Drones I either want CCP to declare that they don't like drone usage, or recognize them as a primary weapon systems.
Drone should have, drone damage rigs (other then sentry ones) Low slot drone damage module T2 fighters/Fighter bombers Drone focused marauder (im thinking something in the 750-900 dps drone platform, something lower than carrier, but better than dominix) T3 Drone cruiser
And while were at it, sentient drone spawns are the worst thing in the game. When in bounty space you get 10mil faction spawns + valuable loot + t2 salvage. When in drone regions your faction spawn is worthless. No loot worth anything, no bounty and unless you get super lucky with the t2 salvage 3/4's of the time its worthless too.
Oh and since you took away tier 3 missile based battlecruisers, give us one of those too. Yes, I complain about things I don't like. |

Moonaura
The Dead Rabbits Society
115
|
Posted - 2012.01.19 13:55:00 -
[362] - Quote
I think several of the module and good ideas here, actually need their own new class of ship potentially.
Hows about a corvette class? Or some new forms of heavy T2 Cruisers or heavy T2 battlecruisers. This would help distinguish them on the field and I think would be far more warmly welcomed by the player base, than just the modules themselves.
So, if we're going to have something like a shield bubble, create a ship that gets a far bigger bonus for that module or a ship that reduced the activation times etc. And with any idea that changes the tactical situation, there should of course always be counters to those tactics, which ideally should rely on a human element to control them. |

Rel'k Bloodlor
Mecha Enterprises Fleet
89
|
Posted - 2012.01.19 14:07:00 -
[363] - Quote
Don't know if its been posted but warp disrupter drones. Lights do .2 str(need 5 to point) mids do .4 str (need 3 to point) heavy's do .8 (need 2 to point)
Gallente drones so they would be slower than most. |

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:11:00 -
[364] - Quote
Anti-Emission System
Weapon Upgrade System Reactive Module Low Slot Counter EWAR Limit 1
Helps protect host ship from electronic warfare attack by passivly locking onto source of warfares and firing the weapons back at the target if activated regardless if ship has a targeting solution or not. If multiple sources exist closest source will be piroritzed. Also provides a marginal resistance against all forms of electronic warfare.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:16:00 -
[365] - Quote
Emergency Booster
Emergency Series Activated Module Consumable Module Self Destructive Navigation
These emergency use boosters causes damage to modules hull armor and shields and generates a considerable amount of heat to boost the ship to extremly fast speeds in an attempt to get away from inderdiction methoods. Agility however is nearly nullified during the process as well making the ship entirely unturnable during the burnout. Warp command cannot be given for as long as its active which half operating on the burn and half colldown before ejection. Once internal module fuel tanks are exhausted the module is then ejected thus unfitting it and requires a replacment module to be fitted in order to be used again.
This makes the ship rather vunerable to long range snipers and very fast intercepts, nullifies webifiers very well.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:22:00 -
[366] - Quote
Diverted Matrix
Dual Function Module Fitting Low Slot Module Group
This module provides additional CPU to the ship until activated. Once activated the module stops providing CPU to the ship and takes up several other subroutines improving various ship performances from navigation or to weapons or shields. Individual modules for each type of bonus or mix of bonuses.
This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier cpu is not required anymore this module can go on being useful elsewhere.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:32:00 -
[367] - Quote
Circuit Breaker
Dual Function Module Fitting Low Slot Module Group
This module provides additional Power Grid to the ship until activated. Once activated the module stops providing Power Grid to the ship and takes up several other subroutines improving various ship performances from capacitor to shields. Individual modules for each type of bonus or mix of bonuses.
This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier powergrid is not required anymore this module can go on being useful elsewhere.
As a safety percaution cannot be activated as long as there is a module that requires its cpu to be operational. Overheat overrides the saftey, causing heat damage and generated heat on the most Powergrid intense module currenlty fitted.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:44:00 -
[368] - Quote
Emergency Circuit Breaker
Emergency Series Evolving Module Consumable Module Self Destructive Low Slot Fitting Local Logistics
This emergency module turns into a fused emergency circuit breaker when thrown. This module generate heat and lowers shield max and recharge rate for additional capacitor power initally and for its duration of use increased capacitor recharge rate. This module leaves behind a fitted trash module which is worthless after it deactivates, cannot be reactivated, reprocesses for much less than original module. Can be unfitted. Penalty caused by the module are passive and do not go away after the cruicut breaker expires.
|

Mirajane Cromwell
34
|
Posted - 2012.01.19 16:06:00 -
[369] - Quote
Active Shield Extenders - high slot - low power grid requirement but uses cap to actively extend the shield amount - does not affect passive shield recharge
Drone Hacking Device - when activated, tries to hack enemy drones and send them against their owner or renders them inactive for short period of time - uses drone bandwidth when active - uses multiple types of "software ammo" (viruses, worms, trojans) for different purposes and against different types of drones - area of effect so that you don't have to target individual drones - high slot or medium slot
Firewalled Drone Communications - protects against the above hacking device - medium slot
Energy Destabilizer Smartbombs - neutralizes a portion of the energy in all ships inside the area of effect - much higher power requirement than in single target modules - half the range than in single target module (5km) - neutralizes smaller amount of energy than single target version - longer activation time than in single target module - high slot
Energy Vampire Smartbombs - Drains energy from all ships inside the area of effect - much higher power requirement than in single target modules - half the range than in single target module (10km) - energy transfer amount a fraction of single target module - longer activation time than in single target module - high slot
Energy Charge Dampeners - when active reduces the effects of energy destabilizers and energy vampires - with scripts can be set to be more effective against energy destabilizers or energy vampires and at the same time become less effective against the other - high slot
New Weapon module group: Exotic / Experimental - contains weapons that do not fit the normal categories laser, hybrid, projectile or missile weapon groups - these would be hard to get weapons, perhaps T3 weapons
The following weapon types could belong to this group:
Chemical, Radiological and Nanobot cloud weapons - disperse "toxic/radioactive/nanobot cloud" to the battlefield - damages all ships (DoT effect) and distorts ships' sensors while inside the cloud (targeting delays etc)
Graviton Gun - increases target's gravitational field over time by making it heavier and slower which causes increasing damage to ship's structure until it collapses under it's own gravity - the bigger the target, the more effective this gun would be - ignores shields and armor, causes direct structural damage - effective as siege weapon, uneffective against small and fast targets - would use some exotic and expensive material for ammo
Logitudinal EM Wave Interferometer (or Quantum Weapons or Scalar Interferometry weapons) - creates electromagnetic fields at distance by using longitudinal waves, the energy is triggered to emerge from the local vacuum at the point of the targets - sort of "arcing" weapon, would create those fields to all current active targets - disrupts enemies electronic systems, like loosing control of the ship for short period of time, shutdown mwd/afterburner etc - "infinite range" ie. as long as you can target the ship, you can hit it with this weapon
Dark Energy weapons - changes the characteristics of normal space inside 100km sphere that originates from the player's ship - for example the effect could reduce resistances of all ships inside the sphere
Wormhole weapons - causes armageddon, total annihilation - connects a star or a blackhole to wormhole's other end and transfers the energy from it through the wormhole to the battlefield - the ultimate weapon against blobs, it actually could destroy everything inside a solar system if it lasts active long enough - destroys also the capital ship activating it, thus the weapon itself is destroyed too after use - requires Isogen-5 for activation, should be a very scarce resource so that there would be only a couple of these weapons in the game at the same time
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:03:00 -
[370] - Quote
Dual Function Module Thoery
I strongly belive that all the dual function modules must function in such a manner that it becomes a real choice to select its mode of operation and not just a matter of convience that is more of a scripted function than dual module.
For example a module that flips resistances back and forth I consider not a real choice.
However a module that exchanges resistances for attack performance I consider a much better dual function module choice.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:14:00 -
[371] - Quote
Armored Vent Thrusters.
Dual Function Navigation Local Logistic Mid-slot
This module provides 0.5MN 5MN and 50MN force for acceleration when activated. When not activated this module adds armor amount and increases max armor.
Shielded Thruster Vents
Dual Function Navigation Local Logistic Mid-slot
This module provides 0.5MN 5MN and 50MN force for acceleration when activated. When not activated this module add shield points amount and increases max shileds and improves recharge rates.
|

Eva Tara
Knights of Azrael The Azrael Alliance
0
|
Posted - 2012.01.19 19:19:00 -
[372] - Quote
Warp bubbles that actual stop people whilst there in mid warp not just landing on grid  |

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:28:00 -
[373] - Quote
(Photon, Projectile, Magnetic, Ballistic) Telemetry Calculator
Dual Function Module Weapon Upgrade Local Logistics Low Slot
This calculator takes complex measurements of the entire envrionment and when inactive dedicates itself to arranging defenses to better brace incomming shots making resistances much more effective. This effect stack penalized against similar effects. When activated this module then rediverts its calcuations into firing solutions providing optimal hit solutions improving accuracy and damage at the lost of resistance calculations.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:50:00 -
[374] - Quote
Emergency Surge Protector
Emergency Series Local Logistics Evolving Module Consumable Module Self Destructive Medium Slot
When this emergency module activates, it turns into a melted surge protector which provides a surge of shield points increases max shields and provides a reasonable amount of resistances while active at the cost of capacitor cap rate and max capaictor. Once cycle completes the module cannot be reactivated and does not autorepeat, penalties are passive. The melted surge protector is a trash module and nearly worthless and unfitting it is desired. Unfitting without a maintenance array or hangerbay will not be possible
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:27:00 -
[375] - Quote
Burst (Hybrid), Ricotche (Projectile), Fragmentation (Missile), Spark (Laser) Ammo
Long Range Ammo. Chain Effect Technology 2
These ammos have slightly less damage than comparable ammo of the same technology level, however they have a chance of hitting another target within the remaining optimal of the first hit object allowing the ammo to hit two targets at once with the second target having slightly lesser damage. Penalties are to the rate of fire as it has to cacluate how to angle the shot between the two targets.
Shots are very likely to hit friendly drones however.
|

Droxlyn
TOHA Heavy Industries TOHA Conglomerate
46
|
Posted - 2012.01.19 20:32:00 -
[376] - Quote
I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system. |

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:38:00 -
[377] - Quote
ECM Resonator
Ewar Midslot Chain Effect
This Jammer attempts to jam the primary target and if the primary target is receiving eccm support will attempt to bounce jammer waves off the original target onto the booster. Because of the new behavior calculations and effects this module is not as strong as standard ECM Jammers.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:39:00 -
[378] - Quote
Droxlyn wrote:I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system.
I think allaince capitols get the right to be named and once approved the name is pernament.
|

Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:50:00 -
[379] - Quote
External Logistics Pod
External Series Pod module High Slot Remote Logistics Consumable Module Self Destructive
This confitti pack of automated platforms provides logistics support to all targets of host ship when ejected. Unlike most pods these cannot be destroyed. As with all pods they are stupid and do not perform range or friendly checks thus its possible for targets to be out of range or even hostile targets.
These logistics pods repair shields armor capacitor and provides counter warfare effects (but does not provide remote assitance) and last until thier internal stores and supplies are exhausted. If launching host ship dies or leaves the pods as a group will continue to assist thier targets until they are all destroyed or die themselves. Only the host can assign newer targets or reassign targets by locking or unlocking targets of his choice.
As with all ejected modules this module becomes unfitted thus destroying it. In order to reuse one must get a replacment module and reinstall the module.
|

Bubanni
SniggWaffe EVE Corporation 123566322353
75
|
Posted - 2012.01.19 22:14:00 -
[380] - Quote
low slot that reduces signature by some %, maybe at the cost of max speed
improved active hull repaires mid slot modules to improve damage/rate of fire on guns (as alternative to low slots) perhaps with scripts for either damage or rate of fire salvage drones |

Mars Theran
EVE Rogues EVE Rogues Alliance
69
|
Posted - 2012.01.20 03:10:00 -
[381] - Quote
Droxlyn wrote:I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system.
Please don't. Having stations named by players is bad enough. |

Mars Theran
EVE Rogues EVE Rogues Alliance
72
|
Posted - 2012.01.20 05:39:00 -
[382] - Quote
Reposted from a thread here: https://forums.eveonline.com/default.aspx?g=posts&m=678091#post678091
I liked the basic premise of the original idea posted; but disagreed with implementation as suggested. I've remodelled it in a fashion I thought would be more suitable to the game.
Local Scrambling unit, (as I see it):
Anchorable device. Requires Fuel. Online mode: Scrambles Local in Nullsec. Can be used by either system owners or invaders. Should be counterable. Must be anchored and onlined within a certain AU proximity to an IHUB or TCU. Visible and capable of being warped to.
Possible Counter: Sov Upgrades - Military.
Sov Upgrade that strengthens Communication channels in system. Can only be used by the Sov holder, (obviously). Has 5 Levels; each level resists the effects of Level +1 LSUs.
Local Activation unit, (again, as I see it); Wormhole Communications System:
POS Anchorable Device. Creates a Local Communication Channel that detects all ships within a certain AU proximity. Channel is only accessable for the Alliance/Corporation holding ownership of the POS. Should be capable of being accessed by Non-Corp/Alliance pilots. Visible POS device under current mechanics.
Reasoning: This is a communication and sensor device, and requires infrastructure and power/CPU to maintain it. Unlike broadcasting on all frequencies, it detects transponders of ships and accesses pilot information. An encrypted channel allows owners to see the results of these scans and communicate with each other, without alerting the detected non-owner pilots.
In a wormhole, accessing pilot information requires FTL communication with Empire databases used to identify pilots, and recover information on them for standard local communications channels. Deploying such a device without the proper infrastructure to support it already in place; would have similar requirements to deploying and onlining a small or medium POS.
That being said, this is possible.
Outside Access: Communications systems over-ride:
Similar to the Local Scrambling unit. This device must be deployed, anchored, and onlined within a certain AU proximity of a Wormhole Communications System. Requires Fuel. Can be Countered. Visible, but not capable of being warped to.
Accesses Wormhole Communications Systems, and allows the Corp/Alliance who deployed it to view that channel through relays in their own Communications channels.
Counter: Communications Systems Over-ride Countermeasures:
Detects access attempts and works to block them. POS Module. Visible under current POS mechanics. 1 counters 1 + 1. Under current POS Mechanics, this device would be required to be placed outside the POS shields. Requires Fuel.
I'd actually like to see something like this in game. The mechanics are workable I think, and it could add some interesting spice to both WH and Nullsec life. |

Takeshi Yamato
eXceed Inc. No Holes Barred
141
|
Posted - 2012.01.20 12:37:00 -
[383] - Quote
Modules for the heat mechanic:
1) A low slot module that increases the bonuses gained from overloading by %. Let's say 50%. This means an armor repairer would rep 15% more and have -22.5% cycle time instead of 10% and -15% when overloaded.
2) A mid slot module that consumes cap charges to dissipate heat from overloading. This reduces the heat that has already built up. Uses the same charges as cap boosters.
3) A high slot module that reduces the speed at which heat builds up.
Scripts
I would love to see scripts removed as physical items and have the respective modules come with full scripts built-in. Reasoning is, we're doing 3 market searches and buys to make use of 1 mid slot on a ship. It's just unnecessarily complicated.
Once this is implemented I wouldn't mind having more scripts for a variety of modules, though I can't offer specific ideas for now.
Lackluster modules revived
1) I would welcome a change to how Nosferatu modules work to make them a better counter to energy neutralizers. - They should always be able to steal capacitor. - The amount of capacitor stolen should be proportional to the capacitor percentage difference between the origin and the target ship and approach zero if both ships are capped out, and approach double the nominal amount when the origin ship is capped out while the target ship is full.
This is going to especially help small ships going up against a larger ship that can easily neutralize the smaller ship's cap to zero.
2) Capacitor Batteries are very underused. I believe they would become more useful with the following changes: - Greatly reduced cpu requirements, slightly to moderately reduced powergrid requirements. - Addition of an X-Large sized version - The capacitor stored in the battery is immune to Energy Neutralizers and Nosferatus (if that proves to be too good, then it should be at least highly resistant). This battery capacitor would be visualized in the capacitor gauge with a different color than orange.
3) The Hybrid and Energy Algid Administration rigs are a bit too weak. Buff them from -10% and -15% cpu requirements to -15% and -20%.
4) The Energized Regenerative Membrane II is too weak to be worth fitting (other armor tanking modules are the better choice for the first 4 to 6 low slots and no serious fit uses more slots than that for tanking). It should be buffed to 20% bonus armor. It's smaller brother, the Regenerative Plating, should be buffed to 15%.
EWAR
There is no working anti-missile EWAR in the game (Defender Missiles are broken). The Caldari use mostly missiles. Gallente are enemies of the Caldari. Sensor Dampeners are the Gallente racial EWAR. Sensor Dampeners are kind of bad. The Gallente should have anti-missile EWAR instead of Sensor Dampeners. Leave Sensor Dampeners as they are and add anti-missile mid slot EWAR and respective bonuses on Gallente EWAR.
Misc
Let us use our repair drones to repair our ship. It only makes sense. |

King Rothgar
Autocannons Anonymous
149
|
Posted - 2012.01.20 15:12:00 -
[384] - Quote
1) Explosives pack: high slot module in small, medium and large variety. Detonates your ship upon activation inflicting AoE damage on all those within the blast radius. It should void insurance, have high fitting requirements and massive damage. Allah Akbar!
2) Capital class energy neuts, NOS, smartbombs, plates and shield extenders.
3) Capital class rigs.
4) t2 EW drones of all types.
5) Stealth combat probes: 1 AU max range, 0.5 AU minimum range, do not show up on d-scanner in either filtered or unfiltered view, sensor strength the same as normal combat probes at those respective ranges. Can detect cloaked ships.
6) Active omni resistance armor hardeners.
7) Passive omni resistance shield resistance amps.
8) Capital class point and webs: Ignore EW immunity, high PG requirements.
9) Radar: Highslot mod, informs player of all uncloaked ships wtihin 4au and grants an instant warpable point to them. Downside is it grants everyone within 8au a warpable point on you. Also alerts all ships within 8au that you are using radar.
10) ECM, err, a different ECM: Midslot module, blocks radar module described above from granting warpable points on you. Cannot be fitted to ships with radar fitted, it's one or the other.
11) NOT HERE!: Midslot module, removes player from local chat, also prevents player from seeing local chat. Passive module.
12) RAM coating (astronautics rig): Makes ship harder to detect with scan probes.
13) Rage (booster, slot 2): Grants RoF bonus to all weapons, 20% for standard. Side effects (for standard): -20% armor, -20% shield, -20% shield boost amount, -20% armor repair amount.
14) Brick (booster, slot 2): -20% damage from all weapons, +20% to armor/shield HP. |

Shatter Aldent
Inferis Corp TOHA Conglomerate
0
|
Posted - 2012.01.20 15:30:00 -
[385] - Quote
I would like to see a mine layer. it would be fun to warp into an area only too see a mine slowly (or quickly) moving in your direction. |

Asuri Kinnes
Adhocracy Incorporated Adhocracy
145
|
Posted - 2012.01.20 15:37:00 -
[386] - Quote
Sorry I haven't read the whole thread, used the search function and didn't find this.
Offline Pos - Hacking Module;
Mid-Slot;
Range 2000 meters (so no cloaked hacking);
1Min cycle time
Base 15% chance to take control of the tower
Make a new Skill "Control Tower Hacking", base 10 skill (requires hacking V)
-5% for Faction Towers
+10% to chance/level trained
Also related: Small / Medium / Large rig w/+10% bonus to base chance to hack a tower, with a - 10% CPU penalty
Again, sorry if this has been posted here already.
Wormholes: The *NEW* end game of Eve - Online: No Local. No Lag. No Blues (No Intell Channesl). No Blobs.
NEW FEATURE: NO INCARNA! |

Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 17:43:00 -
[387] - Quote
Stress Band-Armor Stress Field-Shield Stress Wave-Heat Remote Logistics Escort Chain Effect High Slot
These modules are last ditch attempts to save a ship in danger. They will share damage between the host ship and target ships. They only share damage with layer of tank being damage so armor can be damaged on a host ship even if his shields are max if the target is being brought down in armor. This does not share repair effects either local or remotes. This DOES share any emergency based damage or self inflicted damage.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
107
|
Posted - 2012.01.20 17:50:00 -
[388] - Quote
Nikk Narrel wrote:Here is one:
Set a module / rig on mining ships.
Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.
Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.
Intended for mining barges and exhumers.
This would be grossly overpowered. |

Richard Feynmann
DARK ORCHESTRA
0
|
Posted - 2012.01.20 18:22:00 -
[389] - Quote
Strategic Logistics Configuration (Skill)
Allow to use "Strategic Logistic Links" - (on Rorqual or maybee on a Carrier)
possible Links (Command Modules):
- faster POS onlining times  - hardener/HP boost for POS  - anchoring more than one module at same time 
Its also possible to create more "offensive" Modules for conquer and more "defensive" Modules for reinforcement.
To bring it in line with the other "Command Modules" it is possible to create also new LS-Skills or an Mindlink. Die Bundeswehr ist dazu da, um den Feind an der Grenze solange aufzuhalten, bis Millit+ñr kommt. |

Bienator II
madmen of the skies
523
|
Posted - 2012.01.20 18:36:00 -
[390] - Quote
transport drones.
can transport items from your cargo to a fleet members cargo, useful for ammunition, cap boosters etc. (small, medium, heavy - cargo space, hp increases, speed decreases with size)
works like a container, only the target can open it and take items out of it. (would be cool however if the cargo window opens up automatically) a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 19:13:00 -
[391] - Quote
Electronic Intercept
High Slot Counter Ewar Remote Logistics Chain Effect.
This module takes a single effect on target ship and move it to itself denying the effects on targeted ship. This is a short ranged system between host and target ship, does not effect the inflictor of original ewar on target ship's range. Can be used offensively to deny repairs. Can be used defensively to remove harmful effects on friendlies. If intercept is deactivated with the source effect still on, will be returned to the original target. Source Effect pilots who are attentive can quickly disable and renable system on thier target to cancel the theft effect. Altneratively if a undesried effect was stolen the host pilot can deactivate and then reactivate to steal another one at random. This makes ia bit wonky to work with.
|

Gizznitt Malikite
Agony Unleashed Agony Empire
139
|
Posted - 2012.01.20 19:13:00 -
[392] - Quote
Self-Implosion Module:
A module that when activated, destroys all cargo and instantly self destructs the ship. |

Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 19:17:00 -
[393] - Quote
Modulating Shield Hardener Modular Armor Energized Adaptive Nanomembrane
Tanking Low - Armor Mid - Shields Scripted
These modules allow rapid resistance changes on the fly and provides a small boost to shield and armor hps when installed. They are however are not as strong in performance against invunerability fields of similar levels. When a specific script is installed they do offer almost competitive resitances to other cap activated modules of similar function.
|

Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 19:21:00 -
[394] - Quote
Stinger/Pike/Imp/Ardent Drones
Consumable Drone Intercept Counter Drone Possible Counter Logistics
These sucidal drones will attack any inbound drone as an entire wing suiciding themselves against the drone. An entire flight is usually sufficent to destroy a drone of same size. They are smaller than normal attack drones and all other restrictions apply to them. Can be used to attack ships, behavior of these drones when ordered to will fly to the ship then target drones that are targeting the target ship within range. This drone is stupid and will attack friendly drones outside its flight wing. This drone is also useful for destroying logistic drones.
|

Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 19:25:00 -
[395] - Quote
Auxillary Support Drones
EWAR Drones
These drones provide any ship they attack/gaurd with an electronic support effects by flying to the ship and providing secondary cacluations to its systems thus improving any specific performance the drone is designed to support.
Effects such as sensor booster, turret tracking, remote eccms will be applied.
Skills required to match module performance is a bit more extensive from the point of being first usable, may require drone boats to match performance.
|

Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 19:39:00 -
[396] - Quote
Catapult Class Weapon
Large or XLarge Weapon systems High Slot Possible Multislot Electronic Warfare Tag System Use. Grid to Grid weapon system
These cumbersome weapon systems allows launching of weapon systems from one grid to another in the same system. In order to avoid accidents they are not allowed in high or low security space.
When an off grid target is tagged by fire control systems or tag systems this module can then be activated on then activated on that target by hotting the gun then selecting the distant target on overview.
This process self tags the ship to the entire system for generating that much of an electronic foot print as the round is spooled which anchors the ship into place as it make the calcuations for the long range shot. The ship is also immune to remote support and cannot target anything else at the same time. Once the shot spooled up its then fired onto the target from off grid, then cycles down keeping the ship in place until the gun has cooled down sufficently enough.
Multiple systems can be grouped for single activation.
Would be useful in attempting to breaking up hostile fleets in order to deal with the 'firebase' or 'sniper nest'
These do high amounts of damage but leave the target vunerable and cannot attack anything within the same grid.
They can hit targets mid warp! All wrecks in warp however are destroyed instantly. Can be useful for destroying fleeing ships.
|

Zero Heart
Republic Military School Minmatar Republic
0
|
Posted - 2012.01.20 19:57:00 -
[397] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=59972&find=unread |

Rek Jaiga
Teraa Matar
199
|
Posted - 2012.01.20 20:32:00 -
[398] - Quote
Aphoxema G wrote:Something I've been discussing with others is using the poor, unloved T1 mining frigates (bantam, navitas, burst, tormentor) for "combat tractor beams". Tractor beams that can drag a ship based on mass versus the frigate itself for things like pulling people off of stations or gates or upsetting their tracking speed.
This would offer an incredible new strategy to be abused in piratey delight.
I'm still liking this idea. They wouldn't act like webs, merely slowing a target down. They'd actually pull the target in!
This would basically be like bumping, but easier to do. Of course it'd eat up a slot, but completely worth getting station huggers out of their comfort zones. |

Daesul ShadoWind
tlhlnag wo space weaponry and trade
0
|
Posted - 2012.01.20 21:45:00 -
[399] - Quote
New Mod Gravity Anchor 3 charge types Type 1: It's use is to make all wormholes carry unlimited mass for 10 minutes while forcing the hole closed at the end of those 10 minutes. This also allows for larger fleets to get through a hole without worry of forced closure by hostiles on the other side.
Type 2: Would cause the wormhole to lose a portion of it's mass in exchange for extended time elapse, Possibly game breaking for wormholes that regenerate mass over time.
Type 3: Third type being the most expensive would be a Gravity Mass Bomb, causing the wormhole to collapse instantly on use. ( This is probably game breaking but just make it not cost effective ) |

Solinuas
Beyond Evil and Good
53
|
Posted - 2012.01.20 23:32:00 -
[400] - Quote
Daesul ShadoWind wrote:New Mod
Type 1: It's use is to make all wormholes carry unlimited mass for 10 minutes while forcing the hole closed at the end of those 10 minutes. This also allows for larger fleets to get through a hole without worry of forced closure by hostiles on the other side.
Lets not, i can see it now, find a c5 WH, drop an anchor and jump dozens of caps in. |

Gizznitt Malikite
Agony Unleashed Agony Empire
139
|
Posted - 2012.01.20 23:51:00 -
[401] - Quote
WH destablizer bomb:
A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...
|

Mars Theran
EVE Rogues EVE Rogues Alliance
72
|
Posted - 2012.01.21 00:39:00 -
[402] - Quote
Nova Fox wrote:Electronic Intercept
High Slot Counter Ewar Remote Logistics Chain Effect.
This module takes a single effect on target ship and move it to itself denying the effects on targeted ship. This is a short ranged system between host and target ship, does not effect the inflictor of original ewar on target ship's range. Can be used offensively to deny repairs. Can be used defensively to remove harmful effects on friendlies. If intercept is deactivated with the source effect still on, will be returned to the original target. Source Effect pilots who are attentive can quickly disable and renable system on thier target to cancel the theft effect. Altneratively if a undesried effect was stolen the host pilot can deactivate and then reactivate to steal another one at random. This makes ia bit wonky to work with.
It just occured to me that you must play magic the gathering a lot; given a lot of your ideas are basically counters and buffs like you'd pull from your deck in one of those games. |

Mars Theran
EVE Rogues EVE Rogues Alliance
72
|
Posted - 2012.01.21 00:43:00 -
[403] - Quote
Gizznitt Malikite wrote: WH destablizer bomb:
A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...
A little overpowered perhaps, but something like this would be cool. Stealth Bomber deployment method, and one of two types. The first makes it impossible to get a stable reading off the wormhole and makes it inherently unstable; the second causes the wormhole to reduce mass drastically, potentially collapsing it. Given a combination of both, or 2-3 of the second, even a C6 Wormhole with maximum mass could be brought down in theory. Works for both attackers and defenders. |

Gizznitt Malikite
Agony Unleashed Agony Empire
140
|
Posted - 2012.01.21 01:10:00 -
[404] - Quote
Mars Theran wrote:Gizznitt Malikite wrote: WH destablizer bomb:
A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...
A little overpowered perhaps, but something like this would be cool. Stealth Bomber deployment method, and one of two types. The first makes it impossible to get a stable reading off the wormhole and makes it inherently unstable; the second causes the wormhole to reduce mass drastically, potentially collapsing it. Given a combination of both, or 2-3 of the second, even a C6 Wormhole with maximum mass could be brought down in theory. Works for both attackers and defenders.
I'm not a fan of a bomb that reduces mass in a predictable manner. I think to reliably close a WH, you need to risk sending big ships through it. If you can do it with a bomb, people will no longer risk capital ships to close a WH.
The only solution I can think of that works, is a bomb that can increase or decrease its mass and duration randomly, preferable towards the extremes. |

Mars Theran
EVE Rogues EVE Rogues Alliance
72
|
Posted - 2012.01.21 01:53:00 -
[405] - Quote
Gizznitt Malikite wrote:Mars Theran wrote:Gizznitt Malikite wrote: WH destablizer bomb:
A bomb or something that when launched at a WH, radically alter's the WH duration and Mass limits. An important feature of this, is that showing info on the WH gives NO RELIABLE information anymore. Essentially, launch this into the wh, and you don't know if it will last 1 hr or 72 hrs, you don't know if it can take 1 frigate, or a carrier...
A little overpowered perhaps, but something like this would be cool. Stealth Bomber deployment method, and one of two types. The first makes it impossible to get a stable reading off the wormhole and makes it inherently unstable; the second causes the wormhole to reduce mass drastically, potentially collapsing it. Given a combination of both, or 2-3 of the second, even a C6 Wormhole with maximum mass could be brought down in theory. Works for both attackers and defenders. I'm not a fan of a bomb that reduces mass in a predictable manner. I think to reliably close a WH, you need to risk sending big ships through it. If you can do it with a bomb, people will no longer risk capital ships to close a WH. The only solution I can think of that works, is a bomb that can increase or decrease its mass and duration randomly, preferable towards the extremes.
That's a weapon, more than anything else, and it would be used specifically to grief Wormholers. I see no reason to agree with something like that, and don't feel that anything should be released into the game in that fashion.
It also stands to reason that anyone with sense would develop a device they could use to reliably close a wormhole, (even if it takes a few tries), rather than continuously risking 1-3 billion ISK ships to do the same thing. If they can't develop it themselves, then it stands to reason someone will develop it for them. It's not to much to ask, to have that capability.
I'm offering an alternative, that gives both sides a tool and a weapon they can use in this kind of fight, and it is a fight; I've lived in Wormholes more than long enough to understand every aspect of this system of PvP. It's risky, but oddly enough, those that live in wormholes usually understand the mechanics and have that much more Intel on what is going on, that they usually come out on top in these situations. Perhaps if you can't handle losing to these guys, you should try to learn a bit more about how to effectively deal with the mechanics.
edit: I might add, that it's almost guaranteed that the people who live there, will use this tool much more effectively than those who wish to play games with them. |

Gizznitt Malikite
Agony Unleashed Agony Empire
140
|
Posted - 2012.01.21 03:05:00 -
[406] - Quote
Mars Theran wrote:
edit: I might add, that it's almost guaranteed that the people who live there, will use this tool much more effectively than those who wish to play games with them.
Thats the POINT!!!! This is designed as a weapon... Absolutely.... and that's what exactly how I want it to be used...
WH'ers are much more understanding of WH mechanics, and are much more likely to know how to use this as a weapon effectively. I don't want to give WH dwellers a tool to safely close WH's (<- That's just lame and boring) ... I want to give EVERYONE a tool to **** with any WH so those that use the WH can be caught off-guard.
Ideally, this weapon would be used so a WH would collapse with people split up or trapped on the "wrong" side. The problem is, if we only have a weapon that straight up "removes mass or time", it will be used extensively to safely close WH's and make W-Space residents safer. This must be avoided, and so the bomb must alter the WH's attributes randomly up or down.
|

Amaroq Dricaldari
Ministry of War Amarr Empire
6
|
Posted - 2012.01.21 03:23:00 -
[407] - Quote
Cosmetic 'Modules'
They wouldn't take up actual Module Slots, they would just be cosmetic modifications for your ship.
I first got the idea when I saw what the Armor Repairer did to my ship's appearance, and I love it. This is my signature. There are many like it, but this one is mine. |

Evenus Battuta
21
|
Posted - 2012.01.21 05:36:00 -
[408] - Quote
----Automatic Salvage Drones, as been proposed many times.
----Cooling Module, can be fitted into any slots, does not do anything itself but can significantly reduce the overload damage to other modules in the same slot group.
----Make hull repairer also repair modules |

Xuai
School of Applied Knowledge Caldari State
0
|
Posted - 2012.01.21 05:36:00 -
[409] - Quote
I want a module that lets me blast music from my pc into the eve universe... |

LeHarfang
Intersteller Masons Wonder Kids
24
|
Posted - 2012.01.21 05:59:00 -
[410] - Quote
Having modules take damage and the velocity reduced when the structure is damaged would be nice as well. More realism is always welcome. |

jehovas
Sky Fighters Talocan United
0
|
Posted - 2012.01.21 09:29:00 -
[411] - Quote
Wormhole mechanics devices/modules:
--A wormhole creation device -would create a wormhole to a seemingly random class of wormhole but requiring isotopes as an input.
-different isotope composition would produce a more probable WH class outcome
- the spread of isotopes required to generate a most probable outcome, could be governed, and changed by the amount of different WH in the current system.
--A wormhole stabilization tool --Could hold a WH from mass or time collapse
--Drawbacks would include an increasingly more probable random chance that when a person jumps through, the exit System could be in a different location.
--Would require a large isk investment. increasing exponentially as time passes, and efficiency decreases |

Xearal
SOL Industries Black Thorne Alliance
243
|
Posted - 2012.01.21 10:20:00 -
[412] - Quote
Here's some more silly ones for brainstorming:
Remote Targetting System High Slot Ewar Support
Marks a target for long range attacks. To be used in conjunction with other toys.
Long Range Target Tracker High Slot Ewar
Allows locking of targets outside of grid.
Stellar Cruise Missile launcher. High Slot Missile Launcher
This missile launcher fires citadel cruise missiles, however, if the target is more than 150km away, they will engage their internal warp drive and warp in on the target. Can be fired at anything targetted by the ship firing them, including ships that are not on grid if a long range target tracker is used.
These would make an interesting tactic for long range bombardment from anywhere within a solar system into the heart of a fight. Other weapon types might be used as well for this, but given the limitations on lasers and projectile weapons, firing those at warp ranges doesn't sound like a feasible idea.
Auxhillary Target Control Mid slot + Low Slot ECM Countermeasure
Uses lots of capacitor. When being jammed this module reduces the target reaquiring delay after you've lost your targets to ECM warfare. So instead of 20 seconds, you can target peopel again after say 15 or 10 seconds. Must be active at the time that the jamming takes place to be of use.
Defense System Supercharger Mid Slot One Shot - 1 minute
Turns on overheat on all non-weapon systems, and doubles the heat they generate as well as the heat damage. However, also doubles the bonus they give when overheated. Once activated, while the module is still running it's single 1 minute cycle, the overheat cannot be turned off.
Reason I added non-weapons was that otherwise this module would make suicide ganking way too easy. And even in non-suicide fleets, this would create a massive increase in DPS that might be quite unbalancing.
Self Destruct Override Med slot Ewar
This module works like a hacking module, however it's aimed at enemy ships that have activated their self destruct system. If successfull, this module will deactivate the enemy self destruct mechanism. The pilot who issued the self destruct can ofcourse reengage it, but the timer will be reset.
Grappling Claw 2 x High Slot Miscelanious
This module has a very short range ( 2km tops ), but when activated, attaches the pilot's ship to another ship. From then on, the ship that has latched itself onto the other ship will be able to influence it's movements, depending on relative strength of their engines. ( aka top speed ) While you cannot make another ship stop, you can make it move differently than it is intending. Thus either pulling it away from something, or towards something, or simply messing with it's aligning. To determine the flightpath ofboth ships, their respective flight vectors are calculated independently and added to eachother to form the resulting flight vector. Thus if both ships want to fly in the same direction, their combined engine power will give them a nice speed boost. When grappled, transversal speed between the 2 grappled ships also becomes 0.
Drone Stealth Module High Slot Covert/black op ships only
if this module is on a covert/black ops ship, it will allow it to cloak, even when it has it's drones out, as long as it's drones are orbitting nearby. The module will extend the cloak of the ship around the orbitting drones, which will then also be cloaked. When decloaking, drones will also suffer from the same targetting delay as their parent ship.
Defense Drone Small drone
This drone will orbit the ship it's guarding, either the parent or assigned guard target, and intercept any incoming missiles attempting to shoot them down before they hit the ship, like defender missiles, but without the continual annoyance of having to time your button.
Dual Propulsion System Medium Slot
These come in 1MN, 10MN and 100MN sizes, and while requiring more powergrid and lots more CPU, can be used as either an Afterburner or a Microwarp drive.
Control System Scrambler Medium Slot
When activated on an enemy ship, it has a chance to shut down one of their runnign modules or module groups. Can be scripted to affect a specific kind of module. Passive module do have a chance to be targetted by this module, however they are not affected.
Scripts include: Weapon System Scrambler Shield System Scrambler Energy System Scrambler Armour System Scrambler Ewar System Scrambler Propulsion System Scrambler
When scripted, if the module is successfull in shutting down something, it will shutdown 1 random module of the given type.
for instance:
The module is fired at say a Rifter with 2 autocannons, a medium shield extender, a warp scrambler, an Afterburner, a DCU and a Gyrostabiliser.
unscripted, any module would have a 1 in 7 chance of being affected and shut down. if it was scripted with a shield system scrambler, it would only target the medium shield extender, which is a passive module, so cannot be affected. A propulsion system scrambler would shut down the afterburner, and a weapon system scrambler would shut down 1 of the autocannons, or both if they are grouped together.
Capital Shield Projector 2 x High Slot Requires Strontium
This module, which can only be used on capital sized ships, massively extends the range of it's shields, deploying a bubble around itelf and any ships within a 10km range. Ships inside cannot target anythign outside, nor can be targetted by anything outside like a POS shield. Doing this will make the capital ship immobile for 5 minutes, just like a normal siege module, and can be used in conjunction with one. It does not strengthen the shields, but only extends them into a larger radius, and if the shield is breached, all protection that it offers is negated, however the timer will still be running for the siege mode.
|

TexasWARlord
Gun Runners Inc SOLAR WING
1
|
Posted - 2012.01.21 11:47:00 -
[413] - Quote
POS MODULE
WAREHOUSE -
A simple redesign of a Giant Container will do quite nicely.
BEFORE you all flame this realize please CCP you have stifled corporate growth for a very long time based on shared access in deep space corporations.
I am not proposing a rewrite of the POS system (God Knows Its Needed But Far Off In The Future) but simply a big fat can anchorable inside a POS shield by anyone who is a member of that corp and protected with a password even the CEO doesn't know unless told by the member "AND Nameable"
Make it popable by a rookie ship if the shield fails to make it more attractive to the pirates and attackers.
The one thing that makes recruiting hard in deep space is asset storage and this would solve that issue simply, quickly and painlessly 
Fellow CEO's facing this issue please speak up and endorse this change
|

Bloody2k
DARK ORCHESTRA
0
|
Posted - 2012.01.21 12:56:00 -
[414] - Quote
NEW Offensive-Subsystem:
Amarr:
Legion - Wormhole Holorelais Projector
Subsystem Skill Bonus: 5% bonus to effectiveness of Wolf-Rayet and Magnetar Interference Links per subsystem skill level
Role Bonus: 99% reduction in Interference Link module CPU need
Caldari:
Tengu - Wormhole Holorelais Projector
Subsystem Skill Bonus: 5% bonus to effectiveness of Pulsar and Red Giant Interference Links per subsystem skill level
Role Bonus: 99% reduction in Interference Link module CPU need
Gallente:
Proteus - Wormhole Holorelais Projector
Subsystem Skill Bonus: 5% bonus to effectiveness of Cataclysm Variable and Red Giant Interference Links per subsystem skill level
Role Bonus: 99% reduction in Interference Link module CPU need
Minmatar:
Loki - Wormhole Holorelais Projector
Subsystem Skill Bonus: 5% bonus to effectiveness of Black Hole and Magnetar Interference Links per subsystem skill level
Role Bonus: 99% reduction in Interference Link module CPU need
Black Hole Interference Link (Effects to all ships in Grid)
inertia stabilizer +5% max range (weapons)-5% fall off -5% missile velocity -5% velocit++ +5% drone control range -5%
Cataclysm Variable Interference Link (Effects to all ships in Grid)
armor repair amount-5% shield repair amount-5% shield transfer amount+5% armor transfer amount+5% capacitor capacity+5% cap recharge rate+5%
Magnetar Interference Link (Effects to all ships in Grid)
targeting range-5% tracking speed-5% damage multi+5% AOE veloicity-5% drone velocity-5%
Pulsar Interference Link (Effects to all ships in Grid)
shield hitpoints+5% targeting range+5% signature penalty+5% armor resistance loss+5% cap recharge rate-5%
Red Giant Interference Link (Effects to all ships in Grid)
heat damage+5% overload bonus+10% smartbomb range+5% smartbomb damage multi.+5%
Wolf-Rayet Interference Link (Effects to all ships in Grid)
signature penalty-5% armor resistance+5% shield resistance-5% small weapon damage+5%
|

grevo
Red Kangaroo Corp
1
|
Posted - 2012.01.21 13:01:00 -
[415] - Quote
Proposed T3 mining, production and weapons idea Null sec and Wormhole space only
THE INTENT OF IDEA Barge mines the raw solar plasma from sun spots T3 barge not to be able to tank much in the kinetic and explosive damages so that they need an escort in null sec but can easily tank solar flare damage The stability of sun spots and the number of them on a sun is dependent on type of sun T3 weapons can use T1,T2 and T3 ammo but there are penalties to them using T1 and T2 ammo less for using T2 ammo Raw solar plasma is refined into refined solar plasma at a station or POS refinery Refined solar plasma is sent to a planet with an advanced plasma refinery and used with planetary plasma to make weapons grade plasma T3 ammo should be hard and costly to make but should hit a hell of a lot harder than T2 ammo
Ore have found a way to make use of some sleeper parts to give a Skiff sized exhumer the strength and ability to mine plasma directly from a sun but at a cost that the resulting solar flares will disrupt the way many system on ship will work (cap ships cynoing in will miss the cyno by a % that is related how many ships are mining from the sun and how strong and the number of solar flares, fleet warping in a system under going solar mining will spread out in relation to the distance being warped and to the solar flare activity, inter fleet communication is disrupted in relation to the solar flare activity where by the effects of command modules an tracking links and the like will be affected, drone range will be shortened in relation to the solar flare activity.) due to these effects solar mining is restricted to null and wormhole space only and can be used in a strategic way by alliances to weaken an invading fleet or an invading alliance could use it if they can sneak or plant miners in a system to undermine the defending fleet if not aware or ready for the attack
New item needed 1. Sun spots 2. Solar flares 3. T3 ver. of Procurer 4. Raw Solar Plasma 5. Refined Solar Plasma 6. Weapons Grade Plasma 7. T3 ver. of Weapon Systems of all 4 races and BPCs 8. T3 ver. of all T2 Ammo and BPCs 9. Solar Plasma Strip miner and BPC 10. Solar Plasma mining upgrade and BPC 11. Solar Plasma mining upgrade scripts 2 of and BPOs
SUNS 1.Sun spots get destabilised by mining 2.Mining can cause solar flares 3.Solar flares do large EM and Thermal damage 4.amount of plasma minable determined by time the sun spot is stable 5.Plasma strip miners destabilise the sun spot with use 6.The type of sun changes the amount of damage a solar flare will do 7.Solar flares are triggered by strip miners the more ships mining the same sunspot the greater the chance of a solar flare 8.Solar flares can do damage out to 100km 9.Solar flares can damage drones 10. Solar flares cause system wide disruptions
T3 BARGE 1.Barge should have very high shield resits to EM (90%) and Thermal (90%) damage and very low shield resits to Kinetic (5%) and Explosive (5%) 2.Skills for the T3 barge should change the amount the Plasma strip miners destabilise the sun spots and improve the shield self regen amount 3.Barge should have a GÇ£Warp to Sun CoronaGÇ¥ 4.T3 barge to be invented from a T2 BPC and needs as Skiff and sleeper parts to build
SOLAR PLASMA STRIP MINERS (T3 strip miner) 1.To be invented from T2 strip miner BPC and needs a T2 strip miner and sleeper parts to build 2.Can only fit to a T3 barge 3.Stats include cycle time and sun spot destabilising amount per cycle
SOLAR PLASMA MINING UPGRADE (T3 mining upgrade) 1.To be invented from a T2 mining upgrade BPC and need a T2 mining upgrade module and sleeper parts to build 2.affects the cycle time of the solar plasma strip miners 3.can fit a special script to give lower yield but less solar flares and less system disruptions or a script that will increase the yield but increase the number and strength of the solar flares and the system disruptions
T3 AMMO (Lasers) 1.To be invented from a T2 laser ammo BPC 2.T3 laser crystals will need 2 T2 laser crystals + weapons grade plasma + sleeper parts to build 1 unit of T3 ammo 3.T3 beam laser crystals should give more range and damage over the T2 ver. But need greater cool down time between shots 4.T3 pulse laser crystals should give faster ROF and greater damage over T2 ver.
T3 AMMO (Hybrid) 1.To be invented from a T2 hybrid ammo BPC 2.T3 hybrid ammo will need 2 units of T2 hybrid ammo + weapons grade plasma + sleeper parts to build 1 unit of T3 hybrid ammo 3.T3 rail ammo ver. Should do more damage and have longer range than T2 ammo but have a slower ROF 4.T3 blaster ammo ver. Should do more damage and have a faster ROF than the T2 ver. But have slower tracking
T3 AMMO (Projectile) 1.To be invented from a T2 projectile ammo BPC 2.T3 projectile ammo will need 2 units of T2 projectile ammo + weapons grade plasma + sleeper parts to build 1 unit of T3 ammo 3.T3 artillery cannon ammo ver. Should have more damage and longer range than T2 ver. But the gun holds less ammo than the T2 ver. 4.T3 auto cannon ammo ver. Should have more damage and faster ROF then T2 ver. But slower tracking than the T2 ver.
T3 AMMO (Missile) 1.To be invented from a T2 missile ammo BPC 2.T3 missile ammo will need 2 units of T2 missile ammo + weapons grade plasma + sleeper parts to build 1 unit of T3 ammo 3.T3 long range missile ver. Should longer range and more damage than the T2 ver. But slower ROF then T2 ver. 4.T3 short range missile ver. Should have faster ROF and fly faster and do more damage if relation to the distance travelled i.e. unused fuel is used to calc damage than T2 ver. But the flight time is less than the T2 ver. (more speed to lessen chance of defender interception)
T3 WEAPONS 1.To be invented from the T2 ver. BPC 2.Will need a T2 weapon + sleeper parts + minerals to build |

Nestara Aldent
EVE University Ivy League
44
|
Posted - 2012.01.21 13:12:00 -
[416] - Quote
Modify faction/deadspace/officer modules to use T2 charges/ammo, or add T2 versions of faction/deadspace/officer modules which would use T2 charges/ammo.
Faction T2 ammo. |

Bloody2k
DARK ORCHESTRA
0
|
Posted - 2012.01.21 14:08:00 -
[417] - Quote
Tactical Supply Ship
The "Tactical Supply Ship" is a ship to supply fleet operations, POS and tactical operations. It's shiphull is like a "Noctis".
possible abilities:
- remote heat repair (nanite repair paste consumtion) - supplement of lost drones in roaming fleets - faster ancoring time for mobile warp disruptor - remote supply in consumption fuel (liquid ozone, isotopes, strontium for POS)
Strategic Supply Ship
The "Strategic Supply Ship" is a full capital ship with jump drive. The role of this ship is to supply large operations in 0.0 space.
possible abilities:
- faster ancoring time for POS and POS modules (maybee with a module?) - +1 controled POS module per skillevel - can use "strategic command links" (for longer ancoring time of sov. blockade unit(defensive module) or faster(offensive module); better POS resistance; more POS HP... - remote supply in consumption fuel (liquid ozone, isotopes, strontium for POS AND ships) - able to support Carrier and Dreads remote, while in Triage and Siege. |

betoli
Morior Invictus. Velocitas Eradico
14
|
Posted - 2012.01.21 14:11:00 -
[418] - Quote
GPS tracking barb:
high slot.
Fires a tracking barb into the hull of the other ship, which causes them to appear on the overview no matter where they are in system for a time period. Warping to them is not accurate, but depends on the ship warping's characteristics and the signal strength of the ammo - WTZ means you arrive somewhere between 10km (right ship, right ammo) to 70KM (wrong ship, wrong ammo). If the target and shooter are fleeted, WTZ works properly.
Various ammo types, with varying;
- length of visibility - range - visible to all, visible to fleet, visible to you - reload time - signal strength
- ammo is expensive - shooting someone with one is not considered an aggressive act by concord unless the ammo type makes the victim visible to other players AND the firing was done in high sec. - The effect persists through gates/jumps - nullified by docking at a station with a repair facility. - cloaking doesn't counter it. |

Ager Agemo
X-Factor Industries Synthetic Existence
33
|
Posted - 2012.01.21 14:26:00 -
[419] - Quote
Rigs that add 1/2 slots in mixes, like: T1 rig: add 1 slot (only 2 fitable at same time)
T2 rigs: add 2 slots this way: (make only 1 fitable at the time) 1 mid and 1 high 1 mid and 1 low 1 high and 1 low.
Missiles: A Module equivalent to tracking enhancers and tracking computers for missiles (more range and better damage against small targets)
T1= +5% missile explo speed, +5% missile speed, -5% missile explo radius. T2= +10% +10% -7.5%
and no target painters dont count, those benefit both turrets and missiles, and dont help missiles range or against fast targets either.
Drones low slot Modules for DPS and ROF: T1= +5% ROF and +7.5% Damage T2= +7.5% and +10% Damage |

Sphit Ker
Dreddit Test Alliance Please Ignore
67
|
Posted - 2012.01.21 16:21:00 -
[420] - Quote
I want a repulsor thing. It's a smart bomb that bumps people off you. Plows them away. No damage applied.
This won't be abused I swear. |

Nova Fox
Novafox Shipyards
2880
|
Posted - 2012.01.21 16:54:00 -
[421] - Quote
Scout Data Link
Fleet Warfare Module. Fleet Assisgned Role - Scout Module. Targeting High Slot Passive
This module requires a new overview option called remote overview. Fleet assigned scouts with this module will transmit thier entire fleet overview to the rest of the fleet that has the remote overview option enabled. Ships wihtout the scout role will not be allowed to transmit this information. Only works within system.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
108
|
Posted - 2012.01.21 16:56:00 -
[422] - Quote
ITT Nova Fox spamming |

Nova Fox
Novafox Shipyards
2880
|
Posted - 2012.01.21 16:56:00 -
[423] - Quote
Gravity Explunger Probe
Anchorable Terrain Control Counter Navigation
This module severly destabilizes warpsheres that are active within range of the deployable depleting the capaictor entirely of any ship that warps into the effected area.
|

Nova Fox
Novafox Shipyards
2880
|
Posted - 2012.01.21 17:55:00 -
[424] - Quote
Gravitron Disharmony Probe
Anchorable Terrain Control Counter Navitation
This anchorable emitter causes so much powergrid disruption during formation of a warpsphere the ship will take damage if it warps or activates a microwarp drives off within its range of effect.
|

foxnod
BOAE INC GIANTSBANE.
2
|
Posted - 2012.01.21 19:21:00 -
[425] - Quote
A few things.
T2 warp disrupt probe launchers and T2 warp disrupt probes. Faction (Shadow Serpentis, Federation Navy) Damage controls Faction (All Navys) Racial ECCM Faction (Caldari Navy) Shield Flux Coil T2 Capital Modules with T2 Xlarge ammo
|

Xorth Adimus
Blackwater USA Inc. Against ALL Authorities
9
|
Posted - 2012.01.21 20:54:00 -
[426] - Quote
crazy module and rig ideas:
*Macro citadel torpedo launcher + torps (fits on bomber only) useless vs anything sub cap but capital ships pos sov etc
*Large bomb same as normal bomb but takes up the whole bomb launcher: *Large damage bombs does more damage but only to large targets, work on the basis of large sig radius 20km radius
*Large void bomb removes 25% of targets cap as opposed to a set amount (ie scales with size of cap and ship)
*Large lock breaker bomb - only works on caps but also works on caps immune to EW
*New charges for a new T2 interdiction probe launcher:
*Interdiction subspace charge - drops a probe that decloaks all cloaked ships (not including jump cloak within 30km expended on launch
*Wormhole interdiction launcher - drops a probe that prevents the use of a wormhole (from the side it is placed) duration 30 seconds
*Nullspace charge - prevents probing of any ships within 20km - duration 30 seconds
*ECM mine - lockbreaking within 10km set off when any hostiles are within 10km, dormant duration 2 minutes
*Static mine - activated on non blue standing 9km proximity 10km web (30%) range- dormant duration 2 minutes active duration 30 seconds
*T2 HIC interdiction generator - New scripts: *T2 focused range 35km
*T2 Sector jump Interdiction script - Prevents capitals within 50km jumping out and prevents cynos being created within 50km
*T2 Singularity subspace scrambling script - 50% chance to shut down low sec gate for 30 seconds - cooldown of 15 minutes
*Low slot module, 3200mm plate 2x the hps for 2.1x the fitting
*Low slot module, hull bulkheads S M L Xlarge increases base hps as per plates but less effective (x0.9)
*Mid slot module, X Large shield extender 2x the hps for 2.1x the fitting
*High slot module, Nano bot emitter increase local and remote armour rep amount by 20%
*High slot module, shield boost emitter increase local and remote shield rep amount by 20%
*High slot module, Drone sensor augmentation (S , M , L) increase to drone (size of drone effected based on size of module) effectivity by 10% - high CPU cost
*S, M, L T3 heavy weapon systems - Plasma cannon - Flak cannon - MIRV launcher - Energy lance Only as effective as vanilla T1 1.5x the fitting costs - short range only, only fire at end of cycle 10% Reduction in heat damage Can use T3 charge:
*T3 Hybrid 'plasma' ammo 5% of damage bypasses shield increased damage to successive hits upto +125% *T3 Hybrid 'blast' ammo 20% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage
*T3 Projectile 'piercing' ammo 5% of damage bypasses armour increased damage to successive hits upto +125% *T3 Projectile 'shrapnel' ammo 20% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage
*T3 Launcher 'Hellfire' ammo 5% of damage bypasses armour increased damage to successive hits upto +125% *T3 Launcher 'Brimstone' ammo 20% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage
*T3 Laser 'Phased' ammo 5% of damage bypasses shield increased damage to successive hits upto +125% *T3 Laser 'Void' ammo 10% Damage AOE related to sig radius (S 2km, M 5km, L 7.5km) causes 5% heat damage and 5% cap recharge reduction
*S, M, L T3 point defence systems - Forced plasma gun - Phalanx gun - Defender missile (not new... just now used for something useful!) - Multi facet pulse laser Only as 1/2 a effective as vanilla T1 weapon 0.75x the fitting costs - short range only *10% Reduction in heat damage *10% Increased damage to drones and fighters *25% Higher tracking *25% Reduction in falloff and range
*Armour hardener rig - prevents armour piercing whilst active tank is in place
*Armour fortification rig - increases armour resists by 15% whilst active tank is in place
*Shield hardener rig - prevents shield piercing whilst active tank is in place
*Shield fortification rig - increases shield resists by 15% whilst active tanking is in place
T3 modification rigs, only one can be fitted at a time, increases any heat damage by 10%: *T3 Hull enhancement rig - Removes mid slot for low slot, 27.5% reduction in cpu (linked to rig skill 5% reduction per level)
*T3 Bulkhead expansion rig - Removes low slot for mid slot, 27.5% reduction in PG (linked to rig skill 5% reduction per level)
*T3 Hardpoint reduction rig - Removes high slot for mid slot, 27.5% reduction in signal resolution (linked to rig skill 5% reduction per level)
*T3 Hardpoint rienforcement rig - Removes high slot for low slot, 27.5% reduction in signal resolution (linked to rig skill 5% reduction per level)
*T3 Thermic shielding rig - prevents external heat damage, reduces heat damage by 10%
No rig allows extra hardpoints for obvious reasons, cannot be fitted to any ships where it would increase a slot count beyond 8.
*S, M, L Hull energised adaptive nano reinforcement modules (non-active resists) low slot fit less effective then energised adaptive nano armour resists but lower fitting costs
*Full range of hull rigs to support hull (hero!) tanking |

Reilly Duvolle
Hydra Squadron
261
|
Posted - 2012.01.21 21:34:00 -
[427] - Quote
Brainstorm mode on:
CIWS - Close in weapon system. Highslot module, auto-targets and destroys enemy drone and missile within 5 km, it doesnt matter if those drones and missiles are targeting your ship or not.
Missile Control Jammer - midslot module, jams the missile control of the target ship making its missiles loose its lock (only works on targeted missiles, i.e standard, heavy cruise. Rockets, HAMs and torps unaffected)
Drone Control Jammer - midslit module, jams drone control systems of the target ship causing uts drones to return to orbit. Does not work on sentries.
Decoy launcher - highslot module, deploys decoys (fake ships of the same type as the ship with the launcher) that for a set period of time (60 seconds) fools enemy targeting systems (pilot will be doubled or trippled in the overview). Only 2 active decoys at a time. Weapons hit for no damage aganist decoys, but if hit, the decoy will disappear.
Missile Control Enhancer - lowslot module, enhances the flight speed of missile systems, extending their range.
Missile Control Computer - scripted midslot module, enhances flight speed and explosion velocities of missile systems. can be scripted for double of one effect for none of the other (like tracking computers)
Heat sink - midslot or highslot module that greatly increases the ships ability to overload its modules (current heat sink renamed to energy field stabilizer)
Distortion Detection System - midslot module that detects distortion fields within 100 km and gives a rough direction (say 90 degress cone). Using 2 ships will pinpoint a cloaker to a 20 km radius area, which stealth bombers can use to launch AOE bombs. Eanbles pairs of stealth bombers to works as hunter/killers.
Scripts for NEUTs and NOS, for range and drain amount.
Scripts for ECM for range or strength
Scripts for target painters for range and strenght
Scripts for omnidirectional tracking link for range and tracking
Scripts for webs for range and speed reduction factor
Scripts for remote armor repairers, remote shield transfers and remote energy transfers for range and transfer amount
Scripts for microwarpdrives for speed and sigradius increase (but still big bloom compared to ABs even if scripted)
Scripts for smartbombs for range and damage |

Hirana Yoshida
Behavioral Affront
266
|
Posted - 2012.01.21 21:45:00 -
[428] - Quote
Slot retro-fit. - Damage control type of deal with just one possible per ship, if fitted in lowslot it opens up a midslot and vice-versa. - Has extreme drawbacks, as in halving capacitor size, abnormally high fittings (not to high for frigs sake!), etc. Caveat: Can't exceed 8 slots of any given type.
eWar modifier modules/rigs for TDs, Damps and TPs, similar to what is available for ECM. Possibly also for neuts, webs and points but will likely have consequences that are too difficult to account for.
Blink-drive, aka. a proper micro-warp drive. - Near instantaneous trans-location of ship (probably best if limited to specific hulls) at ranges 0-100km. Subject to all normal warp inhibitors.
In case gang-link mods are not made on-grid in near future: - Command and Control Jamming module. Blocks all (friendly and hostile alike) gang-link communications from off-grid.
|

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
8
|
Posted - 2012.01.22 02:28:00 -
[429] - Quote
Microjumpdrive Instantly travel about 100km or so Must have massive cap requirements and effeted by warp scramblers |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
8
|
Posted - 2012.01.22 02:34:00 -
[430] - Quote
Targeting link Your ship and targeted ship share all targets Any kind of ecm disables Limit chain of links to 3 ships |

Vance Armistice
Republic Military School Minmatar Republic
1
|
Posted - 2012.01.22 04:06:00 -
[431] - Quote
Transponder scrambler
When activated the module affects the target ship's transponder causing any "warp to fleet member" initiated on the victim to deviate based on a formula derived from a combination of the ship's sensor strength and the aggressors appropriate EW skill (add new skill or use ECM skill?).
This would conceivably cause anyone coming to aid a victim to warp in at indeterminate ranges that may or may not effect their ability to help their fleet member.
Counter would be high sensor strength and proper preparation (bookmarks warp ins etc...) |

Swiftsoul Tian
Hardcore Smoochies
4
|
Posted - 2012.01.22 07:45:00 -
[432] - Quote
I really missing only one module: An ID-Blocker!
Function: Makes it impossible to identify the ship type and pilot's name, even when targeted. The ship is not cloaked and can still identified on sight - just the board computer it not able to identify the type of ship or pilot. Only the signature radius or direct visual checking may give a hint what type of ship it is.
So if you targeting it - you don't know if it's a frigate, freighter, destroyer, cruiser, battleship or what ever - until you destroyed it ^^
|

Mag's
the united Negative Ten.
5550
|
Posted - 2012.01.22 14:26:00 -
[433] - Quote
This is not a new module, but more a change to the present Cyno generators.
My idea is as follows:
The Cyno generator gets a activation delay of one minute, until the jump to it is enabled. This delay is reduced with a bonus only on the recon ship.
It could be either 10 seconds per level of recon, leaving a 10 second delay at level 5. Or a 20% per level of recon, leaving no delay at level 5.
This would mean the recon cyno role, would be come very situation and tactical. You can still use a throw away alt and frig, but it means waiting a minute until the cyno is jump enabled.
Edit: Covert cyno gen would remain the same, or get a 10 second delay as standard.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Nova Fox
Novafox Shipyards
2886
|
Posted - 2012.01.23 01:25:00 -
[434] - Quote
Argos\Valiant\Odynere\Zande Drone
Drone Multi-platform Attack
This extremly large drone function almost as a second ship and is outfitted with a variety of tools and self repair optionts which comes at the cost of needing all uplinks from the host ship thus a non capitol ship can only deploy one of certain size. Any spare link helps boost the effectiveness of the ship if there was any to spare for its size but it may not be as target effective as the ones for appropirate sizes lacking certain tools. For example smaller drones have the webifier and faster tracking guns, but the larger one would feature target avoidance more than to try to slow down the target.
edit page 2? how dare thay! After much consideration Ill be keeping more of the modules I designed and keep them as bumping tools until then theyll stay on paper.
|

Andrew Curtin
101st Space Marine Force Nulli Secunda
2
|
Posted - 2012.01.23 03:18:00 -
[435] - Quote
-Though the new dread buffs are nice, adding an AOE ability would be interesting. Maybe with a particular ammo type, or different siege module that allows AOE dmg.
-Being able to jettison cans that can be destroyed and cause AOE dmg. Similar to a bomb, but stationary(not like mines).
-Scripts for MWD/AB's. Essentially while loaded gives a bonus to overall speed, but increases the penalties to cap. Penalties should be severe enough to deter people leaving in the script all the time.
-Self destruct that deals AOE dmg. Would have to be confined to null/low sec. Kills self destructing pilots pod along with ship. DMG should be based on the size of the ship. ie Frigs self destructing should be able to pop other frigs(similar to a bomb). Titans self destructing should be big enough that subcaps might want to move out of range. 30-50km range??? ***The global self destruct message should be hidden so a self destructing capital can catch attackers by surprise.
|

Mars Theran
EVE Rogues EVE Rogues Alliance
84
|
Posted - 2012.01.23 06:11:00 -
[436] - Quote
Move Shield Boosters and Shield Boost Amplifiers to Low Slot items.
Reasoning: This will help Shield fits that active tank to fit in more with PvP gameplay. They will be able to fit points and Webs, Tracking computers, and other useful Midslot modules.
New Module: Adaptive Shield Harmonizer: Passive Resistance module for shields. Covers all resistances. Midslot module. Reduces Capacitor requirements of Buffered and active shield fits. Also a shield PvP-centric module.
Move Capacitor Batteries to Lowslots. No reason these should be midslot modules. Will help with balance issues, and make them more useful.
|

Mars Theran
EVE Rogues EVE Rogues Alliance
84
|
Posted - 2012.01.23 06:17:00 -
[437] - Quote
Xorth Adimus wrote:crazy module and rig ideas:
..Snip..
*New charges for a new T2 interdiction probe launcher:
*Interdiction subspace charge - drops a probe that decloaks all cloaked ships (not including jump cloak within 30km expended on launch
*Wormhole interdiction launcher - drops a probe that prevents the use of a wormhole (from the side it is placed) duration 30 seconds
*Nullspace charge - prevents probing of any ships within 20km - duration 30 seconds
*ECM mine - lockbreaking within 10km set off when any hostiles are within 10km, dormant duration 2 minutes
*Static mine - activated on non blue standing 9km proximity 10km web (30%) range- dormant duration 2 minutes active duration 30 seconds
*T2 HIC interdiction generator - New scripts: *T2 focused range 35km
*T2 Sector jump Interdiction script - Prevents capitals within 50km jumping out and prevents cynos being created within 50km
*T2 Singularity subspace scrambling script - 50% chance to shut down low sec gate for 30 seconds - cooldown of 15 minutes
..Snip..
*Full range of hull rigs to support hull (hero!) tanking
I'm not sure about all your ideas here, but I like the idea of more effective interdictors. They are good as is, but could use a little work to make the more versatile at interdiction.
Improving Hull tanking would be cool too. Having the Hull Repair unit improved would be a nice start; given it's almost completely useless as is. |

Metal Icarus
xHELLonEARTHx Rookie Empire
80
|
Posted - 2012.01.23 06:39:00 -
[438] - Quote
Gerrick Palivorn wrote:How about this.
Eliminate racial specific jammers and only have Multispecs as the base module. There will be 4 scripts, augmenting each specific jamming type, but doing it at range penalties.
Currently the Multispectral Jammer is in the wrong configuration so it will need to be changed.
Note: Numbers are pulled from Evelopedia.
Current configuration (Tech 2) | New configuration (Tech2)
Optimal Range: 17.82 (21.38)-->26.73 (32.08) Accuracy Falloff: 19.80 (23.76)-->29.70 (35.64)
The Scripts will be something like this:
(Racial) Jamming Script
80% Increase in (Racial) Jamming Strength 100% Decrease in non(Racial) Jamming Strength 50% Decrease in Range 50% Decrease in Falloff
This will make it so full strength racial jams will have to have the right script in, and also require the ECM boat to be closer to the target.
ECM Range Extender Script
40% decrease in Jam Strength 100% increase in Optimal Range 100% increase in Falloff
Having more than 5 scripts is a little to much, but whatever, I still like the idea. The seperation of the range script and the racial jamming scripts will make it so you either have a weak jam at extreme range (sniping) or a strong jam within disruptor range (not a place an ECM boat wants to be). I believe that this will make it so the ECM platforms will be more viable as they will be more likely to fit a tank, rather than just rely on there jamming.
THIS. 95% THIS.
You wouldn't entirely need to eliminate racial jammers though. I think this would let smaller ships use ecm mods on their ships and be able to change racial type. Its just that the actual Racial would be stronger and you can't change the type. |

L4ST
Helios Alliance United Pod Service
1
|
Posted - 2012.01.23 08:00:00 -
[439] - Quote
Heavy damage long-cycle turrets
What about very heavy damage Turrets with extremely long cycles, that would reward people who keep track of their enemy's angular velocity, most likely restistances, etc.?
Would be great to get some more pew-pew for concentrated play style and firing just in the right moment when firing weapons at the right target is at it's lowest angular velocity.
Also it's kinda fun to go "oh hes gonna be slower, slower, slower, yes a little slower, come on ... DAMN I missed the slowest moment" and "slower, slower, slower,... ALL WEAPONS: FIRE! NOW! ... yes ... just in time" "congratulations captain!" "you deserve to be our ship's leader, great fire-just-in-time L4ST!" "nice shot!" |

Grumpy Owly
Royal Amarr Institute Amarr Empire
83
|
Posted - 2012.01.23 08:42:00 -
[440] - Quote
As some potential ideas to explore for intel work:
1) Drop satalites in systems and use them to d-scan in systems remotely?
2) Remote camera drones/probes, allow a drone/probe to feedback visual information from a distance.
3) Scramble system communications, interupt d-scan integrity.
4) Mirage projection systems. Dummy ship representation.
5) Tracking Devices, ability to attach devices to ships to reveal its location, remotely.
"All griefers are lazy cowards with the current climate of broken player policing systems." |

Lallante
Blue Republic RvB - BLUE Republic
4
|
Posted - 2012.01.23 10:57:00 -
[441] - Quote
My module Idea:
STFU Generator
High Slot
When activated, prevents Nova Fox from posting incredibly horrible module ideas to the Features & Ideas Forum |

Syndic Thrass
Amok. Goonswarm Federation
33
|
Posted - 2012.01.23 11:02:00 -
[442] - Quote
Area of Effect
AoE doomsdays. They're coming back.
Reguards, Iskies-mommies-toonies-corpies-goonies 0707 m8m8m8 |

Nova Fox
Novafox Shipyards
2890
|
Posted - 2012.01.23 17:08:00 -
[443] - Quote
Large Tractor Beam
Support Highslot Logistics.
These large beams are able to maintain thier tractoring effect though warp. Reduces AU/s if active. Disabling during warp destroys the canister. Industrial ships receive fitting bonuses for it. Effects any friendly/abandoned sized canister including the deployed warehouses.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.23 17:12:00 -
[444] - Quote
Ship Towing Module
Can tow ships that have no pilot. Can only tow ships with less mass that the ship its engaged on. Basically a Tractor Beam that works on ships but keeps the ship at the range the modules engaged at.
|

Nova Fox
Novafox Shipyards
2890
|
Posted - 2012.01.23 17:15:00 -
[445] - Quote
Lallante wrote:My module Idea:
STFU Generator
High Slot
When activated, prevents Nova Fox from posting incredibly horrible module ideas to the Features & Ideas Forum
You know you could be infinitely more useful in shutting me up by posting better ideas or pointing out why some modules are bad even if they aren't mine.
Decoy Launcher
Consumable Drone Highslot Ewar Hull upgrade.
This module consumes the ships entire drone bay and converts it into a local magazine for the decoy launcher.
When activated this module consumes a drone to divert the targeting of one or more targeting ships onto the drone thus all weapon systems that where originally on the ship will also be transfered onto the decoy drone.
Drones have a short battery life, and can be easily destroyed with its massive signature thus easier to hit.
Effected Pilots can quickly relock the main ship and change targets back.
This behavior is not intelligent and will peel off friendly targeting. First to lock first to be pulled off. Does not grant host ship targeting immunity thus new lock on signals will work as normal until also peeled off.
Small Decoy 1 Targets Medium Decoy 2 Targets Large Decoy 5 Targets
|

Lucjan
R-E-D
11
|
Posted - 2012.01.23 17:16:00 -
[446] - Quote
Pilot Ghost Module
The ship will appear to have the pilot in it that was the last person in the ship. If pilot not in system, pilot does NOT appear in local channel.
Good for laying traps against pirates. |

Lucjan
R-E-D
11
|
Posted - 2012.01.23 17:21:00 -
[447] - Quote
Warp Disruption Reflector Module
Warp Disruptors reflect back at the hostile craft disrupting their warp.
OPTIONAL BALANCING : Does not affect Warp Scramblers |

Lucjan
R-E-D
11
|
Posted - 2012.01.23 17:26:00 -
[448] - Quote
Mask Ship Type Module
Changes Overview Ship Type to whatever the pilot wants it to be.
OPTIONAL : Ship type unaffected if scanned by Directional Scanner OPTIONAL : Ship type unaffected when scanned by probes |

Nova Fox
Novafox Shipyards
2890
|
Posted - 2012.01.23 17:30:00 -
[449] - Quote
Probe Jamming Emitter
Terrain Control AOE Navigation EWAR
This large AOE field generator creates an area of denial for probes any probes that enter this field are destroyed instantly. Any probes on grid as this generator also suffers a degrade in strength thus lowering the accuracy of warping to it.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
121
|
Posted - 2012.01.23 17:35:00 -
[450] - Quote
ITT Nova Fox spamming ideas
Most of which are terrible. |

Lucjan
R-E-D
11
|
Posted - 2012.01.23 17:39:00 -
[451] - Quote
Communications Disruption Bomb (STFU Bomb?)
Ships engulfed in Bomb blast lose their local channel for 60 sec.
OPTIONAL : Only lose how many people in system indication. OPTIONAL : Lose all communications windows. |

Corwin Arzakh
Homeworld Republic United Homeworlds
6
|
Posted - 2012.01.23 18:14:00 -
[452] - Quote
Some faction or deadspace AB's that reduce web effectiveness by 50-75% |

Daedalus II
Helios Research Combat Mining and Logistics
86
|
Posted - 2012.01.23 18:33:00 -
[453] - Quote
A module that could change pvp in eve for better or worse:
Imagine an actual invulnerability field. It's a module that when activated makes your ship invulnerable (by setting all resists to 100%) for maybe 10 minutes, but it also completely incapacitates the ship. It's essentially there to buy yourself time to get reinforcements (if there are any). Once the time runs out you'll be vulnerable again and can't activate the module for a cooldown period (10 minutes+). Any hostile modules activated on the ship will still be active when in invulnerability mode (remember it just sets all resists to 100%) so it can be for example warp scrambled already when it goes out of invulnerability mode.
While I'm sure gankers and everyone hoping on a fast kill wouldn't like a module like this, I think it might bring more "good" fights if one look past the initial knee-jerk reaction to the suggestion.
Example: Industrial ship gets damaged by pirates and goes into invulnerability, 5 minutes later reinforcements arrive and bring pirates into invulnerability. Another 5 minutes and the industrial goes out of invulnerability at the same time as pirate reinforcements arrive, and so on until a fullblown battle is on, instead of just a single boring gank. Think about it... |

Lucjan
R-E-D
11
|
Posted - 2012.01.23 18:38:00 -
[454] - Quote
Anti-Drone Drone
Drone automatically attacks any drones attacking you |

Lucjan
R-E-D
11
|
Posted - 2012.01.23 18:40:00 -
[455] - Quote
Projected Anti-Repair/Anti-Shield Transfer Module
When projected onto a ship, that ship will no longer get any repair/shield transfer
OPTIONAL : Separated into two separate Projection Modules one for shield and one for armor |

Nova Fox
Novafox Shipyards
2891
|
Posted - 2012.01.23 19:13:00 -
[456] - Quote
XXSketchxx wrote:ITT Nova Fox spamming ideas
Most of which are terrible.
And you have how many ideas suggested so far? or contributed any post value to this thread?
I can easily go in and call every idea here terrible and come up with reasons why they are all terrible including my own suggestions and this will be more valueable than your posting.
Also the more you complain the more I will post and you can call it terrible all day, it holds no value becuase you don't point out the flaws with the ideas, if you havent been paying attention I am very capable of reworking ideas adjusting aand altering, I am not hard as rock or set in stone person. Why do you think I am overflowing with ideas? Becuase I drift all over the amarr damned place thats why.
I am seriously not trying to insult people here or thier level of intelligence by spelling out every little bit of detail, I am allowing the oppertunity for inspiration of anything else similar even from other posters or ccp.
If you where to critically think about this entire thread, its not a message board, its a Post-it Board. Ideas here will get glanced at and it sparks something it gets brought to the table and then discussed about in ways of how to best intergate this module or interate it. Some modules here I can see ships getting re-rolled to fullfill a purpose. Others requiring entirely new deployment methoods. Others boosting fleet war, some boosting skirmish, few boosting the space simulator envrionment.
I expect not a single module here to make it to TQ in the ways we imagined it, interated it, let alone suggested it as but I do expect inspired modules none the less.
I am about on border line to going back and 6k word every post and dont think its going to slow me down I have about 4 more written pages of ideas. I am even more tempted to review every module here one post at time if it makes you that upset, so stop tempting me or Ill drown you in a sea of text.
Tech 2 Ewar Ammo
Tech 2 Ammo Long Range Ewar
These specially crafted ammunitions apply electronic warfare effects onto thier targets. Electronic warfare effects applied by ammo cannot stack. Only the newest effect is applied. Ammo penalizes rate of fire, does comparable damage to thier technology 1 base ammo.
Resonating - Targeting Painting Ossilating - Sensor Range Dampen Reverberating - Sensor Speed Dampen Ionized - Turret Range Dampen Magnetized - Turret Tracking Dampen Surging - Capacitor Neutralizing (minor effect) Echoing - ECM
|

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
9
|
Posted - 2012.01.23 23:18:00 -
[457] - Quote
*Bump*
This is a Dev thread, people. Please don't let it die. I would rather save the Devs the trouble. This is my signature. There are many like it, but this one is mine. |

Ocih
Space Mermaids
64
|
Posted - 2012.01.24 02:48:00 -
[458] - Quote
Syndic Thrass wrote:Area of Effect
AoE doomsdays. They're coming back.
I'd like to see it. Even a Supercap smartbomb with the same mechanics as subcap smartbombs only larger AoE damage and cap use.
SuperCap Smartbomb 30km base with a skill book that got it to 45 or 60 km. Won't work at gates the same as subcaps.
I'd like an inertia bomb too. Based on race and desired effect it could either push all ships off range or suck them in. A zoom too for short range ships, a get off my back for long range ships.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
127
|
Posted - 2012.01.24 02:50:00 -
[459] - Quote
Nova Fox wrote:XXSketchxx wrote:ITT Nova Fox spamming ideas
Most of which are terrible. And you have how many ideas suggested so far? or contributed any post value to this thread? I can easily go in and call every idea here terrible and come up with reasons why they are all terrible including my own suggestions and this will be more valueable than your posting. Also the more you complain the more I will post and you can call it terrible all day, it holds no value becuase you don't point out the flaws with the ideas, if you havent been paying attention I am very capable of reworking ideas adjusting aand altering, I am not hard as rock or set in stone person. Why do you think I am overflowing with ideas? Becuase I drift all over the amarr damned place thats why. I am seriously not trying to insult people here or thier level of intelligence by spelling out every little bit of detail, I am allowing the oppertunity for inspiration of anything else similar even from other posters or ccp. If you where to critically think about this entire thread, its not a message board, its a Post-it Board. Ideas here will get glanced at and it sparks something it gets brought to the table and then discussed about in ways of how to best intergate this module or interate it. Some modules here I can see ships getting re-rolled to fullfill a purpose. Others requiring entirely new deployment methoods. Others boosting fleet war, some boosting skirmish, few boosting the space simulator envrionment. I expect not a single module here to make it to TQ in the ways we imagined it, interated it, let alone suggested it as but I do expect inspired modules none the less. I am about on border line to going back and 6k word every post and dont think its going to slow me down I have about 4 more written pages of ideas. I am even more tempted to review every module here one post at time if it makes you that upset, so stop tempting me or Ill drown you in a sea of text. 10,000 bad ideas went into making the lightbulb just remember that. The one good idea lightbulb did spark inspiration leading to everything your technological social life needs to function today. Tech 2 Ewar AmmoTech 2 Ammo Long Range Ewar These specially crafted ammunitions apply electronic warfare effects onto thier targets. Electronic warfare effects applied by ammo cannot stack. Only the newest effect is applied. Ammo penalizes rate of fire, does comparable damage to thier technology 1 base ammo. Resonating - Targeting Painting Ossilating - Sensor Range Dampen Reverberating - Sensor Speed Dampen Ionized - Turret Range Dampen Magnetized - Turret Tracking Dampen Surging - Capacitor Neutralizing (minor effect) Echoing - ECM
Almost every one of your ideas would be overpowered as hell and are just 'HEY GUYS WOULDNT IT BE COOL IF [INSERT RANDOM IDEA]'
None of your ideas show an indepth analysis as to the potential effects. You are literally just spitting out anything that comes to mind. That is almost as useless as my posting. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
11
|
Posted - 2012.01.24 03:07:00 -
[460] - Quote
Lucjan wrote:Warp Disruption Reflector Module
Warp Disruptors reflect back at the hostile craft disrupting their warp.
OPTIONAL BALANCING : Does not affect Warp Scramblers
Damn it, I was gonna suggest that. This is my signature. There are many like it, but this one is mine. |

Nova Fox
Novafox Shipyards
2921
|
Posted - 2012.01.24 03:17:00 -
[461] - Quote
XXSketchxx wrote:Nova Fox wrote:[quote=XXSketchxx]ITT Nova Fox spamming ideas
Most of which are terrible. Almost every one of your ideas would be overpowered as hell and are just 'HEY GUYS WOULDNT IT BE COOL IF [INSERT RANDOM IDEA]' None of your ideas show an indepth analysis as to the potential effects. You are literally just spitting out anything that comes to mind. That is almost as useless as my posting.
Define Overpowered?
Last time I checked a bunch of numbers can make everything undesirable or the next FOTM if you been in eve long enough YOU"D KNOW THIS.
Try again.
The 6k post edition of any of these modules goes into analysis of use, misuse possible abuses, best sitations, worst situations, works well with the following modules, doesnt work all that well with the following modules, Counters, protections, counterprotections, ship peferred for fit, ships designed for and I know I wouldnt have enough room for the blueprint an exact attributes let alone the extrapolations I used to get to those numbers.
If you are that low in intelligence that if I have to spell everything out for your unimagitive mind go right ahead and keep spouting one liners.
These Ideas are not designed to be cool, awsome or anything, they're just there to spur ideas nothing more. But if you want me to make them awsome justified balanced and all that you are going to start wishing I kept posts simple.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
127
|
Posted - 2012.01.24 03:23:00 -
[462] - Quote
Nova Fox wrote:
If you are that low in intelligence that if I have to spell everything out for your unimagitive mind go right ahead and keep spouting one liners.
My apologies for not having the "imagination" to spew out every idea that comes to my head as if it'd be a travesty that no one ever heard the brilliant idea that only I could come up with. |

Nova Fox
Novafox Shipyards
2922
|
Posted - 2012.01.24 03:32:00 -
[463] - Quote
Thats it gloves off.
|

XXSketchxx
Dreddit Test Alliance Please Ignore
127
|
Posted - 2012.01.24 03:36:00 -
[464] - Quote
If its any consolation, I think you're a hilarious poster otherwise. |

Nova Fox
Novafox Shipyards
2922
|
Posted - 2012.01.24 03:38:00 -
[465] - Quote
XXSketchxx wrote:If its any consolation, I think you're a hilarious poster otherwise.
Sea of Text Incomming. 
|

XXSketchxx
Dreddit Test Alliance Please Ignore
127
|
Posted - 2012.01.24 03:43:00 -
[466] - Quote
Nova Fox wrote:XXSketchxx wrote:If its any consolation, I think you're a hilarious poster otherwise. Sea of Text Incomming. 
I'm going to bed, will downvote tomorrow.
Wait...damn it this isn't reddit. WTB dislike button CCP
I'll just post stupidly instead. |

Nova Fox
Novafox Shipyards
2922
|
Posted - 2012.01.24 04:20:00 -
[467] - Quote
Modules updated
Remote Heat Sink https://forums.eveonline.com/default.aspx?g=posts&m=659415#post659415
|

Khrage
76
|
Posted - 2012.01.24 05:25:00 -
[468] - Quote
Goose99 wrote:Rigs that add a hig/mid/low slot. 
+1. at the cost of another slot. and probably some fitting reqs %s so the skill paired with it would be worth training up, unless it was just a jury rig skill (and the t2 rig could also require jury rigging lvl 5, making it actually worth training.) |

Walextheone
The Red Circle Inc.
3
|
Posted - 2012.01.24 08:20:00 -
[469] - Quote
I'd like a defensive module that you switch between different resists. Like an invul but it has 4 modes. Would be awesome for small scale pvp. The micromanage thing done right gives you an edge. Just like overheating in the right moment.
|

Gasgat Alur
The Order of the Oar P R I M E
7
|
Posted - 2012.01.24 08:30:00 -
[470] - Quote
CIWS Active defense
A module that fits in a high slot and acts as a 20mm defensive turret, shooting down enemy missiles, drones and even bombs. By adding a short range on the CIWS it doesn't take all the damage away from a bomb, even if the bomb gets destroyed the ship will still be within it's blast radious.
50 CPU~ 100 PG~ 15 GJ~ per cycle (8s~)
Only 1 target can be shot down per cycle and the CIWS should be also have to take resistance into calculations meaning a drone won't be 1 shot by this system.
I don't know what the max drone orbiting range is but the CIWS systems max range should be the same.
Let's say the CIWS max range is 5km, Imagine a line of tracer rounds constantly being fired from your ship resulting in ammunition detonations around you  Video of tracers from a gattling gun (check 0:50) |

Takeshi Yamato
eXceed Inc. No Holes Barred
144
|
Posted - 2012.01.24 10:14:00 -
[471] - Quote
New ECCM functionality and scripts
ECCM modules are changed to the following (using a T2 ECCM here in the example): +48% sensor strength (was +96%) - 6.25% ship signature radius
Scripts to modify these two values in the usual manner are added: Signature Radius Reduction Script - doubles the signature reduction bonus while canceling the sensor strength bonus. Sensor Strength Script - doubles sensor strength bonus while canceling the signature reduction bonus.
What's the reasoning behind this? Many want to see a module that reduces signature radius of the ship. ECCM counters ECM but is not otherwise useful in combat, unlike Sensor Boosters and Tracking Computers which counter Sensor Dampeners and Tracking Disruptors respectively. As such, ECCM is only fitted if ECM is highly likely. This idea addressed both of these things. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.24 19:58:00 -
[472] - Quote
Ramming module or ship A self destructive module that does large amounts of damage to the impacted ship. Must have some limitations as a bump cruiser would suddenly become a superweapon if implemented wrong. |

Mirajane Cromwell
36
|
Posted - 2012.01.24 20:07:00 -
[473] - Quote
Since Sansha are the masters of wormholes - as they have capabilities to create wormholes so clearly they must have some sophisticated modules that might drop once in a while from true sanshas? Stuff like:
True Sansha Probe Launcher - bonus to probe strength between +12% and +15%?
True Sansha Expanded Probe Launcher - bonus to probe strength between +12% and +15%?
Above modules could use the following probes:
True Sansha Deep Space Probes True Sansha Space Probes True Sansha Combat Probes True Sansha Wormhole Probes (makes it easier to locate wormholes)
Some more modules with new functions:
True Sansha Wormhole Stabilizer - uses scripts: time stabilizer, mass stabilizer - time version stabilizes the wormhole by making it last twice as long (does not affect mass) - mass version stabilizes the wormhole by allowing twice the mass moved through it (does not affect time) - only one time/mass effect can be used per wormhole
True Sansha Wormhole Destabilizer - destabilizes the wormhole in some way?
True Sansha Wormhole Signal Booster - boosts the signal strength of wormhole signatures ie. makes it easier to find wormholes with probes when this module is active
True Sansha Radar Signal Booster - boosts the signal strength of radar sites
True Sansha Magnetometric Signal Booster - boosts the signal strength of magnetometric sites
True Sansha Ladar Signal Booster - boosts the signal strength of ladar sites
True Sansha Gravimetric Signal Booster - boosts the signal strength of gravimetric sites
True Sansha Wormhole Generator - creates wormhole to random low sec system - works only inside wormhole system and can only be entered from WH system's side - the wormhole lasts only 5 minutes before it disappears - consumes the module when used |

Gizznitt Malikite
Agony Unleashed Agony Empire
146
|
Posted - 2012.01.24 21:22:00 -
[474] - Quote
Decoy Ship
An Anchorable object that mimics a player's ship. On everyone's overview/scan it has the same pilot name, ship type, and ship name of the pilot/ship that anchored it.
Give it static HP and Signal strength (for scanning).
Single use.... once deployed, it lasts for ?60-120 minutes?, or until destroyed. |

Miss Whippy
Bloody Limeys
46
|
Posted - 2012.01.24 22:22:00 -
[475] - Quote
Horn: The horn module gives your ship a horn. Titans get big fog horns, while frigates like the Rifter get lame little Road Runner horns.
Meep Meep. |

Lharanai
Empyrean Guard Home Front Coalition
94
|
Posted - 2012.01.24 22:43:00 -
[476] - Quote
Max Von Sydow wrote:Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise.
I very much like that idea as I always wanted Q-ships......
but to extend it a little....
- camouflage fails like cloak, if other ships are getting close - ship scanner can reveal the real ship
and finally on the side of the Q-ship, a mod to detect if you are passive targeted Touch my **** and I will **** your **** with an rusty **** and **** into your ****, and then I will **** your **** until you ******************** |

Miss Whippy
Bloody Limeys
47
|
Posted - 2012.01.24 23:09:00 -
[477] - Quote
Here's a proper idea.
Repulsion Modules: These modules would create a directed burst of a repulsion wave that would effectively bumb a ship 10 to 20km away. No more station docking games!
EDIT: to make it fairer, it could only work on ships that are still or barely moving. |

Gizznitt Malikite
Agony Unleashed Agony Empire
147
|
Posted - 2012.01.24 23:24:00 -
[478] - Quote
Miss Whippy wrote:Here's a proper idea.
Repulsion Modules: These modules would create a directed burst of a repulsion wave that would effectively bumb a ship 10 to 20km away. No more station docking games!
EDIT: to make it fairer, it could only work on ships that are still or barely moving.
Well timed, this would be devastating in many situations... I would suggest restrictions to certain ship classes, module cycle times, and/or other limits. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.25 03:50:00 -
[479] - Quote
- Tech II & Faction Tractor Beams - Medium and Large Tractor Beams - Faction, Medium, and Large Salvagers - Repulsor Beams (tractor beams in reverse) - Bulk Gas Extractors (Gas Extractors for Mining Barges) - Active Inertial Dampeners (stronger, Medium Slot, uses capacitor) - Powered-Down Armor Repairer (longer duration, lower repair amount, lower cap usage, lower fitting requirements) - Disposable Repair Nanites (optional ammunition, Tech II repairers only, increased repair amount) - Modified 'self-defence' strip miner (lower mining yield, but does just enough damage for basic self-defence against rats) This is my signature. There are many like it, but this one is mine. |

shadowace00007
Beyond The Gates
6
|
Posted - 2012.01.25 04:02:00 -
[480] - Quote
I would love to see a rig that allows the player to extend the CPU of the ship. Its sad that there is a rig, and 3 types of low slot boosters for Powergrid but only one type of CPU bonus in the low slots.
Born Amarrian Raised Minmatar. |

Nova Fox
Novafox Shipyards
2949
|
Posted - 2012.01.25 16:56:00 -
[481] - Quote
Armored Guns Energized Guns
HighSlot Dual Function Weapon Systems Local Logistics
These guns consume a bit more fitting than normal guns and offer no performace advantage over similar models. However when not in use these guns retract and begin to reinforce the ship's defenses adding more HP to either shields or armor.
Also why isnt this Stickied?
|

Hadez411
ceaps is Gay Minning Corp ITTY-BITTY TITTTY COMMITTY
36
|
Posted - 2012.01.25 17:15:00 -
[482] - Quote
Area of Effect: Some kind of ammo for turrets that is like our modern day Anti-air ammo which explodes at a certain range or on contact and has a small area of effect damage. In this case most likely with less damage than regular ammo and only safely useable in low-sec and 0.0 Uses?: Blobs of frigates, anti-drone, close-knit RR gangs, ??? Just a thought.
Module: A module for battleships that mimicks the siege module, to revolutionize highsec warfare. A damage increase at a tracking penalty and loss of movement and remote assistance for X minutes. I wont get into numbers.
Module: There are ECMs and ECCMs, Neuts and Cap boosters, Sensor Damps and Sensor Boosters, etc etc, but I feel like in terms of propulsion jamming there could be a bit more room for self-defense. At the expense of tank/offense ofcourse. Some module for your lows that reduces the effect of webs by ??% or a variant of the warp core stabilizer that also hurts your scan res and targeting range to an extent, but keeps you safe from a scram turning off your mwd but that may not necessarily give you any more warp core strength points. That or a rig? The system in place now is good I'd say, so I dont know how much room there is for this idea, it just seemed to co-incide with being able to fit to counter everything else. You can only put one AB on, but you can put on multiple cap boosters or sensor boosters, ECCM's etc. So it seems to me like you should be able to do a bit more for yourself to fight webs or even scrams possibly.
|

Valei Khurelem
227
|
Posted - 2012.01.25 17:49:00 -
[483] - Quote
Warp Disruptor Countermeasure I - II
Thank you and good night :)
"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP." -á - CCP Ytterbium |

Khrage
89
|
Posted - 2012.01.25 19:35:00 -
[484] - Quote
Hadez411 wrote:Module: A module for battleships that mimicks the siege module, to revolutionize highsec warfare. A damage increase at a tracking penalty and loss of movement and remote assistance for X minutes. I wont get into numbers.
this would make the hyp and mael amazing, not so much for non-active tanked bonused BSs.
but BSs are already built for slow movement big tank big gank. good idea, but getting into deeper thinknig of it, it doesn't work out too well. |

Nova Fox
Novafox Shipyards
2949
|
Posted - 2012.01.25 20:50:00 -
[485] - Quote
Mines updated
https://forums.eveonline.com/default.aspx?g=posts&m=659458#post659458
Also
Resistance Fuses
Resistance Consumable Module Evolving Module Tank Slot Scripted Module Script Consuming
This module when activated devours the script and becomes pernament reistance passive module until its repaired. Scripts help pick which resistance wanted by the pilot before fusing the switch pernamently which damages it partially.
If repaired the switch is then reset to normal mode.
Resistances providable by this module is slightly less competitive than other non switchable modules.
This module also requires more fitting than other modules as well mostly in the grid deparment minorly in the cpu.
|

Tuatha De
Merch Industrial Goonswarm Federation
0
|
Posted - 2012.01.25 20:58:00 -
[486] - Quote
Valei Khurelem wrote:Warp Disruptor Countermeasure I - II
Thank you and good night :)
You mean Warp Core Stabilizer? That's already a thing, you can buy them.
Warp Core Overload (or something)
It's basically like a microwarp drive, but increases your velocity by +100% over a regular MWD, increases your sig by +200% compared to a MWD, and drastically reduces your agility. If you collide with anything while this module is active and your speed exceeds some threshold (60% of maximum?), your warp core explodes destroying your ship and creating a massive explosion, similar to the effect of multiple shrapnel bombs ( or something like that). Maybe the resulting explosion is so powerful it takes out your pod, too. |

GetSirrus
Imperial Academy Amarr Empire
1
|
Posted - 2012.01.25 21:42:00 -
[487] - Quote
Nanite Dispersion Array
module creates a short range field of nanites for repairing drones in orbit of ship. gradual repair across all or use scripts to specifically repair shield, armor or structure.
Oh. is there a prize for a successful suggestion?
Can CCP SoniClover provide from prelimiary feedback about the suggestions so far? |

Heathkit
Merch Industrial Goonswarm Federation
18
|
Posted - 2012.01.25 22:55:00 -
[488] - Quote
From another thread, a "Stargate Hacking Array".
Requires Hacking V. You need racial encryption methods to be able to hack gates of that race.
Successfully "hacking" a gate provides you with a log of activations for the past X minutes (or the past X activations). Maybe increasing racial encryption methods increases the likelihood of hacking the gate, and there's a "Stargate Hacking" skill that gives you more logs. More skill means you see more activations. The activations are just (Time, Pilot, Ship Type, Inbound/Outbound). Instead of ship type, it could just be mass.
Smuggler gates do not keep logs, and thus there's no point in hacking them.
|

Temuken Radzu
Sardaukar Merc Guild General Tso's Alliance
10
|
Posted - 2012.01.25 23:22:00 -
[489] - Quote
Temuken Radzu wrote:I would like to see a entirely new weapons system, something like this
New weapon: Focus Cannons Basically the idea is that those cannons can be manualy charged, then fired at the target for increased damage. The longer it charges, the higher the damage. But at the same time, the longer it is charged the tracking goes down fast, limiting one shot frigate kills with a maximized charged Focus Cannon...
The weapon is itself splitted in two separate modules: One of course is the cannon, the other is the charge holder. If the charge maximun is reached, the weapon must fire before it can be charged again. The more cannons, the more shots can be fired at the cost of less damage from each of those cannons because the charge have to be splitted between the cannons The more Charge holders, the faster the weapon charges and the more destructive the cannon is.
Both the Cannon and the charge module are Highslot modules so you have to choose how you will fit your ship. If you want faster shots, use more weapons and and less charge modules. If you want a immensly powerfull shot to obliberate your targets use more charge modules and less cannons.
Still hoping for some comments :P |

Luis Graca
3
|
Posted - 2012.01.25 23:37:00 -
[490] - Quote
Solve the AFK cloakis problem and create a pos module that can scan them as long as you have the sov is that sistem |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.26 00:07:00 -
[491] - Quote
Tuatha De wrote:Valei Khurelem wrote:Warp Disruptor Countermeasure I - II
Thank you and good night :) You mean Warp Core Stabilizer? That's already a thing, you can buy them. Warp Core Overload (or something) It's basically like a microwarp drive, but increases your velocity by +100% over a regular MWD, increases your sig by +200% compared to a MWD, and drastically reduces your agility. If you collide with anything while this module is active and your speed exceeds some threshold (60% of maximum?), your warp core explodes destroying your ship and creating a massive explosion, similar to the effect of multiple shrapnel bombs ( or something like that). Maybe the resulting explosion is so powerful it takes out your pod, too.
I think she means something that doesn't protect you from Warp Scrambling, but makes it so that if someone tries scrambling you it scrambles them as well. This is my signature. There are many like it, but this one is mine. |

Marlona Sky
EntroPrelatial Vanguard EntroPraetorian Aegis
394
|
Posted - 2012.01.26 00:32:00 -
[492] - Quote
MANO A MANO
When this module is activated on a target; neither they or you can receive any form of remote assistance.
This module has no fitting requirements and can be fit in any module slot.
|

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.26 00:47:00 -
[493] - Quote
Tech III Modules (subsystems don't count). This is my signature. There are many like it, but this one is mine. |

Nova Fox
Novafox Shipyards
2950
|
Posted - 2012.01.26 04:45:00 -
[494] - Quote
Rig Bus Bar
Tech 3 Fittings Rigs
This subsystem allows you to remove an entire rig set of a tech 3 ship for later use This also allows you to place an in an entirely empty rig bus bar Removing rigs form the bar still destroys them as normal so its better to use as a set changing for role swapping of the ship.
|

Axe Coldon
Coldon Enterprises IMPERIAL LEGI0N
2
|
Posted - 2012.01.26 05:41:00 -
[495] - Quote
Xlarge Shield Extenders
Mid Slot cargo Expanders.
Passive Invulneribility
Allow miners lasers to damage other ships. |

Barbie D0ll
Imperial Academy Amarr Empire
44
|
Posted - 2012.01.26 07:01:00 -
[496] - Quote
High slot Solar Power Modules that when active give a static increase to cap per cycle maybe similar fitting to small, medium, large energy transfer array with 1/2 to 1/4th the benefit per cycle? |

Gerrick Palivorn
Caldari Provisions Caldari State
97
|
Posted - 2012.01.26 07:26:00 -
[497] - Quote
Temuken Radzu wrote:Temuken Radzu wrote:I would like to see a entirely new weapons system, something like this
New weapon: Focus Cannons Basically the idea is that those cannons can be manualy charged, then fired at the target for increased damage. The longer it charges, the higher the damage. But at the same time, the longer it is charged the tracking goes down fast, limiting one shot frigate kills with a maximized charged Focus Cannon...
The weapon is itself splitted in two separate modules: One of course is the cannon, the other is the charge holder. If the charge maximun is reached, the weapon must fire before it can be charged again. The more cannons, the more shots can be fired at the cost of less damage from each of those cannons because the charge have to be splitted between the cannons The more Charge holders, the faster the weapon charges and the more destructive the cannon is.
Both the Cannon and the charge module are Highslot modules so you have to choose how you will fit your ship. If you want faster shots, use more weapons and and less charge modules. If you want a immensly powerfull shot to obliberate your targets use more charge modules and less cannons. Still hoping for some comments :P
[comment]...[/comment]
-ECM Scripts -Modify the DCU to allow repair paste to repair modules while active -Heat Inducers that are simular to nuets but add heat damage to the modules on opponents ships -Coolant tanks (lowslot) -Coolant control systems (midslot) |

Axel Kurki
Aseyakone
0
|
Posted - 2012.01.26 13:08:00 -
[498] - Quote
I wrote a reply, but the forums ate it, go figure.
The best ideas (at least in my opinion) were:
"Dumb-fire" modules. Effect appears on a point in space determined by either the ship's movement vector or a fixed distance and it's facing. Purpose: More flying, less "orbit, F1, F2, F3". Why this may be a bad idea: Try to use one in lag.
ECM Field Generator: Makes it impossible to get warp-ins to ships on grid with probes. Instead, probing the generating ship (or all ships) on grid becomes extremely easy, but all bookmarks got in such a way will be off by at least 100 km. Purpose: Make sniping a viable PVP tactic, even if there are probing ships on grid. (ATM in such cases, probers will get perfect hits, making it possible to warp ships on the snipers' position.) This would force people to use fast or cloaked ships to close in to hostile fleet to get warp-ins. |

Carmizan
DOCS RUFF RIDERS Free Beer.
0
|
Posted - 2012.01.26 13:43:00 -
[499] - Quote
not read all the post so sorry if this has been said before
There a few posts about t2 defender missiles which is a good idea, but there are ships in eve that can not fit missile launchers so to help defend against missile i would suggest a point of defence weapon similar to those fitted to modern warships. a rapid fire turret weapon, based on the players race skills that locks, tracks and shoot down the missile. this could be based on the civilian guns that are already on the market, so do not have to use ammo as such, but with a greater RoF and a much higher tracking speed low damage as missile will not take much to destroy it and once activated it will open fire when ever a missile is fired at the ship it is fitted on.
A tech 2 version could also be brought out that can defend the fleet the player is in. |

Rhealee
Darkness Of Absolution Army Of Darkness.
5
|
Posted - 2012.01.26 14:17:00 -
[500] - Quote
A short range module for decloaking please.
Also more tech 3. We have had plenty of time to study the sleepers. |

HARD STEEL
LOW TAX HIGH GLORY
1
|
Posted - 2012.01.26 15:57:00 -
[501] - Quote
You should need a module to show up on and see local :) Comms Array, you should then be able to block comms on other ships |

Hadez411
ceaps is Gay Minning Corp ITTY-BITTY TITTTY COMMITTY
37
|
Posted - 2012.01.26 16:32:00 -
[502] - Quote
MOAR CCP FEEDBACK!
Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged along and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities. |

Rhealee
Darkness Of Absolution Army Of Darkness.
6
|
Posted - 2012.01.26 16:56:00 -
[503] - Quote
Hadez411 wrote:MOAR CCP FEEDBACK!
Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities.
Webs do this. |

Bloodpetal
Mimidae Risk Solutions
386
|
Posted - 2012.01.26 18:28:00 -
[504] - Quote
I'd like to see more options for High Utility Slots.
Doesn't have to be crazy stuff, just something that gives me a few more options that might fit in different scenarios.
I'll try and think of some.
Mimidae Risk Solutions Recruiting |

Hadez411
ceaps is Gay Minning Corp ITTY-BITTY TITTTY COMMITTY
37
|
Posted - 2012.01.26 21:06:00 -
[505] - Quote
Rhealee wrote:Hadez411 wrote:MOAR CCP FEEDBACK!
Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities. Webs do this.
Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down. |

Nova Fox
Novafox Shipyards
2973
|
Posted - 2012.01.26 21:20:00 -
[506] - Quote
Hadez411 wrote:Rhealee wrote:Hadez411 wrote:MOAR CCP FEEDBACK!
Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities. Webs do this. Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down.
I am going have to agree with rhealee, webs already do this, star ship mass and counter reactives are too powerful to mount a tractor beam against it probably yank the tractor beam out of the mounting tearing nice hole in your own ship.
|

Hadez411
ceaps is Gay Minning Corp ITTY-BITTY TITTTY COMMITTY
37
|
Posted - 2012.01.26 21:27:00 -
[507] - Quote
Nova Fox wrote:Hadez411 wrote:Rhealee wrote:Hadez411 wrote:MOAR CCP FEEDBACK!
Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities. Webs do this. Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down. I am going have to agree with rhealee, webs already do this, star ship mass and counter reactives are too powerful to mount a tractor beam against it probably yank the tractor beam out of the mounting tearing nice hole in your own ship.
Orly? webs pull things towards you? All this time and I was just under the impression they slowed things down.
Make it a rig if you have to or invent some new fantasy laws of tractor beam physics for people who care, cuz I dont. So what if it doesnt fit in the realm of possible physics, alot of things in this game don't. Star Trek did it, must be possible ;) |

Khrage
90
|
Posted - 2012.01.26 22:55:00 -
[508] - Quote
Luis Graca wrote:Solve the AFK cloakis problem and create a pos module that can scan them as long as you have the sov is that sistem
no. local is enough to know that there is someone in your system. WH space concept no local still speak in local > null local. |

Kalli Rahl
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.01.26 23:27:00 -
[509] - Quote
Simplezz Ore hold expander, thus a dedicated module for orca and rorqs. |

GeoffWICE
Grey Nomads Combat Mining and Logistics
16
|
Posted - 2012.01.26 23:50:00 -
[510] - Quote
Anchor-able hacking module for taking abandoned POS's Idea already posted here. https://forums.eveonline.com/default.aspx?g=posts&t=62167&find=unread |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.27 00:22:00 -
[511] - Quote
Axe Coldon wrote:Passive Invulneribility Don't forget Adaptive Armor Hardeners
Please change the names of the Afterburners and Microwarpdives back. I like my Catalyzed Cold-Gas Arcjet Thrusters. It sounds way better than '1MN Limited Microwarpdrive'. Not only that, but the Meta items are nowhere near as limited as the standard non-meta Tech I versions.
Also, I am not sure how people would react to this, but I need to say it anyway:
Remove Rig Sizes
You once said it yourself, CCP. All they do is limit which rigs you can put on which ships (say you have a stockpile of rigs, and then one day you learn that you can't put that ultra-expensive rig on your interceptor because suddenly it is the wrong size) and it also increases the cost of certain rigs.
Without rig sizes, rigs would be cheaper and more people could put them on more ships.
In addition, has anyone ever considered the possibility of Faction rigs? This is my signature. There are many like it, but this one is mine. |

Flamespar
Woof Club
234
|
Posted - 2012.01.27 02:03:00 -
[512] - Quote
Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.
- A module that allows you to detect contraband (skills effect accuracy) - A module that allows you to hide contraband (decreases the chance that you will be detected). - One shot module that 'tags' another ship and notifies you of their position for a certain period - A module to counter the above (makes information less accurate) - A one shot module that removes you from local for a certain period (cancelled by docking or jumping) - A one shot module that creates a fake signature of your ship to confuse players using probes. - A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging. - A module that allows you to use an enemies cyno to jump to their staging area.
I can post on a forum, therefore I represent everyone. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.27 02:16:00 -
[513] - Quote
Flamespar wrote:Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.
- A module that allows you to detect contraband (skills effect accuracy) - A module that allows you to hide contraband (decreases the chance that you will be detected). - One shot module that 'tags' another ship and notifies you of their position for a certain period - A module to counter the above (makes information less accurate) - A one shot module that removes you from local for a certain period (cancelled by docking or jumping) - A one shot module that creates a fake signature of your ship to confuse players using probes. - A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging. - A module that allows you to use an enemies cyno to jump to their staging area.
Allow me to share my thoughts on your ideas.
Commander Charles Tucker wrote:What's the most important part of a ship? The Weapons? The Engines? It's the CREW. And the LAST thing you want your Captain to be thinking in an emergency situation is 'Damn, I wish this chair wasn't such a Pain in the Ass' Translation: I agree. This is my signature. There are many like it, but this one is mine. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.27 05:40:00 -
[514] - Quote
Bubble shield module
Extends your shield to surround about 5x your ship's signature radius and protects all fleeted allies within the area.
All damage within goes to your shields instead of the targeted ally.
Must have a drawback like 25% penalty to all resists.
Drops when your shields go below 25%
To prevent stacks of these all damage goes in full to all active bubbles.
Area effect hits from smartbombs would hit the shield once for each ship they would normally hit.
The problem of a fleet burying their bubble in web tank can be solved by simply bumping. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.27 05:56:00 -
[515] - Quote
Kamikaze ships
Every class of ship
After a countdown does heavy damage to everything in a radius
Each class of kamikaze would deal about enough damage to destroy a ship of the same class with a fairly weak tank, frigates might be about a thousand while the supercapital would be more like 10 million. The countdown would be about 10 sec for a frig to 10 min for a supercapital. Once started it can't be stopped. Radius is approximately 5km to 50km frig to supercapital.
A pilot still inside the ship is immediately podded, ejecting and warping is highly recommended in the final few seconds of the countdown |

Herzog Wolfhammer
Sigma Special Tactics Group
1167
|
Posted - 2012.01.27 06:51:00 -
[516] - Quote
My .02 ISK:
- Chaff and Flare Modules. Ships that do not have a lot of turret slots do not have much chance against missiles - especially small gallente and amarr ships. Chaff and flare would work as much as a counter-missile system like defender missiles would. Speaking of defender missiles... - Since you can put a probe launcher into any high slot, why not a a slot specialized launcher for defender missiles only?
- Decoy drones: such a drone intended to mimic a ship so that on D-scanner and perhaps even combat probe scan they appear as other ships. Small decoys come up as frigates, medium as cruisers, and large as battleships. - Anti-missile drones that orbit the ship and do pretty much what defender missiles already do, only drone style.
- A "one-up" module that creates a new slot in the next higher rack. For example, you put one in a low slot, that slot is used, but there will be one more mid slot. Put on in mid slot, that slot is used, but there will be one more high slot. Of course I would not expect there to be a way to exceed 8 slots in any case. A "one down" module might also be useful.
- A radar module that works like a D-Scanner except it gives you direction and range, but not a warp able hit. Basically this would tell you where to drop the combat probes.
- Special probes that can detect and pinpoint abandoned wrecks (great for salvagers)
- Since there are modules that can boost other ships' sensor strength and ECCM, why not a module that can be used to boost another ships probing strength?
- A special high-speed anti-drone turret.
- There are cloaks, and there are armor plates, but how about "stealth plating" to reduce the ships sig. With such modules, a larger ship can be as hard to probe out as a smaller one, making it harder to probe down.
Finally:
- Puppy launchers. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.27 07:09:00 -
[517] - Quote
Probe dampening Any attempt to warp to you from a probe scan is moved up to 100km in a random direction. This puts the enemy at something other then their optimal range and they may be unable to ensnare you before you can escape. |

Gizznitt Malikite
Agony Unleashed Agony Empire
158
|
Posted - 2012.01.27 07:14:00 -
[518] - Quote
Player Created Incursions
An anchorable Player Incursion Device (PID) that, when successfully onlined, alters the entire system in a manner similar to incursions (Reduced bounties, reduced ship resistances, reduced damage output, etc).
This device would be used to drive conflict, by forcing the locals to respond to an onlining PID or face system-wide penalties for several hours. To balance it, when onlining it creates a warpable beacon for anyone to warp to, it has limited HP, is moderately priced, but requires a quick response before it starts altering the system. |

Frosi
the united Negative Ten.
0
|
Posted - 2012.01.27 12:13:00 -
[519] - Quote
Praerian wrote:Structure repair drones, let's finish the set.
Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.
Or a specially designed ship with a mod so it has to be a role specific place in the fleet like the hvy interdicter mod with bubble in 0.0 and a script for usage on a bait ship to stop it from launching a cyno or smt. |

Spugg Galdon
Mak Mining Corp
31
|
Posted - 2012.01.27 12:55:00 -
[520] - Quote
Instead of adding new modules, which I am not against. I would prefer a whole review, in stages, -áof the balance of the current modules. Especially the faction/deadspace/storyline/officer modules
I find it frustrating that one module completely out performs all the other modules in its class in almost every aspect making all the other modules fairly redundant and worthless
Example is the faction warp disruptors. The top one has the best range and is by far the easiest to fit. This shouldn't be. It should either be the easiest to fit or have the best range. Not everything!
Next issue with current modules is that storyline stuff is way too expensive for what you get. I propose that storyline modules give you a double feature. For example. A story line hardener would work for two different resistances. Or a storyline torpedo launcher would also target paint what it was shooting at.-á
Faction guns should be able to use T2 ammo and be effected by weapon specialization skills but not require them to be used.-á
More stuff like this. What do you think? |

Dark Rawen
The 1st Regiment HUN Reloaded
0
|
Posted - 2012.01.27 15:58:00 -
[521] - Quote
Hi I have an idea for tech 3 modules. You can make a t3 module from almost any t2 one by using a GÇ£type bpcGÇ¥, (medium armor (this is good for any medium sized armor modules)) modifiers (manufacturing materials) and of course a t2 module. Modifiers these items are required in t3 production every type bpc tells how many modifier need to finish the job. Like their name says they can modify the original attributes of the t2 module. So t3 modules basically modified t2 ones. But modifiers have many types with different bonuses and drawbacks for example: you have a modifier what decrees the power usage whit 1% but increase cpu 1% or gibe 2% falloff -0.1% tracking. Every modifier works in % because you can use 50 modifier max in a module (of course you can combines freely modifiers to make the perfect module for you ship.) So in that way every capsuleer can plan and make the perfect module. T3 modules are not something godlike stuffs o cheat but make the huge variations of in game fitting to endless with t3 modules you can make fitts work you newer imagine at.
|

Hadez411
ceaps is Gay Minning Corp ITTY-BITTY TITTTY COMMITTY
37
|
Posted - 2012.01.27 18:00:00 -
[522] - Quote
Flamespar wrote:Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.
- A module that allows you to detect contraband (skills effect accuracy) - A module that allows you to hide contraband (decreases the chance that you will be detected). - One shot module that 'tags' another ship and notifies you of their position for a certain period - A module to counter the above (makes information less accurate) - A one shot module that removes you from local for a certain period (cancelled by docking or jumping) - A one shot module that creates a fake signature of your ship to confuse players using probes. - A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging. - A module that allows you to use an enemies cyno to jump to their staging area.
+1 for fake signature module. |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 19:06:00 -
[523] - Quote
Hull-repair Drone
Repairs Hull damage |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 19:08:00 -
[524] - Quote
Wormhole Destabilization Bomb
Causes [x] kg passed through to wormhole when detonated.
Wormhole Stabilization Bomb
Reduces [x] kg passed through to wormhole when detonated.
Time wormhole can stay alive unchanged for both |

Dark Rawen
The 1st Regiment HUN Reloaded
0
|
Posted - 2012.01.27 19:56:00 -
[525] - Quote
Active omni armor hardener like invu field in shield |

Nova Fox
Novafox Shipyards
2984
|
Posted - 2012.01.27 20:05:00 -
[526] - Quote
False Signature Drones.
Sensors Drones Electronic Warfare
These drones once deployed mimic ship signals over long range scanners. Ships that picked are random but in the same class as the host ship so the chance of somone seeing though the ruse is posisble. These drones are unable to attack or defend.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:13:00 -
[527] - Quote
Close Proximity Defense Drone
Small Sentry drone 5m3 each. Range about 5km-10km Damage : Scout Drone Damage Tracking : Scout Drone Tracking
Automatically attack hostiles when they get within range.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:21:00 -
[528] - Quote
Cloaked Drone Controller
Module Gives ability to control drones while cloaked.
Drones still decloak you if they get too close. |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:33:00 -
[529] - Quote
Projected Warp Stabilizer
Projects Warp Stabilization T1 = +1 T2 = +2 |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:48:00 -
[530] - Quote
Bomb Drones
Can come in all sizes
When ordered to engage it will orbit target
New drone order available 'detonate' Does 'mini' bomb damage * drone size factor
Drones have same resistance as bombs to to each other limiting the number that can explode without taking the rest with them.
Can be used as mines if you can get them to stay still in an area
Possible to blow yourself up if not paying attention
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:54:00 -
[531] - Quote
Drone Deploy Bomb
Bomb contains 5 drones put inside by the player before hand
When bomb detonates those 5 drones 'hatch' and are controllable by pilot even though drone bay too small to hold all.
Bandwidth still applies. So right now if bombers still only able to fire bombs, 25 bandwidth is all you'd get to play with.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:55:00 -
[532] - Quote
T2 Bombs
Given the ability to change the detonation time : 5s <-> 15s == 15km <-> 45km |

Merritoff
Zod's Minions
5
|
Posted - 2012.01.28 01:27:00 -
[533] - Quote
Sentry Mining Drones.
10km 25 bandwidth eph between a heavy and medium drones (suggesting an Ice version, but the cycle time would have to ... discouraging)
Logi module projected resistance. three versions each for structure, armor and shield. omni without scripts for specific resists. |

Clementina
The Scope
54
|
Posted - 2012.01.28 01:36:00 -
[534] - Quote
More additions
There should be a high-slot warp disruptor. Make it disrupt with strength 2 without effecting microwarpdrive at up to 10kms away and take up as much CPU/Grid room as a Small Nosferatu II.
There should be a damage control that will give 10% resists to shields, 7.5% resists to armor and 50% resists to structure.
There should be an afterburner that uses fuel of some kind in addition to cap, and goes faster. Perhaps even a biofuels version for slightly faster and a rocket fuel version for really faster.
Extra Ships
Sansha's Nation needs a Destroyer and a Battlecruser model of some sort (Really for missions but if you are going to create one you may as well release it to the players since they will no-doubt look awesome.) |

Lucjan
R-E-D
12
|
Posted - 2012.01.28 04:55:00 -
[535] - Quote
Consumable Microwarp fuel additive
Fuel that gives microwarps and/or afterburners additional boost. +10% +25% +50%?
Made out of materials like Rocket Fuel[x] and Quafe[y] on a planet.
Consumes 10[x]m3 / sec, so 100m3 would give that boost for 10s.
Works in conjunction with heat system.
Used like nanite paste.
If module is disabled due to heat damage, engine explode causing catastrophic damage to the craft possibly destroying it.
Using it is suppose to feel like a gamble and less skill.
Random Damage type explosion if you have enough resists on that damage type you may survive.
Rough numbers : 1mn - 1000 damage 10mn - 5000 damage 100mn - 10000 damage |

Khrage
91
|
Posted - 2012.01.28 18:32:00 -
[536] - Quote
Lucjan wrote:Wormhole Destabilization Bomb
Causes [x] kg passed through to wormhole when detonated.
Wormhole Stabilization Bomb
Reduces [x] kg passed through to wormhole when detonated.
Time wormhole can stay alive unchanged for both
no. this screws with so many WH mechanics it's not even funny. esspecially the 'stabilization' concept. a WH's definite size is the saving grace to any smaller WHing corp. this would kill off so many POSs in WH space since bigger fleets would just be able to keep WHs open to bring in everyone they wanted. |

Maenth
The Thirteen Provinces
1
|
Posted - 2012.01.28 22:00:00 -
[537] - Quote
Idea#1: A high-yield self-destruct-bomb module that, once activated, asks "are you sure you want to do this?" and you get 3 options: NO, YES, and YES+EJECT ... the last option being to eject your capsule immediately and the ship autopilot-approaches the target, and when within X range of the target, your ship explodes (if you only select YES then you have to eject manually or else go in and explode with your ship) .... while the ship is on its way, it still counts as your property and your attack. and everything about it continues as it was, but having ejected the capsuleer has relinquished any further control of the vessel. The ship has (for example) 20 seconds to reach the target; it detonates either after 20 seconds or once it gets within [blast range] of the target, which ever comes first. There would be 3 size categories (S/M/L) and each has a different blast radius and damage amount appropriate for its size class. There may be 'ammo' options so as to affect the damage amount and types... examples: standard destruct compound: explosion does X explosive damage slow-burn destruct compound: explosion does X explosive damage and Y thermic damage fast-burn destruct compound: explosion does X explosive damage and Z kinetic damage
Other ideas, which I think/hope have not been often brought up: - rigs that 'convert' a fitting slot from one type to another (maybe limited to one per ship) - rig that adds a launcher/turret hardpoint (probably limited to one per ship) - rigs to convert between turret/launcher hardpoints - mining rigs - scripts for drone tracking computers - rigs to give damage bonuses to drones other than just sentry drones (maybe just less of a bonus to the mobile drones, if that's an issue) - ability to target self with drones ("What do you mean I can't tell my repair drones to repair me?") - drone self-destruct/suicide-crash to go out in a blaze of glory 8) - smartbomb drones; the drone effectively carries and fires a smartbomb module
These ones I'm sure will be shot down immediately, but seeing guns getting up nice big DPS numbers that drones can't hope to reach, and that's before logistic computers support... - [Drone Control Unit I] becomes [Drone Crontrol Unit II] and there is a new [Drone Control Unit I] which does give +1 max drones controlled, but only 1 can be fitted to a ship and the effect does not stack with any [Drone Control Unit II] - Drone Control Rig (probably limited to one per ship, and/or high calibration cost, whatever!) |

Revii Lagoon
The Foreign Legion Test Alliance Please Ignore
19
|
Posted - 2012.01.29 11:13:00 -
[538] - Quote
Signature Radius Reducer module, would take up a mid slot and come at the expense of locking range.
EWar Optimal Range / Falloff increase, would be a mid slot, and increase point, web, target painter, ect. range by a certain amount.
|

Traidir
Hedion University Amarr Empire
7
|
Posted - 2012.01.29 23:48:00 -
[539] - Quote
A long time ago, I use to trade NPC commodities across and within high and low sec. The trade system had a few problems, especially in regard to the price reset mechanic, and the profit margin was abysmally low considering the risk, especially by today's standards.
What I propose is to setup a new dynamic economy of NPC goods, and, with it, a cluster of new modules that enable ships to handle these cargoes.
These special cargoes would be comprised of "perishable commodities" which would carry with them both increased risk and reward. Their associated modules, then, would dynamically compete with cargo expanders and other modules used in trading (like shield expanders) to improve the longevity of the cargo. Each cargo would be available in only one part of space and in high demand elsewhere, encouraging traders to travel far and fast (especially if the the demand scales dynamically, with higher and higher payouts for increasingly long periods without a successful trade run).
Different cargoes would be handled differently, but several dynamics can be set up. For example, suppose there is an exotic, ceremonial Amarrian fruit that only grows on one planet and is believed to "purify" those who consume it before it changes color (normally within 2 hours of it being picked), after which the whole batch is ruined. Ships then, that can go farther and faster will see drastically higher profits per unit, though such ships typically will (and do) have significantly smaller cargo holds and higher skill requirements. Though it is possible for this fruit to stay good for quite some time on its own, use of special refrigeration or environmental control units in your low slots can preserve its value for a limited period (with multiple units giving diminishing returns, if any at all).
Meanwhile, Radioactive Byproducts (for, say, medical use; like barium) will have a half-life, thus as the material sits in your cargo bay it is constantly devaluing (and, perhaps, even getting smaller). Thus, faster pilots are rewarded by being able to sell more of their load before it decays. Materials with a short half-life also tend to put out a lot of heat and radiation though, so low slots are needed to augment the internal hulls to dissipate heat and shield the ship's systems from damage and interference. A dynamic may even be made where unshielded or poorly shielded ships slowly lose structure/armor/shields and have modules overheat as they fly, but are able to carry greater amounts (which of course worsens the radiation problem). Perhaps these ships would even require active hull repair mods in order to keep from exploding on the fly.
Another possibility is wildcard type commodities. A viral agent may require a CPU intensive mid slot to monitor and adapt to changes in the virus, which simply has a random chance of mutating and becoming suddenly worthless (with the module reducing the chance along a Poisson distribution).
Many other possibilities exist for this type of trade: Emergency medical transport, that requires a triage bay to keep the patient alive and requires that the ship not be shaken (i.e. shot at) or the patient may die (perhaps he even has hit points). Livestock requiring environmental controls or sedation. Unstable material, which might explode if the ship is exposed to certain types of radiation (possibly preventing the ship from safely entering systems with highly energetic blue stars unless their EM resistance on shield or armor is above some ridiculous threshold like 95-97%). And many more such scenarios which encourage people to play with their ship fittings or deal with threats from other players.
All the while this system will encourage people to move though dangerous areas of low and null sec . This will make pirates happy as people move through their space in an attempt to claim the reward, while simultaneously folks are encouraged to leave secure space and pass through all areas of the galaxy with NPC stations (and perhaps even outposts?).
It would even encourage people to explore wormholes which can act as extremely profitable shortcuts. Generally speaking this would encourage people to touch, examine, and interact with every aspect of the game. A win, win. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
17
|
Posted - 2012.01.30 02:34:00 -
[540] - Quote
Traidir wrote:A long time ago, I use to trade NPC commodities across and within high and low sec. The trade system had a few problems, especially in regard to the price reset mechanic, and the profit margin was abysmally low considering the risk, especially by today's standards.
What I propose is to setup a new dynamic economy of NPC goods, and, with it, a cluster of new modules that enable ships to handle these cargoes.
These special cargoes would be comprised of "perishable commodities" which would carry with them both increased risk and reward. Their associated modules, then, would dynamically compete with cargo expanders and other modules used in trading (like shield expanders) to improve the longevity of the cargo. Each cargo would be available in only one part of space and in high demand elsewhere, encouraging traders to travel far and fast (especially if the the demand scales dynamically, with higher and higher payouts for increasingly long periods without a successful trade run).
Different cargoes would be handled differently, but several dynamics can be set up. For example, suppose there is an exotic, ceremonial Amarrian fruit that only grows on one planet and is believed to "purify" those who consume it before it changes color (normally within 2 hours of it being picked), after which the whole batch is ruined. Ships then, that can go farther and faster will see drastically higher profits per unit, though such ships typically will (and do) have significantly smaller cargo holds and higher skill requirements. Though it is possible for this fruit to stay good for quite some time on its own, use of special refrigeration or environmental control units in your low slots can preserve its value for a limited period (with multiple units giving diminishing returns, if any at all).
Meanwhile, Radioactive Byproducts (for, say, medical use; like barium) will have a half-life, thus as the material sits in your cargo bay it is constantly devaluing (and, perhaps, even getting smaller). Thus, faster pilots are rewarded by being able to sell more of their load before it decays. Materials with a short half-life also tend to put out a lot of heat and radiation though, so low slots are needed to augment the internal hulls to dissipate heat and shield the ship's systems from damage and interference. A dynamic may even be made where unshielded or poorly shielded ships slowly lose structure/armor/shields and have modules overheat as they fly, but are able to carry greater amounts (which of course worsens the radiation problem). Perhaps these ships would even require active hull repair mods in order to keep from exploding on the fly.
Another possibility is wildcard type commodities. A viral agent may require a CPU intensive mid slot to monitor and adapt to changes in the virus, which simply has a random chance of mutating and becoming suddenly worthless (with the module reducing the chance along a Poisson distribution).
Many other possibilities exist for this type of trade: Emergency medical transport, that requires a triage bay to keep the patient alive and requires that the ship not be shaken (i.e. shot at) or the patient may die (perhaps he even has hit points). Livestock requiring environmental controls or sedation. Unstable material, which might explode if the ship is exposed to certain types of radiation (possibly preventing the ship from safely entering systems with highly energetic blue stars unless their EM resistance on shield or armor is above some ridiculous threshold like 95-97%). And many more such scenarios which encourage people to play with their ship fittings or deal with threats from other players.
All the while this system will encourage people to move though dangerous areas of low and null sec . This will make pirates happy as people move through their space in an attempt to claim the reward, while simultaneously folks are encouraged to leave secure space and pass through all areas of the galaxy with NPC stations (and perhaps even outposts?).
It would even encourage people to explore wormholes which can act as extremely profitable shortcuts. Generally speaking this would encourage people to touch, examine, and interact with every aspect of the game. A win, win. *starts clapping* *crowd gradually joins in*
Kamuria wrote:1. There's a huge gap in powergrid between 400mm plates and 800mm plates. What about 600mm plates at 135 powergrid ?
2. Let's think about useless modules and make them better. The rigs giving optimal bonus to projectile guns per example, if it was a fixed amount it would be way better than a percentage.
Example : +2000 range for small, +5000 for medium and +10k for large.
Look at the market and check out those items that nobody buys, check out their weakness and make them better. This will add more diversity to modules without inventing anything. *repeats clapping* This is my signature. There are many like it, but this one is mine. |

Kamuria
Science and Trade Institute Caldari State
10
|
Posted - 2012.01.30 02:35:00 -
[541] - Quote
1. There's a huge gap in powergrid between 400mm plates and 800mm plates. What about 600mm plates at 135 powergrid ?
2. Let's think about useless modules and make them better. The rigs giving optimal bonus to projectile guns per example, if it was a fixed amount it would be way better than a percentage.
Example : +2000 range for small, +5000 for medium and +10k for large.
Look at the market and check out those items that nobody buys, check out their weakness and make them better. This will add more diversity to modules without inventing anything. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
17
|
Posted - 2012.01.30 06:30:00 -
[542] - Quote
Re-Request: Faction Salvagers, Tech II Tractor Beams
Also, can you PLEASE release the following items? They have been in your database for a long time:
- Tech II Mining Frigates - Bulk Gas Extractors (for Mining Barges) - Those Tech II Frequency Crystals that do Kinetic and Explosive Damage (you heard right)
Even if you don't release them on Tranquility, could you let us test them on Singularity? This is my signature. There are many like it, but this one is mine. |

Sinooko
The Night Wardens Viro Mors Non Est
11
|
Posted - 2012.01.30 08:01:00 -
[543] - Quote
A module that negates overheating damage, but shuts off the module to cool it down for a set period of time. |

Magic Crisp
Amarrian Micro Devices Silent Infinity
16
|
Posted - 2012.01.30 13:54:00 -
[544] - Quote
Scripted siege/triage modules, which modify the DPS output, and enables the remote repping of the target. Tradeoff, ofcourse.
t2 cyno module with different consumption and duration.
meta WDFGs, cynos, siege, triage, savlage, tractor beam modules.
meta rigs.
Cargo expanders could affect orebays/fuelbays/dronebays, or there could be different modules for each, even combined modules.
t2 DCUs? maybe with a second bonus for increasing drone MWD speed. just an idea, this is a bit lame :)
basically everything should have meta variants. recently introduce modules lack this, some of them only has t2 variants.
T2 capital weapons. with ammo.
EDIT Oh, one more quite important thing:
"Cloak nullifier burst battery" as a POS module, with its sov/whatever requirements. This would emit some electrowhatever wave, cancelling all cloaks in the system. Cloaks can be reactivated, everything, just that everyone is decloaked. 00-decloak crier's problem solved, and it's not too op. |

Nova Fox
Novafox Shipyards
3027
|
Posted - 2012.01.30 17:30:00 -
[545] - Quote
Electronic Warfare Upgrade.
Low Slot Upgrade CPU intensive.
This module improves performance of a electronic warfare systems and improves the cycle to an advantage (slower with warp scrambler faster jammers.)
|

Zimmy Zeta
Battle Force Industries Tactical Invader Syndicate
796
|
Posted - 2012.01.30 19:25:00 -
[546] - Quote
Maybe this has been posted already, but I failed at reading the entire thread.. I was thinking of something for our pirates, some kind of highjacking module, a warp-controller. It works like a normal warpscrambler, but once you have the enemy ship into structure and have enough warp-controller points on him, you can "warp fleet"- and the affected enemy ship will warp with your fleet to a safe location where it can be killed and looted before his friends arrive... -.- |

xarjin
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.01.31 05:03:00 -
[547] - Quote
I realize it's not a new module but bringing back mine launcher's would be fun. at least one other other "spaceship game" i can think of at the moment has mine launchers. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.31 06:57:00 -
[548] - Quote
Could a moderator divide this thread into relatively similar ideas. I've seen several good ones get no love because they are lost in the thousands of posts here |

Chaotic Mind
Rennfeuer Curatores Veritatis Alliance
2
|
Posted - 2012.01.31 08:02:00 -
[549] - Quote
Cyno Deviators
so there's an enemy cyno opening in your system. grab the module, add some fuel, warp to the cynofield and fire it up.
Now whoever want to jump to a cynofield in that grid will have good chances to land in 2-3 systems next to the actual destination. Of course those new destinations are still restricted from sec-status, jamming and whatnow.
Modules will have the same duration as the cynogen itself, but should cost at least double LO and will make you pretty immobile for the time it's activated |

Sofia Wolf
Ubuntu Inc. Lonely Maple Conglomeration
4
|
Posted - 2012.01.31 18:54:00 -
[550] - Quote
Axillary Rocket Propulsion (ARP)
Low slot module coming in S, M, L and XL size that emulates afterburners (ARP speed bonus should not stuck with AB or MWD speed bonus) . Instead of capacitor it uses rocket fuel PI product each active cycle, different amount of it respective to size of ARP. Its power requirement should be lower then that of equivalent AB.
Intention of this module is to make ships with low number of medium slots more viable choice in PvP as they can now fit AB equivalent in low slot releasing mid slot for dualproping or better tackle.
Interdiction suppressor
Low slot module that provides immunity to non targeted interdiction. It should have appropriate sensor range and resolution penalty to discourage use on PvP ships. |

X Gallentius
Quantum Cats Syndicate Villore Accords
114
|
Posted - 2012.01.31 23:29:00 -
[551] - Quote
HULL RIGS!!! Most Important: Hull Hardener : Increase Hull HP by certain %, in-line with trimarks and CDFEs.
Other ideas: Hull Reactive Plating: Max hull damage per shot = Total Hull HP/(1+Number of Rigs). (Anti-alpha rig to protect frigs from Sensor boosted Macherials) Hull Anti-?? : Increase Hull resistance to certain damage types.
D-SCAN ECM Negates opponent's ability to use long range D-scan |

Bionic Wolf
Drunk Till Dawn
2
|
Posted - 2012.02.01 01:23:00 -
[552] - Quote
ECCM that works |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
17
|
Posted - 2012.02.01 02:55:00 -
[553] - Quote
Bagels. This is my signature. There are many like it, but this one is mine. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
12
|
Posted - 2012.02.01 05:39:00 -
[554] - Quote
Panic warp Immediately warps you using your ships entire capacitor in whatever direction you are already moving. Also can be used while in warp to stop or extend. |

Gerrick Palivorn
Caldari Provisions Caldari State
102
|
Posted - 2012.02.01 06:00:00 -
[555] - Quote
Deadspace Inducer -Creates a deadspace pocket -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Module restricted to black ops battle ships
Mini Jump Drive -Jump drive that allows the ship to jump to cyno's -Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals
Ship Hijacker -Warp scrambler with large fitting requirements -When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength -Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship |

Kamuria
Science and Trade Institute Caldari State
10
|
Posted - 2012.02.01 11:06:00 -
[556] - Quote
The drone control units should be passive modules, they don't consume cap so why are they active ? |

Death Warmedup
Pator Tech School Minmatar Republic
1
|
Posted - 2012.02.01 11:20:00 -
[557] - Quote
Give Freighters a single Slot (high/mid/low) and allow it to fit ONLY one specific module which will replace the freighters cargo hold with a ship maintenance bay (minus the fitting service for fleet members) which will basically give you the option to use a freighter to carry large numbers of assembled ships through highsec.
i know people will say, but carriers are designed to carry ships. thats true, but they cant through highsec. also, people are ALREADY using freighters to move assembled ships anyway by packaging them in courier contracts. might as well make it easier and just make it an option. it'd have to be EITHER ships OR cargo though i'd imagine.
it should be able to carry MORE ships assembled than a carrier, but not have the option to launch them in space. purely a hauler for ships than a replacement carrier.
Would make large scale corp movements easier, without all the courier contracts. |

Ren Coursa
House of Coursa
1
|
Posted - 2012.02.01 18:01:00 -
[558] - Quote
Change the way warp scrambling/disruption works to a more dynamic model instead of an absolute model of points.
So the idea is that it actually scrambles or disrupts the process of warping, not shutting it down entirely.
This would add up to increasing align time artificially, adding more out of game skill in understanding when to start getting out depending on situation.
Also the modules would be subject to optimal and fall off ranges.
You could have ships with added bonuses to warp disruption and ships that are more resistant to it, rigs and implants for it etc.
The way i se this sliding scale is that on the low end there would be a modification of a couple of seconds on the warp and on the high end would be a total shutdown.
This would change the tackling game profoundly, and that isnt really a bad thing imo since i find it kind of lame the way it works now. But if people like that its an easy fix using ship bonuses in the same way as cloaking does, allowing some smaller frigs etc to be able to fit the power/CPU heavy disruptors usually reserved for battleships or just straight up adding big % bonuses to the ship. |

Gizznitt Malikite
Agony Unleashed Agony Empire
175
|
Posted - 2012.02.01 18:17:00 -
[559] - Quote
Kla Samon had an idea I though worth mentioning here:
Decoy Container
Essentially, a cargo container that you can configure to contain "fake" goods.
Uses: 1.) Its primarily an obfuscate and/or bait tool to mess with suicide hauler gankers. 2.) It could be a new scam-contract tool.
To balance it, any scans and/or contracts that show the decoy-container's contents, should also list the decoy container. |

ry ry
Doctrine. FEARLESS.
5
|
Posted - 2012.02.01 18:39:00 -
[560] - Quote
Aoe module for decloaking stuff.
Point-defense turrets that shoot agressing drones
Damage mods that provide larger bonuses against specific targets, but lower against anything else.
An industrial module that can manufacture nanite paste in space
Exotic dancer catapult |

ry ry
Doctrine. FEARLESS.
5
|
Posted - 2012.02.01 18:42:00 -
[561] - Quote
Gerrick Palivorn wrote:Deadspace Inducer -Creates a deadspace pocket -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Module restricted to black ops battle ships
Mini Jump Drive -Jump drive that allows the ship to jump to cyno's -Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals
Ship Hijacker -Warp scrambler with large fitting requirements -When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength -Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship Deadspace inducer is actually a cool idea, but surely any fight is a case of seeing who can drop caps then Deadspace the site?
Also, no acceleration gates. So can you warp straight into the pocket or not? |

Tekashi Kovacs
Golfclap Inc
0
|
Posted - 2012.02.01 20:29:00 -
[562] - Quote
An immunity "bubble" module, that makes you immune to all damage for short amount of time, drains huge amount of cap (or has long reuse delay), deactivates all other modules. Imagine using it while being alpaed in fleet pvp, incursions, lvl5's etc. Timing it perfectly adds another layer of skill to the games combat.
Would be similar to propulsion modules hierarchy which are:
AB (cheap speed boost, no penalties) -> MWD (huge, cap hungry speed boost +penalty)
Invul Field (cheap resist boost, no penalties) -> "bubble" module (100% damage resist, very cap hungry/or long reuse +penalty)
-
Defender missile launcher that can only be fitted on high utility slots
Salvage drones - an alternative, not replacement for salvager module
Sentry drones - able to travel back to dronebay, similar to probes
Damage Control - to be passive module |

Herzog Wolfhammer
Sigma Special Tactics Group
1185
|
Posted - 2012.02.01 20:32:00 -
[563] - Quote
"Damage Amplification Module".
Increase a specified damage type.
I would expect that it would detract from other damage types.
For example, if I am using ammo that does thermal and explosive damage, and I specify for thermal, I lose explosive damage.
For many players, DPS IS their tank. So being able to specify or amplify damage type output at the cost of damage capability that is not needed as much might afford some flexibility for PVe and PVP objectives. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
19
|
Posted - 2012.02.02 01:37:00 -
[564] - Quote
Pidgeon Saissore wrote:Could a moderator divide this thread into relatively similar ideas. I've seen several good ones get no love because they are lost in the thousands of posts here Listen to her. She know's what she is saying.
CCP, you need to do a temporary shutdown of the forums and scan EVERY post in this subforum. This is my signature. There are many like it, but this one is mine. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
19
|
Posted - 2012.02.02 01:48:00 -
[565] - Quote
Tekashi Kovacs wrote:Damage Control - to be passive module It uses so little capacitor that it makes no difference. So why the hell is it active in the first place? You should make it passive, CCP...
...just like turkey dinner... This is my signature. There are many like it, but this one is mine. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
42
|
Posted - 2012.02.03 00:46:00 -
[566] - Quote
Super Weapons.
A Super Weapon would be a weapon that is designed to seem overpowered (near-perfect stats, every damage type, doesn't need ammo, etc), but it would also have the following disadvantages:
- Very Demanding Fitting Requirements (a Battleship or Capital would be highly recommended) - VERY rare (you could only find it as loot in Level 5 Boss Missions down in Null Sec, or possibly even encounters in Wormhole space) - Un-repairable: The ultra-advanced technology and ultra-rare materials behind the device are beyond even the most brilliant engineers in New Eden. I guess overloading it won't be such as great idea, afterall. - Consumes/Damages itself as it is used: That means that you should save it for when you really need it. The fact that it isn't repairable doesn't help, either. This could be explained in-game by the weapon destabilizing its own molecular structure with each shot. It would most likely go out in a blaze of glory once it runs out of health.
They would also be saught after by certain factions, so if you gave it to certain NPCs, they would give you a HUGE reward for it. This is my signature. There are many like it, but this one is mine. |

Drummond
Regeneration Violent Society
6
|
Posted - 2012.02.03 01:57:00 -
[567] - Quote
ECCM Drones. - The perfect counter to ECM drones without simply removing ECM drones from the game (which I would approve of). - Protection from Falcons if you want it
COMMUNICATION DISFRACTOR: - Removes the ability of a target ship to be Warpable by members of his fleet |

erittainvarma
Karjala Inc. The Polaris Syndicate
0
|
Posted - 2012.02.03 02:06:00 -
[568] - Quote
Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
42
|
Posted - 2012.02.03 02:09:00 -
[569] - Quote
I like my Super Weapons idea more. This is my signature. There are many like it, but this one is mine. |

Nova Fox
Novafox Shipyards
3075
|
Posted - 2012.02.03 08:48:00 -
[570] - Quote
Heat Soaking Rigs?
Make it cost capacitor possibly?
|

Vae Abeo
EVE University Ivy League
5
|
Posted - 2012.02.04 09:27:00 -
[571] - Quote
Has a Ship Maint Bay extender rig been proposed? If not I would truly love an Orca with a maint bay of 500k. Since its already 400k maybe rigs extend it by 50k so you would have to use two slots to haul ONE BS (Truthfully I don't see how this would harm anything but it would be really useful) even a hulk is 200k so just make it so it cant haul 3 hulks and its good. |

Lucjan
R-E-D
25
|
Posted - 2012.02.04 13:55:00 -
[572] - Quote
Wormhole Analyser
Activateable when locked.
Further detailed information about wormholes remaining time and mass.
OPTIONAL : New additional information : next creation point, active players in that system, number of wormholes in next system, etc. |

Laila lg
Serpent Technologie
0
|
Posted - 2012.02.04 13:55:00 -
[573] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
|

Laila lg
Serpent Technologie
0
|
Posted - 2012.02.04 14:00:00 -
[574] - Quote
Mining Rigs Suggestion
What do you think of mining rigs I know I'm not the only person to think about that..we have mining drones and mining drone rigs but to me that is not as use full what I have to suggest
Ore Mining Rigs
Ore mining rigs 5 % more yield Ore mining rigs tech 2.10% more yield
Ice Mining Rigs
Ice mining rigs 5 % more yield Ice mining rigs tech 2.10% more yield
Gas Mining Rigs
Gas mining rigs 5 % more yield Gas mining rigs tech 2.10% more yield
Cycle Time Duration Rigs Fore Ore,Ice,Gas.Strip Miners/harvester's And Deep Core Mining fore Mercoxit
And maeby deep core mining rigs for mining Mercoxit
Deep Core mining rigs
Deep core mining rigs 5 % more yield Deep core mining rigs tech 2.10% more yield
Think that allot of industry people would be happy about that. Especially if you are Ice mining
|

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
16
|
Posted - 2012.02.05 00:41:00 -
[575] - Quote
Hive ship
Has the sole purpose of being able to dock smaller ships into it and fully behave as if those ships were in station. Multiple classes of the ship. The smallest being slightly larger then an orca would be stargate capable and have a ship bay about 500k to 1 million. Then capital and supercapital classes would have 3 million and 15 million.
This ship would be anchorable so that the pilot could leave without it being stolen. The pilot would recieve notifications if anyone shows up in its overview range.
The ship would have no turret or launcher slots, though possibly bonuses to smartbombs radius and a unique ability that they dont hurt allies. There would be very minimal slots of any kind so this is not a comat ship by any measure.
Someones going to object to this but if fitted with a cloak it would use it when the pilot exits.
The purpose is to have a way to carry your whole personal fleet when traveling. |

Axium Cog
Grand Solar Trinity Surely You're Joking
5
|
Posted - 2012.02.05 11:56:00 -
[576] - Quote
Single Use:
Demolitions Package When activated, this module overheats the power core of your ship, causing catastrophic failure.
A self destruct that actually hurts people around you. Think of it as a smartbomb on steroids. Module drops would be treated as normal loss of ship. Basically youre trading a slot and loot denial for the ability to get one last blow in on your enemies.
Edit: obviously the damage output and explosion range would scale with the class of ship. |

Axium Cog
Grand Solar Trinity Surely You're Joking
5
|
Posted - 2012.02.05 12:05:00 -
[577] - Quote
Nova Fox wrote:Heat Soaking Rigs?
Make it cost capacitor possibly?
Perhaps reduce capacitor recharge time? Run the power core at a lower output to allow the cooling systems to compensate for the overheat of other systems.
I like the idea. Afterall we have heat sink modules, why not rigs? |

Amaroq Dricaldari
67
|
Posted - 2012.02.06 07:36:00 -
[578] - Quote
Tech III Armor Repairer
In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.
It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed. This is my signature. There are many like it, but this one is mine. |

Hans Momaki
State War Academy Caldari State
9
|
Posted - 2012.02.06 07:37:00 -
[579] - Quote
erittainvarma wrote:Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs.
This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers.
|

PinkKnife
Garden Of The Gods Divinity.
54
|
Posted - 2012.02.06 08:27:00 -
[580] - Quote
Just in general drone improving modules. I'd say start with the simple weapon upgrades for drones. Putting a MFS on a myrmidon really has no use. Same with a Dominix, If we had a upgrade to drone stats for our lows it would give more potential fits for the drone boats.
Likewise, drone combat is very much missing in the ship rig love. |

Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.06 22:58:00 -
[581] - Quote
Hans Momaki wrote:erittainvarma wrote:Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit |

Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.06 23:02:00 -
[582] - Quote
Amaroq Dricaldari wrote:Tech III Armor Repairer
In addition to repairing armor at increased speeds when activated, it would use "Replicator" nanites salvaged from Sleeper drones. These nanites would be everywhere within the ship's armor plating. When the armor is damaged, they slowly repair it on their own by replicating the armor's molecular structure. However, it would be nowhere near as fast as having it on Active.
It could also provide passive bonuses such as bonuses to Armor HP or Damage Resistances. Using scripts, you could eliminate some of the bonuses to make one of the bonuses stronger, or even increase Armor Repair Speed. I agree, afterall shields have passive regen, armor should have a chance at something similar. Id even go so far as to make a passive mid slot item that is a nanite efficiency booster which allows for passive regen of armor at similar rates the shield recharger modules allow. I say midslot, cause shield has lowslot items for this which does not interfere with their tank. Again, shield has it, fair's fair. |

Nex Parietis
Templar Directorate Yulai Federation
0
|
Posted - 2012.02.07 06:20:00 -
[583] - Quote
I dont know where else to post this, since its a very small idea. Basically, I would like if the Augmented Capicitor reservior would give the proteus an extra 50mb bandwidth. this would allow a proteus that concentrates 2 subsystems to drones to fly a full flight of heavy drones, as well as allow other fits to add versitility and useage in being able to fly a full set of unbonused mediums. In the case of the Hybrid Propulsion armature, the drone bonus should either be a 25mb bandwidth, or simply allow the 4 heavy drones.
I can see a problem with allowing 4 heavies on a hybrid boat, so i can see why it would be problematic.
As a proteus pilot, id love to see a ship that sacrifices two subsystems to drones to be able to utilize the same drone bays as other drone focused ships use. Thank you. |

Amaroq Dricaldari
67
|
Posted - 2012.02.07 09:01:00 -
[584] - Quote
Tech 3 Modules
Example: Tech III Afterburners would be Low-Mass Ion Thrusters, which would have lower Cap Usage, increased Thrust, reduced mass, and a higher overall speed bonus. It still wouldn't give the same speed bonus as an MWD, but it would give you the ability to get higher speeds on higher-mass fits. -25% Mass +25% Thrust -5% Cap Usage +5% Speed Bonus This is my signature. There are many like it, but this one is mine. |

Callic Veratar
Power of the Phoenix
145
|
Posted - 2012.02.07 16:39:00 -
[585] - Quote
Weapon Mod Injection:
Like a cap booster or strip miner, consumable charges (either damage based or one shot) provide large boosts to weapons for a short period.
https://forums.eveonline.com/default.aspx?g=posts&m=757360
Overcharge-able Shields:
Extend shields beyond 100%. The extra will rapidly drain back down to 100%.
https://forums.eveonline.com/default.aspx?g=posts&m=512927
Shield Vampire:
Behaves like NOS, only drains shields. Should be % based not # based, lest a battleship just strip the shields off a frigate instantly.
Shield Neutralizer:
Reduces the shield passive recharge rate by a fixed percentage. There is potential for multiple neutralizers to stack causing a negative regeneration rate.
Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
EWAR Bubbles:
New class of destroyer, preferably, where each type of ewar gets a field. Neuts cap every few seconds, breaks targets, distrupts tracking, or whatever.
Buffer Plates/Shields:
Modules with low fitting requirements that provide a lot of HP. The module cannot be repaired in any way (in station or in space) used purely as an alpha buffer.
Invulnerable Damage Control:
Module with a short (5-10s) cycle that, while active, disables all modules and targeting on the ship, fully drains the cap, adds 10s worth of align time in agility penalty, and burns itself out in exchange for 99% omni resist. |

Axium Cog
Grand Solar Trinity Surely You're Joking
8
|
Posted - 2012.02.07 17:54:00 -
[586] - Quote
Callic Veratar wrote: Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
These
I know mines used to exist, but caused havoc on servers cause people were anchoring them in droves all over nullsec, but a minelayer ship with mines that expire on similar timeframes as probes would be awesome. Infact i may draw one up and submit it as a ship design.
I like the EWAR idea but i think its very prone to making SB's obsolete as they currently are the only ones capable of such an attack, and thats most of what they can do. |

PinkKnife
Garden Of The Gods Divinity.
58
|
Posted - 2012.02.07 19:42:00 -
[587] - Quote
Ubiquitous request for a shield slave implant set. |

Gerrick Palivorn
Caldari Provisions Caldari State
103
|
Posted - 2012.02.08 11:06:00 -
[588] - Quote
ry ry wrote:Gerrick Palivorn wrote:Deadspace Inducer -Creates a deadspace pocket -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Module restricted to black ops battle ships
Mini Jump Drive -Jump drive that allows the ship to jump to cyno's -Must 'piggyback' off of a jump capable ship, maybe restrict to active Jump Portals
Ship Hijacker -Warp scrambler with large fitting requirements -When ship enters structure, the Hijacker attempts to hack the victims ship vs its sensor strength -Upon successful hack, the Pod is ejected and the Hijacking ship can warp around the empty ship Deadspace inducer is actually a cool idea, but surely any fight is a case of seeing who can drop caps then Deadspace the site? Also, no acceleration gates. So can you warp straight into the pocket or not?
I can see your point about the hotdrop, maybe combined with spool up timers it could make for some interesting fights.
I was not thinking that acceleration gates would be required to warp in, just a ship in the pocket or a 100% scan
I would like to add a few things, so I will reiterate the original idea and clarify.
Deadspace Inducer -Restricted to Black Ops Battleships -Uses 1000 Stront to initiate -When Used it cannot be used again for 20 Minutes, it has a 10 minute duration, Originating ship cannot warp/cloak for duration due to the stresses creating the field, if ship is destroyed effects remain for the duration. -It creates a deadspace pocket approximiately 150-175 KM radius -Cynos cannot be lit and already active cynos cannot be jumped to, excluding covert cynos -Ganglinks restricted to deadspace pocket, no bonuses in or out -Ships warping into the pocket will stop at 150-175 KM from center of pocket, once on grid they will be able to warp in normally, provided they have a place to warp to
Hypothetically a cyno can be lit on grid and then the ships can warp in, but it would prevent the direct counterdrop.
|

Wayorbit
Profeel
0
|
Posted - 2012.02.08 15:28:00 -
[589] - Quote
Bigger changes i'd like to see:
Cooldowns on modules, would add more complexity and tactic to battle without adding to lag. For example ECM module, 30 second cooldown, chance to jam for 12seconds. Why does module effect duration need to be same as it's cooldown? Some unnamed new MWD: cooldown 60seconds, +1500% speed and agility for 12seconds.
Also expanding idea on cooldowns, only gamebreaking effects would need to have absolute cooldown. All other cooldowns should be kinda like suggestions.... if you use the module too early the effect would have diminishing returns. For example if you used ECM module i described earlier in 20 seconds the effect duration would reduce by 66% or jam strength would reduce by 66%. Calculaton could be "for every 1% of max cooldown the effect would reduce by 2%". So 33% reduction in cooldown would mean 66% reduction in effect.
Change to overheating: instead of damaging modules right from the start have a buffer where you could absorb first or few heat cycles before damage of module begins. Buffer would cool off in 10minutes or so. If you were conservative you could heat once every 10mins forever or X times in a row depending how you need the extra performance. Again more interesting mechanic, better gameplay without adding to lag.
New modules for overheating, buffer amount, cooling power.
Generally new propulsion modules, 1 mandatory is mandatory because it gives hundreds of percents bonus over normal modules giving 20% or so. Some 'teleport' like module that would 'teleport' 50km forward or so. Or would allow you to 'teleport' to a friendly ship with a beacon.
Immobility module that would render you and your target immobile for 5 seconds, 30second cooldown.
Paralyze module that would increase all target module cooldowns by 15%. Or maybe just remote repair, shield transporter and personal repairers and shield boosters.
Changes to CPU upgrade modules and powergrid upgrade modules. Integrate them into some other module. Sensor strength bonus+cpu bonus, power grid bonus with cap recharge bonus.
Some other less used modules could be integrted together. Ship scanner, cargo scanner, survey scanner, salvager, analyzer, codebreaker,.... and so on. Make one ship and cargo scanner. One Analyzer Codebreaker. All those analyzers salvagers codebreakers probe scanners and so on take alot of room from a fitting forcing you to have an alt and making things just bi too complicated.... |

Andrea Griffin
103
|
Posted - 2012.02.08 17:29:00 -
[590] - Quote
EWar Resistance Modules. A module that reduces the effects of enemy EWar (webs, painters, sensor damps, tracking disruption, etc.) by a set amount. Scriptable to provide a focused resistance. Wouldn't it be nice to have a 30-50% resistance to the effect of stasis webs? My frigates would cry with glee.
Also, we are missing modules/rigs that reduce signature radius. It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |

Hans Momaki
State War Academy Caldari State
9
|
Posted - 2012.02.08 18:55:00 -
[591] - Quote
Axium Cog wrote:Hans Momaki wrote:erittainvarma wrote:Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit
Good lord. Read text again please.
|

Ren Coursa
House of Coursa
1
|
Posted - 2012.02.08 21:16:00 -
[592] - Quote
Hot-swapping fitting frames: A module you place in a slot that makes that slot hot-swappable, for a price. For example you put a hot-swapping fitting frame in a mid-slot, then fit a web in there or something and go for a roam. Woops, the enemy you are fighting brings in an ECM ship and locks you down, normally that might be it. But not today since you have your ship fitted for hot-swapping that slot for a module in your cargobay and thats where you keep the ECCM. You hot-swap it and cross your fingers.
Hot-swaping could take time, and the modules might also take heat damage, cap regen would be halted, etc etc. You can play with the downsides all you want.
The frame would require fitting in itself so its not something you really could do to every single slot of your ship.
The idea here is to limit the luck-factor in fitting hard-countering.
Might be a horrible idea due to possible abuse im not thinking of, would be interesting to hear some game-breaking hot-swapping combos. |

GooieGoober
Science and Trade Institute Caldari State
1
|
Posted - 2012.02.08 22:21:00 -
[593] - Quote
There doesn't seem to be many indy mods here so here are a few suggestions:
Navigation computer/scripts - increase warp speed (much like the implants) - warp to 0 autopilot - warp to fleet members in different systems (if I'm not mistaken, you can only warp to in the same system) - Cargo pickup/drop off script. Ship flys to specified station, picks up or drops off cargo into items bay, then waits for next command.
These could be scripts that are loaded into the ship's computer via a one slot opening in any ship (i.e. add a script slot into fitting panel.)
Mining mods - capital ship refinery. slow, high PG, but will refine ore depending on the pilot's refining skills - mining barge/exhumer refinery (those flames on the side should represent something actually happening on the ship) This could be even slower than the Orca/Roq refinery and with more loss.
Invention - some have mentioned dual resist shields/armor. What about custom resist mods based on invention through blending of multiple BPCs and/meta goods?
I'm sure some of these would be abused/or are already in some bot programs. But we are dealing in an age that computers are supposed to make work less repetative...why do we need to do these things manually? |

MeBiatch
Republic University Minmatar Republic
165
|
Posted - 2012.02.08 23:46:00 -
[594] - Quote
Hans Momaki wrote:Axium Cog wrote:Hans Momaki wrote:erittainvarma wrote:Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit Good lord. Read text again please.
it would have to be increased missile velocity and explosion velocity and decreased sig radius... that way it would act like tacking comp/enhancer
there would be a midslot version that has scripts one for ex velocity/sig radius and one for missile velocity
the low slot would affect all three like a TE...
the mid slot would be called:
Accelerated Missle Unit
the low slot would be called:
Accelerated Missile mechanism |

DudeLabowski
The Blitz Fleet
0
|
Posted - 2012.02.09 06:39:00 -
[595] - Quote
t2 capital guns n ammo would be nice... |

Aloe Cloveris
The Greater Goon Clockwork Pineapple
77
|
Posted - 2012.02.10 00:10:00 -
[596] - Quote
Hi. I want sig radius rigs.
Thanks. In. Advance. |

Lucjan
R-E-D
26
|
Posted - 2012.02.10 01:59:00 -
[597] - Quote
Projected Heat Reduction
Reduced Heat from overloaded modules.
---
Projected Module Repair
Repairs any damaged modules that are currently not active. |

Katalci
D.I.R.T
25
|
Posted - 2012.02.10 02:46:00 -
[598] - Quote
Battleship-sized shield extenders. 800mm plates are to LSEs as 1600mm plates are to ???
Hull and armor repair paste, works exactly like nanite repair paste. Shut down your ship to repair, at about the same cost as at a station.
Nikk Narrel wrote: Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.
ECM Burst |

Katalci
D.I.R.T
25
|
Posted - 2012.02.10 02:59:00 -
[599] - Quote
Callic Veratar wrote: Shield Vampire:
Behaves like NOS, only drains shields. Should be % based not # based, lest a battleship just strip the shields off a frigate instantly. Shield Neutralizer:
Reduces the shield passive recharge rate by a fixed percentage. There is potential for multiple neutralizers to stack causing a negative regeneration rate.
1. Just shoot them and use a shield booster 2. How about you just use a gun instead of a worthless module
Quote: Mine Field:
In the form of an anchorable smart bombs. All ships within the field take damage. This could be motion or speed based.
Buy CCP some supercomputers, then we'll talk about horribly laggy things like this.
Quote: EWAR Bubbles:
New class of destroyer, preferably, where each type of ewar gets a field. Neuts cap every few seconds, breaks targets, distrupts tracking, or whatever.
No. Snipers + Ewar dictors = victory
Quote:Buffer Plates/Shields:
Modules with low fitting requirements that provide a lot of HP. The module cannot be repaired in any way (in station or in space) used purely as an alpha buffer.
How is this useful in any way
Quote: Invulnerable Damage Control:
Module with a short (5-10s) cycle that, while active, disables all modules and targeting on the ship, fully drains the cap, adds 10s worth of align time in agility penalty, and burns itself out in exchange for 99% omni resist. And then everyone in the 500 man drake blob fits this module, and it takes three times as long to kill them. |

Hans Momaki
State War Academy Caldari State
9
|
Posted - 2012.02.10 07:52:00 -
[600] - Quote
MeBiatch wrote:Hans Momaki wrote:Axium Cog wrote:Hans Momaki wrote:erittainvarma wrote:Tracking Enhancer/computer modules for missiles. -Increasing explosion velocity and decreasing signature radius. Maybe even range? It's stupid that you can only affect those things by rigs. This. So unfair that missile users can't affect dmg application with a low-slot module like turrets can with tracking enhancers. Ballistic Control Unit Good lord. Read text again please. it would have to be increased missile velocity and explosion velocity and decreased sig radius... that way it would act like tacking comp/enhancer there would be a midslot version that has scripts one for ex velocity/sig radius and one for missile velocity the low slot would affect all three like a TE... the mid slot would be called: Accelerated Missle Unit the low slot would be called: Accelerated Missile mechanism
You can remove decreased sig radius of the target, that's what TP's are for ;) (I tend to not agree on the midslot module, we have TP's allready, but improvements need to be made)
However, missle users need this "missile Tracking Enhancer". The one most needed "new" module ingame IMHO. And yes, short-range missiles should have that skill/rig-penalty removed. It's just not fair that you can't affect them at all, regardless of how many SP you sink into.
I would be fine with another set of skills for them, but atleast give me fair options to increase damage application for them.
|

Callic Veratar
Power of the Phoenix
149
|
Posted - 2012.02.10 14:36:00 -
[601] - Quote
You don't seem to understand the point of the thread. It's not to shoot down other player's ideas that you don't like. It's to crowd-source new module ideas. The devs are fully capable of determining which is viable and which isn't.
Katalci wrote:Shield Vampire:
1. Just shoot them and use a shield booster 2. How about you just use a gun instead of a worthless module
- Shield boosters take midslots, vamps and neuts go in high slots - A gun and a shield booster take 2 slots, a vamp or neut take 1 slot - If the passive regen is more than my guns, I will never be able to beat it. Being able to modify the passive regen capability might allow a smaller ship to break a passive shield tank, or even use a Drake's passive tank against it.
Katalci wrote:Buffer Plates/Shields:
How is this useful in any way
Personally, I'd fit a few to my hulk when mining in high sec. Or an indy when hauling. Or anything I'm moving and I don't want to be destroyed easily, but has poor fitting capabilities.
Katalci wrote:Invulnerable Damage Control:
And then everyone in the 500 man drake blob fits this module, and it takes three times as long to kill them. You might want to read that again. If everyone in a drake blob took the module, one ship would be invulnerable AND DISABLED for 5-10s. After the module finished, they'd have to relock, but have no cap left for their hardners or jumping out. Plus they'd be flying down a mid slot. |

Ceasar Agustus
Gun Runners Inc SOLAR WING
0
|
Posted - 2012.02.11 00:15:00 -
[602] - Quote
Bore Module.
Turns your ship into a ramming ship. Ram and begin to bore into the ships exterior.
Enemy warps, both ships warp, enemy jumps both ships jump (your attached)
Drones can fire on the ramming ship but the ship being bored into cannot use its turrets or missiles since they cannot track the combined target.
Bore ship stays attached until destroyed or the ship being bored into reaches hull breach and explodes.
Uses three high slots to work... One for boring drill and Two for ship clamps. 
|

Amaroq Dricaldari
Malicious Mission Murderers
73
|
Posted - 2012.02.11 01:31:00 -
[603] - Quote
Sounds cool on paper, but can be very annoying, very unbalanced, and it would take alot of work to program.
I also wonder what happens if you dock. Do they eject the attacker and then pod him, and thus you get a free ship? This is my signature. There are many like it, but this one is mine. |

Ceasar Agustus
Gun Runners Inc SOLAR WING
0
|
Posted - 2012.02.11 02:27:00 -
[604] - Quote
Amaroq Dricaldari wrote:Sounds cool on paper, but can be very annoying, very unbalanced, and it would take alot of work to program.
I also wonder what happens if you dock. Do they eject the attacker and then pod him, and thus you get a free ship?
To be honest friend it could be the balance needed for supers or titans :)
Imagine a fleet of these attacking a PL station bashing fleet. And I would so no to docking....
If the fleet cannot target and kill the mole (boring ship) then it should not be able to dock. Jump, warp yes but dock no.
Log off would just insure death so it would take a fleet to target it and get it off you. 
|

Davion Falcon
Those Once Loyal
3
|
Posted - 2012.02.12 01:41:00 -
[605] - Quote
Charge Overdrive: Low slot, increases laser/hybrid damage at the expense of more capacitor use per shot. Balance it with a highly inefficient ratio, like 50% increase in damage for 400% capacitor use.
Flame away. |

Torrema Sinclair
Drunken Monkey Grinders Punkz 'n Monkeys
22
|
Posted - 2012.02.12 15:12:00 -
[606] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
How about making hull tanking viable? Like making resist modules for hull tanking, redo the hull repairer (more and faster repair), make some modules enhances the hulls structure (making the hull lighter, stronger, lowering signature radius, take a pick), mix the hull tanking modules on low and medium fitting slots.
OR/AND make leaching/deconstructor weapons, that does the opposit of RR's. Like a weapon sending a beam of some sort deconstructing the molecular structure of armor and structure, transporting all molecules to your own ship, and makes use of it... |

Mirajane Cromwell
43
|
Posted - 2012.02.13 17:45:00 -
[607] - Quote
How about new module sets, just like implant sets. Each module from the set would have bonuses similar to faction modules but each module in the set would also give bonus to all other same type set modules that have been fitted to your ship. So getting all the modules from the set might make you stronger in some ways but there would limited amount of fits available depending on what module types a particular set contains. These could be T3 modules... each faction, empires and pirates, would have their own module set. |

Merritoff
Zod's Minions
6
|
Posted - 2012.02.13 21:01:00 -
[608] - Quote
Ewar System
projected nanites. continuiously beamed from a high slot module. The nanites disable a single module, then commence to erode with a damage similar to overheating. Given a length of time, the enemy module would be destroyed. Range and module size dictate damage rate. With a script system for active/slot type. (ie mid/low/high). |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
65
|
Posted - 2012.02.15 04:38:00 -
[609] - Quote
Brainstorming?
Remote core stabilizer
A logistic module that gives +1 to the target ship warp strength.
Nano-machine Armour Plates
Armour plates that Slowly repairs itself ( Gives less HP and a slight regeneration )
Emergency strontium field emmiter
Once the equipped ship receives lethal hull damage this module triggers releasing a strontium field, rendering the ship invulnerable to damage and electronic warfare for the next few seconds. The module overheats and burns in the process.
Nano Detectors Bomb
A bomb that once deployed explodes releasing nano-sensors like a dust cloud that reveals any cloacked ship that goes inside of it....
Drone AI controler
A module that allow to program drones behavior further, like staying on range, prioritization of targets, returning if damaged.
Drone automatic shield extender/ armor repairer
This module automatically transfers shield/Armour to all allied drones in range without having to lock on it. The amount of repair is fixed but distributed among the damaged drones.
Space-Time based weapons ( Possible Jove/Telockan weapon that does "True damage" ignore resistance.) how should it works? Possible one of these? 1 - Generates a controlled Space-time distortion that is disrupted into the target direction scattering the molecules on its path. 2- Condensates space into a point and then fires it into target direction, expanding into contact like an explosion. 3 - A projectile that on contact with the target generates a fast unstable space distortion damaging it.
How should it looks? Something like a photon torpedo with WH effects. =D |

naed21
The Dark Space Initiative Revival Of The Talocan Empire
2
|
Posted - 2012.02.15 19:00:00 -
[610] - Quote
T3 modules that are slightly worse than T2 equivalent, but survive longer while overheated. Or rather they have bonuses to overheating, and are technically better than T2 equivalent, but only while overheating. |

zhang elliott
Trit My Pants
0
|
Posted - 2012.02.15 19:58:00 -
[611] - Quote
OK heres one for your edification: Defensive Modules
The only mod/ammo that I have seen is the Defender missile. My idea is along the lines of point defense weapons system such as follows: http://en.wikipedia.org/wiki/Close-in_weapon_system
or this: http://orbitalvector.com/Defenses/SANDCASTERS.htm
http://en.wikipedia.org/wiki/Chaff_(countermeasure) ( even going as far as disrupting webbers)
As far as implementing something like this use a system similar to the way rigs are fitted. The number of units fitted could be based upon size/tier/tech level of ship to be fitted or a ratio of total slots of said ship. Could be a useful item for haulers.miners to use.
The mods could come under the area of tank as well.
It could add another aspect to the game by making one think do I carry defense ammo or offensive (missile,shells,hybrid) ammo if one has a small cargo bay.
Just my 2 cents worth.
|

mine mi
Garoun Investment Bank Gallente Federation
5
|
Posted - 2012.02.15 21:16:00 -
[612] - Quote
Scrip
ECM Burst
Focused ECM burst: lose the aoe effect + .8 ecm strength
EW
New defender
When I see the new miss system, this makes me remember how the ecm systems work in the navy ships. The system creates a ghost, far in the front and back, and the missile try to hit the ghost Rather than creating an antimissile missile, create two new targets to the missile. The chance to hit the target or the ghosts varies; the other way is to increase the weapon signature resolution. But after read this http://www.evenews24.com/2012/01/29/jesters-trek-proven-in-the-field/ I donGÇÖt know if can work
One use
Overload the smart bomb
I like to see the smart bomb effect in the last clear sky movie, overload the smart bomb creating a greatest effect One use GÇô reactive
More than one use module
I recommended changing the mid slot, remote sensor booster, projected ECCM and tracking link for a hi slot, sensor link module, this module do nothing but with the correct scrip can be converted into remote sensor booster, projected eccm and tracking link and convert destroyers into electronic support frigates
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
65
|
Posted - 2012.02.15 22:52:00 -
[613] - Quote
Covert drones/fighters
A drone that cloaks when not attacking to prevent being intercepted before attack... ( It will be useful on PVP and PVE )
|

Griptus
United Coalitions ZADA ALLIANCE
8
|
Posted - 2012.02.16 14:50:00 -
[614] - Quote
Super awesome, passive, low power slot module Coverts a % of damage taken to shield and armor into capacitor energy! 10 TF, 1 GW, no stacking penalty. |

Merritoff
Zod's Minions
7
|
Posted - 2012.02.16 21:11:00 -
[615] - Quote
Drone "jump" recall module. Instant recall a drone at range into orbit. It can use massive cap and have a serious cooldown.
Drone Resist Modifier module. Scripted to chose specific resists. |

Sticky Hamster
Nova-Tek
2
|
Posted - 2012.02.16 22:16:00 -
[616] - Quote
I would love to see more ship modules that fit into HIGH slots for drone users.
I also wouldn't mind if we could use armor and shield maintenance drones on our own ship.
|

Sticky Hamster
Nova-Tek
2
|
Posted - 2012.02.16 22:21:00 -
[617] - Quote
I have always wished that the game would tell us when we are taking damage, exactly what type of damage we are getting hit with, i.e. (Thermal/Kinetic/EM/Explosive obviously).
If it can't be implemented for everyone, maybe allow us to equip a module that would let us know what damage type. I always feel like the game immersion is reduced for me when I feel its necessary to go to the 'Wakka' site to see what type damage I need to set my tank for in the mission.
I would also like another tier seperate from highs/mids/lows/rig slots for convenience/utility items like this.
|

Ren Coursa
House of Coursa
1
|
Posted - 2012.02.17 11:23:00 -
[618] - Quote
A logistical module that absorbs heat damage.
A Nos/Neut like module that increases heat damage.
Make ship- and cargo scanners high slot modules so we can use them as utility without severely gimping ourselves.
Revamping D-scan and adding modules/rigs to increase its efficiancy. My idea is to replace the slider of degrees and numbers of distance with a single square where X axis is distance and Y axis is angle and you simply click inside this box for the distance angle you want to scan and depending on the values the scan takes time to resolve; Like a probe scan. So if you want to scan Max distance and Max angle(which might be the same as now or changed depending on balancing) it would maybe take 20s, if you want to scan 1000m @ 5 degrees it might be instant. To this you add modules and rigs that increases distance your ship is capable of scanning, the speed the scan takes to resolve etc. |

Omen Talozan
Lunar Asylum S I L E N T.
0
|
Posted - 2012.02.17 12:50:00 -
[619] - Quote
Covert Ops Ship scanner & Covert Ops Cargo scanner modules
GÇó Can only be fittet on Blackops GÇó Can not be used in hisec GÇó Enables locking target when cloaked (only for the covert ops scan mods!) GÇó Can only be used when cloaked GÇó Decloaking will drop lock GÇó Max lock range: 3km-5km - has to be very close range (but longer than the decloaking range of course :)
Edit: Ive postet in the Tech & Research forum root as well. I guess i should have postet in here instead. Please delete if nessesary |

Omen Talozan
Lunar Asylum S I L E N T.
0
|
Posted - 2012.02.17 13:11:00 -
[620] - Quote
I am missing mines!
I agree, back in the days when they were in game they were totally utterly unbalanced and you could use them anywhere and they didnt expire either! But i do think it would be worth it to look at them again - just change the way they work and where you can jet them.
This is not to address any issue whatsoever, im just missing tactical options, other options than the ones weve used for years. |

Stonecrusher Mortlock
University of Caille Gallente Federation
22
|
Posted - 2012.02.17 16:51:00 -
[621] - Quote
Area of Effect
Deployable mine fields - works just like the ancorable drag bubble but dose damage if you try to move threw it.
only attachable to a new T2 destoryer a mine layers. |

Amaroq Dricaldari
Malicious Mission Murderers
81
|
Posted - 2012.02.19 03:40:00 -
[622] - Quote
I love the idea of mines. Too bad CCP got rid of them.
Speaking of which, I actually know of a few people who still have some in their hangars. This is my signature. There are many like it, but this one is mine. |

naed21
The Dark Space Initiative Revival Of The Talocan Empire
4
|
Posted - 2012.02.19 17:03:00 -
[623] - Quote
How about a High Slot module that gives a small set amount of CPU and Powergrid? That way, new and older players alike can use that High utility slot that some ships have in order to better fit their ships. |

Nova Fox
Novafox Shipyards
3221
|
Posted - 2012.02.20 20:16:00 -
[624] - Quote
Electronic Warfare Batteries.
These series of modules do not consume capacitor but instead consume ammunition to inflict thier various effects onto the targets. Cargo space they consume will be the largest balancing hinge. Various types of ammo can alter range and strength of effect.
|

Nova Fox
Novafox Shipyards
3221
|
Posted - 2012.02.20 20:20:00 -
[625] - Quote
Candle Shields
This ammo fed module shoves a shield battery in to recharge shield amounts, it can up to a point over charge shields beyond normal capacity, which is then lost over time by inverse shield charge rate. Cycles very slowly takes several cycles to hit max over charge cap. This additional ammont has no resists and is not effected by resists.
Wic Shields
This ammo fed module shoves in a shield battery to increase the recharge rate of ship up to a max point, this module cycles quickly but takes a while to fully charge up to the max over charge. This additional amount of shields over 100% has no resists or is effected by modules.
|

Bill Andrex
The Knights Templar GIANTSBANE.
0
|
Posted - 2012.02.21 13:46:00 -
[626] - Quote
Mining Foreman Mindlink I
Works the same as a Mining Foreman Midlink II with lesser attributes
Can be used to invent the T2 variant rather than some rare drop. |

Onslaughtor
True Slave Foundations Shaktipat Revelators
0
|
Posted - 2012.02.21 20:21:00 -
[627] - Quote
T2 Faction mods.
In the case of weapons this is very useful, as currently you need normal t2 weapons in order to use t2 ammo. With t2 faction weapons you can have the specialization bonuses and the t2 ammo.
|

Detenal
Imperial Guardians The Aurora Shadow
0
|
Posted - 2012.02.22 00:15:00 -
[628] - Quote
A One-time use module that disables all modules on a ship from working for say 5 seconds?
High Slot required Would require 50% Cap to activate. Ship specific use only? Assault frigates? As a side effect, other high slot modules on your ship are also affected, disallowing their use for 3 seconds.
Warp and navigation would still work. Manual re-activation would be required on targeted ship. |

Kelms
Moonshadow Intelligence
0
|
Posted - 2012.02.22 09:48:00 -
[629] - Quote
Drone Repair Bay
A high slot module that repairs drone armor and hull on drones in the ship's drone bay when active. Varying sizes to fit on crusier to capital. |

TheBreadMuncher
Boxxed Up Industries
3
|
Posted - 2012.02.22 22:16:00 -
[630] - Quote
Ramming modules. Forums won't let me link the thread I did on ElQuirko in warfare and tactics, but it's got some damn beautiful details in. |

TheBreadMuncher
Boxxed Up Industries
3
|
Posted - 2012.02.22 22:19:00 -
[631] - Quote
Weapons platforms.
Kind of a ship/module idea, but basically a huge, slow ship with 27 highslots - 3 dread guns, 8 large guns, 8 med guns, 8 small guns. No drones, a tank that relies on logistics to keep it alive and does about 5m/s without a "tugboat" to pull it (Logistics role using tractor beams, perhaps?) Better tracking than dreads, but again with a much smaller tank. Fits a siege-equivalent module that gives the same bonuses as dreads except halved, but also allows logistic support. Also no tank bonuses. That's just me thinking while typing, so excuse the poor structuring. |

Xanatia
Noir. Noir. Mercenary Group
12
|
Posted - 2012.02.22 22:54:00 -
[632] - Quote
Missile Pods.
an externally mounted box launcher that takes up a rig slot. (limit of 1 per ship
the only control the pilot has is when to fire it, and who to fire it at, missiles rely on internal guidance, so skills will not effect the missile stats.
missiles must all be fired at once. can only be reloaded in stations
possibly limit the missile pod to short range missiles only,
comes in 3 sizes:
Small carries HAM's Medium carries Torps Large carries Citadel torps
lets say a load of 20-30 missiles per pod.
tech 2 will mount either more missiles, or can use the pilots skills when firing the missiles
unlike other rigs, this could be represented by a visible module on the ship.
Drawback would be degraded scan res or something similar |

Hemmo Paskiainen
Silver Snake Enterprise Against ALL Authorities
303
|
Posted - 2012.02.22 22:59:00 -
[633] - Quote
T2 cyno > Time Reduction
Damage mods for Drones > Extra damage, only for drone specialized ships
T3 smartbombs > omni damage
T3 mobile bubbles > reduced onlining and oflining time (queve?). 5/10 seconds? more dragging range?
T2 Warpsphere launchers > reduced time
T2/Faction bubbles > webbing area effect bubbles? Target painting? Sensor dampning? tracking disrupting? Longer warp disrupting distance (200 - 400km?)
Dark matter stuff?
CCP FIX BLACK OPS FFS |

Warzon3
Solar Storm The Forsaken.
17
|
Posted - 2012.02.23 01:12:00 -
[634] - Quote
A module that makes black opses usefull
Or T3 resists that are inferior to T2 resists but use scripts so that you can change resists on the fly so for that drake you load up some kinetic resists and when you are done killing the drake and encounter a harbinger you swap resists around to em/therm |

Xercodo
Disturbed Friends Of Diazepam Dark Matter Coalition
911
|
Posted - 2012.02.23 01:32:00 -
[635] - Quote
Remote Smartbomb, works similarly to the Remote ECM for SCs but this one causes damage....lots of it, in a 20km radius.
How's that for anti-blob mechanics? The Drake is a Lie |

Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:34:00 -
[636] - Quote
A highslot module for lights/lamp, so people can fit lights onto their ship. These would use launcher/turret slots and blink ... maybe.
Scripts for different colors, or different modules. No idea what's better.
Yeah, i'm serious. If they don't look like crap, people will love them. (personally though, i'd never use that lol)
Inappropriate signature removed. Spitfire |

Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:39:00 -
[637] - Quote
A module that allows me to put a Gravity Marker into space, which can only be seen by who uses the module and can be used as (relatively) short-timed grid-only bookmarks.
Move to position. click. Marked. Move 151km away. click. Marked.
Ping-Pong-Warp.
Inappropriate signature removed. Spitfire |

Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:40:00 -
[638] - Quote
A module that lets me decrease minimum warp range, including scripts to have some options.
Yeah i'm warp possessed. bookmarks are too borked and buggy. Inappropriate signature removed. Spitfire |

Solstice Project
I'm So Meta Even This Acronym
1378
|
Posted - 2012.02.23 01:44:00 -
[639] - Quote
A cargomodule for pods, so people can jump onto the ship in space and get carried somewhere else... for a fee, of course.
Hey Taxi !! Inappropriate signature removed. Spitfire |

adopt
Enlightened Industries Test Alliance Please Ignore
268
|
Posted - 2012.02.23 02:04:00 -
[640] - Quote
T2 capital mods plox
Other than that, 5th subsystem for all t3s, for example, the Tengu is primarily a missile boat, with the new offensive subsystem it would be a blaster/drone boat, so on and so forth. Shadoo > Always remember to fit Cynosural Field Generator I, have 450 Liquid Ozone in your cargo and convo a friendly Pandemic Legion member if you have a capital or super capital ship tackled. |

RiskyFrisky
The Hebrew In Me Pinked
12
|
Posted - 2012.02.23 05:41:00 -
[641] - Quote
Modules that reduce Heat damage. One of high, low and medium slots. T3 Rigs and reduced material need to produce T2 rigs. More T3 Cruiser subsystem options.
Counter Jamming Mods that could allow a player to redirect the signal back to the jammer with plausibility of jamming that ship.
T3 guns(Instead of damage, have other bonuses, such as range or no need for capacitor energy).
|

Nova Fox
Novafox Shipyards
3269
|
Posted - 2012.02.23 06:15:00 -
[642] - Quote
External Bomb Launcher.
This preloaded launcher has enough propellant to send a bomb flying towards the alignemnt of the ship at 2km/s
These high slots are ejected after use and cnanot be reloaded without refitting.
Bombs loaded into these launchers are not as powerful as the ones launched by stelathbombers hoewver any ship with enough grid and cpu and a spare high slot can fit this.
|

Aloe Cloveris
The Greater Goon Clockwork Pineapple
83
|
Posted - 2012.02.23 10:49:00 -
[643] - Quote
No idea if I posted in this thread or another but Sig Radius reduction rigs.
Now that I think of it, you can ECCM ECM*, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.
If not a rig, then a module.
* Oh, actually maybe you could implement a 250km AoE module that biomasses all Falcon pilots on grid? Also, a colossal electrostatic charge that leads back to any ship controlling EC- drones and knocks all their ******* mods offline. Hit me up for collaboration, we can make this happen. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 10:54:00 -
[644] - Quote
I'd be quite happy with some drone equivalents to existing mag stab/heat sink modules, along with a bunch of implants to improve drone speed, hit points, damage, tracking, range. All made from redesigned drone poo, of course (i.e.: drone poo no longer refines to minerals, it is directly used in manufacturing modules and implants). |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 10:57:00 -
[645] - Quote
Aloe Cloveris wrote:No idea if I posted in this thread or another but Sig Radius reduction rigs.
Now that I think of it, you can ECCM ECM, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.
If not a rig, then a module.
Halo implants already do this. |

Aloe Cloveris
The Greater Goon Clockwork Pineapple
83
|
Posted - 2012.02.23 11:00:00 -
[646] - Quote
Mara Rinn wrote:Aloe Cloveris wrote:No idea if I posted in this thread or another but Sig Radius reduction rigs.
Now that I think of it, you can ECCM ECM, Sensor Boost against damps, TC/TL against TDs ... but do nothing to improve your sig in the case of TPs except X-Instinct booster.
If not a rig, then a module. Halo implants already do this.
Oh, yeah. I forgot about those. A module or at least a rig that does this would be pretty nice though.
|

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 11:20:00 -
[647] - Quote
Aloe Cloveris wrote:Oh, yeah. I forgot about those. A module or at least a rig that does this would be pretty nice though.
Of course! |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
969
|
Posted - 2012.02.23 11:27:00 -
[648] - Quote
Not a module as such, but line of sight for weapons fire. A simple ray-trace, your turret weapon hits the first object. Guided missiles ignore line of sight.
So there's your deployable terrain: it's called a Titan. |

Bubanni
SniggWaffe EVE Corporation 123566322353
88
|
Posted - 2012.02.23 11:44:00 -
[649] - Quote
What about a "Smart Bomb" module that instead of doing a 360 AoE, would do a 60-120 degree but at a longer range in the direction your ship is pointing, or with script behind the ship, hitting stuff chasing you
I am thinking damage could be the same, or slightly higher, cap usage the same or slightly larger? but range would be between 25-50% more? :)
its sort of like a wide beam laser pulse, and should proberly have such an effect... |

Crucis Cassiopeiae
EvE-COM
870
|
Posted - 2012.02.23 12:20:00 -
[650] - Quote
Mara Rinn wrote:Not a module as such, but line of sight for weapons fire. A simple ray-trace, your turret weapon hits the first object. Guided missiles ignore line of sight.
So there's your deployable terrain: it's called a Titan.
+1000000000  |

Reaver Glitterstim
Dromedaworks inc
28
|
Posted - 2012.02.23 14:43:00 -
[651] - Quote
I support hull repair drones, mining rigs, anti-heat remote logistics, small and medium stasis webifier drones, cloaked-ship-hunting, and an idea I heard for a consumable tanking module. I also believe tech II rig components need to be more available.
I am possibly in support of a salvage drone, but only if it is large size and very slow. A missioner might deploy it to get a valuable wreck in the distance while he slowboats his battleship in a different direction.
Consumable Tank Module I think the consumable tank module could be an option for a battleship to put in a high slot (leaves their normal tank modules unaffected), and would cost some 50-100 million isk worth of minerals to produce. When activated, it would provide perhaps 5 or 10 minutes of dramatically enhanced armor repair and shield boosting and those repair module activation costs would be decreased. Plus, it would provide a small capacitor injection every few seconds to add resistance to neuting. But while this module is active, the ship becomes immobile and cannot warp.
There could also be a similar module that dramatically boosts shield and armor resistances for the duration instead of boosting repair, in case a pilot expects to encounter such heavy neuting as to render the other module useless. This alternate module would also decrease shield regeneration dramatically, or maybe entirely. It could also be used in conjunction with remote repair.
It would be useful in situations where you know you might suddenly start getting hit very hard, so you can survive for a while. But you had better get some friends to bail you out. In nullsec, a gang attacking someone who activates this module can record the time it was activated, warp out and await the timer. Then they can warp back to the pilot right before it finishes and kill him...unless his friends arrived.
Warp Reinforcement Module This would be a lowslot module similar to a warp core stabilizer, but different. This module would not infer a bonus until onlined. There would be no targeting range and scan resolution penalties for equipping it or activating it. It would have perhaps a 20 second activation time, at the end of which it goes online and provides 1 unit of warp strength. It would also have a lower CPU cost than the warp core stabilizer.
Industrial ships should get 2 warp strength from the module when it goes online, because otherwise they won't use it since they don't mind the penalties from the warp core stabilizer. Also, this would give industrials the option to fit more tank instead of just lots of warp core stabilizers if they want to go into lowsec or something. no penalty for equipping, thus making it more accessible to, say, solo pilots in lowsec
takes time to activate, so you have to be prepared to defend yourself for a short time
industrial ships would get 2 warp strength out of it since they don't mind the warp core stabilizer penalties
deep space transports might find this to be a very attractive fitting option
Strategic Frigate Cause why not? It would be extremely effective in many warfare situations and also would be extremely expensive for a frigate. And since it's a frigate, it's prone to random accidental popping. Good isk sink for the richer players I think. Would also make level 1, 2, and 3 mission running grinding easier for the veteran player.
Battleship Shield Extenders and Armor Plates I want to be explicitly clear that I am in favor of nerfing tank and making more glass cannons, only because the current EVE favors tank and I prefer a good balance. I submit these because battlecruiser effective hit points aren't that much lower than battleship effective hit points. Shield regeneration setups are not viable on battleships and the rigs that boost hit points by a percentage give around the same bonus as the flat bonus modules that cost a chunk of powergrid. It seems unbalanced in favor of battlecruisers.
X-Large Shield Extender I +3750 shield HP
50 tf CPU
750 MW powergrid
AND
2800mm Reinforced Steel Plates I +5250 armor HP
34 tf CPU
1000 MW powergrid
OR 3200mm Reinforced Steel Plates I +6000 armor HP
35 tf CPU
1250 MW powergrid
(I wasn't sure if the full 3200mm was too much or not) |

Reaver Glitterstim
Dromedaworks inc
28
|
Posted - 2012.02.23 16:02:00 -
[652] - Quote
More Tech II capital ships If capital ship rigs are ever included, and tech II variants among them, then there ought to be more juicy tech II capital ships for greedy factions to battle each other with. Plus lets face it, it's going to be another way for rich people to duke it out. I'm not rich and I can support this because while they spend their money, I can sit back and watch the fireworks. I can just see the forum posts now, players who lost their multi-billion isk hulls fitted with multiple several-hundred-million isk tech II capital modules and they'll have huge tech II threadnoughts about why it was a bug and why CCP should give in and replace their ship.
What kind of tech II capital ships should be added? Some ideas might be: a dedicated triage ship as a tech II carrier (no fighters)
an electronic warfare platform specifically designed to assault capital ships and ships that are immune to electronic warfare
a glass cannon carrier that is able to fit fighter bombers
a stealthy ops ship that can fit a capital covert ops cloaking device
a siege ship that hits significantly harder but has less tank - fits a special siege module that gives much less tank bonus (required for the hull)
tech II capital industrial ship with some advantages to make it more attractive than the largely unpopular rorqual
tech II orca to give carebears more to spend their money on and Goonswarm bigger targets to gank in highsec.
Mini-freighter I'm just slightly bothered that the iteron mark V is the biggest industrial I can get until I buy a rather expensive and high skill requirement freighter. People tell me the orca is a small freighter but that's true only in its cargo size. Its price and skill requirements are similar to a freighter and it has less agility.
I propose a ship somewhere between industrials and freighters which would require the transport ships skill perhaps, in addition to the racial industrial skill. Or perhaps instead of transport ships it would require advanced spaceship command. But it would not require the capital ships skill. Its cargo size would be a bit over 100,000m3 so that it could hold a single freight container. Otherwise it would be similar to a freighter with its hit points, agility, and mineral cost adjusted to reflect its smaller size. It could not pick up cargo while in space, and it would have no fitting options. |

DarkAegix
Acetech Systems
959
|
Posted - 2012.02.24 05:45:00 -
[653] - Quote
Hull nosferatu. For real men.  |

Sir Sniper
East India Ore Trade Apocalypse Now.
1
|
Posted - 2012.02.24 13:41:00 -
[654] - Quote
Point Defense turrets - module that shoots down incoming missiles.
We have defender missiles, but no turret based options.
Reactive Defenses - Module that is fitted to the ship that will explosivly detach itself to counter (1) bomb. Causes (x) damage to host ship.
Suicide drones - Need I explain the idea?
Blockade Runners Paradise - Enables blockade runners to ignore bubbles... +2 warp strength is not enough in reality. Only fitted on blockade runners.
Flak/Spinning crystals/multi warheads - splits damage of said weapon into smaller, aoe type weapon to improve damage against smaller target(s), however drastically reduced damage. Example would be EMP shell is split to do a 5km aoe effect at intended target, however only does (x) precent damage.
Towing Tractor Array - Allows you to select (x) ships to folow you where (x) is based on number of mods fitted, which are based on skills and/or towing ship size. When doing this, towed ships are considered empty, but "locked" preventing theft. Train moves as fast as slowest units base speed (both standard and warp).
Not sure if any/all have been posted before -_-
|

Andrea Griffin
132
|
Posted - 2012.02.24 17:46:00 -
[655] - Quote
Faction and deadspace damage controls. Not original, I know, but they would be nice to have. 70-75% hull resists for a stealth Gallente buff.
Wouldn't it be interesting if a special probe could be launched to provide an additional sensor to the owned ship? Dropping one of these could prohibit one jammer from affecting the ship; drop two, and two jammers won't affect the ship, etc. Similar to how warp strength works; you need N+1 points to hold a ship down.
These wouldn't affect the sensor strength of the ship, and the charge should probably take up the entire probe launcher's space. Lifetime should be relatively short (minutes). The charge could also be destroyed.
This would be a HUGE win for solo / small gang PvP types, and it would give pilots an option of giving up a gun/missile/utility slot instead of a mid or low slot, while nerf ECM ships without actually touching them.
I'm not sure how expensive spherical calculations are, but perhaps the probe would, instead of preventing jamming, allow the ship to target anyone within a certain radius. It's not you guys who need to repair what has been broken, it's us. CCP Wrangler |

GeeShizzle MacCloud
59
|
Posted - 2012.02.24 22:05:00 -
[656] - Quote
CCP u guys need to fix all ur in game items that have an infinite attributes!!!!!!!!!!!!!!!!!!!!!!
ill give you some examples and how you guys sidestepped the issue to try fix the symptoms rather than the route cause.
Titans AoE DD - affecting all on grid (changed to single high alpha on one target) Titans infinite tracking DD - DD hitting anything for max damage (changed to only be used on caps) SuperCaps immunity to EWAR (still an issue and a restriction to the tactical combat sandbox)
They are the 3 most obvious but there are more areas of Eve Online that have these.
especially when you consider the level at which Eve is played by people... when is an infinite variable a good idea in a game like this?
|

GeeShizzle MacCloud
59
|
Posted - 2012.02.24 22:25:00 -
[657] - Quote
EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on.
so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties.
Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve.
It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural counters to Supercap blobs that arent the rediculous 1000 rifter idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
|

Elanor Vega
Native Freshfood Minmatar Republic
105
|
Posted - 2012.02.24 23:41:00 -
[658] - Quote
GeeShizzle MacCloud wrote:EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on. so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties. Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve. It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
In EWAR group, i hope you putted tackle modules too. Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives. If any small ship could tackle larger ships, then that ship should be specialized in tackle. |

Quade Warren
Urban Mining Corp Rising Phoenix Alliance
3
|
Posted - 2012.02.25 00:46:00 -
[659] - Quote
Nestara Aldent wrote:Some ideas above I don't like. Nobody would hull tank anyway so hull tanking remote rep module would be for lulz only and too from fiction point of view Empire navies wouldn't develop such useless things. And the game isn't WWII as well, so leave it alone! There are broken modules in the game, T2 armor plates are worse than meta 4 plates for example, useless 50mm/100mm and 200mm armor plates and Micro and Small shield extenders etc. They need to be fixed somehow. What would be nice are faction and officer and deadspace Covops cloaks maybe, which would need less CPU and maybe have less targeting delay after deactivation. Maybe faction deadspace and officer moded rigs, something we know how to use, but not really copy.  For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability). EDIT: T3 cruisers have better overheat capability. That could be added to ordinary ships as well through the use of new rigs or modules, but with significant drawbacks not inherent in T3s. It might be hard to balance, so its maybe not a good idea after all. Consider making the rewards from pirate LP stores such that grinding rep and LP with them is worthwhile.
I've noticed this is a growing trend as well. There are several modules I will not consider when trying to fit out a new ship because the cost/benefit just is not there. I am in no way a veteran when it comes to fitting, but it just doesn't make sense to fit 200mm plate when a larger one will do better for a little switching around of modules.
These modules also seem only useless because of the experience of the player base. Experienced players offer ideas to some of the best fittings, so sites like Battleclinic thrive. This is a good thing. Newer players begin to understand the complexity of fits and how the slots can interact to form one unit. This is also a good thing, but in some ways it is stagnating. I imagine this is why there is a push for new modules.
So what to do about the leftover modules? There are a slew of science, mechanic, and industry skills that are very tightly focused. Is it possible you could expand the concept of invention through a sort of technological "alchemy"? Create new modules by throwing together certain components with chance based modifiers, like the current invention, to create something new? Not precisely greatly enhanced, but just better or even different.
I believe this is similar to the idea that the players could eventually design technologies and submit them for the developers to add to the game, but that obviously would get out of hand. This system is constrained by the attributes already present on existing "useless" modules and could be relatively automatic. Relative being highly relative; designing the algorithm to take attributes and skills into account sounds like a nightmare, but I digress.
An example? Combine an armor plate with a projectile cannon to create a "reinforced barrel" which could either lead to greater ranges for the same damage or the increased damage for a more unpredictable range. Based on the mass of the plate or type of plate would determine the characteristics of the reinforcement.
What if you combined a rig with a module of a relative type to increase the modules capabilities? A propulsion rig on a propulsion module to give it different characteristics. Decreased sig radius penalties on MWD, maybe enhanced agility. Granted, the purpose of rigs is to enhance the performance of the ship in question, so this would seem like a form of "double" stack. There are numerous drawbacks that can be taken into account. You could argue that the enhanced thrust requires lighter shielding for radiating excess heat out into space, therefore the new and improved propulsion module takes away armor points much like the Dynamic Fuel Valve rig does.
Ultimately, this would lead to a more unpredictable sandbox environment. It may also result in a very disrupted market once modules like this could be sold. Just my two cents.
I would also like to say that I apologize if I am stating something that has already been said. It was a quick idea and I did not feel like researching the forums extensively to guarantee a "unique" post.
Quade
|

Ganthrithor
GoonWaffe Goonswarm Federation
121
|
Posted - 2012.02.25 01:34:00 -
[660] - Quote
1. 'Filthy Capitalist' Capital Whateverturrets
Special PVE-only capital gun turrets for dreads (and titans, I guess, in theory) that provide siege-like damage (but without having to siege) with improved tracking for use against rats. After spending months training for dreads only to have Dominion released a few weeks later, I feel my dread should be useful for something :\ Also, anything that results in more capital kills in Sanctums is a-ok with me.
2. Capital Sentry Drones
Like sentry drones, but for Supercarriers! Massively increased damage output and range over existing sentries combined with vastly inferior tracking. Lets supers participate in POS shots again while avoiding giving them a dronebay (although personally I'd prefer it if you just gave them a ~250m3 drone bay and let them use a few normal drones-- come on, that's less bay than a Dominix...). While normal sentry drones look like water boatmen, capital sentries should look like little space buildings bristling with scary looking guns. And they should have little windows / lights all over, because they are so much bigger and more exciting than regular sentries, you see.
3. T2 cynosural field generators
Jesus christ, I'm sick of sitting around for ten minutes at a time every time I need to move a cap. T2 cyno field gen that uses half the ozone of T1 and has half the duration (5 minutes on most ships, 2.5 minutes on recons). It's just the right thing to do.
On a related note, give covops frigates (covops and bombers) the same cyno duration bonus that force recons get.
4. Hacking modules that allow players to "take control" of offline POSes
It would be good for the server, and good for explorers!
I've got a bunch of ideas for deployable equipment and other gear as well, but you said modules so I'll leave it at that. |

GeeShizzle MacCloud
59
|
Posted - 2012.02.25 01:51:00 -
[661] - Quote
Elanor Vega wrote:GeeShizzle MacCloud wrote:EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on. so all EWAR mods would be broken into 4 sizes:
- Small
- Medium
- Large
- Capital
Then take those modules and change their %age attributes to be discrete values balanced to their sizes. specialised t2 ships with bonuses to those modules get an attribute modifier on those modules. Add a few lines of code to make sure multiples of these modules applied to a target still submit to stacking penalties. Basically to fix the ridiculous scenario that the same module used by a frigate has the same effect on target as the same one used by a capital. This would open up many more options for fleets gangs and squads to utilise larger ships for better results using EWAR modules. adding to the risk reward mechanic of Eve. It would also pave the way for:
- Supercaps having their EWAR immunity removed
- Allows capitals like carriers many more roles and possibilities in Cap fleets.
- Allows more natural sandbox counters to Supercap blobs using EWAR that arent the rediculous 1000 rifters with sensor dampeners idea.
- Adds to the Sandbox nature of Eve Online instead of forcing the more 'endgame' elements of it into a pre-defined 'mold'.
In EWAR group, i hope you putted tackle modules too. Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives. If any small ship could tackle larger ships, then that ship should be specialized in tackle.
i would include tackle mods in that, although most tackle mods are already a discrete value... their granularity i think needs to be increased. you will still be able to have specialised ships that can tackle larger class ships by having inherent attribute modifiers assigned. Plus the people who think changing EWAR attribute from %ages to discrete values will remove stacking penalties on a target, thats seriously such an easy thing to code against. |

Reaver Glitterstim
Dromedaworks inc
28
|
Posted - 2012.02.25 05:48:00 -
[662] - Quote
Elanor Vega wrote:GeeShizzle MacCloud wrote:EWAR mods need to be iterated upon to add more options to the current battlefield. like how rigs were changed from 1 size to 3 differing sizes, ewar mods need to be expanded upon to make more sense and to scale properly for the ships theyre used on. moar stuffs about topic here
In EWAR group, i hope you putted tackle modules too. Its just stupid that one little frigate can tackle any ship in the game and kill their warp drives. If any small ship could tackle larger ships, then that ship should be specialized in tackle.
Perhaps all medium ships could have a natural warp strength of 1 and large ships could have a natural warp strength of 2. Capital ships could have varying warp strengths from 4 on up. Tackle frigates would want to fit 2 warp scramblers to make sure they can hold their target, but that's not so hard to do. Amarr interceptors and the executioner should have a low slot changed to a mid slot perhaps.
Then add these modules in to fit onto larger tacklers: Heavy Warp Disruptor 50 tf CPU
60 MW powergrid
125 GJ activation, 5s duration
40km optimal range
+2 warp scramble strength
The regular warp disruptor is aimed at cruisers but can be used by frigates. This module is aimed at battleships (with high CPU and activation cost), but can be used by cruisers. It is not feasible for frigates to use this module, even though they can technically fit one.
Heavy Warp Scrambler 40 tf CPU
30 MW powergrid
25 GJ activation, 5s duration
15km optimal range
+3 warp scramble strength
This module is aimed at use by cruisers and up. It can be used by frigates, but it costs a lot of powergrid and capacitor. Perhaps amarr frigates are more likely to use this, as they have less mid slots anyway.
I also have a bunch of ideas for making other EWAR modules of varying sizes, but I'm having difficulty working with the issue of the existing ships. Perhaps the best solution is to maintain the long ranges that the little ships have with EWAR and just make it less effective against large ships. Small ships should also have a resistance to larger-size EWAR. Here's an example dealing with ECM: Large ECM +10 jam
20s duration
Medium ECM +5 jam
10s duration
Small ECM +2.5 jam
5s duration
Clearly, the larger modules are more likely to jam a large ship. Now the amount of time a ship is jammed is either based on the ship's size or the module used against it, whichever gives a smaller amount. Large ships jam for 20s, medium ships for 10s, and small ships for 5s. So for instance, if you use a medium jammer on a battlecruiser, it'll jam it for 10s, but the same module used against an interceptor will only jam it for 5s. Your module still needs 10s before you can use it again. Now if you use it to jam a battleship, that battleship will only jam for 10s, but since it has a greater resistance to ECM, you have a lower chance of jamming it.
Sensor Dampeners, Tracking Disruptors, Target Painters, and maybe even Stasis Webifiers could work on a system where they have a maximum effect based on the size of the module. Since larger ships have a greater signature radius and usually a longer range, you'd want a bigger target painter or sensor dampener to have maximum effect against them. Stasis webifiers could work against mass, you need a bigger webber to fully web a heavier ship. Tracking disruptors could work against a turret mass value that could be added arbitrarily to each turret just for this mechanic.
And just as small EWAR wouldn't work as well on big ships, big EWAR wouldn't work well on small ships. The above 4 types of EWAR could have their effectiveness based on a ship's sig radius. If the ship's sig radius is smaller than the module's effect radius, the effect is reduced. The modules would have effect radii as follows: Small: 50m Medium: 150m Large: 450m Some ships the same size as a particular module will have a small resistance to it, for instance it'll be slightly harder to use medium EWAR against a stabber but it's weaker to small EWAR so it all balances out in the end. |

GeeShizzle MacCloud
61
|
Posted - 2012.02.25 11:25:00 -
[663] - Quote
i was with you right to the end...lol!
one of the cornerstone thoughts was that the larger more powerful modules would be more effective on a target than the smaller mods with possibly the exception of propulsion and bonused modules being used on the appropriate t2 ships. Prop jammers would have a turret tracking attribute so although the mods strength could be overwhelming... a well fit and well piloted ceptor would still be effective and hard to nail down by a large ship. |

GeeShizzle MacCloud
61
|
Posted - 2012.02.25 13:05:00 -
[664] - Quote
failed click on quote rather than edit without realising!
*facepalm!* |

CaleAdaire
Research Industry Mining and Support Gatekeepers Universe
29
|
Posted - 2012.02.26 05:48:00 -
[665] - Quote
New Rig Idea Hull & Armor Rigging Hardened Fastenings.
The module securing fastenings and power/computer conduits are reinforced allowing them to handle increased loads and and information, this innovation, adapted from T3 cruisers, allows ships to overheat mods with reduced damage.
Modules take 12% less heat damage, and stacking penalties apply has enough drawback that you can only apply two rigs to any ship. (this prevents T3's from getting half overall over heat damage.)
Please stop asking for new stuff "Cuz it's neat".-á |

Balor Haliquin
Macabre Votum Against ALL Authorities
0
|
Posted - 2012.02.27 19:11:00 -
[666] - Quote
Here are some ideas sorry for repeats.
Tier 2 Capital Weapons: Most of the capital weapons on the market are good for both capital fights and engaging sub capitals. The next tier of guns should really be for capital fights only. Heavy guns that have such poor tracking and massive signature resolution that they can only hit the largest and slowest targets but whose alpha is such that they are key for that role. These guns are hard to put on any ship. They should be so fitting intensive that Titans have to sacrifice their tank or go under gunned to use them. These guns are for cap on cap fights and hard target bashing. Suggested names: Mega Tachyon Beam Laser Mega Tachyon Pulse Laser Heavy Citadel Torpedo Launcher Heavy Citadel Cruise Missile Launcher Neutron Siege Blaster 1500mm Rail Gun Triple 4250mm Siege Artillery Quad 3000mm Repeating Artillery
Named Capital Weapons: The capital guns need to be flushed out as far as named guns are concerned. The bonuses for using bigger guns can be having a good bonus in only one area and sacrificing another area stat wise. For example having a good range but having bad tracking. This gives the pilot a really good chance at optimizing the ship for a specific style of combat.
Jump Drive Controller/Jump Drive Fuel Manager/Jump Drive Capacitor Controller Navigation rigs that increase a capital ships range, reduce fuel cost, and reduce minimum capacitor need of the jump drive respectively. Each rig adds its benifit at the cost of hull hp.
AMS systems: Anti Missile Systems can come in 3 forms; laser, blaster, autocannon. they act like defender missiles but are unique modules. Laser AMS uses cap and needs no ammo and has the best range, but it has the lowest damage. Blaster MAS have the best damage, able to wipe out whole stacks of missiles. But it is very very short ranged. AC-AMS has average range and a great rate of fire, but burns through its ammo very fast.
More ideas to come I'm sure |

Nalha Saldana
Eternity INC. Goonswarm Federation
137
|
Posted - 2012.02.28 13:28:00 -
[667] - Quote
Damage Amplification Module Gives a bonus to the damage of turrets and missiles while making its rate of fire slower to hit harder with each attack.
Damage Modifier 2x Rate of fire bonus -50%
Should have stacking penalty with itself but not with gyrostab/heat sink/mag stab/ballistic control Fits in a mid slot |

Aquila Draco
123
|
Posted - 2012.02.28 17:45:00 -
[668] - Quote
"Over-boost Defense Module" or "Emergency Defense Module" Boosts shield resistance to 99,9% for 20 secs while overheating itself. After usage its destroyed by overheating.
Fits in mid slot. |

Aquila Draco
123
|
Posted - 2012.02.28 17:58:00 -
[669] - Quote
Something for miners:
"Bubble shield generator" Project POS-like shield in 10km radius around the ship. Ships in side of the bubble can't be targeted. Ships in side of the bubble can only target non-ship objects that are outside of it (ore roids, cans,...) Only ship that generate it can be targeted. HP of the shield and resists of it is up to you.
Fits in high slot.
Restrictions: Can be only fitted on ORE capital ships (Orca and Rorqual) |

OCHOYTNIK
3RD World Patrol
0
|
Posted - 2012.02.28 21:57:00 -
[670] - Quote
Hello Everyone I have a stupid idea.
My idea is this: Chase drones/probes.
So you are sitting on a gate/station/star whatever and the red flashy guy turns up, he's too fast for you and your interceptors just miss him. He's gone! Except your chase drone damn near insta-locked him and is on his tail. Now it's following him, in warp, like a big space chasy thing. It's reporting back it's position on directional and on the system and star maps.
Target jumped out of system? chase drone follows him through the gate. It's only got a certain amount of cap though and a couple of warps across Oipo will drain it completely.
Details of stupid idea:
-single use utility high slot drone(converted probe launcher) or 25m3 drone. Launched during gate camp orbiting your ship. -limited cap, modified by yet another drone skill or an underused profession skill like hacking or something. -model is a drone orbiting the target ship. - targets anything red and flashy(can set targetting behavior in drone control window) on the overview and goes after the first one that warps away (up to max targets locked) -does no damage, just reports back to the user until it dies - can be warped to by the player controlling it so the chased player has to keep moving.
Countermeasures: -out run it, it can be out run by the fastest warping ships if a ship is off grid to the chase probe then it loses the target and shuts down. -send in a decoy guy you don't care about in a shuttle -shoot it, agression mechanics apply. -FLY THROUGH THE SUN! (I really want the sun to actually do something in this game, it's a million mile wide ball of fire for gods sake.)
I always think that one of the most awesome parts of the game is when you are in warp with someone else imagine getting through a gatecamp and realising that you are being CHASED BY A DRONE!
OK you are all now free to question my sexuality and punch me in the virtual face for being a moron. |

Rawls Canardly
Phoenix Confederation
19
|
Posted - 2012.02.28 22:53:00 -
[671] - Quote
Probably been mentioned, but reading 30-something pages of arguing is pointless. Drone Control Array High slot module, Reqs similar to a medium hybrid turret. Adds 5 m3 drone bandwidth. T2 version gets 7.5 m3, and faction (Fed navy ofc) gets 7.5 with reduced requirements.
BEFORE YOU SCREAM: This system would occupy a high slot, robbing a boat of one turret/launcher. the tradeoff would be painful. Also, not even a myrmidon would not be able to field more than 4 large drones. (falls short by 5m3 with all 6 highs full, which would gimp your dps anyway.)
Honestly the myrm needs another 15 bandwidth and a utility high slot anyway, but that's not what this thread is for. |

OCHOYTNIK
3RD World Patrol
0
|
Posted - 2012.02.28 23:46:00 -
[672] - Quote
Another absolutely horrible ideaGǪ
You have a set of scripts running on your ship, accessed through the fitting window. Your offensive modules have a script with a version number or age attached to them. You have to update your scripts on your ship or you will fall behind, just as you have to update your antivirus on your PC now you have to update your anti ECM scripts. I know that you LOVE updating your antivirus. Script updates would be manufactured from hacking sites, algorithms could be bolted together from snippets of adaptive code found using hacking.
An AI with an up to date script would be less affected by hostile ECM and targeted modules. Hacking corps could snip algorithms from sleeper/Jove sites or run long invention jobs on existing scripts in order to improve their AI over and above the enemyGÇÖs.
The hacking profession would be a bit more fun as there would be a constant dribble of improvement if you are actively involved in it. You could strike the next major breakthrough and get a script drop six months in advance of whatGÇÖs out there now. Corp theft, spying and the odd ganked hauler would ensure that a script doesnGÇÖt stay private for long.
You would never quite know what you were facing...
A lagging version of the AI would be seeded to stations as the standard version, no cost to the average player. This GÇ£continuously improvedGÇ¥ version would represent that empireGÇÖs baseline research, some months the Amarr would be ahead in some aspect, some months the Caldari but never by much. With a little effort the average pod pilot would be able to pull ahead of the curve.
Corps/alliances with the most advanced scripts would have an advantage over others but they would need to distribute the scripts to others and those scripts could be intercepted in transit.
Undocking with a two year old AI script would be basically the same as undocking with your pants around your ankles. Basically, if you donGÇÖt adapt, you die.
|

OCHOYTNIK
3RD World Patrol
0
|
Posted - 2012.02.29 00:19:00 -
[673] - Quote
Last terrible idea for today (or perhaps ever depending on how much virtual dung gets thrown at me)
I used to love Elite. If you are too young to remember, Elite was EVE online crammed into 32K of memory. Despite the fact that you can get desktop icons larger than 32K now Elite managed to have nearly everything that EVE has but as a single player game. It was awesome and it came on a cassette tape.
But I am supposed to be talking about modules, Elite had a module that EVE doesnGÇÖt have.
The fuel scoop!
You would fly to the sun and then have to balance your heat damage from the sun with the amount of fuel that you are grabbing from it. YouGÇÖd then use the fuel to jump between systems (I know we have stargates but you donGÇÖt have to use the scooped material for fuel in EVE).
Thermal damage to modules from proximity to the sun should be a thing. It is a star, you are right next to it, YOU SHOULD HEAT UP. You should get something for being such a rugged risk taker.
You could have an industrial ship with a fuel scoop that mines the gases from the sun just by being there scooping like a boss. Those gases could be ejected as a defence with a pollution charge from Concord (OK I am getting tired). Your industrial ship could then create an area of effect around itself on purpose. If your ship goes boom when full of fuel then you turn the gate or undock into a miasma of despair for all involved with Damage Over Time until the spill is cleaned up or dissipates.
The gases should be somehow useful as well, you figure it out, I'm tired. Maybe you could sell them to power PI or POS's or vehicles for those DUST mites running around on the planet's surface...
OK, thereGÇÖs an idea in there somewhere. IGÇÖll say POS fuel because my brain wants me too, not sure why.
Now I need to go lie down. |

BulletMagnetMan
Cerberus Federation The Jagged Alliance
0
|
Posted - 2012.02.29 00:44:00 -
[674] - Quote
I'm sure this has already been mentioned but trawling through 36+ pages is not my idea of fun.
Module: Implant Extractor / Implant Extractor Tech2 / Faction versions
Basically it means you can loot a corpse of potential implants. You will need to have either the salvaging skill or a new Implant Extractor skill to allow for a better chance of implant extraction.
The more advanced the implant, the harder it is to extract it, with more chances of failure if your skills are too low. So someone with base skills trying to extract a Crystal implant would fail and destroy the implant. 
This could be fitted to a high slot, or to a medium to make it more difficult for broad usage.
The Tech2 version would obviously add bonuses to the chance of implant retrieval and if faction versions were created then they would have some other effects or bonuses.
I would suggest that ships such as the Noctis would provide a bonus as with their salvaging bonus.
Alternatively, we could have the ability to attempt to remove implants from corpses at the Medical Facilities. The same skills-based bonus/penalties would apply - if you don't have the skills, you'll probably break them.
Perhaps even creating some temporary implants from the extraction if someone has extracted it, but not done a good job of it. This might impair the implants performance or give it a limited lifespan.
"Unstable Cybernetic Subprocessor - Improved". This processor's performance has been drastically reduced because of the extraction process. It is not advisable to install it as it may have a limited effect or cause neural damage. |

BulletMagnetMan
Cerberus Federation The Jagged Alliance
0
|
Posted - 2012.02.29 00:54:00 -
[675] - Quote
OCHOYTNIK wrote:Hello Everyone I have a stupid idea.
My idea is this: Chase drones/probes.
So you are sitting on a gate/station/star whatever and the red flashy guy turns up, he's too fast for you and your interceptors just miss him. He's gone! Except your chase drone damn near insta-locked him and is on his tail. Now it's following him, in warp, like a big space chasy thing. It's reporting back it's position on directional and on the system and star maps.
Target jumped out of system? chase drone follows him through the gate. It's only got a certain amount of cap though and a couple of warps across Oipo will drain it completely.
Details of stupid idea:
-single use utility high slot drone(converted probe launcher) or 25m3 drone. Launched during gate camp orbiting your ship. -limited cap, modified by yet another drone skill or an underused profession skill like hacking or something. -model is a drone orbiting the target ship. - targets anything red and flashy(can set targetting behavior in drone control window) on the overview and goes after the first one that warps away (up to max targets locked) -does no damage, just reports back to the user until it dies - can be warped to by the player controlling it so the chased player has to keep moving.
Countermeasures: -out run it, it can be out run by the fastest warping ships if a ship is off grid to the chase probe then it loses the target and shuts down. -send in a decoy guy you don't care about in a shuttle -shoot it, agression mechanics apply. -FLY THROUGH THE SUN! (I really want the sun to actually do something in this game, it's a million mile wide ball of fire for gods sake.)
I always think that one of the most awesome parts of the game is when you are in warp with someone else imagine getting through a gatecamp and realising that you are being CHASED BY A DRONE!
OK you are all now free to question my sexuality and punch me in the virtual face for being a moron.
That's actually not a bad idea. Obviously Carriers have the ability to make their Fighters follow a target once it has been assigned. But having some sort of covert drone that can do the same would be good.
I would suggest the drones distance would be dependant upon the Drone Navigation skill, with a maximum of say, 6 jumps. If the target stays in the same system then it could go until it's cap runs out or until it recharges to chase them again.
Certainly trying to scan down a ship or pod in a system is always frustrating and usually a fruitless exercise. Once they see the probes zeroing in, they warp somewhere else. It's pretty difficult to catch someone. |

Rawls Canardly
Phoenix Confederation
20
|
Posted - 2012.02.29 03:27:00 -
[676] - Quote
Another thing I'd love to see is faction armor plates giving a racial resist bonus (not much, perhaps 10% to whatever resist they tend to be best tanked against). |

Elanor Vega
Native Freshfood Minmatar Republic
118
|
Posted - 2012.02.29 13:14:00 -
[677] - Quote
I think i have great idea for new module: "Targeting alerter" or something like that for name Negates the effects of Passive Targeter systems and allow you to see every time if/when you are targeted.
Fits in mid slot. |

Jacob Holland
Weyland-Vulcan Industries Alliance not Found
18
|
Posted - 2012.02.29 17:32:00 -
[678] - Quote
Dry-Dock Freight Container:
Applying some of the rules from station containers to shipping containers GÇô Station containers can hold assembled ships (but are obviously too large to be shipped from place to place). A shipping container large enough to limit its use to freighters (and therefore prevent deployment in belts as a mining container for example) and with rules and capacity to contain an assembled Battleship allows the movement of (particularly) rigged ships which will not fit inside an Orca more efficiently than flying it, shuttling backGǪetc.
External Size: 450,000m3 (Allowing two to be carried in any max skilled freighter, although in the case of the Fenrir, only just). Internal Size: 500,000m3 (A minimal level of expansion, suitable for almost all BS (see below)).
My current thinking is to keep the packaged size small, perhaps ten or twenty thousand cubic meters, partially to allow the containers to be moved by standard haulers and also allowing a freighter to carry packaged containers without significantly impairing its normal operation.
A note on container capacity: The size chosen creates slightly more than a 10% expansion which shouldnGÇÖt ruffle too many feathers. There is an issue however... The Machariel is about 20% larger than the GÇ£averageGÇ¥ battleship and will not fit within this type of container. While GSCs allow a 30% expansion they cannot be used in freighters. While there is no danger of allowing packaged capitals into Empire using this method there is still a certain reluctance to increase Freighter cargo capacity more than is absolutely necessary.
Finally, the rules for these containers would have to be considered quite carefully to prevent freighters loading up on fully expanded haulers full of containers (further increasing their expansion). The right choices of ships could, after all, significantly increase the capacity of the freighter if used in this manner - easiest would be to apply the rules for Ship Maint Arrays, meaning that only ammunition could be carried in the holds of ships inside the containers (though that's a large amount of ammunition none the less) but I wouldn't want to prevent a Fenrir from moving two battleships at once simply because they each have a can of cap boosters in the hold so the container rules would have to be carefully considered. |

Jacob Holland
Weyland-Vulcan Industries Alliance not Found
18
|
Posted - 2012.02.29 17:35:00 -
[679] - Quote
Nalha Saldana wrote:Damage Amplification Module Gives a bonus to the damage of turrets and missiles while making its rate of fire slower to hit harder with each attack.
Damage Modifier 2x Rate of fire bonus -50%
Should have stacking penalty with itself but not with gyrostab/heat sink/mag stab/ballistic control Fits in a mid slot
Why is my only thought of a 1400 Maelstrom with a full rack of these in the mids and a full rack of gyros in the lows...? volley to melt entire planets... |

Lord Meriak
Amarrian Retribution
6
|
Posted - 2012.02.29 18:27:00 -
[680] - Quote
Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile
I like this idea it would help with station games also aggression count down on gates pull them away.. |

Kitt JT
Crimson Empire. Nulli Secunda
16
|
Posted - 2012.02.29 21:47:00 -
[681] - Quote
I'm sure this has been mentioned already, but portable "system cyno jammers" maybe on a new class of ship? maybe on a hictor?
the other thing i've always thought would be interesting is something like a "drone control disruptor"
basically, like another kind of electronic warfare (although i always imagined it in a high slot) that disrupts a target ship's ability to control its drones.
it would basically do the same thing as an ecm module, but it causes a ship's drones to return and orbit. maybe a jamming chance based on the ship's drone bandwidth?
ofc, it would have to be able to affect supers as well... |

Amaroq Dricaldari
Malicious Mission Murderers
91
|
Posted - 2012.03.01 00:06:00 -
[682] - Quote
OCHOYTNIK wrote:Another absolutely horrible ideaGǪ You have a set of scripts running on your ship, accessed through the fitting window. Your offensive modules have a script with a version number or age attached to them. You have to update your scripts on your ship or you will fall behind, just as you have to update your antivirus on your PC now you have to update your anti ECM scripts. I know that you LOVE updating your antivirus.  Script updates would be manufactured from hacking sites, algorithms could be bolted together from snippets of adaptive code found using hacking. An AI with an up to date script would be less affected by hostile ECM and targeted modules. Hacking corps could snip algorithms from sleeper/Jove sites or run long invention jobs on existing scripts in order to improve their AI over and above the enemyGÇÖs. The hacking profession would be a bit more fun as there would be a constant dribble of improvement if you are actively involved in it. You could strike the next major breakthrough and get a script drop six months in advance of whatGÇÖs out there now. Corp theft, spying and the odd ganked hauler would ensure that a script doesnGÇÖt stay private for long. You would never quite know what you were facing... A lagging version of the AI would be seeded to stations as the standard version, no cost to the average player. This GÇ£continuously improvedGÇ¥ version would represent that empireGÇÖs baseline research, some months the Amarr would be ahead in some aspect, some months the Caldari but never by much. With a little effort the average pod pilot would be able to pull ahead of the curve. Corps/alliances with the most advanced scripts would have an advantage over others but they would need to distribute the scripts to others and those scripts could be intercepted in transit. Undocking with a two year old AI script would be basically the same as undocking with your pants around your ankles. Basically, if you donGÇÖt adapt, you die. Scripts doesn't sound like a Terrible Idea. I read about 1/3 or maybe 1/2 of your post, and even then I already validated the idea as not being terrible. Don't be so hard on yourself, man! I admit, it would still have to go through CCP, and they would still have to make some changes, but maybe Newer Scripts and Older Scripts could have advantages and disadvantages over eachother and could be updated and exchanged whenever, and there could also be Third Party scripts that you could put in your modules. This is my signature. There are many like it, but this one is mine. |

Susan Black
KA POW POW Inc Late Night Alliance
5
|
Posted - 2012.03.01 01:38:00 -
[683] - Quote
I always thought there should be a module, similar to ECM, that prevents a player from activating non targetting modules, such as smartbombs and cynos.
-You could counter a smartbombing pirate on a gate by 'jamming' his smartbombs -Ship scanners would have new uses as people try to prevent hot drops in low-sec
There just seems something lacking in this area. I've run into situations where we haven't engaged the enemy after ship scanning and seeing their cyno, and knowing from past experience they would drop. Adding an additional layer of strategy in the game for both sides would make this interesting. (Bringing backup cynos, getting good at ship scanning, etc.)
It just seems like if you're good enough to scout things out, ship scan, and get intel, there should be some resource for countering your enemies plan with this regard.
|

Crucis Cassiopeiae
EvE-COM
883
|
Posted - 2012.03.01 12:20:00 -
[684] - Quote
Jacob Holland wrote:Nalha Saldana wrote:Damage Amplification Module Gives a bonus to the damage of turrets and missiles while making its rate of fire slower to hit harder with each attack.
Damage Modifier 2x Rate of fire bonus -50%
Should have stacking penalty with itself but not with gyrostab/heat sink/mag stab/ballistic control Fits in a mid slot Why is my only thought of a 1400 Maelstrom with a full rack of these in the mids and a full rack of gyros in the lows...? volley to melt entire planets...
One shot orca killing in Hi-sec? Or 100% sure gank on hulks in 1.0 sec.
That would not pass.
Even now is too easy to gank miners. |

mine mi
FW Scuad E C L I P S E
5
|
Posted - 2012.03.01 19:30:00 -
[685] - Quote
A script for ECCM modules, which nullifies the original effect, but make them invisible to the directional scanner |

Pidgeon Saissore
Dark Neutron Star
17
|
Posted - 2012.03.03 20:38:00 -
[686] - Quote
Panic stop module Instantly brings your ship to a dead stop weather in warp or not. Assuming you are watching closely to d scan for warp bubbles you can stop early to avoid falling into a trap or if someone bumps you you can immobilize yourself again to either stay on the station you want to get in or to line your shot on them back up. |

Gerrick Palivorn
Caldari Provisions Caldari State
158
|
Posted - 2012.03.04 11:23:00 -
[687] - Quote
T2 Fighters
Prerequisite: Fighters V, Electronic Warfare Drone Interfacing V
Fighters that act like interceptors for the Carrier, T2 Fighters will do 1/2 the dps with a point and the racial ewar.
Amarr: Tracking Disrupt Caldari: ECM Gallente: Damp Minmatar: Web |

el alasar
The Scope Gallente Federation
156
|
Posted - 2012.03.04 14:34:00 -
[688] - Quote
introduce a new first counter to high alpha damage: - active buffer module (no repping, just temporary buffer at very high cap usage) - logistics: remote buffer or remote resists
chaff launcher: reducing signature radius
check the moderated 10000 papercuts evelopedia page! http://wiki.eveonline.com/en/wiki/Little_things_and_ideas_-_low_hanging_fruit_-_10000_papercuts
comment, bump(!) and like what you like |

Starscream Nighthawk
State War Academy Caldari State
2
|
Posted - 2012.03.05 10:55:00 -
[689] - Quote
Tech 3 modules (if they ever get made)
Being we have tech 3 cruisers how about some tech 3 modules that are completely customisable much like the tech 3 ships.
By this I mean as an example a shield/armour booster that you can change in station or on the fly in space - say its rep amount (to a certain degree depending on size of module) but doing so can increase/decrease its cap cost/cycle time or even its cpu/powergrid requirements.
So for example a small shield booster t3 could have the same stats as a t2 version but say you could increase its base rep from 30 upto 50 but it would increase its cap cost from 20gj to 30gj and its rep time from 2 seconds to 2.5 seconds. Could be done with a slider system for all 5 areas:
CPU Powergrid Cap Cycle time Amount rep'd
You could even say adding more cpu/powergrid to the booster fitting requirements allows you to stretch the boosters abilitys more by giving it "extra" head room to increase its rep amount/cycle time decrease etc.
Same could be done for guns.
A t3 blaster as an example could be given increased range with a decrease in fire rate or more dps/range at an increase in cap costs and a massive increase in cycle time
These type of t3 modules could give more versatility to a pilot in combat allowing them to change up there ships defence systems or weapons on the fly giving the pilot more control over there ship and the situation at hand. An example of this could be a small roam comes across a bigger fleet and needs support, while the supports on the way they could increase there ships defences to hold out as long as possible (lowering cycle/cap amount for less boost etc) before help arrives just by changing there t3 modules on the fly while in fight.
This could only happen i suppose with active modules rather then passive modules as passive modules would have nothing really to change apart from cpu/powergrid requirements to increase tank/dps/ewar etc. |

Astera Zandraki
Gallente Independent Progressive Alternative Federal Consensus Outreach
5
|
Posted - 2012.03.05 11:26:00 -
[690] - Quote
I don't know if this has come up but.. a low slot damage mod for drones? |

kardjaval
Caldari Provisions Caldari State
0
|
Posted - 2012.03.05 13:32:00 -
[691] - Quote
DRONES
Salvaging drones Would come in three sizes, light, medium, and heavy. Drone stats in terms of speed, bandwidth, size, resistances would be comparable with current t1 drones of comparable size (a light salvage drone would have the same speed and health as a light combat drone, ditto for mediums, and heavies)
Salvaging drones would require basic drone skills as their primary requirement, but their second requirement would be Salvaging level 5. a new skill would need to be implemented,
[Remote Salvage Operations] Allows operation of salvage drones. 5% maximum salvage drone velocity per level.
Light drones would require remote salvaging to be level 1, medium drones would require level 3, whereas heavy would require level 5.
The drones would return with their salvage, (or once the wreck has been salvaged) which will then be deposited into the users cargo hold, drones destroyed en route will have a chance to drop their salvage. Light drones will have a salvage cycle speed of 25 seconds,(reduced by 5% per skill in survey) medium drones would have a salvage speed of 15 seconds (reduced by 5% per skill in survey) and heavies would have a salvage cycle time of 10 seconds (reduced by 5% per skill in survey)
These drones can be use in conjunction with a new module called [Automated Wreckage Targeting System] which would be very similar to the automated targeting unit 1, except that it would automatically target wrecks instead of hostile targets. the end affect would be to allow drones to automatically target and salvage any wreck that is both within the automated targeting units range, as well as the drones maximum control range. effectively allow players who ended up with 50-70 wrecks at a single pocket to automatically start salvaging them in a more efficient manner.
Now a in respect to salvaging and the "carebear style" we need to go over the downside to using these drones.
here is a example light drone description.
Reclaimer X304 Remote Salvaging Drone A small, fast military drone re purposed for deep space salvage and retrieval missions by ORE. The drone is incredibly effecient with it's base programing, which is to salvage usable, or repairable parts from damaged and destroyed vessals, However due to the simple cost effective programming, the drone is unable to reconize recoverable item from the wreck's cargohold, such item are destroyed during salvage operations do to selective identifying programing.
Salvage drones will destroy any item or loot left over in a wreck, thereby still forcing players to collect loot from wrecks which will create cost benefit analysis from a players point of view, the increase salvaging speeds afforded by salvage drones would need to be weighed against the lost of possible valuable loot.
NEW WEAPON MODULE ____________________________________________________________________________________ F.o.F missile bays. will be a high slot weapon module, requiring a launcher hard point. will require a additional skill in addition to it' weight class and f.o.f. skills (so in addition to a f.o.f. cruise missile requirng the f.o.f. skill, and the cruise launcher skill, it would require this new aditioanl skill as well)
[F.o.F Missile Specification]Specialist training in the operation of advanced F.o.F. missile launchers. 5% bonus per level to the rate of fire, cargo capacity, and structure HP of modules requiring F.o.F. Missile Specialization.
Other than the above listed skill requirements, f.o.f bay would require comparable training to tech 2 variants of their missile class, (so, the f.o.f. cruise missile bay wuld require the above skill, as well as skills needed for tech two cruise missile launchers.
now what makes f.o.f bays special is for one, they can only be loaded with their correct f.o.f. missile variant (so cruise f.o.f. missile bays cna only be loaded with their cruise missile f.o.f missile, not any normal missile) the ammo capacity, rate of fire, and hp would be comparable to a tech 2 missile launcher (again, in the same weight clas) which would then be modifired by all corresponding skills.The end affect hopefully is to create a something similar to a missile storm effect, creating huge amount of devastating self guided munitions, namely for use in ecm heavy environment (or in time when there are alot of small targets, below your weight class ((causing long lock on times)
now, all that i said, for one i'm sure it probly won't even be read (i'm a pessimist) and for two, i freely and openly admit, it needs significant fleshing out, as well as the math run, the variable for contributing skills ran, etc etc. but it is just a idea, and a starting point. |

Mirajane Cromwell
52
|
Posted - 2012.03.06 16:57:00 -
[692] - Quote
Corpse salvager - has a low chance to retrieve implant(s) from a corpse that's floating in space - high slot - fits only to frigates/destroyers/cruisers |

kardjaval
Caldari Provisions Caldari State
0
|
Posted - 2012.03.07 01:42:00 -
[693] - Quote
New idea, this is a doozy of a idea, which also required the creation of new ships, as well as new modules
First i will go over the basic level, which would be a destroyer hull, possibly even a tier 2 destroyer
Now, here is the idea, Integrated weapon system, if you have ever seen the design philosohpy behind UNSC frigates and cruisers in the halo series (or the ion beam ships in the homeworld series) the idea is simple, the ship, is BUILT around a singuler weapon system, another example would be the real world A-10 thunderbird, and it's GAU-8 autocannon
here is a example ship, namely, this would show a Caldari destroyer which would fall into this class
Caldari Goshaw [i]The Goshawk is a unique ship which research, development, and creation have been a tightly-kept secret in the State's inner circle.The goshawk has a very unique weapon system, allowing it to not only engage crafts of similer hull size, but a unique intregrate weapon allow it to pose a threat to much larger, more armored crafts as well, especially when used in conjuction with other integrated weapon ships.[/i Fittin CPU : 21 Powergrid : 5 Calibration : 40 Low slots : Med slots : High slots : Launcher hardpoints : Turret hardpoints : Rig Slots : Structur Structure hit points : 47 Capacity : 550 m Drone Capacity : 0 m Drone bandwidth : 0 Mbit/se Mass : 2,200,000 k Volume : 64,000.0 m3 (5,000.0 m3 packaged Inertia Multiplier : 1.9 EM Resistance : 0 Explosive Resistance : 0 Kinetic Resistance : 0 Thermal Resistance : 0 Armo Armor hit points : 62 Armor EM Resistance : 60 Armor Explosive Resistance : 10 Armor Kinetic Resistance : 25 Armor Thermal Resistance : 45 Shiel Shield hit points : 78 Shield recharge time : 625 second Shield EM Resistance : 0 Shield Explosive Resistance : 50 Shield Kinetic Resistance : 40 Shield Thermal Resistance : 20 Capacito Capacity : 65 Recharge time : 433.33 second Targetin Maximum targeting range : 5 Maximum locked targets : Scan resolution : 475 Gravimetric sensor strength : 12 point Signature radius : 9 Othe Max velocity : 275 m/se Ship warp speed : 4.0 AU/ Magpulse propulsion strength :
Destroyer Skill Bonus 10% bonus to Small Hybrid Turret tracking spee 10% bonus to Small Hybrid Turret optimal range per leve 5% bonus to Small Hybrid Turret damage modifier per level Bonus: Can fit a Kessler Missile Integrated Weapons Syste now, on to the Kessler weapo
[u] Kessler Missile Integrated Weapons Systems[/u [i]Any impact between two objects of sizable mass spalls off shrapnel debris from the force of collision. Each piece of shrapnel now has the potential to cause further damage, creating even more space debris[/i
Basically, this is a baby doomsday device, as this is a Caldari variant, it wil have very similar characteristcs to current missile systems, with a few difference
For one, it's ammo with be weapon specific ammo type, they will behave like missile, and will have the same benefit as missiles(damage type selective) (so, there will be 4 missiles, one for each damage type, while the Amarr version would have a single crystal (or possibly 2 crystals, one with bonus damage, the other with bonus range) which would burn out after the burst fire, and thus need to be reloaded, the Gallente would use special hybrid ammo (one type of ammo for range, other for damage) which they load 3 rounds,fire and would then reload) while the Minmatar would have projectile ammo (same rules as above))but as well as the same cons (travel time, vulnerability to defender missiles, explosive radius) The launcher will have 9 m3 ammo capacity (each round will take up 3 m3 space) the weapon will also have a 1 second fire rate (so, all three rounds would fire in 3 seconds) but the amount of time it takes to reload will be significant (i was thinking 180 seconds) The weapon will take up a high slot, but will not require a hard point. As there are three rounds, the weapon will effectively fire in a quick 3 round burst, but each round will of course require it's own cycle time, now, this weapon will require cap usage (all integrated weapons require cap) the cap usage will be 33% of the ships base capacitor. the idea is to allow a destroyer to have a cruiser alpha strike, at least once, to use against either ships which outclass itself weight wise, or to use against a particularly tough ship within his own weight class. and, should a gang of these ship group up, their colective alpha fire power, should allow them to take on particularly tough, and much larger ships
Ok, i admit, he needs fleshing out, but don't they all? give me feedback, and yes, at the end here, i'm phoning it in, my brain is dying here, it's like a
|

Zombo Brian
Federal Navy Academy Gallente Federation
3
|
Posted - 2012.03.08 09:26:00 -
[694] - Quote
Low slot drone damage augmentors, like normal weapon upgrades using a lot of cpu and giving drones 20% more damage and faster firing speeds, that way gallente will get a little boost in their speciality
maybe even a module for drone HP, since drones are the only weapons you can counter with other weapons |

Spugg Galdon
Callidus Temple Forsaken.Empire
116
|
Posted - 2012.03.08 17:56:00 -
[695] - Quote
Capital Capacitor Booster and 1600 cap booster charges. |

Xavier Thorm
Dreddit Test Alliance Please Ignore
6
|
Posted - 2012.03.08 20:29:00 -
[696] - Quote
Mara Rinn wrote:An ore transfer array, which allows an Orca or other industrial ship to suck ore out of the holds of nearby vessels in the same fleet.
I would like to second this with a few more details.
I think this should be an activated module that consumes fuel and transfers minerals from the holds of all targeted ships once per cycle. I also envision this as being specifically intended for the Orca, which would be "in the field" so to speak, whereas the Rorqual is often in a POS nearby or some such.
This could also be replaced by some kind of drone, but I don't know which of these would be more practical.
|

S'totan
Neo Spartans Ctrl.Alt.Elite
8
|
Posted - 2012.03.11 17:34:00 -
[697] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
-Give Heavy dictors a script for their mod that causes an AOE webbing effect. -Give the coercer a second mid slot to make it useful in pvp. -Remove Target jamming entirely and give caldari a different type of ewar(it makes no sense that you cant apporach the enemy ship and pull the damn trigger on your guns.) OR!!! use that as the counter. allow ships that ARE jammed to approach a ship and fire their guns so they are not COMPLETELY useless.
thats all i got for right now. |

Hexatron Ormand
Aperture Space
0
|
Posted - 2012.03.11 23:43:00 -
[698] - Quote
One-use item, maybe even with "reuse timer" if that is possible. Like only usable once per 24h to not make it too strong.
Entropic Shield Medium Slot Only usable on unarmed ships or maybe even only on mining barges/exhumers gives a low bonus on warp core stabilization.. maybe +2 or +3 generates a strong shield that is impenetrable for maybe 30 to 60 seconds - just enough to get such a slow ship into warp
The basic idea behind it: Mining ships are unarmed, slow - in other words as helpless as possible, as they are usually unable to leave the scene if players show up that want to harm the miner. Miners have no defense, besides fleeing, and thanks to their very slow und barely maneuvering ships, not even this is a reliable solution in most cases. Having such a device would enable them to leave the scene, saving their ships.
If an item like this is considered too powerful, there could either be a "reuse timer" implemented to only allow using of such an item once in x time. Or maybe an automatic drop of all cargo - as way to just save the ship itself then, a purely "flee and get away" thing. There was also an idea about creating items that use more than one slot, this could also be imagined on this one, so it only fits onto the larger ships.
Maybe other ideas to balance it out come to mind. |

Merritoff
Zod's Minions
11
|
Posted - 2012.03.12 01:14:00 -
[699] - Quote
Inter-Locking Computer. Mid-Slot module. Provides intel as to which ships are targetting an ally.
Scenario Ship A; is a scout/escort for ship B Ship B; industrial ship
Ship A has a inter-lock to Ship B. If any ship target or locks, then that ship appears in a list window similar to watch list on the screen of A. |

AnzacPaul
Invictus Australis Northern Coalition.
99
|
Posted - 2012.03.12 02:23:00 -
[700] - Quote
Suicide destroyers. Sacrifices ship and pod to do AOE damage. Not usable in high sec.
Drunken Kamikaze roams ftw |

Dark Rawen
The 1st Regiment HUN Reloaded
0
|
Posted - 2012.03.12 09:11:00 -
[701] - Quote
sov related cloack disturbtion field generator. Can ancore on pos in soved sistem. need to manualy activate and consumer a tonns of iceproduct. Has a cicletime around 12 hour but decloack everithing in the sistem. only one can be anchored / sistem.
Not owerpowerd, it cant kill the covop class but give a chance to protect sistems from afk cloackers.
and a second one: Capital sized minig ship can not use staregates but can mine whit 6-8 stripminer. |

Dark Rawen
The 1st Regiment HUN Reloaded
0
|
Posted - 2012.03.12 09:26:00 -
[702] - Quote
make this real http://games.chruker.dk/eve_online/item.php?type_id=20707 it coud be an usefull item |

Aquila Draco
146
|
Posted - 2012.03.12 13:39:00 -
[703] - Quote
Counter measures.
Launches counter measures "baits" into space that decrease accuracy of ships targeting sensors. It have a chance to change target lock from your ship to bait making that guns/missiles fire at bait and not at your ship. Pod pilot of attacker ship during that still see normal lock on yours ship (only ship computer is deceived that that bait is your ship and still thinks that its targeting your ship). Baits work on their own capacitor that is depleted in 20 secs (or something like that) and baits are lost.
Fits in Mid slot.
(something like counter measures/decoys/baits in submarines) |

Rapala Armiron
DOUBLE IDENTITY Bloodbound.
0
|
Posted - 2012.03.12 17:55:00 -
[704] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
I want crew mods that effect the efficiency of the operation of the ship. Without a crew a ship will operate at decreased efficiency. Adding crew will improve efficiency as the quality of the crew improves. I view the mods as coming in different flavors: officer, science, military, industrial. I would have the crew mods created by PI -- essentially the PI "grow" colonists who become available for use as crew. I would also have the crew require maintenance -- payment of isk over time which increases as the crew improves in quality.
|

The Hamilton
Definitive Exploration and Excavations The Watchmen.
4
|
Posted - 2012.03.12 19:07:00 -
[705] - Quote
- Flares - Usable once (or some limited amount of times).
These provide an auto unlock by all enemy ships for a few seconds and have some sort of cool down like siege mode.
This could be taken further with super-caps and make fit changing only possible when not locked. Limiting their re-fit availability to a few dramatic seconds and helping a fleet that catches a wrongly fitted super-cap for the task get ganked (sort of).
Though there would need to be a lot of balancing involved I'm pretty sure flares of many kinds could be limited to specific ship types to help give them a little edge when caught off guard.
Some flares could provide smaller boosts like disrupting missiles or even provide a very wide range effect to de-cloak. Again usable once, go re-fit if you want some more and then wait 10 min to help the non-afk cloakers.
- Engine silencer
Dramatic decrease in your top speed for a big reduction in signature radius. Cap intensive. This would give non-afk cloakers a helping hand when/if some kind of cloak hunter is introduced.
- Banner flags
You have to follow someone into battle 
- Psychological Electronic attack big cool down / lasting effect
A somewhat random number of enemy and friendly ships appear on the wrong team in the UI. Maybe change the icons for ships with drones, just mindfuck stuff really. This could be a serious weapon for EAF's and would require player skill to overcome. Would last a little while. It would also make EVE the first MMO to mess with the players in an incorrectly displayed informant gameplay mechanic, similar to horror games.
Maybe your shields appear to drop (but don't), this would result in players screaming they need help while logistics is wondering why.
- Hallucinogenics - not a module
Allows players to see invisible wormholes... Lol I dunno
- Fog of war - Area effect, ship specific
Gives fleet commanders (or some specific ship in a flee) the ability to make the fleet around it not appear in D-Scan. But not cloaked. This could help hide gate camps without actual cloaking. Making combat probes and general visual intel more important. If someone fly's out of range it would clearly be ineffective.
- Webbing ammo - only for hybrid guns
I don't actually fly Gallente, but I hear people complain about their guns a bit. This is just a thought about how to make them more different and interesting and a little better. Obviously this ammo would be mostly ineffective, but if you put it in one gun then it might just help stop your prey getting away without fitting webs. Or on all guns and do some serious distance webbing (still less effective as actual webs)
|

zhang elliott
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.03.12 19:51:00 -
[706] - Quote
Lord Meriak wrote:Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile I like this idea it would help with station games also aggression count down on gates pull them away..
Heres an idea on the tractor beam idea, Instead of a beam use something along the lines of a magnetic grappling hook like something similar to what the Rievers use on 'Firefly". You could also go as far developing a neut/nos/ or some sort of pulse to fry the electronics on board of grappled ship. Make it so that it can only be fitted to say Battlecruiser sized ships and above and that it can only be used against ships the next size down of grapple ship with a percentage chance of features working on victim ship depending on size of the poor ship. Would be a used on say Tier 1 BC's or a new class developed for the system.
|

zhang elliott
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.03.12 20:01:00 -
[707] - Quote
Jade Imp wrote:I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.
Kinda of like a subchaser...sonar and depth charges trades for advanced electronics and smart bombs.
|

Jason Nautica
Arbitrary Spaceship Destruction -affliction-
0
|
Posted - 2012.03.14 00:34:00 -
[708] - Quote
Spent a bit of time reading the thread to make sure that I wasn't repeating someone's idea......This isn't exactly new but rather unifying all the hacking ideas here.....
IRL there is a program called 'Suter'. It involves hacking a nations air defence network to either prevent detection, preform target deception, or to shut down the network entirely.
For EVE this would be applied as a hack either against stations, ships, or probes. Ideally the user would have a module or family of modules [perhaps a subsystem for use on the strat cruisers] that would hack the system in question that would allow the user to insert their own data into the system.
I think the idea of active decoys that are tailored to a specific ship type is good. And I would like to add a T2 variant that provide for more realistic control/actions. This could be tied into bandwidth. It would also come with their own skill set.
Level 1 would be limited to a random result [either telling the opposition that you're elsewhere or exactly where you are]. At higher levels you'd be able to control multiple decoys and be able to alter their signatures to preform various actions. |

Hlidskjalf
Dynamis New Eden Cognitive Development
0
|
Posted - 2012.03.14 11:58:00 -
[709] - Quote
Scripts Racial ECM Scripts for the Multispectral ECM. Increases strength by 50% (to level of T2 racial), nullifies other sensor type disruption values. Range and falloff maintained, capacitor cost maintained.
Heat Heat Diffusion Rig - Reduces heat damage taken by 90%, and increases module heat bonus by 10%. Drawback - Rig takes damage with time spent overloading and eventually burns out, requiring replacing. Burn speed scales with number of modules overheated. Calibration - 200. Module limit: 1.
EW Multispacial Scan Pulse Emitter - Used on wormholes only. Allows the scanner to provide a scan of the other side, grid wide, providing a list of whats on the other side. Does not detect cloaked ships. Module limit - 1. Reuse delay - 1 minute. Range 30km. Scan time - 10 seconds. Accuracy of scanner affected by scanners range to wormhole, and a targets proximity to the wormhole on the other side. (It will detect people sat at 0 on the wormhole, but people far off may simply state "Cruiser" or "Unknown ship")
Drones Point Defense Drones (Light, Medium, Heavy) - when active, this drone will use a high precision laser to shoot down any missiles within range (10km, 15km, 25km). It will orbit its parent ship, and can be assigned to other ships. It will shoot down all missiles, regardless of affiliation. It cannot target bombs. Larger drones have greater range and firepower.
Fitting/Slots Wormhole Generator Module (Black Ops only) . When combined with a covert cynosural field, allows the battleship to create a temporary wormhole to the target cynosural field location. Consumes isotopes and a small amount of strontium clathrides. Process takes 5 minutes to perform, but can be cancelled with the loss of all materials. During time, Blackops ship is immobile and cannot warp unless the module is stopped. Once created, the wormhole lasts for approximately 4 hours with a mass limit of 1 billion m3, can be used by all ships. Range of the module is directed by achievable jump portal range. Wormhole can be scanned by probes.
Area of Effect Cynosural Jamming Field (High slot, Hictor only) - Creates an area of effect jamming field that prevents cynosural fields from activating within its boundries. Existing fields remain, but ships jumping in are scattered around the system. Drawback: Ship unable to be remote repaired, unable to warp, MWD/AB bonuses nullified. Exception: Black Ops cynosural fields are unaffected. Focused Cynosural Jamming Script - Scripts the module to disrupt a single target, preventing ships from jumping to that cynosural field at all. Drawback: Ship Speed -100%, unable to warp. Can be remote repaired when scripted, can be used on ships normally immune to electronic warfare. Exception: Covert Cynosural fields are unaffected.
One-use (consumable) modules Wormhole Destabaliser (Charge for Interdiction Sphere launchers, Interdictors only) - when deployed next to a wormhole, this module will disrupt the matrix of the wormhole, preventing travel from the side it is deployed on. Ships can still use the wormhole to come through from the other side. Causes aggression when used. 15km radius. Lifetime same as a normal interdictor bubble. |

Lone Crusader
Legion of Fury
0
|
Posted - 2012.03.15 15:55:00 -
[710] - Quote
Faction Battle cruisers would be awesome
salvage drones small medium and large
retriever drones/ drones that act like tractor beams and bring the loot/wreck to you
i think everyone would like o see some more destroyer love. Destroyer = Anti frig, add a tier 2 destroyer maybe with slavage/ hacking bonuses
swap a slot, module that goes in a mid slot and gives you a low slot and other combinations, have it so only one or two can be fitted on a ship |

Beezon
Cosmology Deadly Unknown
0
|
Posted - 2012.03.15 20:35:00 -
[711] - Quote
Drone Overheating.
When activated, drones increase their speed/ tracking/ damage modifier/ repair amount/ ewar effect, but start receiving structure damage. Scooping/retrieving drones stops the process. Destroying ship owning these drones stops the process. Does not work on Fighters and Fighter Bombers. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
75
|
Posted - 2012.03.16 04:43:00 -
[712] - Quote
Quote:The Special Distortion Field Detector (SDFD). This would be the first ship module in game that can be activated while cloaked. It has a 10 second cycle timer but once the cycle timer ends, it displays a GÇ£ghost imageGÇ¥ of all cloaked ships within a 50km radius. To update the location of the ghost image, the cloaky pilot would need to re-activate the SDFD.
|

Commoner
The Tuskers
0
|
Posted - 2012.03.17 13:21:00 -
[713] - Quote
Force Defence Field Flagship.
Would work alot like the heavy interdictor, would be able to activate a defence field deflecting all incomming fire. The duration of the field would depend on the amount of incomming fire, as each hit to the defence field drains an amount of the capacitor on the host ship, when ship runs out of cap, the field disintegrates leaving behind a residual field. Range would be fairly limited and would leave a residual field preventing the creation of another field for balance reasons.
The ship would be vulnerable to close range capacitor warfare, as the field leaves no protection for enemy ships within the field.
Impossible to implement in eve...but dang, i want a defence field frigate like in homeworld... :) |

Kethry Avenger
PIE Inc. Praetoria Imperialis Excubitoris
9
|
Posted - 2012.03.17 15:30:00 -
[714] - Quote
T3 weapons guns and launchers.
One module of each size and type, small, medium, large, extra large.
Hybrid, Energy, Projectile, Launchers.
Module would have fitting requirements between the T2 long range and short range module. So for example would take less than Taychon II but more than Mega Pulse II to fit, cpu, and powergrid, wise.
These modules would have scripts that are loaded to give them similar range and damage profiles of either the long range or short range guns, these scripts can only be changed when you have a certain level of cap, lets say 95%. But take no cap to change. With normal ammo and activation they would do 5-10 % less than the best T2 module, but when overloaded they would do 10%-20% more damage and with good skill could maintain an overloaded state for 2-3 times as long as most modules now.
The cap requirement makes it hard to change your fighting in the middle of a fight but lets you have the flexibility on the fly before a fight. To change the script you would also have to change T2 ammo if that was loaded. or just any ammo to make it simpler. T3 weapons could use T1,T2, or T3 ammo
So you would have one module, That can be used in either short or long range, changed out while on a roam, with bonuses for overheating but not as good as T2 in most cases. Especially when you consider most people fit ships around the guns to support those guns with the right modules and how you fit a sniper vs brawler vs kiter tend to be different it shouldn't be so versatile to be over powering.
T3 ammo
I think ammo for each racial variant that could only be used in T3 guns and has similar damage and range modifiers as the T2 varieties but has opposite damage type profiles.
For instance crystals that do ex and kinetic making the energy weapon more of a disintegration ray instead of a laser,
Strange hybrid rounds doing EX and EM. Rounds that explode on impact with high release of EM radiation
Projectile rounds that are really disposable laser rounds. When struck by the firing mechanism, a one shot laser fires out of the projectile weapon. Doing mostly EM and some thermal damage.
(While your at it get rid of the EM and Thermal damage from current Winmatar guns... was that whole race the early experiment in T3? Biased, loyal Amarr servant here.)
And I have no clue what to give Launchers for T3 ammo since they can all ready pick damage types. Maybe a series of missiles with combination warheads, half damage of one type and half damage of another.
New Missile defense module.
Just make it chance based out to a certain range. High slot. And limit how many missiles it can engage in a certain period of time. But it should be something you activate and forget. But uses cap.
You could call it a point defense system. You could even have ammo for it and racial variants. Have it use ammo or chance to damage crystal, every time it is able to engage a missile. If its targeting is overloaded then it doesn't waste ammo. High ammo capacity. Specialized ammo. It either hits and does full damage like a smart bomb or it misses completely.
Could have Size variations. Larger ones have better range and ability to engage more missiles at once.
Could make a second destroyer hull that gets bonuses to this module like you see suggested all the time.
If your really good it will only engage missiles of people not in fleet with you. If your are totally ******* amazing it will engage missiles based on some kind of standings. Possibly controlled by script only in the T2 version
Haven't read through the thread completely. If I am imitating anyone else's idea consider it the highest form of flattery. |

Amaroq Dricaldari
Malicious Mission Murderers
105
|
Posted - 2012.03.18 11:22:00 -
[715] - Quote
I like the idea of giving the Gallente E-War Ammo This is my signature. There are many like it, but this one is mine. |

Chuckob Chuck
Shadowfire Enterprises Rura-Penthe
2
|
Posted - 2012.03.18 15:26:00 -
[716] - Quote
Module Or Mod
I would be willing to give up a slot on my ships for a Module that would keep refreshing my Directional Scanner or if it could make it read in real time, so I don't have to keep clicking, while watching for Scanner Probes or Ships trying to find me. |

Amaroq Dricaldari
Malicious Mission Murderers
105
|
Posted - 2012.03.18 23:43:00 -
[717] - Quote
Chuckob Chuck wrote:Module Or Mod
I would be willing to give up a slot on my ships for a Module that would keep refreshing my Directional Scanner or if it could make it read in real time, so I don't have to keep clicking, while watching for Scanner Probes or Ships trying to find me. And if Survey Scanners would Auto-Repeat and/or Real-Time, that would be nice too. Or better yet, just make it a Passive Module.
Another thing, I never see a point to using them. Could you add a bonus to mining yield on all detected asteroids or something? And maybe an accuracy falloff to increase the bonus when you get closer to asteroids. This is my signature. There are many like it, but this one is mine. |

Gerrick Palivorn
Caldari Provisions Caldari State
179
|
Posted - 2012.03.19 08:23:00 -
[718] - Quote
T3 Ammo:
Long Range: Range 80% of T2 LR; Alpha dropped by 50% with a damage over time effect due to cascading explosions, DOT effect based on round type and applied in 10% increments. This will play havoc with logistics as they will have to spend time repping a ship that is not being fired upon.
Short Range: Range 120% of SR; DPS dropped by 50%, and 2 second Residual effect of racial EWAR, stacking penalties applied. Hybrid: Sensor Dampening; Lasers: Tracking Distrupt; Projectile: Signature Increase; Missiles: Chance for target lock break (race of ship depending on damage type: EM Amarr, Kinetic Caldari, Thermal Gallente, Explosive Minmatar) |

The Hamilton
Definitive Exploration and Excavations The Watchmen.
8
|
Posted - 2012.03.19 14:02:00 -
[719] - Quote
Kethry Avenger wrote:T3 weapons guns and launchers.
One module of each size and type, small, medium, large, extra large.
Hybrid, Energy, Projectile, Launchers.
Module would have fitting requirements between the T2 long range and short range module. So for example would take less than Taychon II but more than Mega Pulse II to fit, cpu, and powergrid, wise.
These modules would have scripts that are loaded to give them similar range and damage profiles of either the long range or short range guns, these scripts can only be changed when you have a certain level of cap, lets say 95%. But take no cap to change. With normal ammo and activation they would do 5-10 % less than the best T2 module, but when overloaded they would do 10%-20% more damage and with good skill could maintain an overloaded state for 2-3 times as long as most modules now.
The cap requirement makes it hard to change your fighting in the middle of a fight but lets you have the flexibility on the fly before a fight. To change the script you would also have to change T2 ammo if that was loaded. or just any ammo to make it simpler. T3 weapons could use T1,T2, or T3 ammo
So you would have one module, That can be used in either short or long range, changed out while on a roam, with bonuses for overheating but not as good as T2 in most cases. Especially when you consider most people fit ships around the guns to support those guns with the right modules and how you fit a sniper vs brawler vs kiter tend to be different it shouldn't be so versatile to be over powering.
T3 ammo
I think ammo for each racial variant that could only be used in T3 guns and has similar damage and range modifiers as the T2 varieties but has opposite damage type profiles.
For instance crystals that do ex and kinetic making the energy weapon more of a disintegration ray instead of a laser,
Strange hybrid rounds doing EX and EM. Rounds that explode on impact with high release of EM radiation
Projectile rounds that are really disposable laser rounds. When struck by the firing mechanism, a one shot laser fires out of the projectile weapon. Doing mostly EM and some thermal damage.
(While your at it get rid of the EM and Thermal damage from current Winmatar guns... was that whole race the early experiment in T3? Biased, loyal Amarr servant here.)
And I have no clue what to give Launchers for T3 ammo since they can all ready pick damage types. Maybe a series of missiles with combination warheads, half damage of one type and half damage of another.
New Missile defense module.
Just make it chance based out to a certain range. High slot. And limit how many missiles it can engage in a certain period of time. But it should be something you activate and forget. But uses cap.
You could call it a point defense system. You could even have ammo for it and racial variants. Have it use ammo or chance to damage crystal, every time it is able to engage a missile. If its targeting is overloaded then it doesn't waste ammo. High ammo capacity. Specialized ammo. It either hits and does full damage like a smart bomb or it misses completely.
Could have Size variations. Larger ones have better range and ability to engage more missiles at once.
Could make a second destroyer hull that gets bonuses to this module like you see suggested all the time.
If your really good it will only engage missiles of people not in fleet with you. If your are totally ******* amazing it will engage missiles based on some kind of standings. Possibly controlled by script only in the T2 version
Haven't read through the thread completely. If I am imitating anyone else's idea consider it the highest form of flattery.
Lol this totally outdoes my lame webbing ammo idea. NICE STUFF! I love it. |

Flamespar
Woof Club
310
|
Posted - 2012.03.20 21:53:00 -
[720] - Quote
A one shot bomb that can be sent through a stargate that disrupts/ destroys gatecampers.
This may requrie a second ship on the target side of the stargate to nominate a target, which they can't do whilst cloaked. I can post on a forum, therefore I represent everyone. |

Aroye
Republic Military School Minmatar Republic
0
|
Posted - 2012.03.21 22:01:00 -
[721] - Quote
Ammo module loading rigs; to speed up the load time of projectile, hybrid and missile ammo so we can change the damage type and range during combat without losing too much time. There could also be a module that has the same effect. The module version could be loaded with a script that increases the loading rate or the amount of ammo loaded. |

Fracture Antollare
Temp Corp Ticker
7
|
Posted - 2012.03.22 14:23:00 -
[722] - Quote
Neut shield.
Treat the energy neutralizered like damage, introducing a module to reduce that damage. The amount reduced is up to balancing concerns.
ex - Emergency Drain Limiter Reduces neutralizer effects by 20/21/22/23/24/25% by meta Mid-slot
Why so high? Being "neut-proof" would take up most of the slots commonly used for passive tanking. |

Frood Frooster
EVE University Ivy League
0
|
Posted - 2012.03.22 15:54:00 -
[723] - Quote
Didn't read the whole thread, so I am already sorry for double suggestions.
Docking games Introduce a module that prevents docking (maybe using a gate as well) or give that effect to warp scramblers and/or disruptors. Even giving this effect to scripted HICs only would be a start.
EW - Different sized ewar modules, small/med/large/Xlarge with different strengths This leaves room to introduce specialized ewar ships above cruiser size for all races. This might also be an option to balance capitals by not giving them partial immunity to ewar but a very high anti-ewar strength which only very high ewar strength modules have a chance to break.
- A low slot support module for all ewar modules. Right now only the ECM has the SDA. Either remove the SDA or give the other ewar an option to increase their ewar capabilities at the cost of tank. SDA working for all ewar would be fine for me.
Scripts - Scripts for points Instead of tackling being quite simple right now (pointed - not pointed) a warp core strength for each ship could be introduced. With different sized tackling modules (small/med/large/Xlarge) having different tackling strengths, tackling would become more complex. As this would in the end lead to less ships tackled, one could introduce scripts for tackling that either boost range or strength at the cost of the other. Have skills adding tackel strength/warp core strength. Now tackling drones adding to tackling strength might become viable. With different ships having different warp core strenghts, maybe even bubbles should have different tackling strengths.
- Scripts for webs. I am thinking along the lines of 50% bonus for 50% malus. Super long range webs might pose a problem but should be balanceable with targeting range and stacking penalties. Super strong webs should be balanceable by the limited range. This would bring some interesting choices in 1v1s as well as in fleet fights.
- Scripts for hardeners Not sure on those but it might be an option as long as they have some serious drawbacks (time to switch and/or effect).
Heat T3 modules which take extra heat (Gasp, I know: super fancy idea. No one thought of that I bet).
Turrets signature resolution Right now all turrets of the same size have the same signature resolution. Balance turrets by giving them a slightly different signature resolution (e.g. lasers > projectiles > hybrids). This might bring some diversity into PvP as well as PvE combat. Make it only a slight bonus/malus like maybe 10% but still.
Meta, faction, deadspace items Introduce meta, faction, deadspace and officer levels for items that dont have them right now. There are plenty items that have only up to meta level 5. Some even don't have meta 2-4. If the Eve economy would work, people would make billions inventing/building meta items for like salvagers, DCUs and such.
Vanity BPOs Give us useless items that we can build. Heck, sell the BPO via the Aurum store if you want but give me the option to make towels. |

DarkAegix
Acetech Systems
983
|
Posted - 2012.03.24 12:05:00 -
[724] - Quote
Energy Absorption Relay (Or some either cool, sci-fi name) Low slot. Damage received by your shields recharges capacitor according to some balanced ratio.
And, the armour counterpart: Momentum Redirection Matrix (Or other) Med slot. Damage received by armour increases max speed for a few seconds according to some balanced ratio.
And, for real men: Structural Instability Vent (Or a much, much better name) High slot. Damage received by hull increases weapon damage according to some balanced ratio for a few seconds. |

minerdave
Shits and Giggles
0
|
Posted - 2012.03.24 17:58:00 -
[725] - Quote
Tow Trucks in space!!!
Essentally a special highslot Turret that shoots a Magnetic Tow hook in a sence that can be used to drag empty/abandoned ships back to station. how it works its slightly complicated. it depends on the mass of the tow ship and the mass of the ship being towed. simply if the ship towing has less mass than the ship thats being towed it wont be able to move it, (hence stopping ceptors from towing off random cap ships) |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
83
|
Posted - 2012.03.24 19:29:00 -
[726] - Quote
Oh, it seams that the CCP talking about modules on the funfest just ran of the questions about AFK cloaking and Stuff!!! Probably that is what would be asked all the time by the comunity!!! Most of ppl do Want the end of AFK cloaking!!!
Who is AFK cloaking usualy have 2 acounts... 1 they play and have fun, the other he uses to prevent the ones who have 1 acount to have fun... this is unfair!!! Make Cloak hunting ships/modules!!!!
Also the local being used as intel, It could be a 1 Minute delay in it to show ships.... and some Sistems Upgrades to make it faster (up to real time) ... Guys, you must fix it as sooner as possible... dont let it pass trogh inferno unsolved please!!! this is a snowball!!!
(And inferno should melt all snowball problems!!!) |

Pidgeon Saissore
Dark Neutron Star
19
|
Posted - 2012.03.25 01:38:00 -
[727] - Quote
Bumper module Has no direct effect except to make a shape for your ship when coliding into things. It would essentially be a claw setting so that something is bumped inward instead of outward from your direct path. This would make it possible to push ships in a desired direction without needing to go back and realign to it repeatedly. |

GeeShizzle MacCloud
85
|
Posted - 2012.03.25 11:01:00 -
[728] - Quote
heyy CCP SoniClover..
great presentations btw! have done a few b4 and know battling nerves can be difficult, u did well bro
My main issue with Mods currently are the strange situation that most modules that fit on a Cap can also it on a frigate and generally they both have the same level of effect (obviously %age modules that take into account the ship its fitted on are relatively exempt from this)
this limits the use of Larger ships in a fleet for stronger more effective tactical opportunities as well as further including the risk reward mechanic ill give you an example
Gate Cam an interceptor, assault frig and a sabre are guarding a gate with a carrier providing remote reps and assigning fighters. one of the ceptors and the sabre have a remote sensor booster mod to allow a boost to catch smaller ships trying to slip through (the carrier is superfluous typically in this scenario
The remote sensor booster mods all work at the same level regardless of what ship theyre on. though theyre subject to stacking penalties of course This means there is absolutely no reason for a Cap ship to use that module as there are much more effective mods it can use if in that scenario (cap regen, sebo for quicker locking to ships to provide remote rep This situation in effect limits the use of both modules and ships in various situations. However providing ships with modules of varying sizes has allowed interesting and innovative combat setups that we've already seen in combat (heavy neut curses for example and the new tier 3 BC's)
so in reference to the situation above it can be augmented by allowing the Carrier to fit a capital remote sensor booster. this would provide a significantly increased bonus to scan resolution than small or medium versions of this on the interceptor. Of course playing with percentages would be required to get the balancing right on the new modules
So TL;DR...
Iterate on Modules first by getting the most use out of the used mechanics we have right now, by changing Ewar/prop jamming/assist mods into 4 new size groupings (Small/Medium/Large/Capital) and staggering the bonuses/effectiveness accordingly, whilst still keeping the stacking penalties
this would add a ton more tactical opportunities to both subcap and capital warfare, and greatly fuel the risk vs reward incentive |

Gevlin
Sebiestor Tribe Minmatar Republic
118
|
Posted - 2012.03.26 14:19:00 -
[729] - Quote
Black ops Artillery Missile
Meant to make a Black ops an Anti cap/ Structure Ship that fights from an adjacent system. Encouraging secondary skirmish fleet to patrol adjacent systems to hunt down these types of ships... breaking up blob warfare a bit.
Black ops Module Combo Requires 5 Modules between 2 Ships Targeting ship GÇô Any Ship able to light a Covert Cyno Cover Cyno -GÇ£NewGÇ¥ Inter Solar Cruise Missile Laser Guidance system Black Ops Ship -Jump Portal Array -"New" Sub Cap Siege Module -"New" Inter Solar Cruise Missile Launcher (For Reload - Hauler required for additional ammo.)
Module 1 Sub Cap Siege Module -Places the Back ops into an Artillery mode, allowing it to shoot items though the cover ops cyno that it can open. -Prevents movement for 5 minute cycles -Fuel GÇô 1 Liquid Ozone per cycle
Second Module -Inter Solar Cruise Missile, (ISCM) Only able to fire while while Sub cap Siege module is active Ship will have to target jump bridge worm hole before being able to launch Mega Missile Reload time is 20 seconds - ammo capacity is 1, only 1 module permitted per ship Will require Hauler haul replacement missiles.
Third Module GÇô Laser guidance system. On the other end of the cover cyno is a ship not only lighting the cyno but also laser pointing (with blue laser) the ship to be hit with the mega missile (ISCM).
Damage of the Missile would be Volume 9,000 Structure HP 500 Amour HP 500 Shield HP 500 Explosion Radius 4000 Max Flight time 5 seconds Max Velocity 3,000/Second Signature Radius 1,000 m Banned in Empire Space Used with ISCM launcher Inertial Modifier 1,000 Single target Base damage 100,000k (damage type) 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. |

joe hamil
LightWorker Inc The Luminae Foothold
1
|
Posted - 2012.03.26 21:05:00 -
[730] - Quote
How about a new cloak, that is tied to sheild percentage, but allows for the break of target locks upon its cycle completion.
example.
Harmonized Cloak
X second cycle time, slightly higher cpu usage and drops a random sheild stat upon each use, cloak only activates after X amount of time has elapsed, but when it does, as long as the sheild is above ( at a "off the top of my head" amount say 60% ) upon the cycle concluding all locks are broken and the ship cloaks,
imagine a ship has been caught off guard, interceptors are racing towards it after locking it from a far distance, with a conventional cloak, as soon as that target lock is applied, your pretty much screwed,
however as you ships computer anylyses the incoming locks it slowly alters the sheild changing the frequency to break the enemys lock, allowing the ship to escape,
however this changes the stopping power of the sheild dropping a stat and potentially allowing more damage, and can only function if it has a certain amount of power left., (ie 60%)
if the enemy ships are too far out, or a ship is not being activley engaged it could allow ships to slip out from the net,
all other restrictions for cloaks would apply ie, 2500m decloak, no cloaks in pos sheilds etc
im not too sure about a movement penalty, during cloak, so thats something for you guys...
|

joe hamil
LightWorker Inc The Luminae Foothold
1
|
Posted - 2012.03.26 21:10:00 -
[731] - Quote
minerdave wrote:Tow Trucks in space!!!
Essentally a special highslot Turret that shoots a Magnetic Tow hook in a sence that can be used to drag empty/abandoned ships back to station. how it works its slightly complicated. it depends on the mass of the tow ship and the mass of the ship being towed. simply if the ship towing has less mass than the ship thats being towed it wont be able to move it, (hence stopping ceptors from towing off random cap ships)
if you were to do this, they need to add partially destroyed wrecks that you can scan down and rebuild with ship parts, |

GizzyBoy
Old Spice Syndicate Sailors of the Sacred Spice
10
|
Posted - 2012.03.27 08:57:00 -
[732] - Quote
First of all Nova your such a thread hog!!
My kronos would love some of the following to utilize the utility slots
High slots mods either alter existing so they can use mids and high, or new high only version. 1) Target painter (its a laser too after all!) 2) Sensor booster (takes scripts) 3 ) Some ecms mods, but maybe much better than mid based ones? (your giving up a gun slot after all...) 4) Magazine extender, holds or doubles weapon ammo space currently fitted to ships high slot. sb's might have alot of love for this.. also slow reloading turret based weapons systems would maybe benefit over less time spent reloading it might also speed up ammo switching speed, ie, swapping between close and long range ammo types. (possible mid slot item also?)
5) Drone launcher lets a non cap ship fire out extra drones. 3 sizes small - + 5 lights 25m drone space medium + 5 drones & 50m drone space (10 lights or 5 mediums) large + 5 drones 100m drone space
requires same fitting (cpu & pg) as typically ship turret weapon of same size. and also due to fragile nature of ecm and non weapon based drones cant fit ewar type drones.
6) Ship Tractor beam, One that can pull in webb'd and pointed ships for some hugs and kisses
and that about rounds out what would be great to free up mids or allow a bit of flexablity between mids and highs some what
|

Unraveller Chase
OrdoDraconis The Kadeshi
3
|
Posted - 2012.03.28 10:16:00 -
[733] - Quote
Didn't Read the whole post.... too much nova fox.... I haven't mulled over my ideas with too much thought just jotted down things I came up with
1) Consumable: Coolant module- Fits into a ??? module slot and absorbs heat from other modules when they are overheated. Can only be fitted/unfitted when docked. After the coolant runs out the module can be recycled via a manufacturing process. (lets say 80% of the same mineral cost to recycle compared to being made anew).
2) Another implant slot: Can fit any "spliced" implant. What I mean by that is you can take any 2 implants (not omega... maybe some other exceptions I can't think of) and combine them into a new implant that has both effects but only a fraction (35%)
A T2 type blueprint can be made of this process that gives a greater meta combination say 50% of each original implant
3) Tech II should be superior to meta 4, not the same but more beneficial to stick with M4.
4) Black ops revamp.... Just sayin'
5) Emergency power Rerouting module: Increase shield or armor or structure resistances by X% while disabling all other operational systems that effect non-self targets, Acceleration and velocity slowed by Y%. Z Minute activation. Play around with the idea. Kinda a "last chance to live and hope someone will rep you" but at the same time it should keep you out of the fight and make it hard for you to get away.
6) Remove Rigs that people would never use, or combine some of them so they may be considered.
ie: Combine Hacking/Analyzing into one rig that does both. I am sure other people could come up with some good novel combinations of useless current rigs and how to make them desirable
7) Tech 3 modules: Same as tech 1 for their bonus' but allows you to choose from a predefined (and relevant) set of drawbacks. Ie Increased damage on lazorz but a penalty to: capacitor or powergrid need or Tracking. Can make it so you insert a script that would basically "route" the negative bonus to whichever you desire. Allow this quick swap when docked only but not in combat
8) More rigs- Plenty of ideas already in this thread
9) New Pirate Faction(s) and ships. Allows you to organize a large serverwide event, implement more lore, new eden will feel like it evolved and changed
10) Modules to increase missile explosion velocity/Reduce Sig radius
11) Drone Repair module for drone boats (can only be fit to drone oriented ships). Can repair your own drones at the cost of cap. A Skills to increase the range of this action. A skill to Equip and modify the extent of the modules ability
12) Capital Sized Rigs.
Good luck CCP I know you will find some good ideas here! |

Tenga Halaris
Exit Strategies
23
|
Posted - 2012.03.28 22:10:00 -
[734] - Quote
Droneboats, drones and modules, a closer look.
Since drone damage modules of some sort were announced by CCP at Fanfest, we can expect ships, using drones as their primary weaponsysten, for the first time. Let me list the most used boats, from cruisers to battleships, which have a bonus for drone damge and hitpoints: ( I also include suggestions on fixing bonuses of those ships)
a) Gallente / Faction:
Vexor -> remove Hybrid bonus, add drone speed and optimal Vexor navy Issue -> remove Hybrid bonus, add drone speed and optimal Ishtar Myrmidon -> add 25 mbit bandwidth, can use 4 heavies, keep the rep bonus Dominix -> remove Hybrid bonus, add drone speed and optimal, remove one turret bay Dominix Navy Issue -> remove Hybrid bonus, add drone speed and optimal
b) Pirate
Gila Rattlesnake
A module, increasing damage and usability of drones, could look like this:
Drone Damage Enhancer II:
+22,5 % damage for light, medium, heavy and sentry drones +10% increase of MWD speed for light, medium and heavy drones
There also should be a Faction version of it, just like the Omnidirectional Tracking Link has. Do not increase the orbiting speed of drones, meaning the speed they maintain when they arrive at the target, because that would gimp the tracking and as a followup, the damage applied.
Here is an example of a Domi using said modules:
[Dominix, Drone Assault] Large Armor Repairer II Armor Kinetic Hardener II Armor Thermic Hardener II Energized Adaptive Nano Membrane II Drone Damage Enhancer II Drone Damage Enhancer II Drone Damage Enhancer II
Drone Navigation Computer II Drone Navigation Computer II Omnidirectional Tracking Link II Omnidirectional Tracking Link II 100MN Afterburner II
[empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] Drone Link Augmentor II
Large Sentry Damage Augmentor I Large Heavy Drone Damage Augmentor I -> should be implemented [empty rig slot]
Hobgoblin II x5 Garde II x5 Ogre II x5
This fitting should get around 850 DPS from Drones with perfect skills. A real Drone platform, I would like to fly.
o/ |

Jhone Cahos
Viziam Amarr Empire
0
|
Posted - 2012.03.29 09:57:00 -
[735] - Quote
edit ! |

StahlWaffe
Red is Dead Mech Alliance
1
|
Posted - 2012.03.29 16:11:00 -
[736] - Quote
Tactical Probe
Charge
Designed as solution for required fast relocation on battlefield, this probe is launched with extreme velocity from a standard Core Probe Launcher and will travel at 30,000 m/s in a direct line from your ship along your current path. As the fuelcache of the probe is very restrictive, it's accleration only lasts for 6 seconds.
Volume: 0.8m-¦ (Only one can be fitted into the launcher at a time)
Skillbonus: Drone Navigation increases velocity by 4,000 m/s per skill level.
Idea: Launch it, have a warpin at 180 - 280 km in front of you within a few seconds. Short duration, Probe explodes after 5 minutes, can not be retrieved. Make it, that everybody can warp to the probe and I really think, this concept can not be overpowered, under no circumstances.
Drone Bandwidth Jammer
Highslot Module
An Electronic Warfare Module which is designed to reduce the drone bandwidth of the target. This module emits very strong radio signals on the frequency on which drones usually communicate, thus scrambling broadcasts from the target ship to it's own drones. Comes in two sizes, standard and capital.
Idea: Reduce Bandwidth of drone ships. If the affected ship hasn't deployed drones yet, it will only be able to deploy drones as far as it's new, scrammed bandwidth allows him to do. If he already has drones deployed, some of the drones, which aren't receiving the bandwidth now, go into a 'JAMMED' status, like the now available statuses 'In Combat, Returning, Idle'. A jammed drone will fulfil the last order it was given to, after then, it will stay idle in space until bandwidth is restored or someone scoops it to cargo / dronebay (yeah, drone pirating, wooo).
The Capital version of the module would be able to jam even targets usually immune to all forms of electronic warfare, thus being able to bring EWAR onto Supercarriers. Very Capacitor intensive, very CPU greedy, maybe very long cycle time (30 sec, 1 min) and making the ship unable to jump or warp while active. Maybe.
Short Range Multispectral Scanner
Passive Medium Slot Module
This module is a state of the art scanner, able to detect even the tiniest bit of exhaust created by an object, be it engine trails, radio transmissions, or, and that is the real new totally cool stuff, even the (tachyons blablabla scientific explanation of what a cloaking device does and why it MIGHT be 'detected'). This module is passive, and enhances the directional scan of your ship in ranges up to 300 kilometeres from your current location. If there is a cloaked ship within the 300 km of you while you use the dscan, it will show up on the directional scan als 'Unknown' - 'Cloaked Object'. It will NOT allow you to decloak or lock a cloaked ship. It will only be an indicator to tell you, if you're being observed. And some very skilled pilots might actually be able to get the direction of the ship, gaining the oppotunity to try and decloak some silent observers.
That's it from me so far, maybe more ideas to be had. |

Mars Frederiksen
GoonWaffe Goonswarm Federation
5
|
Posted - 2012.03.29 18:34:00 -
[737] - Quote
i didnt see this thread earlier, so im going to post a link to my thread relating to a Tech 3 Covert Operations Cloaking device
Tech 3 Covert Ops Cloaking Device
despite the weak arguments against it provided in that thread, it does not break the game, and only adds a small benefit at the cost of some very drastic penalties.
please read the OP in that link before continuing reading..
i would also like to add that my original idea was to let the cloaking player set the color of his tag in local (rather than adjusting standings), so that he could spoof his corp standings (also providing an opportunity for user error). my thoughts were that adjusting the standings of the player would make the device much easier to add to the game from an engineering standpoint. since it takes a week for individual players to affect the overall standings of a corporation, there really would be no larger consequences accompanying this module (you can't remain cloaked past downtime, so there's no chance this could be exploited)
i think that the standings mechanism is the best route to realize this modification, but perhaps informed debate (impossible in this forum - no one who responded in my thread actually does PVP in 0.0) on the matter could yield some other valid mechanisms. i think that some very interesting game play could arise from the ability to "hack" the fof system of our ship's computers. you silly role-playing nerds will appreciate the fact that many modern military aircraft use this sort of electronic warfare in real life
finally, since concord would no doubt decide that such devices provide a threat to lawful space, they would be contraband in high-security systems (so most of you have nothing to worry about). |

Grim Vandal
Burn Proof
0
|
Posted - 2012.03.29 21:56:00 -
[738] - Quote
This must be the best thread since TomB posted in 2003/2004/2005
I love you devs simply for this thread.[/b
Besides all the great ideas already posted here I have one question/thought I wondered about for years now .. Back in the days when TomB was around the missiles system got revamped alot but what we ended up (status quo) afaik was a COMPROMISE The response was something along the line of: We had to make missiles as they are cuz our engine (Destiny) can't handle them in any other way
So what is the status quo Missiles hardly "behave" like missiles and are only useful on missiles ships with a gazillion missile launchers They work very much like turrets and imo this is very sad The old AOE effect was overpowered and caused high sec problems, remember cruise kestrel and torpedo blackbird [:lol:
While that HAD to be changed for obvious reasons I think it is sad with what we have been left with The bombs reflect somehow how torpedoes "behaved" back in the days but are limited to bombers What is it with all the 1-2 missile slots so many ships have .. And we have a DPS counter for missiles  [:| I hate dumbed down things like that
The point is I believe you were FORCED to make missiles what they are ... working more like guns ... because of so many caldari PURE missile boats
So the ship that RUINED our chance to have meaningful missiles for everyone was the Raven and these days ofc the drake.[/b
I LOVE missiles don't get me wrong but it doesn't feel like I'm shooting missiles when I fly my raven.[/b
Lets think through the most easy solution Give all ships( including raven, drake, cerb aso.) NONE, 1 or a maximum 2 to 3 missile slots Moreover introduce missile slots for ships from 0 to 3 besides the maximum of 8 high slots.[/u
[u]Redo the pure missile boats with some guns and a bonus to said new missiles [b]but it wont work if they have only missiles !! that is the part which I fear people can't get away from, but exactly these ships hinder missiles to be meaningful
[b]NOW do the following: - raw draft [list give missiles a HUGE reload time
eg. standard = 40secs+ torpedo 2min+ REDUCE the maximum loaded ammo/missiles per launcher
to 1 for torpedo launcher (AOE) to 2 for cruise missile launcher (AOE) to 1 for heavy assault launcher (AOE) to 2 for heavy missile launcher (AOE???) to 2 for rapid light missile launcher to 1 for light missile launcher to 3 for rocket launcher give each launcher a ROF of 0,5 sec
give them huge DMG, balance wise more missiles = higher chance to hit but less dmg
eg. rocket = 100 dmg+ standard missile = 500dmg+ torpedo = 5000dmg delay the launch of oversized missiles against small sig radi targets by 0.1 sec per sig radius difference
eg. torpedo 450m explosion radius against frigate 40m = activation delay 41 sec eg. heavy missile 125m explosion radius against frigate 40m = activation delay 8.5 sec remove the dmg reduction FROM DIRECT HITS, only should work for the AOE dmg
and use the explosion velocity to determine if a missile hits = full dmg or doesnt hit = no dmg
(tricky part cuz DESTINY can't handle that easily atm but also MOST IMPORTANT PART GIVE BACK AOE DMG for missiles, not for all though
direct hit = full dmg, but only AOE hit gets reduced by your current explosion velocity formula AOE can hit yourself Introduce a special modus/module where you can fire your AOE missiles to a NON target area manually
like bombs BUT let us use a manually targeting system like the movement in HOMEWORLD 1 x y and z axis best example is the siege cannon in homeworld 1 or eg. simply the blizzard spell in Warcraft3/WOW to let you understand what I mean in fleet fights you would shoot these AOE missiles into areas you manually define will make missiles worth it in fleet fights because even if targets warp of missiles will detonate if you have chosen to shoot them manually [/list
bombers profit from above, besides that BOMBS themself should have a way higher range and stop after their flight time and detonate only if a ship is in its range, Bombs disappear after eg. 3 min Bombs launch mechanic is fun and fine but should yield more rewards therefor +++DMG imo
AND tada defender missiles are worth it again [:o remove FOF missile but introduce a FOF missile module eg. named automatic guidance system, which uses up high slot and gives missiles +30% explosion radius (=bad) This module lets you shoot your missiles like FOF missiles now.
give certain missile warheads effects eg. the faction ones just some ideas .. EM missile -30% dmg but eg. 10% chance to reduce the next active shield booster cycle by -99% EM missile -50% dmg but eg. 50% chance to reduce EM resistances by -30% for 20secs Thermal missile -20% dmg but eg. 80% chance for +50% overheat dmg for target active overheated module Kinetic missile -30% dmg but eg. 100% chance to slow the target for -10% for 10 seconds if shields are down below 10 Explosive missile -30% dmg = eg. 10% chance to reduce the next active armor rep cycle by -99% Explosive missile -50% dmg but eg. 50% chance to reduce EXPLOSIVE resistances by -30% for 20 secs .....
[b]The above isn't overpowered because every ship will have some missile slots and NONE not even caldari will have more than the max of 3 missile slots.[/b [u][b]And again MISSILES should NOT be a DPS weapon but a delayed alpha, AOE weapon.[/u
and pls MOAR diversity in range speed, dmg aso aso aso ..
PS: I want to shoot that single torpedo at you at exactly the right moment to eg. break your passive shield tank rawrrr
Yes this will promote balance problems but if you never change anything we will have bazookas shooting tanks before we have meaningful missiles in space  |

Iman Atheist
Painless Gain Ventures
0
|
Posted - 2012.03.30 16:38:00 -
[739] - Quote
I'm quite sure DRONES need to be revamped
I'm not sure if somebody already mentioned this (37 pages is a lot), but drones should be balanced the way missiles are - they should have the same stats across all 4 races (speed, tracking, damage), and just have a different damage type
The way drones are now, there is very little incentive for players to swap between the 4 types (within a given size class). There are the Gallente heavy hitters (Goblins, Hammers...) and the quick Minmatar Warriors if you really need to shoot some very fast moving targets, but other drones see very little use
The longer I'm using drones, the less reason I see to use anything but T2 Hammerheads. Seriously, I'm now using them against enemies of all factions and all sizes, and I'm hitting and popping everything just fine
Let's say I'm going against Sanshas or Blood Raiders. Since they're weak against EM, I might want to use Infiltrators (EM) instead of my usual Hammers (therm), but when I take them all I see is my DPS going down, and I quickly abandon that idea Quite frankly, I don't see a typical player doing fine math to figure out if Sanshas are weaker against EM compared to thermal AS MUCH AS the Infiltrators are weaker than Hammers by DPS. See what I mean?
---
A related, but separate idea:
To preserve variety, you might want to make 2 flavors of drone within each size class (just like with all other weapons) - a "damage" variant and a "speed" variant with the same damage type - one slightly slower but more powerful drone, the other slightly faster and better-tracking - in other words, not 4 but 8 drones per class (not 1 but 2 drones for each damage type).
They could be variants, or they could be brand new models with their own names. |

Rimase
Bene Gesserit ChapterHouse Sanctuary Pact
10
|
Posted - 2012.03.30 21:57:00 -
[740] - Quote
Quote:Masquerading Identity Nullifier : - This front-base module is used only with Clandestine Shiplines, plugged into the mainframe of the ship's hyper-computing maze of computing and electronically-emanating hardwares/wetwares. A specific intense process terminologically known as 'Masquerading'. The function of this module is to prescribe multiple tasks into a notorious autonomous hyper-computing artificial intelligence mainframe that has to compete against CONCORD's universal database, which is much stronger. The purpose specifically is to nullify your identity, which is a constricting and devious task yet still possible. Bonus: Temporarily conceals your electronic identity. Consequence: Lose security status if useage detected in systems where CONCORD operate especially in CONCORD systems. Note: Can only be used with Clandestine Shiplines.
Quote:Black Ops Cloaking Device II : - A very infamous piece of collaborative technology, the black ops cloak is designed for specific collaboration with illegal clandestine shipline's on-board universe-wide hyper-computing in specific manipulation of electronic identity. Universe-wide auto-registered capsuleer-vessel signatures are altered temporarily but do not immediately show result. CONCORD's database counter-measures duly disprove the falsified signature, which is why cloaking must be constantly refreshed to deny CONCORD's counter-processing. Bonus: Blacks Ops Cloaking Device prolongs the time you remain a hidden identity in the face of others. |

Amaroq Dricaldari
Malicious Mission Murderers
116
|
Posted - 2012.03.31 02:25:00 -
[741] - Quote
Frood Frooster wrote:Meta, faction, deadspace items Introduce meta, faction, deadspace and officer levels for items that dont have them right now. There are plenty items that have only up to meta level 5. Some even don't have meta 2-4. If the Eve economy would work, people would make billions inventing/building meta items for like salvagers, DCUs and such.
Vanity BPOs Give us useless items that we can build. Heck, sell the BPO via the Aurum store if you want but give me the option to make towels. Hell yeah! Not only did I always want to use an ORE Salvager module, but I also always wanted to manufacture COMBUSTIBLE LEMONs.
Also, I never heard the word malus before. You always confuse me when you say it. This is my signature. There are many like it, but this one is mine. |

Lucjan
R-E-D
39
|
Posted - 2012.03.31 16:23:00 -
[742] - Quote
1. Projected Sensor Strength Suppression
Comes as a race specific version and a weaker all race version (like ECM/ECCM)
Lowers Sensor Strength
+ Scripts
1. Make targets more susceptible to jamming 2. Hide you friends in large ships from being scanned down
2. Provide a counter for it : Sensor fortification
Protects 100% against Projected sensor strength suppression. |

Kyr Evotorin
Psycho Tech Industries Interstellar Hobos
4
|
Posted - 2012.04.02 17:04:00 -
[743] - Quote
So, this will be controversial and a lot of people might not like my thoughts, but here they are. in rough, just thought of them while at work and didn't have enough time to elaborate in my head
Dear Sirs:
A module that Increases the Range and Strength of Logistics Modules at the expense of Capacitor Use. -Logistical Range Script -Logistical Strength Script
Modules that increase Sensor Strength of a ship should Increase the amount of energy drained and reduce the amount of energy Received.
Jamming Modules should increase sig radius to the amount of modules online. -1 Module online would increase sig radius by +2% -2 Modules online would increase sig radius by +6%, Totalling at +8% -3 Modules online would increase sig radius by +18%, Totalling at +26% -Note that the above is poor math, just trying to make my point.
Sensor Dampeners should be more effective in dampening the sensors of ships. 'nuff said.
Tracking Disruptors Reduce the resistances of the ship in question in the same respect of, say, the Jamming Modules above.
Propulsion jamming could do with a nice module that increases range&strength at the expense of Scan Resolution. -propulsion jamming range script -Propulsion jamming strengthscript
These modules increase the effectiveness of the love triangle in ewar. (Warrior>Ranger>Mage>warrior) |

Omnathious Deninard
M'Tar Logistics Division Night Sky Alliance
19
|
Posted - 2012.04.02 19:59:00 -
[744] - Quote
Sentry Drones that use Defender missiles. Cap transfer drones, and T2 ewar fighters and fighter bombers |

Luscius Uta
Killers of Paranoid Souls
10
|
Posted - 2012.04.03 08:44:00 -
[745] - Quote
I want a X-Large Shield Extender. There is no shield equivalent of 1600mm armor plates and that makes me sad. |

BlindFury
Genbuku.
7
|
Posted - 2012.04.03 17:48:00 -
[746] - Quote
Not sure if this has been posted yet or not.
Chameleon Module
High Slot and can use scripts
This module is designed to mimic a type of ship based on the script that is installed. This will change the stats to conform to the ship type that is chosen. Holoprojectors will create the look of said ship when in visual range. All stats of ship will remain the same when shot at etc. Perhaps make it skill based, if you don't have level 5 skill, discrepancies will pop up when you do show info, holoprojection will be fuzzy?
Not sure if ship should change to what it is actually is once it is shot at or when shooting. Perhaps have a way to fake turn on modules?
Script types:
frigate industrial cruiser battlecruiser battleship capital
Maybe make another highslot module that has a % chance to see through the disguise when scanning.
My idea behind this is to use as a tool for disinformation. You know a scout is around and you either want them to think you have more than what you do, or have a different ship type. Industrials can use this to mimic hulks with combat ships and wait to pounce, or have them look like a fighting ship when they're not.
I dunno, a quick 5 minute thought i felt i should write down. There are lots of smart people here, feel free to add on to this idea.
BF |

Ogedei Khaghan
Royal Raiders
0
|
Posted - 2012.04.03 23:40:00 -
[747] - Quote
Sticky Hamster wrote:
I also wouldn't mind if we could use armor and shield maintenance drones on our own ship.
I agree. This seams like a fairly straight forward idea and I was very disappointed when I found out this was not in the game.
Low slot high drone capacity ships would benefit greatly form freeing up a low slot for out of combat armor repair. Using one of these in a combat situation is asking to get the fragile drone blown to dust.
|

Rameron
Cor'Vron
0
|
Posted - 2012.04.04 17:24:00 -
[748] - Quote
A new ship/role module that can collapse wormholes (probably a gradual process over say 5 min).
A ship/role module that can reinforce a wormhole, holding it open as long as the module is active. (also a counter to the destabilization module above)
A com jamming module that disconnects you from local (no one can see you and you can't see anyone), but takes a high amount of cap to maintain (and/or high fitting requirements) and is also illegal (like boosters)
A com jamming capital ship module that disconnects everyone from local. Would create interesting strategies as far as hiding fleets and such. can't be used from inside a POS shield. |

Severian Carnifex
147
|
Posted - 2012.04.04 21:38:00 -
[749] - Quote
Stealing from one guy in GD:
Remote Shield Extenders/Projectors
Can boost shield / project a shield around a target. HP up to you.
Fitting: Hi slot?
This module is used to fight alpha strikes.
^^ this are 2 suggestions (extender/projector) so choose the better one. |

Nova Fox
Novafox Shipyards
3651
|
Posted - 2012.04.04 23:27:00 -
[750] - Quote
I wont post anything until after inferno.
|

Heathkit
Merch Industrial Goonswarm Federation
73
|
Posted - 2012.04.05 00:40:00 -
[751] - Quote
I'd really like to see stuff that depends on the angle of your vector to the target. Stuff like modules that give you stronger shields from the front than from the rear, or the ability to move shields around. Also turrets with a limited firing arc - small guns that are powerful facing front, or battleship size guns that can only shoot to one side or the other.
I realize it would be a big change, but combat in eve is almost 10 years old. This would make fighting much more dynamic and compelling.
|

Lucjan
R-E-D
39
|
Posted - 2012.04.05 04:46:00 -
[752] - Quote
Rig enhancer module
It makes rigs stronger. High Slot.
Bonus: T1 +10% rig strength T2 + 25% rig strength Faction +20% rig strength
OPTIONAL : Penalty, the calibration cost of rigs goes up
OPTIONAL : Script usage
|

CirJohn
Hell's Accountants Malice Alliance
0
|
Posted - 2012.04.05 05:51:00 -
[753] - Quote
Combat Tractors and Combat Repulsors Well here's my take on this idea. I'll try to keep it short.
Each of these modules adds a velocity vector to both the attacker and the target. Tractors use this to pull both ships closer together, repulsors push both ships further apart.
The magnitude of each ship's vector is equal to a percentage of its own maximum velocity. This percentage should be roughly equal to half the effect of a webbifier of equal meta. The percentage should be the same for both attacker and target.
Stacking effects should be treated normally (additional modules produces reduced effect). Stacking would be calculated with webbifiers.
Each ship's maximum speed (and warp requirement) would need be adjusted based on its current direction of travel.
Module ranges should be between existing tractor beam and webbifier ranges.
This module should use a high slot - forcing the attacker to choose between sacrificing dps or another utility module (such as neuts) This will also make some pilots choose between having tackle in either the high or mid slot, or both.
Advantages: Tacklers and DPS boats can use tractors to close range quickly while the increased velocity helps mitigate incoming attacks. Tractors help smart-bombers close range with targets while speeding away from allies. Sniper, logistic, and support ships can use repulsors to slow approaching attackers or accelerate friendly ships. Skilled use of active piloting would allow pilots to interfere with an enemy's optimal range and transversal velocity. We'll finally have a better method than bumping to get our idiot frineds back inside the force field. These modules scale in a similar manner to webbifiers, allowing problems with each to be rapidly addressed on the other. Interceptors and assault ships with only 2 mid slots will finally get some web-like love.
Disadvantages Though the overall effect is better than a webbifier when used for solo pvp (due to range), it is weaker when used as tackle for a fleet (unless the tackler also carries a web in his mids). Once the attacker has closed range, he must manually pilot his ship with skill for his fleet to receive meaningful benefits. A pilot must trade either dps or another utility module to gain benefits from these modules. Hard science people will complain about the unrealistcs physics, but I'd rather have balancable gameplay.
Final Note: Tier 2 destroyers (medium weapons) -> Tech 2 tugs (with medium weapons)  |

CirJohn
Hell's Accountants Malice Alliance
0
|
Posted - 2012.04.05 06:28:00 -
[754] - Quote
Tech 2 Probes Lets fill in some missing items.
Tech 2 Core Probes: Precision Probes These probes gain a small (5-10%?) bonus to sensor strength and max scan deviation. This provides an alternative to faction probes.
Tech 2 Combat Probes These probes gain the limitted ability to detect cloaked vessels, detecting them as if they had a much smaller-than-normal signature. This would mitigate the afk-cloaker problem without defeating the purpose of a cloak. Pilots would have the choice between the stat bonuses of faction probes and the functionality of T2 probes.
Tech 2 Deep Space Probes These probes gain a significant (10-25%?) bonus to sensor strength and max scan deviation. This allows highly skilled pilots to make better use of the large radii of deep space probes. |

bornaa
GRiD.
172
|
Posted - 2012.04.05 11:19:00 -
[755] - Quote
Interference Field Generator
Creates interference field around the ship which causes errors in your sensor arrays - so that you do not have overview in that field (overview for all pilots in that field in empty (giving error)) so you must target other ships using optical scanner. (make that you have to click on the target in the space and than you are given a little menu around that ship - there you have a button to lock that ship)
Making that people in some occasions have to find their targets with their eyes and that target can hide.
This can idea can be used to generate natural in space interference fields which will give completely new way of site PVP to the EVE.
PVP with no overview. It will look more like hunting in the forest. 
p.s. Isn't that what people only had before overview??? You already have the tech - use it.  That Ain't Right |

Sigras
Conglomo IMPERIAL LEGI0N
96
|
Posted - 2012.04.05 19:53:00 -
[756] - Quote
The Cyno Dictor
This is a module for a particular ship (like a new T2 battlecruiser) that would prevent cynos from opening in its area of effect, which would be a bubble of around 100km. This means you could still get cap ships or bridge on grid but you cant insta hot drop people who are prepared for it. It would not close cynos that are already open in its area of effect, just prevent new ones from opening.
You could also script it and make it a targeted module that would prevent anyone from coming through the cyno that you're targeting (or the cyno of the ship you're targeting)
this would add a great level of strategy to fleet battles, because it would allow a FC to possibly trap half a fleet on the other side of a cyno if they're being directly hotdropped on. It would cause fleets to choose where to deploy their cynos to prevent being trapped half in half out. |

Sigras
Conglomo IMPERIAL LEGI0N
96
|
Posted - 2012.04.05 20:33:00 -
[757] - Quote
T3 Module
Keeping with the idea of "more versatile but not better than T2" these modules would really add to the flavor of comba
T3 Warp Disruptor It starts out as a 20km warp disruptor with all the CPU and cap costs of a regular warp disruptor, but you can script it to be a 7km warp scrambler, it still has the same CPU and cap cost, but now it shuts off MWDs and gives 2 points. Note both are worse than their T2 variants but more versatile
T3 ECM Modules It starts out with the same statistics as a meta 0 multispectral jammer, and you can script it to a specific race and it gets the stats of a meta 1 racial jammer
T3 Armor Hardeners It starts out with 18% resistances across the board (worse than an EANM 2), and you can script it to particular resistance type and it ends up with 50% to that one type (worse than a hardener T2) This module may unintentionally nerf lasers and hybrids :
you get the idea |

Niko DelValle
Promethium Corp.
3
|
Posted - 2012.04.06 02:21:00 -
[758] - Quote
What about low-CPU use links that are significantly weaker then regular links.
You know, so you can still have some kind of support links on ships not really designed for it. The Hyperion for example. |

pockitz
Wyld Stallyons
0
|
Posted - 2012.04.06 09:12:00 -
[759] - Quote
wormhole effect module .
|

Tina Mori
Maniacal Miners INC Cosmic Maniacs
3
|
Posted - 2012.04.07 03:08:00 -
[760] - Quote
Just bring back the old Micro modules for frigates (a few still exist out there) |

Sarah Schneider
PonyWaffe Test Alliance Please Ignore
52
|
Posted - 2012.04.08 22:58:00 -
[761] - Quote
Mobile Singularity Generator : Creates a temporary black hole on a certain point of space that pulls every non-anchored objects within a 30 km radius and effectively disables any incoming projectiles/energy based weapons during that time period. Gravitational pull magnitude depends on the ship's mass. Effect can be countered by releasing an ECM burst to disable the singularity generator control system. Can only be used by ships equipped with Singularity Generator launcher.
Singularity Generator launcher : Used to deploy Mobile Singularity Generator charges. Can only be fitted in {insert ship class here}
Module Hardpoint Adaptor: Enable the use of other hardpoint type on a high slot with reduced effectiveness. Penalties of using this module to convert the high slot to another hardpoint type : 1. Missile -> Turret hardpoint receives 75% reduced optimal range, 50% reduced effective falloff, 50% reduced damage multipliers. 2. Turret -> Missle hardpoint receives 50% reduced missile travel time, 25% reduced refire rate. |

Ira Infernus
Praetorium Illegitimus The.Alliance
14
|
Posted - 2012.04.08 23:16:00 -
[762] - Quote
Remote and Drone Hardeners.
All other aspects of tanking are covered in the logistical chain, and logistic dronebays are only used with token armor/shield bots. The introduction of drones which apply a specific or adaptive resistance would be greatly benificial to every party (so it wont nerf any specific weapon type). Ofc the bonus to remote hardeners wouldnt be that great; +/- 20% for remote modules, and like +/- 4% for large resistance drones. Adaptive modules/drones might also exist (like 15% for the module, and 2-3% for the drone in terms of resistance bonus's) Modules and drones like this would be benificial to the PvE (wormholes, incursions) and PvP (Pirate/Small lowsec/null gangs and Highsec war gangs mainly) communities.
In the above regard, I think a useful addition to the game would also be the introduction of logistics drones which already have a module counterpart (like energy transfer, tracking link, remote sensor boosting, etc etc).
|

Death Toll007
Fleet of Doom Psychotic Tendencies.
37
|
Posted - 2012.04.09 07:12:00 -
[763] - Quote
+1 Disguise module (like cloaking but not, and can only disguise ships of same scale)
-Q-Ship module: Like the Q-Ships from world war II, fit to an industrial, and trades out cargo bay for more fitting slots, specifically high and racial associated tank slots to equip an industrial ship for combat.
-Scripts for Invulnerability field: Fit a script type for an increased capacitor cost for a specific hardener bonus, equivalent to resistance specific hardener, but at already increased fitting, and cap requirements of invuln, and higher cap for using script.
-Perimeter Defense drones: Engage all incoming missiles, bombs, and drones.
AoE -AoE Rig Two new ones, one for bombs one for smarties. Doubles AoE damage and range. -Citadel Flak Missile, XL Flechette rounds. Fires from Citadel Cruise missile batteries only while in siege mode, does 700-1000 dps per dread to a 10km area. +1 Capital Smartie
-DT |

Omnathious Deninard
M'Tar Logistics Division Night Sky Alliance
19
|
Posted - 2012.04.10 17:07:00 -
[764] - Quote
Balance drone damage and tier drone optimum range by size rather than the same all around. Ex Small 1000, T2 1200 Medium 1500, T2 1800 Large 2000, T2 2400 fighter 2500 |

Akali Kuvakei
Imperial Shipment Amarr Empire
0
|
Posted - 2012.04.11 16:33:00 -
[765] - Quote
Please make a new rig that increases hull hp. It can be an astronautic rig. |

Ganthrithor
GoonWaffe Goonswarm Federation
222
|
Posted - 2012.04.11 19:54:00 -
[766] - Quote
Nova Fox wrote:I wont post anything until after inferno.
You just did? |

meatomatic
Millennium League
0
|
Posted - 2012.04.12 22:43:00 -
[767] - Quote
I would love it if they came up with new faction implants for shield and armor tanking, except bonus switched. ie: active armor plants and buffer shield plants  |

Karashur Tahazzar
Native Freshfood Minmatar Republic
0
|
Posted - 2012.04.14 00:21:00 -
[768] - Quote
I would love to see Navy Faction Battlecruisers and get rid of the tracking penalty of T2 close range ammo but since thats not what were talking about ignore my post |

Vol Arm'OOO
Imperial Academy Amarr Empire
6
|
Posted - 2012.04.14 04:37:00 -
[769] - Quote
I dont know if its been proposed before -- but i think area effect webs would be cool -- the way i envision it is -- a counterpart to the dictor bubble launcher -- i would make it so that the dictor cant fit both the regular warp disrupting probe launcher and the web area effect bubble -- this way you would have an extra specialized use for the destroyer class. |

bornaa
GRiD.
210
|
Posted - 2012.04.15 14:29:00 -
[770] - Quote
How about micro ships? Frigates are small with small modules... And we had and have few micro modules left... can you put it all back and make smaller ships then frigates for them? That Ain't Right |

Lady Aleena
Hedion University Amarr Empire
0
|
Posted - 2012.04.16 09:51:00 -
[771] - Quote
I never understood why a ship's weapon bonus only applies to a certain size of weapon and not to all weapons of a certain type. As you will most likely not change the bonuses of all ships, you could introduce bigger versions of smaller weapons: "Quads"
Quad [large weapon]: Large weapon with medium weapon tracking, signature resolution and range. Damage output somewhere between high medium weapon and low large weapon damage output.
Quad [medium weapon]: Medium weapon with small weapon tracking, signature resolution and range. Damage output somewhere between high small weapon and low medium weapon damage output
Quad [X-large] weapon: X-large weapon with large weapon tracking, signature resolution and range. Damage output somewhere between high large weapon and low x-large weapon damage output
You can also think about Quad [NOS/Neut] with extra fast cycling tim
That way ships could fit specifically for hitting smaller ships than their regular weapon size aims for. This would come at the prize of being inferior to a ship of the same size with regular weapons mounted. This would open up some interesting fitting options as well as surprise moments in space when your "oh-so-under-your-guns-ships" get hit by flak
Especially the quad X-large weapons might need adjustments on other issues on capital ships like regular weapon hit chance on sub-capital ships and maybe E-war immunity
|

TheSwelk
Benevolent Dictatorship
0
|
Posted - 2012.04.17 21:52:00 -
[772] - Quote
LP store offers
It's not a new module idea per se, but a way to introduce them.
I would like to see new modules introduced as a (temporary?) BPC offer from LP stores. These should cost only ISK and LP, so that mission runners can help remove ISK from the economy ;-)
They should be in the LP stores of appropriate NPC corporations. For example, a mid-slot drone mining upgrade could be in the LP store of a Gallente NPC "mining" corp. A laser thing should be from some Amarr NPC military corp.
It should not be announced ahead of time which corp's store gets each one. |

Ogley Tae
School of Applied Knowledge Caldari State
0
|
Posted - 2012.04.18 22:55:00 -
[773] - Quote
One-use (consumable) modules Thruster catalyst injector (as simple as Nitrous oxide)
Search revealed nothing on speed-related consumables.
Main idea Ship's engine catalyst granting a short-term boost to ship's acceleration (Thrust bonus like Afterburners/MWD have and obviously a Mass addition) (Short means 5 sec and less)
Pros Shorter time to initiate warp. Can be a handy way to outrun an enemy after few "boosted" jumps or evade dangerous environment (Hulk vulnerability case); Frees powergrid/cpu on ships that don't use afterburner all the time (e.g. are fitting afterburner against possible warp scrambling). Bumping (no comments).
Cons Shorter time to initiate warp. Can make gate-camping without sensor-boosted tackler pretty sad. Will need some balance work and development to implement cooldown on this module and interference with Afterburner/MWD.
P.S.: This module isn't really necessary, but desirable.
|

Darvaleth Sigma
Draconis Coalition
4
|
Posted - 2012.04.19 07:04:00 -
[774] - Quote
Ogley Tae wrote:One-use (consumable) modules Thruster catalyst injector (as simple as Nitrous oxide)
Search revealed nothing on speed-related consumables.
Main idea Ship's engine catalyst granting a short-term boost to ship's acceleration (Thrust bonus like Afterburners/MWD have and obviously a Mass addition) (Short means 5 sec and less)
Pros Shorter time to initiate warp. Can be a handy way to outrun an enemy after few "boosted" jumps or evade dangerous environment (Hulk vulnerability case); Frees powergrid/cpu on ships that don't use afterburner all the time (e.g. are fitting afterburner against possible warp scrambling). Bumping (no comments).
Cons Shorter time to initiate warp. Can make gate-camping without sensor-boosted tackler pretty sad. Will need some balance work and development to implement cooldown on this module and interference with Afterburner/MWD.
P.S.: This module isn't really necessary, but desirable.
If you had extended your search to the fanfest videos, you might have seen that they are planning to release a module (non-consumable, I grant you) that gives you the "tactical jump" you have described. Give a man a match and you warm him for a day.
Set a man on fire and he's warm for the rest of his life! |

Fehk Shus
SQUINGEL Hades.
0
|
Posted - 2012.04.19 07:12:00 -
[775] - Quote
Industrial Core II Duration -17.5% compared to tech I
Requirements the same but with Industrial Reconfiguration level V
F.o.F Missiles I'm not sure if I ever saw this in use. Please rework them or add something to the game (except for jamming) that makes these more useful (meaning, that missile boats actually HAVE to carry some spare FoFs in case of emergency, just like other races have to take 2, 3 different types of ammo/drones/scripts)
**Stasis Field Generator Can only be fitted on heavy interdictor class ships
Binds the ship to a target (preferably used on caps, supercaps) for a few minutes.
Velocity of both ships, number of allowed targets, sig radius and scan resolution dropping drastically (75%-95%) when active, to make them less vulnerable but still immobile on the field.
** 1) HIC would be used on the field more often, because they aren't used as much as they should be. 2) This would be a module that can be used to counter super hot-drops. In a cap battle, both parties would have to field HICs to support their cap fleet and HICS. It's just nice to have more things to take into account when fielding caps, to make the fights more dynamic. |

Death Toll007
Fleet of Doom Psychotic Tendencies.
38
|
Posted - 2012.04.20 08:46:00 -
[776] - Quote
I have two ideas, both are Cyno centric:
Cynosural field Hacking module: https://forums.eveonline.com/default.aspx?g=posts&t=98509&find=unread
Skill intensive allowing you to jump to non-fleet members cyno fields, skills effecting if you land on grid or just in system (like a jump where destination point is destroyed after you initiate, but before you load)
Remote Cynosural Field Generator: https://forums.eveonline.com/default.aspx?g=posts&t=98503&find=unread
A probe launching-esque mechanic allowing the launching of a remotely activated cynosural field.
Details in the original posts.
-DT
|

Drace Burne
Need A Dispenser
0
|
Posted - 2012.04.22 00:28:00 -
[777] - Quote
heres a thought on drones
why not make a salvaging drone (acts like mining drone.)
collector drone a drone that takes the size of 2 large drones but works differently than other drones.
for example this is basically a cargo container that will follow your ship and can be ordered to warp to a station and dock where the contents are put in Items tab
the thing is these require a skill made just for them like
the size will also depend on ship like a drone ship will get say 1000 m3 space or a normal ship will get 500m3 space and you could make a ship that is a ore ship specially made for these that adds 2000 m3 space per level per drone |

Aren Valle
Lonetrek Mineral Corporation
1
|
Posted - 2012.04.22 21:05:00 -
[778] - Quote
I would like to see the inclusion of a new type of drone rig.
Auxilliary Drone Processor Cannot be fit to ships with current drone bandwidth > 0
Adds limited drone capability to ships at the expense of cargo capacity and CPU. All have a calibration cost of 100.
Small: Drone Capacity 15m3 Drone Bandwidth 15Mbit/second Cargo penalty 30m3 CPU penalty 5
Med: Drone Capacity 30m3 Drone Bandwidth 30Mbit/second Cargo penalty 60m3 CPU penalty 15
Large: Drone Capacity 75m3 Drone Bandwidth 75Mbit/second Cargo penalty 150m3 CPU penalty 50
|

Darkdood
Estrale Frontiers Project Wildfire
23
|
Posted - 2012.04.23 16:39:00 -
[779] - Quote
Idea #1 A new class of ship exactly like heavy interdictors accept its special module is an AOE web/web that effects ewar immune ships.
Idea #2 A Capital class module "Anchor". You set a password and activate it. You get a green box like when anchoring POS modules. That anchors your ship in space so it can't be bumped or moved. If you leave ship then anyone can board it but they can't turn off that module without the password. This would allow people to safely store capitals at POSs etc etc. OR you could require the password to board it? Have the same 30 day timer for anchored containers apply etc.
Power just went out. More later. |

Mechael
Ouroboros Executor Collective
74
|
Posted - 2012.04.24 05:18:00 -
[780] - Quote
Anchorable mines, T2 versions that are cloaked. They'll sit there in space until someone gets within x distance, and then boom. Would ideally come in all 4 sizes (small, medium, large, extra large) and with a new ship type (possibly new Destroyer?) that can lay them and detect/disarm them. Much like stealth bomber bombs, they could come in many flavors.
Uses could be both offensive and defensive, obviously. Mine your own territory, or sneak in and mine your enemy's. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Mechael
Ouroboros Executor Collective
74
|
Posted - 2012.04.24 05:23:00 -
[781] - Quote
Anchorable missle silo construction platform - when you put the appropriate materials into it, it upgrades into a missile silo that will reach across the entire solar system to bombard enemy structures. Anchor it next to your sovereignty blockade units (or wherever) and it'll start (very slowly) lobbing massive missiles at any non-friendly structures in the system.
Perhaps it could be fragile and cheap enough to make a good target for small gangs. If its damage output is balanced properly (through slow rate of fire or outright lowish damage) it could be a very interesting addition to sov warfare mechanics. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |

Elder Ozzian
Stargates and Smuggler Barons
30
|
Posted - 2012.04.24 06:06:00 -
[782] - Quote
For letting the amarrians win for once: Resistance drill, which should have a terrible downside. For letting the amarrians die as they should: Remote resistance optimizer.
And for those acward situations when you run out of cap: Shield tapping for capacitor (opposite to shield booster).
|

Red lensman
BlackSky inc.
0
|
Posted - 2012.04.24 08:54:00 -
[783] - Quote
a module that changes the ship type in scan's and views as ganking is far to easy atm for bait ships like earth war time Q-ships
maybe scripts for ship types for varations maybe allowing the the lv of skill to move the size of ship +/- 1 size probably a high slot so you have to give up some dps to use it, disables active mods from use except maybe passive targeters with sensor boosters allowing you to burn past image with enough power and close enough range or eccm maybe doing the same
|

Morgan Madsen
Red Ochre Mining and Exploration Fatal Ascension
0
|
Posted - 2012.04.24 18:54:00 -
[784] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
Focusing strictly on scripts and tracking computers. I'd like to see it broken down to simply "Weapons Computer" and have it be useless w/ out scripts. Currently when scripting for something specific the bonus is 30%. You could use this and add different and unused scripts like damage, ROF and capacitor usage. Overall this wouldn't change a whole lot but it would give a bit more options to armor tanking ship weapons.
|

Axel Greye
Nova Ardour
50
|
Posted - 2012.04.25 07:18:00 -
[785] - Quote
Homing Link Launcher I + Homing Beacon Charge Highslot
Desc: Launches a Homing Beacon onto targeted recipient. Tracks your targets movements in Real Time on your Starmap. Homing Beacon lasts for 5 jumps per level of Astrometric Rangefinding (Max 25 Jumps).
Non offensive module Must be Fitted to a Covert Ops, Recon or Blackops Ship.
^ because locater agents suck
Drone Calibration Dis-coordinator Highslot Area of Effect: 7000m
Desc: Effected Drones no longer respond to commands and will attack any legal target within their control range at random (Enemies, Corp Members, NPC Rat, Drones from the same User etc) for 20 Seconds. (Max 1 per ship) (Does not Effect Fighters or Fighter Bombers)
^ consider it anti-drone ewar |

Axel Greye
Nova Ardour
50
|
Posted - 2012.04.25 07:18:00 -
[786] - Quote
Sonic Particle Accelerator Maser (SPAM) Midslot
Desc: Acts much like a Target Painter, except instead of increasing the signature radius of the targeted ship, it re-directs all missiles targeted towards you to the Mased Ship by masking the signature of both ships to confuse missile guidance systems. Use it to Force all guided-missile damage onto your tankiest ship, or to troll your friends when faced with a Drake Fleet. (can only be activated on fleet members, Does not work vs. unguided missiles)
10% Increased Maser Optimal Range per Level
|

Lesath Scorpii
Cyclone Solutions Twilight Military Industrial Complex Alliance
4
|
Posted - 2012.04.25 13:31:00 -
[787] - Quote
Hardeners affecting two resists at once. |

Rara Yariza
Royal Amarr Institute Amarr Empire
5
|
Posted - 2012.04.25 19:34:00 -
[788] - Quote
I haven't read the thread so if any suggestions have already been said it shows they're a good idea 
*A rig that provides an extra fitting slot. Make them for high / med / low - could limit them so they can't provide missile / gun hardpoint.
*scripts for ecm burst to extend range or strength.
*drone damage mods and rigs - works for all drones rather than a certain class of drone.
*improve F.O.F missile damage, make them only hit agressed enemies - drones don't attack friendlies.
*stasis webifying AoE script for Hic bubbles
|

Morgan Dinn
The 20th Legion Mildly Sober
0
|
Posted - 2012.04.26 08:22:00 -
[789] - Quote
Here goes
Scripted Area of Effect Multi-Module Weapon Systems. (I like the sound of that hehe)
Basicly it's a mini doomsday and makes the ship a weapon platform and I'm still brainstorming the idea so don't say start to troll yet.
This would use all your turret / launcher slots and mayby some other slots for power. The modules are "linked" to each other and if one burns (if heat is used or the any of the modules gets enough damage to it) out the weapon wont work anymore.
Scripts and weapons would determine the AoE and damage types. It could be from EW to pure damage or some short of an mix. For example loads of missile lauchers with missile scripts would produce a huge missile salvo.
I need to think more. Now for the trolls I will get. Everyone always gets them. |

Moonaura
The Dead Rabbit Society
145
|
Posted - 2012.04.26 08:53:00 -
[790] - Quote
Hows about new module for the forums that allows you to unsubscribe from a thread, without having to post to it?  Caldari focused fleet PvP
Join us for 100% Caldari fleets in Faction Warfare and small fleet PvP
www.thedeadrabbitsociety.com/recruitment |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.26 10:48:00 -
[791] - Quote
Drone damage/hp - low slot Drone tracking and optimal - low slot Ship tractor beam - pulls piloted ships - high slot Smart bomb damage augmenter - increases smart bomb damage - low slot Cloakbomb - a very powerful smartbomb that clears all debris within 3500m and allows the ship to cloak immediately - high slot. |

Wolfman122
League of Legends
0
|
Posted - 2012.04.26 11:49:00 -
[792] - Quote
Not sure if similar has been suggested, I gave up reading all the cool ideas after about 5 pages. 
As a drone user I think the following would be cool, it would give more flexibility for a lot of ships, allow some cool customisation for drone users and bring them more in line with turrets and missile boats while maintaining their individuality
High Slot Drone Modifiers
Yes we currently have the omni link and the link augmenter but they are quite, er, passive. So here is what I propose
* Drone Speed (+X% * Drone Damage (+X% * Drone Repairer (Repair all active drones by X each cycle
A series of high slot only modules which alter the effects of drones. These are active modules and use cap. Only one module can be active at a time but multiple can be fitted. Each module only effects one size of drones, so a light drone module effects only light drones which are being actively fielded by the ship. This allows the mods to be fitted to all sizes of drone boats. However larger drone boats could choose to fit light, medium, heavy modules if they use different sized drones
These modules can also be overheated like standard modules, allowing drone boats to have more tactical moment to moment choices. For instance, I want to target a ship a long way away with my drones? Activate my drone speed module for a couple of cycles, then when the drones get in range I want to switch over to my drone damage module. The enemy ship is targeting my drones and killing them? Activate the drone repairer module. There are probably other types of modules that could be added such as drone tracking, modules for logistics drones etc. |

Selaya Ataru
Pink Kitten Kommando To The Moon
5
|
Posted - 2012.04.26 14:51:00 -
[793] - Quote
Drone Controll Units of different sizes.
The current ones would be capital and would stay as they are.
New Drone Control Units for small, medium and large ships, each increasing the number of launchable Drones by 1 and providing the needed bandwith.
Example:
Quote:Small Drone Control Unit I 15 CPU 8 PG +1 Drone +5 Bandwith
Quote:Medium Drone Control Unit I 45 CPU 150 PG +1 Drone +10 Bandwith
Quote:Large Drone Control Unit I 75 CPU 550 PG +1 Drone +25 Bandwith.
With these attributes, it would be possible for ships to fit "oversized" DCUs if they are willing to sacrifice as much fitting capacity. These DCUs would generally benefit drone BS like the Dominix more than smaller ships like the Ishtar as an Ishtar would not be able to fit as much "large" DCUs. It would however, allow to create specialised drone fittings on ships with an existing drone bonus and/or a large dronebay.
The biggest balancing problem could be ships like the Pilgrim. a Pilgrim would be able to get somewhat large dps for a Covert ship if willing to drop its Neuts. The Rattlesnake could be problematic as well as it combines the Drone Bonus with the half ass Marauder highslots and Rattlesnake Pilots would have very little reason not to use these new DCUs over missile launchers.
However the DCUs would be based on the Advanced Drone Interfacing skill which has enormous requirements. This should balance the large gain, it would also make the Advanced Drone Interfacing skill an actual asset instead for a wider audience of players. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.26 18:16:00 -
[794] - Quote
Passive omni-shield resist module with stats similar to EANM. Active omni-armor in the low slot. |

I'm Down
North Eastern Swat Pandemic Legion
61
|
Posted - 2012.04.26 21:33:00 -
[795] - Quote
Ewar - Communications Disruption:
25% chance to disrupt broadcasting or recognition communications for 10 seconds.
Prevents broadcasting and scratches out the overview when disrupted.
Aimed at disrupting mass targeting broadcast by an FC or assistance broadcast for logistics ships.
+20% effect per level.
Drones - Drone Bay Optimizer:
High slot module
+100 drone bay -20% cargo capacity 1pg 28 CPU
Optimizes space in your drone bay at the expense of munitions
|

Maabuss
Exiles of Chaos
0
|
Posted - 2012.04.27 05:37:00 -
[796] - Quote
I know this has already been said, but.....
T3 Modules, and more T3 ships!!! |

Ken Kyoukan
0
|
Posted - 2012.04.27 11:58:00 -
[797] - 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. Hmm, we are getting salvage drones, so why not looting ones, why fly to cans when drones can? Use the same rules as tractor beams and looting, aka popup message on unauthorised actions.
Droxlyn wrote:Rigs to add turrets and launcher hard points. I agree but only where the Highslots already exist, Structural support etc, the rigs add the power/data/ammo/targetting etc. connections to these highslots. |

Esayor Doommesh
Beyond The Gates The Methodical Alliance
0
|
Posted - 2012.04.27 23:19:00 -
[798] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=1206157 |

Ken Kyoukan
1
|
Posted - 2012.04.27 23:31:00 -
[799] - Quote
I think he means a counterpart to my Shield Neut Idea, since we have Cap Neut's and NoS' ingame I'd assume it would drain some of the targets shield to boost your own, but what % I wouldn't know. |

Kale Eledar
Mining and Industrial Services The Irukandji
36
|
Posted - 2012.04.27 23:55:00 -
[800] - Quote
Apologies if this has been mentioned in one manifestation or another already, but I'm at work and don't have quite the leasure of reading the entire thread. :P
My idea is a module that temporarily draws the enemy ship towards the player ship. Its strength is mass based (or has a strength in newtons), so tiny ships couldn't just MWD immediately out of its optimal. That would help short range ships get closer to their targets (I'm thinking blaster based ships whose MWD useage is still relatively high.) However, it would have to diminish in strength as time went on.
The module should be either one time use, a high slot item with ammo and long reload times, or heavily fitting dependent (because range dictating items that directly force ships to move a certain direction or speed leans towards a specialized ship class if not carefully balanced.) I realize bubbles already do this somewhat, but they are situational and require a setup ahead of time (for the most part). Perhaps even a new ship class sucks ships in far better than other ships)? Said ship would do terribad dps.
There are many modules to allow your ship to GTFO from a neut or red, but the ones helping you get closer tend to get you blow'd up and are less "new player" friendly. The Irukandji is recruiting PVP pilots! APPLY NAO. You won't regret it. See our info at : -áhttps://forums.eveonline.com/default.aspx?g=posts&t=70811&find=unread |

EveTestDummy
The Scope Gallente Federation
0
|
Posted - 2012.04.28 11:37:00 -
[801] - Quote
WHAT DO I WANT TO SEE? .... Container Blueprints! and a Change to the way some things can be named
At the moment All Containers except the Station Warehouse (SW) are seeded.
I cannot buy a BPO for a Giant Secure Container (GSC), I cannot buy a BPO for a General Freight Container (GFC). I can only buy BPO/BPC and build SWs. But wait - I cannot Reprocess a SW if I am moving to a new location to allow me to use the minerals to build new SWs at my new home.
If I want containers in Nulsec at a Corp/Alliance owned Station, Noooo, I have to build SWs locally or ship in anything GFC or Smaller from where I buy it.
The game is suposedly a Player Run Economy - If this is so, why are containers not in the same category as all other manufactured goods. They should have BPOs and be fully reprocessable.
Other annoying things about containers:
I can flat pack a cardboard box, it takes up no where near the same volume as the assembled box - Why do containers take up the same volume assembled as repackaged?
Naming Containers - Has to be done in my Hangar at a Station. Why? It's just a container - It would be so much easier if I could rename it in the Corp Hangar Array at a POS - at the moment, I have to launch each container 1 at a tiem into space, rename, drag back to the hold, launch the next.
These type of things really need to be looked at.
On the subject of naming things - Item 2 - If I own an Orca, Me, not my Corp, why am I stuck with the same Corp Hangar Tab Names everywhere based on the main Corp HQ Hangar?
All corp hangars and their Tabs should be able to be individually named by a member of the corp who owns the ship, or have starbase config roles in the case of POS arrays.
Corp Hangar Arrays and Ship Maintenance Arrays should be able to be renamed in space like Research Arrays can be.
Request constructive comment |

ShortyMcBeat
Feuer Schwerter
0
|
Posted - 2012.04.28 15:17:00 -
[802] - Quote
A Smartbomb which really deserves the name "Smartbomb".
Maybe using the Angel setting bar of the Directional scan to force the damage into one direction. (also any other bar would be nice). You make less damage if you set it to 360 degrees but can increase the damage if the angel gets smaller.
Also nice for suiciding one one ship: Align, fly, set to zero degrees, shoot.. (Or just to put damage on all ships that are in range)
|

Gabriel Luminati
Garoun Investment Bank Gallente Federation
1
|
Posted - 2012.04.28 23:38:00 -
[803] - Quote
NEW FUNCTIONALITY MODULE.
--> This came about in a discussion with a friend at work about some 'Lego' style modules with the similiar design & effect as the Tech 3 ships <--
Drone Expansion Bay (Either Universal or Small/ Medium/ Large)
Skills: Rank 8 Primary - Drone Bay Configuration I (Requires Drones V)
Secondary - Drone Interfacing V
Tertiary - Drones V Mechanics V Navigation V
Stats: (Active Module)
Fitting - 60% CPU (OR Frigate=50tf / Cruiser=160tf / Battleship=350tf) *This would have to be looked at closer by the techies, to stop any possible abuse in expanded cargo/Nano/shield fitted ships.
Increases Drone Bay by 20% (When fitted & online) Increases Drone Bandwidth by 200% (When active)
Reduces High Slots to 0 (When fitted & online) Reduces Max Velocity by 10% (When active)
Requires High Slot Requires Liquid Ozone=100 (Fuel to activate) Cycle time=600s (10 Minutes)
Skill Bonus: Reduces the amount of Liquid Ozone needed per cycle by 10
The idea of this Module is to change the ship to fit with someone who has better drone skills than any other forms of offense and also gives a new dynamic change to the battlefield. If theres any Gallente pilots like me, then theres sure to be drooling over the fact of having 10 drones out at one time (sub-cap!)
The Fuel / Activation is to stop / hinder any possible AFK drone farming missions or Plexes etc. With these sponges and scavengers in mind, i went for trying to give reasonable active time for ships but not too long for AFKers to macro 6-12 hours or so. Small frigates should be good from 50mins to over 1.5hrs to Battleships which should be good from 2hrs to 4hrs.
The idea behind Liquid Ozone for the fuel is that its one of the bulkiest but reasonable fuels to use and also can be seen as injecting it into the drone systems to increase speeds and capabilities of the Bandwidth. As for the bay size increase, this is where the engines lose out.
I'd be EXTREMELY excited to see something like this in game as im sure alot of others will be too. More dynamics and versatility is the way! |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.04.30 00:10:00 -
[804] - Quote
Drone Control Unit II Pre-req: Adv Drone Interfacing V PG 80k CPU 8k Act time: 15s Extra drones: +2
Edit: Combat Strip Miner II Pre-req: Mining 5 PG: 15 MW CPU: 60 tf Optimal range: 20km Act time: 120s Mining amount: 360 m3 Module and structure damage amount: 360 Damage to targeted ship structure: True
The combat strip miner damages the targeted ship's modules and structure by harmonizing with the ship's shields to bypass them and acting directly on the materials from which the ship's parts were constructed. It directly mines the ore out of the target's modules and structure causing them to be damaged immediately after the strip miner's cycle or partial cycle finishes. Module damage is applied directly to the module's structure hp. It can also mine ore out of ship wrecks. |

Nicolo da'Vicenza
Divine Power. Cascade Imminent
767
|
Posted - 2012.04.30 04:42:00 -
[805] - Quote
Off the top of my head
Remote Warp Stabilizer Module - More for highsec escort missions. Electronic Warp Disruption Countermeasures - Targeting a deployable bubble with this module has a chance of disabling its effects for a short period, working on the same principles as ECM modules Station Mainframe Decryptor - Uses Hacking skill to unanchor inactive/abandoned POSs.
|

Fallo Gallentine
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.05.01 12:29:00 -
[806] - Quote
Covert Operations Modules & Skills
In history, many big battles have fought, but the turning point usually came from the intelligencia and small covert operations designed to overthrow or institute military and social revolution within a much larger power bloc. Currently we have covert ships/cynos/bridges, scanning/probing and local chat, that kind of provide this type of warfare.
A lot of people have been whining about the large alliances holding too much power and making this not fun for the smaller alliances. And everyone hates cloakyfags and pos bashing.
A possible idea would be to have a Covert Operations skill tree line, alongside introducing a whole new set of modules.
I have not explored all the possibilities this could entertain, but I guess the rest of EVE could probably add more great ideas to it. The basis is for a set of skills and modules designed to enhance espionage, surveillance, sabotage and intelligence activites, all wrapped up under the umbrella of covert operations. The certificate disciplinary title could be called saboteur or covert agent.
The idea would be designed to:
* create rich new RP and storyline scenarios, * facilitate new possibilities in strategic warfare and PVP, * do away with cloakyfags once and for all - or at least provide an avenue to counter them, * allow for interesting cat and mouse, cloak and dagger gameplay scenarios, * allow for an alternative to blob/timesink/boring structure/starbase/pos bashing, * ... ?
Having said that, it would require careful diligence in order to not upseting existing gameplay balance too much whilst creating great new fun gameplay opportunities. The primary issues I see would be with regards to distances they would work and which modules, would be permissible in empire. Some fun new missions where you become a covert agent for Surveillance/Security departments for NPC corps employing this tech would likely also make sense.
Modules
Prototype Covert Tracking Beacon Prototype Covert Tracking Device Prototype Covert Tracking Beacon ammunition loads into a Prototype Covert Tracking Device. Shoot it at things to create a dynamic bookmark of the structure or ship that can be viewed on grid/map/bookmarks and traded with other players. Skill levels would determine the resolution accuracy at which the pilot can pinpoint the beacon. Level 1 - Region, Level 2 - Constellation, Level 3 - Solar System, Level 4 - 64AU, Level 5 - 32AU. A passive targeter can also be used to allow tagging a pilot's ship without alerting the victim. Can also be used to easily make bookmarks by shooting at things, on top of the existing conventional methods of bookmarking that currently exists.Note that if shot at a ship, the actual object tagged is the hull, not the pilot or any of its modules or drones.
Prototype Covert Sweeper Probe Ammunition that loads into Probe Launcher. Permits the scanning and detection of any covert items including Covert Tracking Beacons, Covert Detonation devices, cloaked ships/structures/generators and covert signal spoofing. Basically, all covert-tech. Yes this includes cloakyfags. Skill levels determine max scan range, upto a maximum Level 5 of 64AU.
Covert Friendly Signal Spoofing Device Covert Neutral Signal Spoofing Device Covert Hostile Signal Spoofing Device Passive module that will allow a pilot to spoof his standings as excellent/neutral/terrible to other pilots in the local system. There are a few ways to reveal the true standings of a mole/covert spy. Doing a show info and viewing the pilots corporation will reveal who the pilot really is always. Additionally, tagging the module-fitted ship with a covert tracking beacon will also reveal the true identity, which can be used to keep tabs on a would-be-mole, with the mole completely unaware their passive module is not working, unless/until they sweep / clean their ship. Lastly, a ship fitted with this module will show up in covert sweeper probe scans, even if docked, revealing a covert signature at the outpost/station where the pilot is docked. Will be fun vs. huge busy systems of the big alliances and staging systems! This fleet finder mechanic will not allow them to join fleets with corporation/alliance restrictions. but will allow the pilot to join if he asks for an invite.
Covert Hull Signature Mimic Passive module that allows the pilot to mimic the hull class and ship type he is in. Titans cannot be mimicked in hisec. This would also allow a variety of different modules and bpos to be manufactured, including some of the rarer ships and npc ships. Although the cosmic signature will reflect the mimicked ships type, the damage and specifications of the ship will remain exactly the same as the original ship, and will be reported so in the killmail.
Prototype Sabotage Removal Device Along with a new skill would allow the deactivating of tracking beacons and covert detonation devices that have been discovered. This would mean some players would need to take their ship or item to someone else with the skill if they themselves do not have the skill. The time / skills required would vary, making the deactivation of a POS or Carrier a lot more labour/time intensive than removal from frigate or jump bridge.
Covert Station Cloaked Field Generator for POSes. 'Nuff Said.
Mobile Cloaking Field Generator Similar concept to warp disruption bubble, except it will cloak all items within its area of effect, except the signature of the actual generator. There can be several types for different sizes, use of which is determined by skill levels.
Mobile ECM Field Generator Similar concept to warp disruption bubble, except ECMs within its area of effect. There can be several types for different sizes, use of which is determined by skill levels.
... more ... |

Fallo Gallentine
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.05.01 12:30:00 -
[807] - Quote
... continued ...
Covert Detonation Device A device that can be attached to a ship or structure that will cause said item to explode after a predetermined time. This allows for more effective destruction of starbase structures and POSes. There could be 3-5 sizes that correspond to skill levels, and have an AoE that causes lesser damage to neighbouring ships and structures. The idea is that with a coordinated effort,a structure can be detonated much quicker than currently but not instantly, and not require a blob, but at the same time allow victims that are not idling and are alerted to the fact, enough time to deactivate it with sabotage removal devices. Obviously, the time should be fixed to say something like 5 or 10 minutes, and allow victims enough time to discover it via sweeping and deactivate it. Can only be anchored starbase or sovereignty structures, and only 1 per structure - so that makes 1 detonation per structure per 10 minutes for instance.
Other
Industrial Sabotage Devices Reduces the mining efficiency of mining modules/ships/gas harvesting until swept and deactivated
Various Planetary Industrial Sabotage Devices Can be deployed onto planets to reduce efficiency of production, power, speed, volume etc, until it is swept and deactivated.
Sweep Satellites Deployed around planets will give you an automatic sweeping effect to detect sabotage, cloaking and other covert tech within an AOE. Spread them around your solar system. Possibility for Spy Satellites to provide offensive abilities.
Balancing
Jumping whilst cloaked should be allowed as they can now be scanned down!!! Noob Friendly!!! But they better be on alert or just be passing through because they can now be scanned down before long.
If a cloaked ship is scanned down, the person who performed the sweep will be able to: - target lock the cloaky ship and hence de-cloak the pilot as per usual, as per normal target locking mechanisms. - instead of shooting, he can tag the ship and then share/trade the bookmark as per normal with other people in fleet or corp.
Combinations of different bubbles ecm, cloak, warp disruption at a gatecamp, etc will make for interesting new tactics! |

Fallo Gallentine
The Riot Formation Get Off My Lawn
0
|
Posted - 2012.05.01 12:44:00 -
[808] - Quote
Corpmates added:
- web bubbles - decloak bomb ammo (AoE decloak) for stealth bombers :) |

Ilja Muromez
201st
0
|
Posted - 2012.05.02 11:00:00 -
[809] - Quote
Quick Reload Module
Low-Slot
Quick Reload Skill 30% / Lvl
Affects Ammo / Cap Recharger / planned Shield Recharger |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.02 18:12:00 -
[810] - Quote
Smartbomb II More damage and range than T1 smartbomb. May be damage specific modules of each size, just as with T1 smartbomb. May be activated while cloaked or under gate or wh cloak. Shows no animation while ship is cloaked, except on the surrounding objects receiving damage. High slot
Covert drone control unit II Drones and fighters/FB can be deployed while under cloak, including gate and wh cloak. Drones belonging to the ship with this module active will not de-cloak it. High slot
Covert passive targeting system II Ships may be targeted while cloaked. The target will not see that they are targeted. The lock is broken when the cloak is broken. High slot |

Loius Woo
PATRIOT KNIGHTS Crimson Steel Empire
0
|
Posted - 2012.05.02 18:48:00 -
[811] - Quote
Combination of Heat and EW...
An EWAR thermal overload that targets a ship and causes heat damage to the other ships modules. Could randomize effect like ECM, and could randomize which modules it affects. This would be a different approach to EWAR, you don't pop the guys ship, but you make them combat ineffective. |

Dwindlehop
Stimulus Rote Kapelle
2
|
Posted - 2012.05.03 15:50:00 -
[812] - Quote
Quote:In terms of combat, I felt like I was making very few decisions, and telling the computer to do the things I wanted to do seemed like it took a lot of precise clicking. Right click - Lock on Target. Right click - hold range/orbit. F1 and F2 to use both of my weapons on him, as if that weren't why I were targeting him. Then wait for him to blow up, now repeat all of this for the only remaining foe. It seemed to take a lot of clicking to do that, where the only other real options are "let him blow me up" or "warp out". I wasn't really impressed with the combat, and since the rest of the game is build-up or lead-in to combat, it might not be the game for me. That's an email from a RL friend who just tried Eve. Make modules for him. Make an invulnerability hardener which can be scripted to have an ECM effect. Make turrets which can redirect some of their DPS to destroying incoming missile fire. Make a lowslot damage mod that be scripted to increase speed.
Like the adaptive armor hardener on Sisi now, these flexible mods should have less effectiveness than their specialized counterparts. But giving players more choices, both in the fitting window and in space, is what adding new modules should be about. |

Javius Rong
Sigillum Militum Xpisti Fatal Ascension
1
|
Posted - 2012.05.03 16:02:00 -
[813] - Quote
Module to improve explosion radius/speed of missiles (tracking enhancer + tracking computer equivalents). Should have mid-slot and low slot version.
Adaptive invul field - passive version for shields. (like EANM for armor)
|

Ilja Muromez
201st
1
|
Posted - 2012.05.03 19:51:00 -
[814] - Quote
Projectile/Hybrid/Laser Point Defense System Utility High-Slot Req. Small Turret Spec 4-5; Targeting 5 Balanced range, dmg, rof for different effectiveness against different missile types depending on turret type.
In addition to this add a Utility-High Defender Missile Module. Check usage of Defender Missiles in present state for this idea.
|

Ilja Muromez
201st
1
|
Posted - 2012.05.03 20:08:00 -
[815] - Quote
Emission Absorber Utility High-Slot Reduce signature radius
Works like a CovOpCloak New Skill Only fits some ship lines, maybe. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.03 23:16:00 -
[816] - Quote
Defender II Requires Defender Missiles 5 Volume 0.010 m3 Max Velocity 8000 m/s Max flight time 15s May be launched without a target missile on the field. Orbits ship until an inbound missile appears on grid, regardless of its target, and then pursues the missile until the flight time has been reached, thereby exhausting its fuel. This defender aggressively hunts down any and all incoming missiles on the field, regardless of whether they are launched when it was deployed or whether they are "friendly or not." Missiles are determined to be inbound when their range decreases over time. |

Sunviking
The Shining Knights
46
|
Posted - 2012.05.04 15:18:00 -
[817] - Quote
SPACIAL DISTORTION DETECTOR
Role: Detects presence of cloaked ships Ongrid. Does not tell you where or how many there are, just that they are there, somewhere.
Prerequisites: Cloaking 4 ??? ???
Active module, can be set to auto-repeat, has duration of 10seconds. |

Sunviking
The Shining Knights
46
|
Posted - 2012.05.04 15:19:00 -
[818] - Quote
Javius Rong wrote: Module to improve explosion radius/speed of missiles (tracking enhancer + tracking computer equivalents). Should have mid-slot and low slot version.
Adaptive invul field - passive version for shields. (like EANM for armor)
This. Missiles need some kind of counter for the proposed Tracking Disruptor change. It would be pretty heinous if CCP did not release a Counter at the same time. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.04 17:55:00 -
[819] - Quote
Processor Diagnostic System II Fitting slot Medium PG Usage 1 CPU Usage 20 Armor repair rate bonus 8.5% Armor hp bonus 5% Cap Recharge Rate bonus 8.5% Cap bonus 5% CPU bonus 5%
plus the meta 0-4 line following the Power Diag System line
Remote Cloaking Device II Fitting slot High Cloaks target ship for 30s. Target decloaks as soon as he attempts to target another ship or 30s has expired. Both source and target ship may warp at any time. Max vel modifier to source ship -90% scan res bonus to source ship -50% Cycle time 30s |

CirJohn
The Flying Tigers Intrepid Crossing
3
|
Posted - 2012.05.04 20:42:00 -
[820] - Quote
Interdiction Sphere and Mobile Warp Disruptor Variants
Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?
Warp Disruption Probe variants Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!) Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look) Stabilization probe: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer) Stasis probe: Acts as a webifier upon all ships withing range. (very anti-frigate, but also puts the dictor at great risk) Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always)
Mobile Warp Disruptor variants Mobile Cloak Neutralizer: Reveals all cloaked vessels within range. (effective warning system against cloakers that are too lazy to make tactical bookmarks) Mobile Scan Negator: Hides everything within raange from everyone's d-scan. (does not hide itself or celestials) Mobile Sensor Dampener: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always) Mobile Warp Stabilizer: Provides a significant warp stabilization bonus to all vessels within range. (+2 for a T1, +3 for T2, +2 to +4 for faction/deadspace/officer)
|

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.05 00:24:00 -
[821] - Quote
CirJohn wrote:Interdiction Sphere and Mobile Warp Disruptor Variants
Atm, interdictors and mobile warp disruptors are one-trick ponies. Why not add some combat-utitly options?
Warp Disruption Probe variants Illumination probe: Acts as a target painter upon all ships within range. (long live torpedoes!!! death to battleships!!!) Revelation probe: Reveals all cloaked vessels within range. (great for disrupting cloaked fleets if you already know where to look) ...
If they just jumped through a gate or wh, it seems pretty clear to know where to look. As if jetcan spamming wasn't bad enough for covert ops, your rev probe would make cov ops almost pointless.
CirJohn wrote:Interdiction Sphere and Mobile Warp Disruptor Variants
... Sensor boost probe: Acts as an unscripted sensor booster upon all ships within range. (small bonus, stacking penalties apply as always) ...
You could just fly a Gallente command ship with the appropriate warfare link. Why have probes that do fleet boosting? Do we really want to go there? Now a sensor/overview dampening probe sounds interesting. Such a probe clears the overview (can't see anything) and clears them from the overviews of everyone else on grid sounds very cool.
Overview Dampening Probe: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships. D-scan ceases to work also. All targets are lost. |

Tovartis Roberts
Nexum Cloned
10
|
Posted - 2012.05.05 15:09:00 -
[822] - Quote
Marauders are pretty much PvE only boats, well i think it would be a good idea to give them some kind of role in pvp and maybe you could make a new module called a marauder class tractor beam, which can be used on hostile ships, dragging them in towards you. this module would be fittable only on marauders and would have limitations based on mass and tractor strength on what it can pull and how fast, This would not prevent them from warping but maybe slow their align time.
Or another idea is based on the same marauder class tractor beam that instead of slowing the enemy down, it vastly increases your speed towards them. Like pulling yourself in towards them. They are called marauders but they dont really fit the name "marauder". yet. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.05 19:17:00 -
[823] - Quote
Wasp SB-900. Activates smartbomb near target. Activation time 10s. Damage 240 HP. Area of Effect 3 km. Scales to -600 and -300 lines.
Drone Augmentor II - low slot. 10% dmg increase, 10% hp increase Drone Enhancer II - low slot. 10% optimal increase, 10% tracking increase
Smartbomb Augmenter II - increases smart bomb damage by 10% and range by 10% - low slot
Covert ops Large EMP smartbomb GÇô Operates regardless of cloak status- high slot. Area of effect 6km. CPU 80. PG 1100 MW. Covert ops Medium EMP smartbomb - Area of effect 4km. CPU 50. PG 200 MW
Shield Field Generator II - Shields are extended to a 15 km shield bubble as the only ship in that space that may be targetted. Objects within the bubble may not be targeted and may only target the ship deploying the shield field generator, which re-directs all incoming effects to the ship deploying it. The shield bubble is the shields of the ship activating the bubble. No two shield bubbles may overlap. Adds 2500 shield to the ship when activated. Activation cost 280 GJ. Activation time 5 s. CPU 160 PG 200 MW - high slot or low slot. Logistics and carriers can fit. Requires logistics 5.
Ship Assault Launcher II - when target is slower than 10 m/s and at 0m, Marines and other Militia from the cargohold deploy to the targeted ship to cause heat damage to the modules (militia) and to eject the pilot (Marines). Heat damage 20 HP. GÇô high slot.
Capital Energy Neutralizer - high slot. Activation cost 5k GJ. Activation time 30s. Energy Neutralized 6k GJ. CPU 60 PG 250k MW
Capital EM smartbomb - high slot. CPU 100 PG 150k MW. Activation time 10s. Activation cost 2k GJ. EM damage 2500 HP. Area of Effect 25 km.
Adaptive Invulnerability Amplifier II GÇô Medium slot. PG 1 CPU 30. Activation cost 0. All Shield dmg resists -20% Energized Adaptive Nano hardener II GÇô Low slot. PG 1 CPU 30. Activation cost 30. Activation time 20s. All Armor dmg resists -30%
Overview Dampening Probe/script: All ships within this bubble disappear from the overview and lose the ability to see anything else on the overview. Ships within the probe also cannot see the space around them and ships outside the probe can only see a dark bubble cloud surrounding those ships, none of them on overview and no target locks on them. For ships within thi bubble: D-scan ceases to work also. All targets are lost. Non-targeted effects like warp disruption bubbles continue to apply to the ships while within the overview bubble. |

Thomas Kreshant
Republic Military School Minmatar Republic
43
|
Posted - 2012.05.06 15:57:00 -
[824] - Quote
Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..
Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists. |

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.06 17:09:00 -
[825] - Quote
Thomas Kreshant wrote:Capital Jump Drives to be changed to a module even for JF's (add some fitting slots) and given a spin up time, much like the new micro jump drive..
Nice 5 minute spin up time to prevent the undock/woosh I'm gone super safe travel between stations that currently exists.
There is nothing wrong with some safety in capital travel. If we were to go down that road, would you also say that subcap ships must also have a new warp module too? Would be fun though if such a module could be overheated for faster warp/jump times, where jumps worked like extended warps. Instead of the lengthy 5 min proposed, we could just require an alignment for jumps similar to warps. See my new discussion on Capital Jump drives |

Lin Gerie
Hole Perception Fade 2 Black
0
|
Posted - 2012.05.06 23:02:00 -
[826] - Quote
Idk if this has been said before, but more drone modules. It's great we have control range and damage, but what about tracking, speed or even resistances or specific buffing for their shields armor or hull?
|

Jaxley
The Tuskers
10
|
Posted - 2012.05.07 12:34:00 -
[827] - Quote
Heat rigs: Increase bonus on overheated modules at the cost of much more heat damage on modules per cycle.
User story:
Your armor brawler can't keep up with a shield kiter, so you overheat that MWD. Two MWD cycles later you're in a position to put an overheated web and shortly thereafter scrambler on the kiter. Mids are almost burnt to a crisp, so it's either shut down heat or lose point and MWD. Oh and good thing you made those two MWD cycles count in the first place, as it wouldn't have survived a third.
Still, that guy has had a head start in the dps race; time to catch up with some overheated guns. Best pray to the gods of hull tanking, because you ain't got no armor rigs and maybe 15 seconds of max dps.
Dare to be a complete flipping lunatic, pilot. http://twitch.tv/EVEJaxley |

Grenn Putubi
The SWAG Lab SWAG Co
3
|
Posted - 2012.05.08 07:03:00 -
[828] - Quote
Couple idea to throw out:
1st an idea for a new mechanic, inspired by a chat I had with a friend about Dust Mercs: Boarding Parties A short to mid range hislot module similar to a probe launcher could launch small pods that latch onto a target ship. Each pod 'infiltrates' a boarding party of marines or mercs onto the target ship. Get enough pods on a ship within a certain amount of time and the player will lose control of his ship, this could mean the ship sits dead in space, explodes, or my personal favorite, forces the pilot to eject from the ship. It could even be a tiered effect on the target ship, as it passes 50% infiltration the ship could start having a chance to ignore player commands, or turn on/off modules at random, till it reaches the 100% mark and the final loss of control occurs. Target ships would be notified that they've been boarded and their crews would automatically respond to deal with the infiltrators. There could be defensive modules that speed up this process. There should be different sized launchers for the boarding pods, small for frigates, medium for cruisers, large for battleships, and Capital sized too. You wouldn't be able to use launchers on ships smaller than the launcher you're using, so mediums wouldn't work on frigs, larges wouldn't work on cruisers or frigs, etc... but you'd be able to use smaller launchers on larger ships, small work on anything, med work on cruiser and larger, etc.... Larger ships would be less affected by smaller launchers, so a single frig launching boarding pods at a battleship wouldn't be much of a threat, the battleship's crew would easily dispose of them, but a small fleet of frigs all launching boarding pods at a battleship would be tough for the battleship to deal with.
The reason this idea is spawned by a conversation about Dust is, because of the new cloning technology and implants, why wouldn't we start using these immortal soldiers to attack more than just planetary structures? The boarding pods could consist of nothing more than a clone vat that can drill into a target ship and start spawning clone soldiers inside the vessel till its stores of organic fuel to build clones exhausts itself. The defensive modules could simply be a similar clone vat inside the ship that provides a steady stream of mercs when a ship gets boarded till its own supplies run dry. This could be used in the future to expand Dust 514's focus to include ship combat as well as ground based combat. I would suggest that if this feature is used to expand Dust's focus that it be limited to capital ships only, boarding a frigate or a cruiser would be pretty fast...usually too fast for players to get any meaningful experience from it. But boarding a Titan or a Supercarrier would be an amazing experience, especially if your performance in the fight would directly affect the outcome of an EVE fleet battle. And it would give Dust players a chance to affect EVE gameplay directly in a similar way to how EVE players can use orbital bombardments to directly affect Dust gameplay.
2nd an idea for new tanking modules: Armor Repair Accelerators: passive low slot modules that double the cycle time of armor repair modules. Many fits for armor tanks require two armor reps, with this module we could fit a single rep and have it cycle twice as fast. The module should provide a penalty to powergrid and cpu usage of armor rep modules, but the overall effect should be freeing up powergrid and cpu when compared to using 2 separate armor rep modules. I'd say a 50% penalty to pg/cpu with a 100% bonus to cycle time, and the module itself should have a low cpu/pg fitting cost similar to the Shield Boost Amplifier modules. It would not affect rep amount or activation costs, so you'd still be getting the benefit and capacitor cost of 2 armor rep modules, but with a bit less fitting costs so you could fit better gear elsewhere.
Nano-infused Armor Plates: a passive low slot module that gives you a passive armor repair rate that functions similarly to the passive shield repair rate. The lower your armor the faster it repairs, while it repairs much slower when you're near to full. It should have a moderate fitting cost and would require diverting power from shields to power it which would cost you a % of your max shields and lower your shield recharge rate.
Shield 'insert damage type here' Recyclers: a group of active mid slot modules that increase your shield recharge rate when your shields are hit with the different damage types. Different modules for different damage types, while active the more your shields absorb the related damage type the faster your passive shield regen gets. The amount of damage absorbed would affect the increase in recharge rate, getting hit very hard would increase the rate more than taking a light hit, but the module should eventually reach a maximum recharge bonus. Damage not of the related type or damage that isn't absorbed by your shields wouldn't count towards increasing your shield regen rate. There should be an 'omni' module that is affected by all the damage types, but has a lower maximum recharge bonus that the specialized modules. The fitting costs should be low as well as the activation cost. The maximum recharge should be pretty high, probably more than 100% but testing would obviously need to be done to find a good number.
3rd an idea for a new support module: Signature Dampening Array: a hislot module that while active reduces the signature rating of all nearby fleet members by 100% or more while increasing your own signature rating by an equal amount. It should have a mid range, probably around 20-30km so you could affect a fair portion of a fleet during an engagement. This would be something to fit on a very fast ship, or one with an extremely powerful tank, since you're going to be taking the pounding that you're helping your fleet avoid by reducing their sig and making them harder to hit. |

PinkKnife
The Scope Gallente Federation
95
|
Posted - 2012.05.08 18:01:00 -
[829] - Quote
Two words. Splash Damage.
Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.
Would be great for breaking up blobs and unbreakable logi chains.
|

Andy Landen
Tartarus Ventures Surely You're Joking
20
|
Posted - 2012.05.08 18:09:00 -
[830] - Quote
Shield Frequency Modifier - medium slot. The shields resists are aligned against one specific damage type by diverting some of the resistances into one resistance, depending on the script loaded. Primary resist is increased by the sum of the other resists divided by three, and the other resists are reduced by 1/3 each; calculated after all other effects are applied.
Reply to Pink Added here:
PinkKnife wrote:Two words. Splash Damage.
Missiles/guns/ that do AOE damage akin to bombs but on a much smaller, more manageable/targetable area.
Would be great for breaking up blobs and unbreakable logi chains.
Logi chains are only unbreakable if you don't have eWar AND you don't have alpha. In which case, I suggest you get either and try again. |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
75
|
Posted - 2012.05.08 20:18:00 -
[831] - Quote
Shield Vampires - a highslot that acts much like the current nos for cap. Siphons off part of the enemies shield and adds it to your own, doesn't do any damage to structure/armor. The module only siphons off shield if the level of the shield is higher than yours.
Armor/Shield Integrity Disruptor - a module, or possibly a scripted module that can reduce a specific resistance to armor or shields. It should be short range (10km or so).
ICRS - Intergalactic Certified Rocket Surgeon |

Linna Excel
Center for Advanced Studies Gallente Federation
1
|
Posted - 2012.05.08 22:36:00 -
[832] - Quote
Just some ideas I'm tossing out
- Move defender missiles to midslot, add more sizes which can go after more amount of incoming missiles
- Actually I think there should be a new slot level: defensive weapons. These would be added to your ship and use cap (maybe ammo too) but you can't control them directly. They'd be small or medium guns that would fire randomly at attacking ships.
- Cap Punishers - increase the cap use of slots of enemy ships, have one type for each level.
- Damage punishment - targeted ships take damage when attacking
- Drone/missle redirecters - send missiles back at the ship that launched them, drones attack enemy ships for a few seconds
Something, something, something, boobs, something. |

Tiberus Korath
Kiwi's and Company Mordus Angels
0
|
Posted - 2012.05.09 11:13:00 -
[833] - Quote
Oh for the love of god make me some anti cloak bubbles 
or at least some form of Anti cloak EMP field |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.09 17:06:00 -
[834] - Quote
Hyperdrive II Medium slot Enables the ship to travel at 200 AU/s when at full alignment speed. When aligned to a bookmark or object in another system, the module deactivates at the appropriate time to drop out near the destination. and thus arrive at the alignment point in the other system. Requires 10 GJ/s. Requires Navigation V |

Loius Woo
PATRIOT KNIGHTS
18
|
Posted - 2012.05.09 19:37:00 -
[835] - Quote
Consumable drones:
Missile Drones, smaller than similar drones, carry a warhead, and can warp with their parent ship or assigned ship.
Should have a skill associated that allows +2 missile drones per level, to a maximum of 10 in space at any one time.
when targeted and told to attack they kamikaze in and do a fair amount of damage.
Small variant should have the following stats: Volume: 1m3 HP: 70 Max Velocity: 4700m/s Damage: 190 Exp Velocity: 170m/s Exp Radius: 50m
Medium Variant: Volume: 2.5m3 HP: 70 Max Velocity: 1680m/s Damage: 320 Exp Velocity: 81m/s Exp Radius: 125m
Large Variant: Volume: 5m3 HP: 70 Max Velocity: 960m/s Damage: 580 Exp Velocity: 69m/s Exp Radius: 300m
Damage should not be affected by drone abilities or bonuses from ships, neither should they be affected by missile bonuses. They should only be affected by the skill "missile drones" and only to the extent that they can launch 2 per level.
SO: The intended use for this is to allow a ship to launch up to 10 of these before a fight and use them to achieve a large ALPHA. They take up drone bay and so there is a limit to how many times they can be used in a single fight and a drone boat would sacrifice a significant amount of utility by fitting these instead of drones in their bay.
The stats are designed to fit into the drone bay at about a 5:1 ratio with drones, they have the same HP as missiles (so none practically), the velocity is comparable to that of drones of the same size, missile specs are based on damage of the next higher missile type, but explosion based on the same size. So a small hits frigs with cruiser missile size damage, medium hits cruisers with BS sized damage and large hits BS's with more than BS sized damage. But, since they are not affected by missile skills at all, it should balance out fairly well.
This would also allow for a new kind of ship, able to bring a lot of these in its drone bay and controlling more of them at a time as a kind of bombardment ship.
The ability to assign them and have them follow in warp means that a few of these could be assigned to another ship, which enters warp and achieves some large alpha surprise attack, which could be fun and encourage more maneuver warfare. |

Zimmy Zeta
Paramount Commerce Masters of Flying Objects
1019
|
Posted - 2012.05.10 20:37:00 -
[836] - Quote
Bored as hell, so I thought of some new modules for you...all of them inspired by the "Eve is real" slogan.
1. DOSruptor Cannon: Deals moderate damage, but creates a huge amount of server traffic, basically bringing the server to its knees and creating a massive lag whenever you need one.
2. Achilles Targeting Unit: Completely bypasses enemy's shield, armor and structure - damage is directly applied to C:\windows\system32
3. Temporal Accelerator: Each succesful hit removes a number of days from the active Eve Online account.
4. Mauler Device: Cruel, brutal damage: each hit will create a hidden folder somewhere on your hard drive. P0rn images will be automatically downloaded into those folders and will be randomly attached to any outgoing email on this computer. -.- |

Ilja Muromez
201st
1
|
Posted - 2012.05.11 08:48:00 -
[837] - Quote
Some ideas mixed up in a package. Of course usable as single ideas. Tried to "balance" ideas a bit.^^ I choose giving a counter to racials own weapons, cause i think they know best their own weapons.
Race Hull related Modules. True for all this Modules: Can only be fitted on ships requiring equal race skill. Pirate ships may use both. Max of same Modules allowed 1
Amarr only Modules
Energy Converter Shield Med-Slot Generates Cap % form damage taken by energy weapons. (Half of % used if Hybrid) Reduce damage half of (fourth of Hybrid) percentage, maybe.
Heat Focus Utility High-Slot Raise damage dealt to armor and/or structure by a low percentage.
Gallente only Modules
Remote Drone ECM Burst Utility High-Slot Break target lock of Drones that targeting the activator. AoE
Photosynth Armor Energizer Med-Slot If fitted shield recharge rate is used on armor and shields. Raise the recharge rate amount by a percentage depending on Metalevel
Caldari only Modules
Remote Missile ECM Burst Utility High-Slot Break target lock of Missiles that are fired on activator. AoE 2-10km
Ballistic vulnerability Locator Low-Slot Very low chance of additional Critical Missile Damage. The additional damage depend on Metalevel
Minmataar only Modules
Projectile Deflection Platings Low-Slot Armor deflect % damage from projectiles. (Half of % used if Hybrid) No Mass change.
Projectile Accelerator Utility High-Slot Low chance to penetrate Shield with percentage of damage dealt. Metalevel raise chance. Not affected by Tactical Shield Manipulation. |

Mirajane Cromwell
59
|
Posted - 2012.05.11 13:46:00 -
[838] - Quote
Tech 3 modules
I've been thinking lately how these could be implemented - making them more powerful than T2 or deadspace items seems not to be the best way - so I suggest that tech 3 modules would have "universal slot" attribute, which would mean that you can put these modules in high, medium and low slots (limited to 1 module of each module type per ship for balance) and thus it would create a whole new complexity to how to fit your ship. Obviously these would be very expensive modules, price range most likely somewhere from 100M to 10B (most over 1B) so the high price would also act as a limiter at how many you dare to fit per ship. The actual attributes for these items could be in the range of meta 1-4 as even those would give nice benefits to fits (might be overpowered in some cases so careful balancing would be required). |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.05.11 20:14:00 -
[839] - Quote
What about drones with missiles instead of guns, paired with a module for support? 
eks: rocket/missile drones get ammo jumped in from a ships dedicated module.
Makes a drone damage upgrade mod make sense. |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.12 15:20:00 -
[840] - Quote
Subsystem [Racial] Engineering - Logistical Matrix Using the same technology that can be found inside the ancient Sleeper raceGÇÖs guardian drones, this logistical matrix greatly improves the logistical performance of a Tech III vesselGÇÖs interface with logistics technology. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.
Rather than the usual tweaking of logistics formulas, this design simply doubles the range and quarters the capacitor requirements GÇô something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the range and efficiency of energy flow through logistics modules. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.
Subsystem Skill Bonus: 15% reduction of shield transport, remote armor, and energy transport capacitor use per level. 30% bonus to shield transport, remote armor, and energy transport range per level -10% CPU need for shield transport, -15% power need for Remote Armor Repair systems, -10% power need for Energy Transfer Arrays per level
Turret hardpoint mod: 0 + Launcher hordpoint mod: 0 + High slot mod: 1 + Medium slot mod: 2 + Low slot mod: 2 +
CPU: 680 Powergrid: 1300 Capacitor capacity: 1250 GJ Recharge time: 250 s |

ilammy
1
|
Posted - 2012.05.13 17:42:00 -
[841] - Quote
Andy Landen wrote:Hyperspace drive I-want-to-surpass-gatecamps-in-anything-except-freighters-even-without-sacrificing-a-cyno-or-bringing-a-titan module?  |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.05.13 22:22:00 -
[842] - Quote

Modules with modifiable variables. Variables could be set either at manufacturing stage or at fitting.
ex: x mm plate with F(x) powergrid and CPU requirements. Something similar for shield extenders.
ex: x MN afterburner with F(x) thrust and mass addition.
The general idea should be obvious enough.
If im going to take this further:
Modules with parts made out of mineral alloys with different tech and rarity. The alloy's properties would decide the properties of the part.
This would fit inn with the market oriented aspect of eve, and we would perhaps see a use for alloys. It would also be a nice addition for those who like to spend time fitting their ship.
I guess this could spawn the module fitting tool.
The reason i like this idea is it would give industrialists a chance to compete on the market on a design level. Since the alloys would need processing, resources, know-how(tech) and a design philosophy much like a ship design. It would also give pilots with some science skills something interesting to do. |

Gavin Darklighter
Ministry of War Amarr Empire
0
|
Posted - 2012.05.14 11:48:00 -
[843] - Quote
I want a new set of rigs that let me sacrifice one of my module slots to gain a module slot of a different power level. |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.14 13:24:00 -
[844] - Quote
Scout probe I Probe extends the ship's directional scanner range. Can jump through stargates, jump gates, jump drive wormholes, and natural wormholes, and can jump back through for retrieval. Transmits scan results to a separate section on the directional scanner when the ship's directional scanner is activated. Has the same timer as other probes. Equips to Core and combat probe launchers. Same volume as a core probe. |

Lostinthesofa
Raptus-Regaliter EntroPraetorian Aegis
0
|
Posted - 2012.05.14 15:04:00 -
[845] - Quote
I would like to have a dedicated defender missile launcher
how i envssiage it to work is as a module you activate and that uses charges(the defender missiles) when activated fires missiles automatically when there is enemy missiles incoming (including missilies aimed at your corp/fleet/alliance members) also have a limitation on it to 1 pr ship. would have a quick refire rate same as the rocket launcher.
an idea for a specialised ship can be made from this preferably a destroyer sice ship that can fit multiple of the defender missile launcher and can serve as a missilie shield in fleet engagements. |

DaReaper
Perpetua Umbra Interstellar Alcohol Conglomerate
0
|
Posted - 2012.05.14 15:08:00 -
[846] - Quote
tl:dr
my .02:
Stasis Webifier Script: Essentially a script for the HIC warp distrupter that turns it into a giant webification bubble.
|

Ron Deau
Nerds Inc.
0
|
Posted - 2012.05.14 15:08:00 -
[847] - Quote
Active Scanner I & II
Mid-Slot module that takes into account your ship's sensor strength and scan resolution to determine a maximum scan range. When activated it would continously monitor the surrounding area (like automatically d-scanning for you) within your determined maximum scan range...sort of like an active radar for the D-Scan capability, but not requiring you to click every 5 seconds.
|

RaptorXL
Tax Evasion R US Joint Alliance Blue
0
|
Posted - 2012.05.14 15:12:00 -
[848] - Quote
Far too many mods have negative effects on shields, including some of the new announced with inferno. Like the Cap boost for shield recharge and now the CPU boost for shield recharge. All this does is force more and more people to use armor tanking ships for pvp. Why not start making mods which boost a stat at a cost of armor repair rate or armor resistance? Like jack some energy from the nano boots to increase your power gird? Or mod that takes hull/armor hp for cpu or power? Replace those bulkheads with cables.
|

Ron Deau
Nerds Inc.
0
|
Posted - 2012.05.14 15:21:00 -
[849] - Quote
Wormhole Analyzer I & II
New Skill requirement for this module: Wormhole Harmonics
Description: Mid-Slot module that, when activated, scans a targeted wormhole and gives you progressively more detailed information based on your Wormhole Harmonics skill.
Wormhole Harmonics Level 1: Can learn the last time targeted wormhole was activated (deviation within a few hours, accuracy improves with skill increase) Level 2: increased accuracy for last time activated ability Level 3: Opens ability to learn the approximate mass used on the wormhole (deviation within 10-100 million mass, accuracy improves with skill increase) Level 4: increased accuracy for approximate mass used/last time activated Level 5: Opens ability to learn the approximate time left on the wormhole/increased accuracy for last time activated and mass used
|

Daedalus II
The Oasis Group Combat Mining and Logistics
120
|
Posted - 2012.05.14 15:23:00 -
[850] - Quote
This is a pretty far reaching idea that I think could change the way battles in nullsec are waged, but hopefully in a positive way.
The module in itself is simple; a shield bubble module that you fit to carriers. However in contrast to for example POS shield bubbles, these bubbles won't keep enemies out, they are only there to provide an incoming fire barrier between ships on the inside and ships on the outside.
The idea is that each carrier can provide a small safe haven for a couple of friendly ships that can snipe other ships at range. All incoming damage will be taken by the bubble, but outgoing damage will go though. The downside is that enemy close range ships can get inside the bubble and destroy everything from within.
Having the battlefield dotted with bubbles of safe havens here and there I think could make the battles much more tactical and also gives a wider variety of sub capital ships a purpose to be there. Positioning on the battlefield would be much more important. |

Garnoo
Eternity INC. Goonswarm Federation
42
|
Posted - 2012.05.14 15:43:00 -
[851] - Quote
aoe module: hi-slot module able to interfere with cloaks (it will decloaks) in 5km (mayby t2 version 7.5km) radius usable only on electronic attack frigates (yes, a t2 EAF would be nice, as they arent too popular atm) and/or new drones able to decloak targets in small range (about 3-5km radius)
ewar new electronic subsystem for tech3 with bonus to ewar drones, drone configs arent too popular atm
drones fighter-sized drones (rep, ewar)
tech 2 capital mods  People are going to try to ruin your day. Get together with others, ruin their day back - this is EvE |

Lordess Trader
Phoenix Evolved Part Duo
0
|
Posted - 2012.05.14 15:52:00 -
[852] - Quote
MOBILE CYNO JAMMER: Would really like to see a cyno jammer fittable to ships, but that would have a really bad negative effect like your ship showing up on overview and not being able to warp...
Just IMAGINE THE surprise system in the hands a compitent fleet, either on the defense or offense of a system, or even in an Awox situation lol just seems like it would be epic.
Cloaking Field Generator: have recommedned it MANY MANY TIMES, a anchorable bubble that cloaks all ships within the bubble, but no shooting inside of it, in addition jus tlike normal cloaks anyone comes within the bubble after the bubble is onlined and the bubble offlines...
Interdictor Style Cloaking Bubbles, fitabble to dictors perhaps but the ability to launch a bubble and cloak a fleet, same premise as above if u break the bubble the entire fleet is exposed, no shooting from inside the bubble etc....
|

Lordess Trader
Phoenix Evolved Part Duo
0
|
Posted - 2012.05.14 15:54:00 -
[853] - Quote
Daedalus II wrote:This is a pretty far reaching idea that I think could change the way battles in nullsec are waged, but hopefully in a positive way.
The module in itself is simple; a shield bubble module that you fit to carriers. However in contrast to for example POS shield bubbles, these bubbles won't keep enemies out, they are only there to provide an incoming fire barrier between ships on the inside and ships on the outside. .
Really like this idea, perhaps make it so its only activateable in an active triage cycle....
And that the t1 version would absorb 50% of all incoming damage to all ships within X range of the carrier, and t2 version absorb 75% or something like that....
And that the more damage ships inside the field take the quicker the bubble collapses |

Lordess Trader
Phoenix Evolved Part Duo
0
|
Posted - 2012.05.14 15:55:00 -
[854] - Quote
DaReaper wrote:tl:dr
my .02:
Stasis Webifier Script: Essentially a script for the HIC warp distrupter that turns it into a giant webification bubble.
I LIKEY as it hics aren't used enough on small roams, would give them a nice usage beyond just bringing sabres on roams. |

Lordess Trader
Phoenix Evolved Part Duo
0
|
Posted - 2012.05.14 15:57:00 -
[855] - Quote
Gavin Darklighter wrote:I want a new set of rigs that let me sacrifice one of my module slots to gain a module slot of a different power level.
I had always thought about this, but less of a rig and more of new type of slot "Shunts" power shunts, so it would be possible to shunt power from a medium power slot to a low power slot, or 2 lows to 1 mid, or 2 mids to 1 high, would be interesting to say the least :) |

Sarah Britania
State War Academy Caldari State
0
|
Posted - 2012.05.14 15:57:00 -
[856] - Quote
it will be nice to have subsysteme module that we could load on T1, T2 ships.
How many time i sware to unable fit missile launcher on my favorit ship : Talos.
Or, if this could occure unbalanced , implant much more T3 ship with differents design. |

Ugleb
Sarz'na Khumatari Ushra'Khan
189
|
Posted - 2012.05.14 16:16:00 -
[857] - Quote
Its probably out there, but...HEAT RAY OF DOOM!
Allows a ship to transfer heat that it has already built up to a target. So in order to use this, you must first overheat your own ship and risk module damage. But, it obviously gives the advantage of allowing you to overload your modules for longer and maybe even burn out the opponent.
Also... THE AMAZING COOLING BEAM!
A remote repair style module that reduces heat build up on the target. Could be particularly useful to support T3 ships with.
And possibly... THE RE-CONFIGURATOR!
A module that allows for a ship to act as if it had a ship maintenance array so that other ships can refit from it. Probably a niche use for this though. http://uglebsjournal.wordpress.com/ |

Beta Stryker
Trinity Operations Aurora Irae
1
|
Posted - 2012.05.14 16:30:00 -
[858] - Quote
Instead of making tracking disruptors affect missiles, how about editing the use/effects of the defender missiles? Generally, missile users already have lower dps than gun boats, why are you countering them now with both defender missiles (which are dumb as they are now) AND tracking disruptors? |

Badden Powell
Future Dynamics Needless Friends
1
|
Posted - 2012.05.14 16:37:00 -
[859] - 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. make it a mid slot so I know what to replace the sensor booster on my noctis with  |

Hyperforce99
LoneStar Development Corp
1
|
Posted - 2012.05.14 16:42:00 -
[860] - Quote
Resistance boosting field.
Capital ship module, can be fitted to carriers and mother ships, slows down ship and prevents warp while active.
Boosts the resistance of all non-capital ships surrounding the user. Effect contain strong stacking penalties or doesn't stack at all with additional resistance field boosters. Effect is applied to ALL ships withing vicinity, this includes friend, foe and neutral non-capital ships.
Desired Effect:
- Puts carriers on the front line alongside the non-capital ships.
- Makes non-capital ships more resilient against capital ships.
- Creates areas of effect similar to Warp disruption bubbles.
- Entices enemy forces to move in closer to even the playing field or deploy their own resistance boosting field for longer range engagements. |

Traug
nul-li-fy RED.OverLord
0
|
Posted - 2012.05.14 17:10:00 -
[861] - Quote
heat sink for overheating modules rig? high slot? high slot would work nice since a lot of fits do not use that slot for turrets
module for extra drone capacity or extra drone bandwidth - still only 5 drones(?) |

Abramul
StarFleet Enterprises Red Alliance
5
|
Posted - 2012.05.14 17:22:00 -
[862] - Quote
I would strongly favor reworking the invention system to allow a far wider range of alterations than just T1->T2, to the point where you could, say, have a cap power relay with shield HP penalty instead of boost, or a module with same attributes as T1 but substantially reduced fitting costs. Of course, "choose-your-own-penalties" would require MAJOR balancing, but it would make invention a lot closer to what I, and probably quite a few others, hoped it would be when we got into it.
For added fun, restrict module usage to the inventor unless a substantial fee is paid to Concord for something or other, probably monthly.
---
More on topic? - Give passive targeters a script that drops them down to one max target (Maybe 2 for T2), but entirely suppresses lock alert rather than just one cycle. - Look at meta/T2 ECCM, and other modules where T2 is in no way, including price, superior to meta 4. |

Malen Nenokal
HEX Reconnaissance and Reclamation
6
|
Posted - 2012.05.14 17:39:00 -
[863] - Quote
[ Shield Generator ]
Misc: - Can only be fit to Logistics hulls - Cycle time is 30 seconds - Highslot
Effects on the Logistics ship when active: - Resists are reduced to zero - Velocity is reduced to zero - Shields HP becomes ~500,000 - Signature radius becomes 3km
When active the module generated a 10km area bubble that has the following effects on nearby ships: - Attempting to target any ship within the bubble from outside of it will result in targeting the Logistics ship instead. or - Any incoming damage to ships within the bubble is redirected to the Logistics ship instead. - If damage is dealt to the Logistics ship from within the bubble, the shield layer is bypassed, making it much easier to kill
Why? While this would be a boon to sniper fleets, the real hero here is that to counter it you need fast skirmish ships. Mixing up how people approach larger fleet strategy
___________________________
[ Ship Incursion Drone ]
Misc: - 25m3 Drone, 25mb/s Bandwidth - Graphically looks like a small transport
How it works: - The drone is quite slow, so the pilot will want to deploy it close to the ship they want to use it on. - Once the drone is "attacking" the target ship's cargo is accessible much like a cargo can. - The attacking pilot can then start taking items as long as they are 2500m from the target ship. - When an item is taken, it doesn't officially transfer until a timer finishes, this timer is based on the size of the item - The timer is about 1 second per m3
Why? Because piracy needs some new toys, and being able to board and loot a ship without destroying it would be badass. |

Dex Nederland
Lai Dai Infinity Systems The Fourth District
38
|
Posted - 2012.05.14 17:40:00 -
[864] - Quote
ECM Change
4 Types of ECM modules with 5 types of scripts
Modules
- Burst: projects a blast of ECM to a particular radius at high strength
- High-Strength: max strength ~20, range <20km
- Versatile: max skills, max strength ~15, range 30-70km - similar to current modules
- Long-Range: max strength ~10, range 100+ km
Scripts
- Multi - provides jamming for all types, max strength -15%
- Racial - provides jamming in only one* type, max strength +20%
*Racial ECMs currently have a very low strength for the other 3 types.
This would make the setup of an ECM ship dependent on how it is going to be used and not who it might face. A ECM ship setup to take on Gallente ships is useless against other ship types. Lai Dai Infinity Systems |

Vallutaja122
Enterprise Estonia Northern Coalition.
0
|
Posted - 2012.05.14 18:02:00 -
[865] - Quote
Please salvage drones? |

Dusan Kautsuo
Two Legendary Ducks
0
|
Posted - 2012.05.14 18:02:00 -
[866] - Quote
I thought about something like a FOF missile but with an AOE effect, ofc not having close to the damage output of a bomb but with the immense advantage of 100% hit chance (if the target isn't fast as **** that is ;) )
Possibly some more skill requirements than normal FOF's (but nothing huge) Both missile, Cruise missle and Torpedo variants (Not siege though!!) |

Kukei
Killa Kreation
0
|
Posted - 2012.05.14 19:05:00 -
[867] - Quote
A grapple hook / ship to ship tractor beam. Top Slot Same dynamics as a turret in terms of tracking and usage. Can mess with a ships alignment point subtly or its orbit slightly. Ranged to approx 15km? If used right it can be used to pull ships off gates slightly (as most players is bad at bumping), such as running a fly by then shoot and using a ships mass as a weight to pull. Can be effected by speed, mass, trajectory of origin and target ship Requires ammo (grapple hooks/charges) |

GeeShizzle MacCloud
142
|
Posted - 2012.05.14 19:51:00 -
[868] - Quote
Light versions of sentry drones that are tractorable (ie u can lock on to them and pull them around with you with a small tractor beam.
Tech 2 bombs to go with the terribad tech 2 bomb launcher (to hopefully not make it so bad)
Passive module a bit like the resist shifting module but shifts the resists to be higher towards the actively selected locked target, and has a tracking value so that positional play on a batttlefield isnt only a range war. |

Singoth
Blue Republic RvB - BLUE Republic
15
|
Posted - 2012.05.14 19:56:00 -
[869] - Quote
Low slot:
More armor tank modules are needed, as armor tanking is inferior to shield tanking in pvp due to the ability of shields to be much better repaired and/or recharged. We've all seen it, and still see more caldari and minmatar shield-tanked ships in PvP than amarr/gallente armor tanked ships. Why? because shield tanking is so much more flexible.
- Regenerative Plating (change to current regen plates) > passively repairs armor instead of increasing armor HP with a percentage. passive repair rate is dependant on max armor hp. - Adaptive Armor Hardener (active). - Adaptive Resistance Amplifier (passive).
As well as a new drone control unit, which is able to be used best by some gallente ships, allowing more drones to be controlled, thus giving the gallente a real bonus to drone usage. A better drone bay is just useless. I'd rather have a limited drone bay good for 10 medium drones and able to launch all 10 of them, than have a drone bay good for 50,000 drones and only able to launch 5.
Medium slot: - Missile Stasis Field. Slows *all* missiles near you, including friendly. More fields = slower missiles = more flight time needed for missile to reach target = chance of explosion of missile before it hits the target. - Deflector. This device can deflect damage back to it's original target, based on the type of deflector and the type of damage. - Armor Power Relay > diverts power from the capacitor to the armor repair systems: regen plates and active reppers will get a bonus to repair rate.
High slot: - Cloaking Field. Limited to black ops ships, cloaks all friendly ships within 15km of your ship. Still allows them to use modules and such while cloaked. The Black Ops ship won't be cloaked though, and thus needs to be taken down first if you want to uncover the fleet it is hiding. Can not be used together with the other cloaking devices. - System Intel Jammer. Limited to black ops and command ships. Removes all pilots (friendly AND hostile) within 150km of ship from local chat. Except when they talk, then they will show up. - Mine Launcher + Mines. Limited to a new class of ships, called "Mine Layers". Mines are kind of like bombs and must be launched from a Mine Launcher, except they only explode when a hostile (wartarget or bad standing) is within 5km range. If it doesn't trigger within 60 minutes, it explodes out of itself. Due to regulations, stations and stargates will shoot them if they are within 20km range of the station/gate, and will always shoot them AND the mine layer if done in highsec. Mines are mostly invisible, but can not be placed when there is less than 5km distance between two mines. Mines have a timer of 10 seconds between detecting an enemy and exploding. They will always deal full damage, as long as the target is within range. Damage will be racial-based. So EM for Amarr mines, Kinetic for Caldari mines, Thermal for Gallente mines, and explosive for minmatar mines. - Tech 2 Doomsday weapons. Now with reinstated AoE. 
Ships: - Jump Shuttle, new T2 ship, uses the shuttle hulls. Does what its name implies; used for fast travelling by jumpdrive using a shuttle. Due to its smaller mass and smaller jumpdrive, it can also lock on stars instead of just cynosural fields. Can actually be used in high-sec. Uses significantly less isotopes than other jump-capable ships. - Mine Layer, new T2 ship, uses destroyer hulls. Can fit mine launchers to place mines. - Tech 3 frigs. A nice step-up to the tech 3 cruisers we got. Later also add in the Tech 3 destroyers, battlecruisers, and battleships.
Abilities we really need: - Freewarp. - Orbital a celestial. - Mine the rings of the planets / make those rings look like fricking asteroids.
Dust 514 weapons: Just implement them already for ze lulz. - Orbital Bombardment weapons. (Dreadnaught weapons) - Planetary Strike Fighters/Bombers. (Carriers) - Dramatic Storyline Trigger. Can result in your pilot getting shot through the head by a hot babe.
Yeah, that's about it :P Sonic Rainboom! |

Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.05.14 19:59:00 -
[870] - Quote
Dont know if this has already been suggested but i didnt want to read thru 44 pages of replys so here goes.
Damage over time ammo
T2 ammo type Less damage up front but added damage over time effect Max stacking debuff of lets say 3 to 5 stacks
Tweak it to your desire but this is something i truly believe EVE needs, every ammo type and or damage type in EVE is direct ONLY which makes tanking against it MUCH easier. Adding this would GREATLY change the way battles war and even possibly (think of the player farming possibilities) PVE are fought.
You could also add modules to counter this effect.. etc
example
Heavy incendiary Nova MIssle
Does x amount of explosive damage and then another 75% of total damage over 15 sec, stacks up to 5 times
just some food for thought |

Winters Chill
Homeworld Republic United Homeworlds
58
|
Posted - 2012.05.14 20:01:00 -
[871] - Quote
Some sensible and some crazy ideas. Don't think the dev's read this anymore but hey, maybe one day.
Module : Tactical Scanner.
General Purpose: Works exactly like an asteroid scanner except it gives you approximate values on Shield/Armour/Cap and distance on every ship with 50km.
It also tells you if there is a cloaked ships present and distance but not the direction.
Fitting: Probably could squeeze it onto a PvP frigate.
Slot: Medium or High.
Downside: Increases targeting time.
ORE Spectrographic Gravimetric Sensor Cluster.
General Purpose: Love for miners!. A scanner that works like a the inbuilt ship scanner but only detects only Gravimetric Sites. Has a very long scan time, maybe 10 minutes (reduced by skills). and 100% is based on distance. If you within 4AU it will be 100%. Exploration mining is invented.
Fitting: ORE ships only.
Slot: Medium.
Downside: Greatly increases your signature, making it easier for you to be scanned down.
Module: Seismic Scanner
General Purpose: Works like an asteroid scanner, however when activated there is a chance of finding something interesting in the asteroid. (programming wise the module itself generates the item and it appears on a popup message and is delivered straight to the cargo hold) chances of finding something are very low, but modified by the system security. The item itself could be anything, from a nugget of another asteroid type, to salvage material or metal scraps very rare drops might be BPCs. Basically a slot machine for your mining barge while you mine.
Fitting: Needs to fit unhindered on a mining barge (could require a rare material to "roll" such as strontium)
Slot: Medium.
Downside: Costs Strontium to activate.
Module: Remote Cynosural Generator
General Purpose: Can select a Gas Giant or Star within 5ly+Skill Modifier to light a remote cyno at. Cyno is visible for 5 minute before able to jump to it during that time the capital ship then must "spin" up its jump drive (cannot do anything, moves at 20% speed, docking destroys the module). After those 5 minutes its free to jump. On arrival capital ship is paralysed for 1 minute.
Fitting: Capital Ships only. With high skill requirements.
Slot: High as well as a strontium consumption based on distance.
Downside: Everyone can see you coming, could get ganked. Strontium consumption higher than a regular cyno. Module is cripplingly expensive to build and rare. Can't jump into high sec or cyno jammed systems. Can only be used by the fitted capital, can't move fleets around with it.
Module: Heat Venter
General Purpose: Vents all the accrued heat on your ship.
Fitting: Can fit onto any ship.
Slot: Low Slot
Downside: One fit per ship. Massively increases your signature when activated. Maybe some modules shut down. Can't fire guns?
Module: Layered Shield Efficiency Thingy
General purpose: Works like the old regenerative plating adding a % to shield total (instead of armour). Rubbish on sub caps, but of some use on caps, providing a non-crap bonus to shield amount.
Fitting: Any
Slot: Medium.
was thinking about interceptor fighters, drones and missiles. I've always liked the idea of point defence grids, and fighter melees. It's a real bugger to try individually target fighters and drone in a huge battle, would be more fun if their wear an interceptor type fighter to do it for you. Pew Pew, like Jedi.
So maybe a High slot module representing a network of small guns used to intercept missiles? And a new type of defender missile for taking out drones and fighters. Or we could just have an interceptor fighter for each race, but /art assets I guess. Hope someone sees this. Cheers.
|

Ixtelle
Dreddit Test Alliance Please Ignore
0
|
Posted - 2012.05.14 20:02:00 -
[872] - Quote
Idle thought Re: Making Tracking Disruption work for missiles: Just make it function as a heat generator. More heat on turrets = slower tracking due to rotating elements expanding disproportionately and less range due to barrel expansion (one way or another, due to less efficient use of propellent, more rail friction, or less efficient laser generation...heat is a good catch-all excuse for guns). Scripts focus the heat more efficiently on one or the other.
Now for missiles, just have the TD screw up the integrity of the missiles' casing, resulting in (depending on scripts or whatever) greater explosion radius and / or lowering their explosion velocity and / or decreasing the efficiency of their propellant, lowering range. Twiddle the degree of the effects to be comparable in how much they 'hurt' compared to using a TD on guns. Simple, and works for all missile types. Missile users get to keep their "if you're in range, I will cause damage to you" factor, but their missiles lose range and / or become much less effective against small or fast targets, same way TD's affect guns. |

Phoebus ApolloX
Reasonable People Of Sound Mind
6
|
Posted - 2012.05.14 20:15:00 -
[873] - Quote
Here are my ideas! I didn't read the thread yet so if I ripped off your idea, sorry.
Redo of Armor Plates
One reason I think people prefer shield in conventional small/mid gang combat in pvp is because armor has the drawback to speed. This comes on top of the fact that armor rigs hurt overall speed, and they eat up low slots which are the only slots propulsion-granting modules have.
So my idea is to have four different racial classes of armor plates, with fewer mm sizes (200, 400, 800, 1600). Each plate would have different mass, inertia, overall armor HP and maybe even resist profile. Minmatar plates could be relatively agile with even speed benefits, but provide less HP. There could be a fat plate that provides the most HP but have less agility, like the current 1600mm plate. Maybe one positively affects agility stat but has the normal mass, while providing moderate hp, while another negatively affects agility stat with next to no mass addition but again moderate HP boost. Overall, make all plates less damaging to the overall speed of a ship, and give armor plate users more options to balance the speed-centric stats of their ship to the situation.
Area of effect decloaking burst for interceptors only
A single 10km wide burst (t2 could be 14km) that only a small interceptor can do to decloak a nearby target. It's a role purposed thing so unless your whole gang is interceptors you can't just spam decloak all parts of the gates. This might be the one thing that might make it possible for a gang to catch cloaky T3's, or other narrow misses. Using assisted drones to decloak... well that's just a stupid workaround. Decloaking should be a dedicated function of a class of ships.
If your ship is pulled out of cloak with the burst, your ship herka-jerkas to a slower speed, slowing your warp align time! Not preventing warp altogether, just giving that little rattle to make warping less easy.
Regenerative Plates with meaning
Make regenerative plates more useful by giving them a bonus if fit in tandem with an armor plate. Meaning flat stacking armor plates would be less necessary. Maybe also give them resist bonuses, or agility/inertia bonuses.
Real FOF missiles
A missile that splits into tiny sub-charges that just AUTOMAGICALLY targets all missiles nearby being locked onto you. However because of the random way the charge splits, if a ton of missiles are inbound on you, you're not going to wipe out as many as you would if you just had one target firing missiles at you.
This would look awesome with the new missile design changes!
Rebalance of afterburners and MWD's
MWD's are used predominantly in pvp because they are the only expedient means to reach a breakaway speed, which is your only way to get safe if something bad happens. It seems so proficient that nobody even uses afterburners, except when dual propping their ships.
Well I think it'd be cool if afterburners were given massive agility and inertia boosts, being the fastest way to reach a higher speed, and if their top speeds were brought up a bit so they can be useful. Making a BC go 700-800, but getting them to that speed nearly instantly, making ships align faster, overheating them to get nearly to 1000m/s... this would make them more useful.
MWD's should be balanced out so their speed accelerates slower and turning is less sharp. All said MWD's should still be the fastest, standard way to move but an MWD-fit ship caught off guard should be able to in some scenarios (like by gates) get tackled by afterburn fit ships. Would make for an interesting change to gang compositions across the game, and you'd see fewer pvp'ers rely solely on the breakneck escape speeds of MWD's to recover from mistakes they make.
Sensor dampening area of effect probes/scripts for light/heavy interdictors
Because of encrypted keys sent through the fleet channel, members of the same fleet will have redampening effects. Why not have fun with an underused form of ewar? |

BellRinger2
Rock Ballz INC. From Uranus To Wormhole Ouch
0
|
Posted - 2012.05.14 20:28:00 -
[874] - Quote
Recon Probe Launcher and Probe I/II
A probe used by Force Recon Ships that transmits live video feed to a special monitor added as 4th tab in Scanner window.
1) Launcher must be able to launch only 1 probe and have long recharge (Like a bomb launcher) 2) Probe should be effective only in same solar system 3) Probe should be easily destructible and should last <5mins 4) Probe should be able to enter wormhole, but sit immobile on the other side until destroyed/picked up/expired 5) Equipped launcher should disable Recon ships ability to fit covert cynosural field generators (or/or) 6) Player should be able to rotate view on recon monitor and see only ship types on it (not player or corp/alliance) 7) Player should be able to share his monitor with fleet members in same system with a single click on button. If probe is lost, all transmissions end. 8a) If 2 or more people share their monitor they should be either set as tabs (***) or 8b) Number of transmissions should be restricted to 1
9) Arazu, due to its ugliness, can not fit it until it gets new hull.
Summary:
-This should be mainly WH mod, that gives people in WH (and people attacking them) more control on the battlefield. Its tactical mod that should make Recon Ships usable in WH's as now they are not, and make Recon ship next class of CovOps frigs. It is my strong belief that eve players should be given more "range" in their gameplay, and this is just one of my ideas how to implement that. What is common for all of them is that they are hard to implement, and this one might even be the easiest, so I'll go with it. But.....
***Although I don't like it cause it ruins my concept, corp mate just gave me an idea in case you like it, but can't implement it, and that is that it gives you a 20-100-grid range D-scan of landing side. This would make it easier to use also....
I just hope that someone reads it :) |

Aileen Morex
Morex Group Inc. The Babylon Consortium
3
|
Posted - 2012.05.14 20:36:00 -
[875] - Quote
I love the new Shield Module idea that uses Booster Charges to boost shields. How about an Armor Rep that uses Metal Scraps to repair armor? Since you can't build metal scraps it would be a great way to feed them to this module. Or maybe you could feed it raw Trit or other modules to use a raw materials.
|

Zakurai
Blue Republic RvB - BLUE Republic
6
|
Posted - 2012.05.14 21:22:00 -
[876] - Quote
What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship.
I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk. |

jahamesh neutron
Ardent Spirits Initiative Mercenaries
0
|
Posted - 2012.05.14 21:32:00 -
[877] - Quote
FIX THE COVERT OPS CLOAK
Having a covert ops cloak that allows players to camp systems 23.5/7 with complete impunity makes the covert ops cloak the most unbalanced module in the game.
I don't want to nerf the ability of the covert ops cloak to allow cloak capable ships of deeply infiltrating enemy space for legitimate purposes, but the cloaking device should use some fuel mechanic, or have a period of cool down after prolonged usage. In addition, there should be some sig radius penalty for an inactive cloak and a penalty to sensor strength, making it easier to scan down an uncloaked ship fit with a cloaking module.
The way the covert ops cloak works now, one guy AFK can disrupt the activities in a solar system or constellation without having to do anything but logging in and turning on his ships cloak. That seems out of balance with the spirit of PvP and null sec activities which require pilots to engage in more skilled attention to their activities. |

Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.05.14 21:42:00 -
[878] - Quote
Zakurai wrote:What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship. I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk. 
2 words
test server |

Nyreanya
Astrum Research Pina Colada Armada
31
|
Posted - 2012.05.14 21:48:00 -
[879] - Quote
Nova bomb: does heat damage to modules on ships within 15km radius of blast.
Static charge: Does small amount of damage to target ship, "charges" said ship. 5 seconds later, "charged" ship damages all ships within 5k of it for slightly more damage and causes those ships to become "charged", becomes "uncharged" itself. 5 seconds later all those "charged" ships damage everyone within 5k of them for small damage (possibly including original target). 5 seconds later.... Only usable in low/null, long cool-down on module. Goal is to reduce blobing by making people move away, "discharge" on their own, then return to the fight.
Virus broadcaster: Chance of causing ships within 5k to activate/deactivate/offline modules randomly. Does not effect capitals. Can fit scripts to make it more effective against a specific race of ships. |

Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.05.14 22:05:00 -
[880] - Quote
Mobile XL gun boat (insert fancy shiptype name here)
Capital ship Can fit 2-3 xl guns / launchers 1000% bonus to damage to capital ships regular damage to structures regular damage to subcaps
Does not siege No jump drive Cannot be titan bridged
can use stargates
USE
Basically its a capital ship thats of a brawling design, its not a super and has the HP relatively 1/2 that of a carrier
purpose is to counter supercaps easily countered by subcap fleets
wouldnt be able to jump with other caps therefore making it more of a HOME DEFENSE type of ship but it can use stargates so offensive use is not too limited
Bonuses
no jump drive, siege module or fighters makes it much easier to train into and i believe it would be an excellent counter to supercaps
would be cheaper than a carrier
pretty please
Captial ship engagements are pretty straightforward and there is no suprise or worry for blobs of titans or supercarriers
This type of ship i truly feel would or could turn the tide on supercap proliferation and more supers would die in capital ship engagements |

Zakurai
Blue Republic RvB - BLUE Republic
6
|
Posted - 2012.05.14 22:20:00 -
[881] - Quote
Lucian Ghorric wrote:Zakurai wrote:What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship. I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.  2 words test server
The problem is most people don't want to go one the test server to do anything. You need to add some sort of gateway drug for pvp. Back in the days of my mission running, if my corp told me I needed to re download eve so I can go on the test server to do a corp training excersise, I would just not log in that day. Besides, a lot of people don't have that much bandwidth to burn, or the patience to setup; the idea is to maximize user availability to new players. |

Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
4
|
Posted - 2012.05.14 22:28:00 -
[882] - Quote
Zakurai wrote:Lucian Ghorric wrote:Zakurai wrote:What I would love to see are training weapons. Make them configurable to be able to adjust the cpu and pg requirements to that you can scale the pretend damage from frig to BS. Make the damage show a different colour than red, that way it will be obvious that no one is doing any damage to your ship. I think this will be the perfect way to introduce PVP to mission runners and miners alike. Have it so when your ship has been "destroyed" by these weapons it will shut down all active modules on a ship and/or make them warp to a safe spot as if they were to log. Having the ability to run corp wide combat exercises without fear of accidental losses would make things a lot more interesting from all angles of PVP combat. You could practice everything from crashing gate camps to massive blob warfare without the loss of any isk.  2 words test server The problem is most people don't want to go one the test server to do anything. You need to add some sort of gateway drug for pvp. Back in the days of my mission running, if my corp told me I needed to re download eve so I can go on the test server to do a corp training excersise, I would just not log in that day. Besides, a lot of people don't have that much bandwidth to burn, or the patience to setup; the idea is to maximize user availability to new players.
Fair enough, but its a great tool and if you can utilize it you should!! |

Oswaldo Munchuzen
Mentally Assured Destruction
1
|
Posted - 2012.05.14 22:34:00 -
[883] - Quote
took me forever to learn how to use the directional scanner. could it be more user friendly?
also if i could tick a box next to dir scan aswell [x] auto scan every 5 secs or even better [x] autoscan every [ inset number] secs
and some way to scan down cloakys!! mabye special probes or/with maxed probing skills
o/ |

Palamon
from Entropy
1
|
Posted - 2012.05.14 23:00:00 -
[884] - Quote
Suggestion for fixing fleet booster roles and being able to use command ships in the way they were designed. Including the inclusion of passive ganglinks.
Currently you have to be in system to provide boosts and with an intact command structure (in system). This is great if the booster are not taking part in the fight. But wouldn't it be better to encourage the use of command ships in the way they were designed? Few people fly the Fleet Command ships, instead opting for the higher DPS Field Command counterparts, and even then its usually to take advantage of the damage bonuses and are rarely fitted with ganglinks and used in fleet boosting roles.
The issue with command ships going into combat with the fleets is usually down to how fleet boosts are provided, current as mentioned above you have to be in system with the ganglinks running. In some cases, this isn't a problem. An example would be the Damnation landing the same time as the rest of the armour fleet. But for skirmish boosts, often used for tackling etc, they are usually required when the tackle ships land on grid with the enemy, and this is often way before the fleet lands meaning skirmish boost are not active when they are needed. The same can be said for the Information warfare boosts.
My suggestion would be to have the boosts provided passively. Bonuses are received simply by the presence of ganglink modules on a command ship being piloted by someone with the appropriate skills (and fleet command structure), this would also mean bonuses are received even if the command ship is in warp.
Also, in order to make the fleet concept effective in more engagements (and therefore encourage their use) the bonuses would be applied to the fleet (with effective command structure) based on the fleet proximity to the command ship. Some thing like:
Fleet on grid with command ship = 100% bonuses applied. Fleet in system with command ship = 75% bonuses applied. Fleet is one jump away from command ship = 50% bonuses applied. (Figures are just suggestions)
The reason I think out of system boosting should at least be part of the equation is to encourage the use of the command ships in the fleets during the most common of engagement types, that of fighting on gates, where the fleet and the engagement may span both sides as combat often spills into the next system. A percentage of the bonus enough for the boost to help the fleet but not enough to encourage boosting ship to remain out of system.
The reason for a 'sliding scale' of boost relative to the proximity of the command ship is partially for realism of the role, but mainly because fleets spend quite a bit of time in warp, aligning to gates and holding in position whilst the FC makes tactical decisions and issues appropriate commands.
There should be no substitute for having the command ship on grid in the action, but that should not prevent boosts from being given in a realistic manner consistent with how fleets engage within Eve's jumpgate orientated environment.
There would need to be some rebalancing, such as command ship capacitor or perhaps capacitor penalty for having passive ganglinks fitted.
But encouragement to use the command ships and operate effective fleets should be easier and not reliant upon command structure or boosters being on grid, but should enable a more fluid delivery of the benefits that ultimately end in 100% effectiveness when the command ship lands on grid with the rest of the fleet.
|

Moraguth
Clan Shadow Wolf Fatal Ascension
33
|
Posted - 2012.05.14 23:13:00 -
[885] - Quote
I've always wanted the ability to "cover" someone. Logistics has a role, remote repping is great. What I'd like to do is prevent that damage from ever getting to the other ship. Here's my idea -
Mid slot module, activate it on an ally. Upon activation, it works as a target painter against yourself and an anti-target painter on your target. The effect being that their signature radius is reduced by either a set percentage and yours being increased by that same amount, or (and this speaks to me more from the "cover" standpoint) their signature radius is reduced by a percentage of your signature radius (say 50%?) and yours is increased by that same number.
For example, if you have a Damnation (signature radius 265m) being covered by a zealot (radius 125m) -
the Damnation's sig would be reduced by 62.5m (125m X 50%) so it would be down to 202.5m, and the zealot's radius would be increased to 187.5m. ~lore~ due to overwhelming EM emanations from the zealot, it becomes harder to lock on to and fire at the Damnation.
Of course this would have to be affected by the stacking penalty, and I imagine a minimum radius should be applied to ships too (if you have a carrier "cover" a cyno generating frigate, the frigate should still be destroyable even though the reduction in sig radius would be ridiculous).
I imagine this would be pretty cool so a wing of frigates could "cover" a valuable cruiser or something, making them easier to kill (and almost necessary to kill) till you could more easily shoot at the primary target. Similarly, a battleship could cover a vulnerable smaller ship (by parking in front of it, but not completely I can kill you with my brain too. It's genetic. |

Valerie Tessel
Center for Advanced Studies Gallente Federation
120
|
Posted - 2012.05.14 23:23:00 -
[886] - Quote
Moraguth wrote:I've always wanted the ability to "cover" someone. Logistics has a role, remote repping is great. What I'd like to do is prevent that damage from ever getting to the other ship. Here's my idea -
Mid slot module, activate it on an ally. Upon activation, it works as a target painter against yourself and an anti-target painter on your target. The effect being that their signature radius is reduced by either a set percentage and yours being increased by that same amount, or (and this speaks to me more from the "cover" standpoint) their signature radius is reduced by a percentage of your signature radius (say 50%?) and yours is increased by that same number.
For example, if you have a Damnation (signature radius 265m) being covered by a zealot (radius 125m) -
the Damnation's sig would be reduced by 62.5m (125m X 50%) so it would be down to 202.5m, and the zealot's radius would be increased to 187.5m. ~lore~ due to overwhelming EM emanations from the zealot, it becomes harder to lock on to and fire at the Damnation.
Of course this would have to be affected by the stacking penalty, and I imagine a minimum radius should be applied to ships too (if you have a carrier "cover" a cyno generating frigate, the frigate should still be destroyable even though the reduction in sig radius would be ridiculous).
I imagine this would be pretty cool so a wing of frigates could "cover" a valuable cruiser or something, making them easier to kill (and almost necessary to kill) till you could more easily shoot at the primary target. Similarly, a battleship could cover a vulnerable smaller ship (by parking in front of it, but not completely Have a look at my proposal for Aegis Destroyers ( https://forums.eveonline.com/default.aspx?g=posts&t=97610 ). I posted it a few weeks back. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
4
|
Posted - 2012.05.14 23:28:00 -
[887] - Quote
A new line of t1 destroyers Missle based!!!
perfect for inferno! |

Jyn Uin
The Maverick Navy Against ALL Authorities
1
|
Posted - 2012.05.14 23:36:00 -
[888] - Quote
I have an idea I've been toying about in my mind for a longg time.
A bomb bauncher that is only available to fit on a destroyer hull that turns it into a non-cloaky Heavy Bomber (think torpedo boat). With a slightly larger damage radius then a normal bomber, say 30-40km, But loaded with special bombs that do insignificant damage to most subcaps, and a moderate amount to MWDing Battleship, but do heavy damage to capitals and massive damage to super capitals. Would def add a little bit more variety to large scale 0.0 combat from what it is right now.
Thinking a super low sig oversized AB t1 destroyer would be great at this. |

Annie Ivarsson
No Mercy Inc. Double Tap.
0
|
Posted - 2012.05.14 23:47:00 -
[889] - Quote
Apparently this is restricted to modules, I wrote an essya on other features. |

Taren Noreck
Alpha Strategy In Umbra Mortis
0
|
Posted - 2012.05.15 01:14:00 -
[890] - Quote
A ship formation module, similar to a gang link but the booster would have to be on grid and the recipients would have to have basic formation flying skills trained. Where as gang links typically give a boost to defense or non dps related stats the formation module would give a bonus to dps. It could be limited to only work for ships of the same type, and could only be effective up to a certain number of ships. So for instance you could have 4 hurricanes flying in formation but no more and a drake or some other different ship wouldn't be able to join that formation. Those four would get the bonus and if the lead (ship that has the module fitted) was killed the bonuses would end and the formation would break up. It would also force the other 3 ships to match the lead ships direction and velocity, maybe taking the lowest max velocity as the base for the flight of 4 ships. This would offset some of the offensive capabilities of the formation as it would make engagement of the formation easier. The module could also have a very long cycle time so you couldn't break up and reform quickly, it would have to be a commitment to the formation. Thus if you webbed and scrammed 1 member of the formation the entire formation would be effectively webbed and scrammed. |

Marcus Caspius
Vitriol Ventures Tribal Dragons
18
|
Posted - 2012.05.15 01:46:00 -
[891] - Quote
Covert Detection Array
This ship mounted module enables a player to scan down a cloaked ship. The cycle time is 60 minutes. The module cannot be activated from within POS shields.
The intention is to reward players actively participating in system reconnaissance by truly making them undetectable. So if you are warping or making BM's or changing direction i.e. interacting with the EVE client it stands to reason that you are actively playing the game. No gripes with that...
On the flip side, if a player is cloaked up and remains stationary or set movement in the same direction while cloaked for 60 minutes and not interacting with the client, it can be argued that the player is no longer playing the game. Hell, youGÇÖre probably at work, asleep or doing something else.
So this module will enable players to probe down an AFK cloaked ship and kill non-participating players while allowing active players true obfuscation.
I think the risk/reward scale is a little more balanced by this. Neither side is getting a hand-out!
Skill Requirements are open to debate but this should not be an easy to get either i.e. about the same amount of training than the ability to operate a Covert Cloaky and also no trial accounts so that people wonGÇÖt have cheap toons running scans all the time.
|

Narffy
Caldari Provisions Caldari State
0
|
Posted - 2012.05.15 02:23:00 -
[892] - Quote
d-scan should have an active mode which shows ships immediately when in scan range without the need to refresh it. Maybe increase your ships signature when using this in active mode.
I'd also like a module that can mimic other ships on the d-scan. Maybe provide it with the following options with scripts: - mimic script: ship appears as another ship of the same size on d-scan. - jamming script: ships warping in land further off target by x amount. - no script: mimic a smaller class ship and ships warping in land off target to a lesser amount.
|

Cptn Bagel
Vanguard Venture R and D Vanguard Venture Alliance
1
|
Posted - 2012.05.15 03:03:00 -
[893] - Quote
random but possibly useful ideas: - modules that allow a passive regenerative armor tank, say, an array of electromagnets that slowly pull armor plates back into shape and realign them, allowing armor tankers to run wormhole sites and level 5 missions on their own. Shield tanks should still be better passive tankers, and armor tanks should be better active tankers. - a drone capable of acting as an intelligent frigate, and can be fitted with modules like a normal ship, allowing the solo player to keep an edge in missions and small scale fleet engagements. Drawbacks would be limitations (possibly nullification) on fleet bonuses, gang link modules, high cost, and a lack of superiority to an actual manned frigate. These drones would have an advanced behavior menu. For instance, scenario based commands such as if ganked, tackle the aggressor in an attempt to save the player's ship, or attempt to navigate back to a predetermined station - a strange idea, an area of effect module that has a chance of corrupting a drones programming, causing it to turn into a hostile npc. Obviously fighter drones are immune to this, as they have manned pilots - a defensive hangar array POS structure to add drones to the station defense spectrum - ........... t3 frigates? oh, never mind. not a |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 03:14:00 -
[894] - Quote
Solar capacitor regeneration High slot When at zero on a star, this module captures energy directly from the star. Capacitor bonus: 2400 GJ Cycle time: 10s |

Koghrun Amman
LEGION OF PROFESSOR CHAOS Darkmatter Initiative
2
|
Posted - 2012.05.15 04:31:00 -
[895] - Quote
A. As many others have suggested, fixing many T2 modules to actually be fittable on real ships when skills are maxed. Or make them worth the skill investment. T2 1600 armor plates, and xl shield booster II's come to mind. t2 ECM's only differ from their meta 4 counterparts by costing 16 CPU more and 19 More cap per activation. in all other ways they are identical. making them worse than the meta 4's. I'm only a year old, some of the ancient ones can probably expound much further on this list.
B. Even with the changes in crucible, hybrid weapon rigs are still unusable to caldari rail pilots, who without engineering 5 and adv weapon upgrades 3 min cannot even fit their ships without an RCU.
C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that.
One mechanism would be defender type missiles that can shoot down missiles targeted at any ship in fleet (prevents friendly missiles from being targeted) . This only hampers one kind of damage though so without balancing will never happen.
A second mechanism would be a "mirage colloid beam" that would work as an anti target painter (decreases target's sig rad). It would be an RR module with all the same stipulations.
A third would be a "shield overload module". It works like a combination of a shield transporter and a fleet booster's siege warfare skill or like a "projected shield extender". Basically for the duration of the module's activation (which would be equal to a shield transporter of the same size) the target would get a set bonus to shield capacity (also equal to a shield transporter of the same size [s/m/l 80/160/320]). Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates one large module. Player A's Shield HP becomes 2220 for the duration of the module's activation which on some ships could be infinitely sustainable Player A's Hulk has 1900 shield HP. Player B targets A's hulk and activates 4 large modules. Player A's Shield HP becomes 3180 for the duration of the modules' activation which without a specifically fit ship can only be sustained for a minute or so. Not sure if this is explainable or "realistic" for armor, but armor warfare skill exists so who knows. The question does arise of what happens to damage after the bonus goes away, but whatever the mechanism is for siege/armored warfare leaving system could be implemented.
A final solution would work similarly, but would be "projected resistance amplifiers" for either shield or armor.
|

St Mio
Imperial Academy Amarr Empire
779
|
Posted - 2012.05.15 06:03:00 -
[896] - Quote
Rogue Drone exploration sites are terrible compared to pirates'/sleepers.
Suggestion: create Rogue Drone faction variations of all the existing drone modules:
- Drone Link Augmentator II
- Drone Navigation Computer II
- Omnidirectional Tracking Link II
- Extrinsic Damage Amplifier II
Then: Keep the same bonus as the T2 versions (or very slightly increase them) Lower the skill requirements from T2 level to T1 level Lower fitting costs |

Vqu
NSIDE Finance Of Sound Mind
0
|
Posted - 2012.05.15 06:54:00 -
[897] - Quote
We often recruit newer players and they are all eagered to join our roams but most of their ships cap out during fleet warps. I know this can be avoided by having them skill up the "Warp Drive Operation" skill, but is there any reason not to have a module that does something similar ?
Maybe with slightly different stats.
Warp Drive Operation
Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%. NSIDE Finance [EPAX] is a Science and Industry Corporation. We specialities in research of Capital BPO's and Ship Manufacturing.
|

Shaso Yhe
Dreddit Test Alliance Please Ignore
0
|
Posted - 2012.05.15 06:55:00 -
[898] - Quote
Various Cluster Missiles (Ammunition)
Basically, missiles that fire 3 missiles of a type 2 ranks smaller than the missile originally launched. Heavy Missiles that launch Rockets, Cruise Missiles that launch Light Missiles, and Torpedoes and/or Citadel Cruise Missiles that launch Heavy Assault Missiles.
The idea being that a larger launcher could launch something useable against smaller ships while sacrificing some damage, but without having to refit entirely to do so. That's always been the problem with missiles, they just don't work against smaller targets properly, even when the target stops moving. |

Shaso Yhe
Dreddit Test Alliance Please Ignore
0
|
Posted - 2012.05.15 07:02:00 -
[899] - Quote
Damping Field Generator - (Mid Slot Module, AoE)
Activating this module produces an bubble around your ship that dampens (lessens) all damage being dealt to ships in the bubble's radius. A portion, or all, of the damage mitigated by the dampening effect would be taken by ship producing the dampening effect. The dampening field immediately ends when the ship producing it runs out of, or low on, shields. |

Shaso Yhe
Dreddit Test Alliance Please Ignore
0
|
Posted - 2012.05.15 07:10:00 -
[900] - Quote
Shield Pulse Weapon (high slot, AoE)
Literally sacrifice all, or a portion, of your ship's shields to deal a percentage of the shield hit points sacrificed to all ships within range (5-10km).
Also, add new skills for improving Smartbombs like every other weapon in the game. In addition to a few new types of Smartbombs with better range while sacrificing damage, etc etc.. |

Eclavaldra
PCG Enterprises
2
|
Posted - 2012.05.15 09:08:00 -
[901] - Quote
Defender missiles
Very, very rarely used; this suggests that they need to be fixed.
Other people have already suggested escort ships with suitable toys; well Defenders are a good fit for this concept too (or could be).
Suggestion 1: Allow defender-equipped ship to attempt to intercept all missiles heading for a specific target
Suggestion 2: Allow defender-equipped ship to attempt to intercept all missiles FIRED BY a specific target
Suggestion 3: Allow defender-equipped ship to attempt to intercept all (hostile) missiles passing within range
|

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 11:04:00 -
[902] - Quote
Quote:C. As noted by many other pilots, a means to defend against alpha strikes is needed. Logi can only do so much, but if the ship is at 50%hull after the alpha, then nothing can help that. This issue plagues all logistics ships in fleet battles. Alpha is the most common counter, especially to carrier logistics, where one Titan DD alpha's a 1.4 bil ISK carrier hull plus fittings. All other logistics counters have been rendered impotent, including ECM, and Remote Sensor Dampeners. The fix for the logistics issue is a bit more complicated because of this. I propose:
Triage adds 4x ehp for shield, armor, and structure, allows movement as normal, AND allows friendly RR. That addresses the carrier, but we need something for subcaps too.
Logistics skill: Increases shield/armor (depending on the logistics ship) by 100% per level.
Return ECM to its former glory as an effective counter to logistics.
Trying to create a module to solve any of those problems appears ineffective and needlessly complicated compared to just fixing the problem. |

Natrixs
ORE WHORES GALOURE Intrepid Crossing
0
|
Posted - 2012.05.15 11:56:00 -
[903] - Quote
POS Module/Structure : Discrete Signature Analysis
No matter what corp I have been in there has been an issue with campers in cloaky ships. Camping systems for whole days if not weeks at a time. There should be a POS structure that slowly amplifies the ships signature in system over a period of time lets say 6 hours to reach max, and the cool off of about 3 hours to reach min. If Cloaky technology exists, wouldn't Caldari, Gallente, and Amarr researches want to come up with some sort of counter measure? (tee hee, i excluded Minmatar)
i am not saying that the POS module/structure would find the stealthed ship but make it able to be scanned down by a skilled player
Give us some sort of Cloaky counter measure... one should have existed.
During WWII, submarines became the best tactic to spy on enemy shorelines (Believe it or not, but German subs often would camp the coast and peer though thier para-scopes often looking at New York City, and other ports of interest)
USS and British ships equipped Depth Charges to help combat these stealth ships of the sea. Underwater microphones and nets were used to keep unwanted subs out of our harbors. Why don't we have tools to counter the space subs of this great age of the Caldari empire. For the GLORY AND HONOR OF THE EMPIRE!!! HUZZA! |

Foxglove Digitalis
LightningStrikesTwice Elemental Tide
0
|
Posted - 2012.05.15 11:59:00 -
[904] - Quote
I would like to see transponder spoofers, a way to hide what your ship is from unfriendly eyes.
Either as a rig or as a low power slot item.
I'm sure it would make it much easier for a catalyst to sneak up on a hulk if it showed up on d-scan as a mining barge.
Of course that "hulk" might be a CNR/tengu hunting suicide gankers. 
Better take a close look before opening fire!
|

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 14:59:00 -
[905] - Quote
Warp Core Booster Medium Slot +2 to Warp Core strength Cycle time: 1 s Capacitor Used: 2 GJ CPU: 5 PG: 1 Counters: Bubble, Neut, More Points/Inf point
Remote Warp Core Booster Medium Slot +3 to Warp Core strength added to the target ship Optimum Range: 40 km Falloff: 60 km Cycle time: 1 s Capacitor Used: 4 GJ CPU: 15 PG: 1 Counters: Bubble, Neut, More Points/Inf point, ECM, SD |

Katsumi Shimazu
Eternal Darkness.
3
|
Posted - 2012.05.15 15:08:00 -
[906] - Quote
Hardpoint consolidation modual
for Battleships. consolidate 4 large turret hardpoints into 1 capital turret hardpoint. and adds a damage modifier to the cap guns similar to a siege modual, but not as powerfull. link it to the advanced weapon upgrades skill. it would bridge the damage gap between BS and dread. |

ergherhdfgh
Imperial Academy Amarr Empire
15
|
Posted - 2012.05.15 16:01:00 -
[907] - Quote
what about a web bubble? you might need to add a new T2 ship line like the interdictor / heavy interdictors. |

Red Teufel
Blackened Skies THE UNTHINKABLES
51
|
Posted - 2012.05.15 16:27:00 -
[908] - Quote
mini doomsdays for the black op battleships. \o/ hey stealbombers have bombs :P |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 18:17:00 -
[909] - Quote
ECM II [scripted] Medium slot Racial Strength 4.8 When loaded with a racial script, this module jams 100% toward that race and 0% toward the others. When not loaded with a script, it jams all races at 2.4 Optimum: 40 km Fall-off: 40 km CPU: 30 PG: 1 Activation cost: 30 Cycle time: 10 s By tuning more precisely to a single race's sensors, this module achieves more efficient performance in many areas for sensor jamming. |

Doukyou
Alpha Strategy In Umbra Mortis
1
|
Posted - 2012.05.15 18:49:00 -
[910] - Quote
I think there needs to be a philosophical change at team super friends. They should get out of module creation entirely. This puts the onus on the players to evolve the game to invest in it, to make things CCP could not have come up with.
Here's an Idea, a goal, and how to get there:
The Idea and a Goal:
Modular ships of every size. Similar to T3 cruisers. Changing the invention or reverse engineering process to provide a range of outcomes instead of a few possible modules.
For example: I do some reverse engineering to create a offensive subsystem, but instead of having only 5 possible out comes on one size ship, change it to 100 possible out comes on each size of ship. Have each based on the size of ship and skill level, and maybe some new implants that change your skill level. Have the most powerful out comes happen with the smallest chance as well with the highest skill level. This should balance the fact ultra-powerful subsystems are coming in the game with only a few are made each year. There could be even be a severe limit to how many runs are created the more powerful the item created.
This of course would throw a total curve ball at everyone who wants to PVP because you will never know what you are dealing with when you see 5 T3 frigates show up on grid, or god forbid one T3 battleship. This could be started with invention for new T2 modules. You could add a feature that allows for a random creation that could give you an assortment of effects. Of course you would need a standardized list with a base percentage for each type, based on skill level. Think of something like the item generation tables in D&D. As CCP comes up with New ideas for items they simply add them in to the table with a specific chance of being randomly generated. This both cuts out the need to announce changes to the module selection, and makes the sandbox we live in infinitely more interesting. Balancing no longer becomes a big deal, it becomes a back ground noise. A change in the percentage chance of something being created. This is important for numerous reasons the most important being that CCP has made the process political and they have lost almost every fight on that front.
How To Get There
CCP could break it down even further based on the class of item being created. If your inventing a new hybrid turret, you can shoot for a t2 module or a completely random outcome. You could either get a crappy meta 0 thru 4 version of the T1 module or something closer to a meta 12+ item. It could also have something useful like a high rate of fire or a wicked accuracy or just something crazy like a ECM effect on the ship being hit. All of this could be added in to the game by changing the table.
Now that we have invention out of the way ,this leads to the next improvement, which is adding all these new items in to the market. Instead of CCP just arbitrarily adding an item in to the market, make it appear on the market when someone sells the item for the first time. Until someone sells one of these new items, the stats and capabilities remain a secret. This leads to a whole new complexity to living in EVE's Sandbox. It also makes people think really hard about: do they make a billion isk or keep the item to them selves and have a serious tactical advantage? And if you find such an item in a wreck you can add it in to the invention process to try to get the same outcome (Give it a big bonus to inventing a similar or the same item)
This of course with be completely player driven. Those who love to invent like myself get infinite satisfaction, Knowing there is a possibility that I have created the only copy of a BPC and built a module no one else has ever seen. The next step beyond that is setting up a system where someone could combine a bunch of BPC's to create a one of a kind BPO they can research and improve. Make it difficult and with a strong possibility of Failure, and you will have an even more consternation about whether to possibly waste multiple copies of a BPC or get something truly unique. This should be implemented for all T2 modules so we as players can create BPO's instead of there being a dwindling amount of BPO's for a items that are commonly used by everyone. For those worried about there being a glut of new T2 competition, need not worry because all T2 items need Moon Goo and that will then be the bottleneck, not the knowledge base.
The Bonus for CCP
CCP takes them selves out of the political line of fire for creating new items, the players get a new level of complexity in invention, PVP, exploration, and the evolution of the Sandbox. It also creates a whole new dynamic for how much time, money and effort players invest in the Sandbox. CCP wants us to be hooked like a drug, Or as my ex Girlfriend called it my "other girlfriend Eve", then make this change to the game. This concept is completely inline with the vision so many of us have for EVE, It is the reason I have played for the past 2.5 years and the reason I would play eve for the next 10 years. I hope they take a very serious look at what I have proposed, and understand this is something I have been thinking about for quite some time.
Thank you for your time,
The Director of Evil, Alpha Strategy, In Umbra Mortis,
Doukyou |

Xavier Theakstone
the united Negative Ten.
0
|
Posted - 2012.05.15 19:09:00 -
[911] - Quote
De-cloaking module - like the "et volia" already on Concord ships that is area of effect would be great. Make it only fitted to a specific ship type (may be even a new ship type) if you must. It could be chance based based on the cloaking skills of the target pilot vs the de-cloaking (new) skill of the "aggressor".
Every tactic in game needs a counter - the Covert ops cloak doesn't have one .... yet. |

Bob Niac
Macabre Votum Against ALL Authorities
12
|
Posted - 2012.05.15 19:40:00 -
[912] - Quote
Expanding on fuel blocks.
So let's see where the idea of bundling can be expanded.
Siege module / Triage Module: Strontium Cathrates become ammo.
Adding variations to current fuels through scripts + Strontium + cap 800's: Scripts dictate the "type" of ammo that the stront becomes. For instance, adding Targeting range and optimal range scripts would change the bonuses to focus on a sniper setup, while tracking and scan res scripts focus on moving targets.
Stront can now be classed as ammo, and can be put in an ammo hold.
Oh yeah, I just went there. I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Wyke Mossari
Staner Industries
266
|
Posted - 2012.05.15 20:15:00 -
[913] - Quote
Signature suppression module; comes in passive uses CPU and Grid, Active also uses cap, reduces signature radius.
Racial optimisation scripts for Multispectral ECM, specialised, not as good Racial but provides hot swap optimisations. Racial optimisation scripts for Sensor Dampers, works better against specific sensor types.
Modules to analyse hacking and archaeological containers to reveal mission and back-story clues. |

Lady Tiaon Kador
Kador Investment Bank
0
|
Posted - 2012.05.15 20:55:00 -
[914] - Quote
Heat Sink
Can be used in high,med or low slot. Works in the same way as an overheated module but with the opposite effect (radiating cold instead of heat) Requires charges (coolant since its already a PI manufacturable product) |

Stromfare
Skyforger Tactical Narcotics Team
0
|
Posted - 2012.05.15 22:20:00 -
[915] - Quote
MagSheath Signal Disruptor
As an energy locks on to your ship - it "absorbs" the energy from the scan, making you more difficult to lock onto - making next lock on attempt last longer, and the following lock on last even more longer etc
No more alpha blobbing everyone in fleet, maybe more use of the fleet wings/squads for coordinated assaults on mulitple ships |

Andy Landen
Tartarus Ventures Surely You're Joking
21
|
Posted - 2012.05.15 23:39:00 -
[916] - Quote
So ... CCP ... you are reading all these ideas, .. right? Would you mind posting a link here and now to a locked thread where you are compiling the ideas and sorting them based on what you plan to develop and what you plan to ignore? It would show us that you are actually listening to us and thinking about our feedback. It would also let us know which ideas have better chances of seeing the light of day .. err, space .. than the others. |

Molikai
Disciples of the Ebon Dragon
1
|
Posted - 2012.05.16 01:24:00 -
[917] - Quote
Dunno if this is implementable, but this occured t ome as having interseting tactical possibilities: A module that, when active, means that outside a certain range (Or perhaps only when scanned down with probes/locked at on the directional scanner//) Has your ship register as being of a different class. I.e. On the scan, there is a reasonable chance (Inversely proportional to range? the farther away, the /more/ effective it is?) that my, oh, Dominix is listed no your scans as a Vexor. Or my Vexor as a Dominix. Maybe use a skill to adjust how far away from your baseline you can move (can build a grid in ship size and race it belongs to, easily enough) and you specify what yu're hiding as, limited by said skill?
Just tossing around ideas. But It strikes me as something that could add some interesting tactical options.
|

RainbowDark
Thunder Mercenary Army Polaris Mercenary Alliance
0
|
Posted - 2012.05.16 01:58:00 -
[918] - Quote
can u make the TD drones and SD drones more effective? recently they have no use in battle, especially in little and Medium size.
u guys just buff the web drones, why not buff the TD and SD drones too? |

Syri Taneka
Dopehead Industries Broken Chains Alliance
9
|
Posted - 2012.05.16 02:23:00 -
[919] - Quote
On the topic of TDs effecting missiles: I like it, but I would suggest that they only effect missiles that are themselves effected by the Guided Missile Precision skill, which creates the pretense that the other missiles are "dumb", and thus would not be effected by tracking disruption. |

CW5 Barret
Jolly Codgers Get Off My Lawn
0
|
Posted - 2012.05.16 07:31:00 -
[920] - Quote
2 modules and related scripts to consider
Mass Manipulation Field
Creates a static bubble around the ships hull that shifts or artificially masks the mass of the vessel up or down in accordance with a fitted script.
Projected Mass Manipulation Field
Projects a static bubble around a target ship that shifts or artificially masks the mass of the target vessel up or down in accordance with a fitted script
Mass increase Script
used in one of the above modules to increase mass
Mass Decrease Script
used in one of the above modules to lower mass
USE: its pretty simple..it adjust the mass of a vessel for any mass related calculations. can be used to prolong the life (mass limit) of a wormhole can be used to collapse a wormhole quicker. might be enough of a shift to sneak a carrier into or out of a wormhole you otherwise couldnt. can decrease fuel consumption on bridges. could be used to adjust the push of prop mods could be used defensively to decrease the push of enemy prop mods |

Corwin Arzakh
Singidunum Stellar Exploration United Homeworlds
6
|
Posted - 2012.05.16 08:16:00 -
[921] - Quote
With new webbing drones, it would be nice to have Advanced Isolated Afterburner I
+25% cap need -50% on webbing effect |

SoulSister I
Frozen Dawn Inc Arctic Light
0
|
Posted - 2012.05.16 12:59:00 -
[922] - Quote
+¦+¦+¦ I do not know if this is right place , but is it possible to divaid cargohold modules, so that some of them would extend ship maintenance bay, other would extend Orebay and some would extend corporate hangar.. and so one ? Then you could choose a bit differend setup for your own goods transport ship.. when you need to transport ships, ore, or just different goods |

Elepherious
SOL Industries Inc. Eve Engineering
0
|
Posted - 2012.05.16 15:18:00 -
[923] - Quote
Thoughts.
Gang link mod, Generates a bubble around the ship, all hips within that bubble become cloaked, however the command ship emitting has a draw back of no remote repairing, and a -50% speed. The emitting ship is however not cloaked.
Interdiction Nullifying low slots, Takes two low slots to fit, but when encountering an interdiction field it nullifies the effects (built off of sleeper tech like the TIII ships)
Feed back pulse unit, Used to counter nos' (not neuts) the pulse uses cap from the ship, however it sends a feed back pulse either to the heating of the nosing ships nos unit (after x amount of pulses the unit is over heated) or damages the nosing ship in general. Would call this one either a mid or high slotter.
|

Seishi Maru
doMAL S.A.
1
|
Posted - 2012.05.16 15:46:00 -
[924] - Quote
Didn't read all 47 pages so sorry if its a repeat.
Directional Scanner Disruptor: Module that when active reduces the range on directional scanner that your ship can be detected by HALF.
That would be helpful for pirates but at a price of spending a full slot to gain a few more seconds undetected when incoming in warp.
Amplified Directional Scanner antena: Using active signals increase the range of directional scanner by X% but at same tiem making yourself easier to detect by same x% distance. |

kKayron Jarvis
2
|
Posted - 2012.05.16 15:50:00 -
[925] - Quote
a ider for a "Tracking Disruptors to affect missiles" is a smartbombs like, add Attribute to Missiles "Missiles confused" if it hits 0 then the Missiles missis.
so that do you think |

Bob Niac
Macabre Votum Against ALL Authorities
12
|
Posted - 2012.05.16 17:01:00 -
[926] - Quote
Remote Resist amplifier
1. 5 s cycle require ammunition (cap 100's maybe?) increase resists of target ship x% severe stacking penalty
Unstable Repair Matrix Non capital reconfiguration module requires script (armor, shield, etc) Requires fuel (nanite paste?)
cannot be remotely repaired
This module has a dual effect. It stops cap regen for the time it is activated. At the end of its' cycle, it produces an aoe repair field which varies in intensity with how much cap you have left. More cap = more repair. So, you can continue repairing your m8s or wait for the warm up to finish.
Warp Beacon Launcher
Specialized drone bay (high slot. ) Drone travels out at 500m/s and creates a beacon for anyone on grid or anyone in fleet. Probably easier as a bomb, but drone adds strategic value I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
119
|
Posted - 2012.05.16 18:56:00 -
[927] - Quote
We could use some new Signature modules, it would make allot of useless ships useful again and would make lots of new strategies possible...
Emission Suppression Structural Modification: (Low-Slot) Reduce the signature radius of the ship in a %. As it prevents emissions from the ship, absorbing wavelengths and noises.
Active Emission Suppression System As it controls the fields around the ship , it generate inverse waves to nullifies the emission of the ship, while preventing incoming waves and energized particles to directly hiting the ship. It consumes allot of energy and reduces it's speed while greatly reducing ship's signature radius. (Works as the opposite of a MWD) |

Andy Landen
Tartarus Ventures Surely You're Joking
22
|
Posted - 2012.05.16 19:20:00 -
[928] - Quote
Wow, post after post of: 1) Reduce my signature so my BS can be as small as a cruiser, 2) Decloak all cloaky ships, 3) Change the directional scanner results, and 4) Bubble for webs, for shields, and for cloaks. #1 is good for a specialized ship .. maybe Black Ops? #2 and $3 are both bad ideas entirely. #4 is good.
In response, 1) Fact, your BS is big for a reason. If you want an "SR-71" style ship, a large plane which looks like a bird on radar, then ask for a new ship class which does that. 2) Whatever limitation you put on decloaky modules, it has the same effect of rendering cloaky ships impotent. The cloak is their main bonus and weapon. Can you imagine a module which makes an entire ship's guns go offline permanently for an entire battle? Then don't seek anti-cloaky modules. 3) You want to hide from directional scanner? Then cloak up, man. Dscan is the last line of defense against gankers, and it is useless if you cannot depend on the accuracy of the results. 4) Web bubbles sound fine. Shield bubbles, too. Cloak bubbles sound good if the ship that can use it is Black ops, and it also is cloaked .. But then again, that only matters if you have non-cloaky ships with you. Would be nice if you could see the other ships a little in space to make moving around a little more practical than constant bumpage, and being able to orbit the Black Ops to stay within the cloak field. Cool idea. |

sylvester stallowned
Trotters Independent Trading
0
|
Posted - 2012.05.16 23:02:00 -
[929] - Quote
ECM ships have Rigs that improve the jamming strength and Range of their ECM Modules.
There is currently no rig available to improve ECCM (sensor) strength.
ECCM (Sensor Strength) Rigs
I propose two types of Rig to parallel the Jamming Strength and Range improvement Rigs:
Sensor Strength Increase Rig by absolute amount
Sensor Strength Increase Rig by Percentage
I am unsure what the negative effects of the Rigs should be, Ideas?
|

Laso Mbra
Morningstar Technologies Ltd. IMPERIAL LEGI0N
0
|
Posted - 2012.05.16 23:08:00 -
[930] - Quote
If you are in 0.0 you should not be save for weeks, while you are in space. But you are if you are cloaked, even if you are afk for hours/days/weeks, you are more save than on a station.
So i want a module that show me cloaked ships on directional scan. Only directional, nothing else. It takes lots of time to locate a person in space only by directional scanning and it is nearly impossible if this person is not afk.
Module: see cloaked ships on directional. directionals scan takes 30sec or 30 sec cooldown. |

Andy Landen
Tartarus Ventures Surely You're Joking
22
|
Posted - 2012.05.17 00:45:00 -
[931] - Quote
Interdiction Nullifier I Electronics Superiority rig Renders the ship immune to warp bubbles.
Interdiction Nullifier II Electronics Superiority rig Renders the ship immune to warp bubbles, and warp disruption field generator infinite point script (not regular points).
Warp Core Solidifier I Electronics Superiority rig Increases the warp core strength by +1
Warp Core Solidifier II Electronics Superiority rig Increases the warp core strength by +2 |

Frothgar
V0LTA Verge of Collapse
26
|
Posted - 2012.05.17 01:17:00 -
[932] - Quote
I'd love to see more subsystems, namely hybrid systems that work like pirate faction systems that can be used by multiple races T3s.
I'd also like to see more classes of Tech 3 ships/modules. |

Paranon
Independant Explorations
0
|
Posted - 2012.05.17 01:50:00 -
[933] - Quote
Something I've wanted for a long long time. Ever since I started exploring.
A module akin to the "Lost in Space" hyper drive.
The hyper drive cannot be targeted, it takes you to another system at random in the galaxy, in known/w-space.
Potential for escaping PvP?
But with associated cost - cool down timer 60+ minutes OR hull damage OR 60min sp loss?
I thought it would go well with T3 hulls.
But perhaps it could be fit on non T3 but take up 2 module slots?
Anyway,
That's what I'd like.
Para |

Nemo Halftard
The Opposite Sects
0
|
Posted - 2012.05.17 03:30:00 -
[934] - Quote
New Module:
Smugler Compartments
Low Slot Module - Converts a percentage (20 to 30%) of your ships cargo hold to a separate partition for smuggling/transporting contraband. Contents of the compartment will not show up when scanned by CONFED, Customs or other player ships. Could use up twice as much regular cargo space.
DoT and Environmental Effect:
Ionized Plasma Cloud
Large area "Bubble" effect from deployable object similar to Warp Bubble from specific ship types only. Area of effect would be huge say 60 to 80 Km. Plasma Cloud would damage all ships passing through it based on an exponent of ships velocity. Ships traveling under 50 mps would take little or no damage, but damage would increase exponentially as ship velocity increased, as the ship would be plowing through the Plasma Cloud faster it would encounter more particles thus more damage. Could be scaled so that ships moving upwards of 200 mps or so would encounter enough damage to chew through battle ship class Shields and Armor. Object generating Plasma Cloud could be targeted and destroyed by weapons fire.
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
119
|
Posted - 2012.05.17 04:06:00 -
[935] - Quote
Factional Subsystem? wasn't T3 overpower already? |

Andy Landen
Tartarus Ventures Surely You're Joking
22
|
Posted - 2012.05.17 06:22:00 -
[936] - Quote
Alx Warlord wrote:Factional Subsystem? wasn't T3 overpower already? not at all. But faction subs seem like they would be prohibitively expensive .. 1 bil per, maybe? |

Tyrion Moath
Browncoat Industries Rura-Penthe
5
|
Posted - 2012.05.17 09:06:00 -
[937] - Quote
Just read through the devblog... I'm wondering why there's a drawback for the CPU enhancing rig, when there isn't a drawback for any other electronics rigs.
The tidbit about Tracking Disruptor module working for missiles not working quite right actually sounds like you could make it work perfect like that. If it only affected guided missiles, wouldn't that make sense? As in, torpedos, rockets, and HAMs get a pass?
As to new modules I'd like to see... I'll echo some other people and say more T2 modules, and T3 modules would be cool too. Perhaps T3 modules use something like scripts to make them unique?
Thanks for reading! |

Evelina Rakovic
Imperial Academy Amarr Empire
10
|
Posted - 2012.05.17 16:55:00 -
[938] - Quote
Add new capital modules like : energy neutralizer / nosferatu and smart bomb; add remote shield/armor/energy Fighters t2 version also
new smart bomb for decloking ship with % of distance like 50km from you, you can have 10% to declocking a ship and 10km from you you have 80% to decloking ship.
in siege mode capitals can be receive remote repair and energy transfert (it can be promote use of dreads) |

Uylear
Aliastra Gallente Federation
0
|
Posted - 2012.05.17 20:05:00 -
[939] - Quote
* Self Destruct Mutually Assured Destruction Module/Rig
Hi-slot Can only use once in hull and in low sec/null. Takes out your pod as well, or damages it to hull. Hi Damage to all ships in area of effect. Affects all ship types with uniform damage dealing (all types)
* Emergency Auto-Eject
Hi slot Only used with 80% capacitor charge Ejects your pod 100 km using AB Tech rather than MWD or Warp |

Fred511
APOCALYPSE LEGION
0
|
Posted - 2012.05.18 07:27:00 -
[940] - Quote
New Modules:
Capacitor Energizer - Mid slot module that is a hybrid of a cap recharger and booster. Uses Cap Booster charges, but releaes the energy over time. -á-á -á-This mod would provide very high capacitor regen for as long as your cap charges last. This would be advantageous to some fits, such as ships using energy vamps (to keep cap low) or for cruisers, which have a small capacitor and typically use Cap Booster 800s which practically recharge the whole capacitor (which can be neuted away before being used). This module would allow greater control over capacitor usage and would require a good degree of rl skill to use properly.
Enviromental Distortion Field - A high slot module usable only by strategic cruisers with a (new) subsystem fitted (see below). Based on wormhole enviromental effects, this mod would allow the ship to generate a localized enviromental disturbance that changes ship attributes, determined by the script used. This could only be used in null sec. Usage in wormhole systems could have random, possibly dangerous consequences - spawning sleepers, causing you to jump to a random wormhole, dealing damage to your ship, giving huge negative or positive attribute bonuses, etc -á-á -á- This would allow some very interesting tactics both in terms of buffing your fleet or possibly nerfing an enemy fleet. For instance, if your fleet encounters a missile fleet while you are using guns, turn on a missile nerfing or gun buffing effect. This could be overpowered or intrude upon command bonuses however.
Enviromental Control Interface - Electronic subsystem that allows the use of the Enviromental Distortion Field
Mass Amplifier - A new class of EWar mod that would increase a ship's mass or (maybe) change the inertia multiplier. Uses a mid slot. -á-á -á- This mod would be used for several purposes: Hunting nanos, bumping, preventing ships from escaping (has longer range than a point), or to collapse/deny entrance to a WH. A skilled pilot could use this to catch a nano unawares by burning away, then turning around and getting in scram range before it does the same. It could be used on a friendly ship to increase its mass to improve bumping performance, or on an enemy ship to stop it warping off while the player gets in point range. It could be extremely useful in WHs however, as several of these on a cap ship could prevent it from escaping, or even a BS in a low class WH, or to decease the number of jumps necessary to collapse an unwanted WH.
Target Scrambler - Another class of EWar similar to ECM, but instead of jamming the target, it causes the targeting order to be mixed up and switches the active target. Uses a mid slot. This would have a much lower success rate than ECM, but a quicker cycle time. -á-á -á- This mod would could cause alot of confusion in fleet battles, particularly for spider tanking fleets, resulting in split or even friendly fire. This could also result in some hilarity if a pilot isnt paying attention...
(Drone) Logic Disruptor - A mid slot EWar mod that attempts to override the target drone's control systems. If successful, the drone begins attacking its owner or friendly brethren, self destructs, shuts down temporarily, or flys off in a random direction.-á -á-á -á- Currently there is a lack of drone related EWar, which in light of the new drone damage module means that a weapon system doesnt have an EWar counter (blowing them up with smartbombs or weapons isnt EWar). This mod would be useful against almost any ship if the pilot is willing to use a mid slot that might be used for tackle or another EWar mod, since almost every ship has drones of some type.
Spatial Disruption Detector - A High slot anti cloak device. When activated, it allows the player to see cloaked ships on the directional scanner. This can be used to narrow down the ship's position. Cannot be activated during warp, and the player's speed is severely decreased while active (to make finding cloaked ships a slow task that would require two or three ships to do efficiently - two scanners to triangulate and a fast ship to decloak the target) -á-á -á- Some sort of cloak detector has been lacking for quite some time, as a person cloaked is practically invincible. This would make afk cloaking dangerous but cloaking in general still very viable, as an active pilot would be able to avoid the hunters fairly easily. The issue is that cloaking would no longer make a person undetectable in WH systems, thus it might require changing to only detect ships on grid.
Logistics Drones: Now that we have all sizes of EWar drones, we should get their logistics counterparts - Tracking Link, Cap Transfer, and ECCM drones.
Improved Functionality:
Tracking Computer/Enhancer - Affects missile expl radius, expl velocity and missile flight time/velocity (or both) with associated scripts -á-á -á- Doesn't make sense that missiles have all the same modifiers for damage and rigs but no modules that serve a similar purpose to tracking comps and enhancers. This could also be made into a seperate module. Would allow specialization into anti frigate or sniping roles. |

Uylear
Aliastra Gallente Federation
0
|
Posted - 2012.05.18 07:53:00 -
[941] - Quote
To defend against missiles, move fast. Get away from the point of impact. Missiles are penalized purely by being a missile in the first place.... |

Maru Sha
The Department of Justice
0
|
Posted - 2012.05.18 13:14:00 -
[942] - Quote
*bumper*
What is it? I had this idea for a long time, since tractor beams were introduced. A tractor beam is pulling an object in your direction, the bumper should do the opposite and push it away from you. It can either be a new item (high slot like tractor beam), or something deployable with charges and area of effect (like the old mines) or a script for the already existing tractor beam.
Why do we need it / what is it good for? Bumping is already part of the gameplay though it only includes ships versus ships. I think with a equipment for professional bumping this will improve and introduce new possibilities in the "bumping business". Here a few examples: - if it is an equipment you should be able to charge the item and as soon as it is charged it releases the gravitational force on your target, which get's pushed away in the general direction of your alignment axis; you can bump ships away from stations, you can bump ships out of alignment (if they want to warp away), you can speed up mates to have a rocket start e.g. if you want to give your fleet member a little push so he can catch another guy, etc. - if it is a deployable item with area of effect then I could imagine to drop this in order to disperse a horde of drones around me, you could even think that it effects the accuracy of incoming missiles (and delete FOFs from game instead) - if it is a script for the tractor beam I can imagine mining ships in a belt and they fill cans with ore which they catapult in the direction of the hauler or other industrial ships AND (my favourite) - (in case you make it possible to apply several tractor beams on one object) you would introduce the universe of ball games in space into EVE by doing so, because suddenly people could build teams with fast ships, take a can as "ball" and tractor beams and bumpers to play a nice round of space balls (might work well with the new item of MagSheath Target Breaker)
The force of the applied "push" depends on the size of the bumber and the meta level, the direction of the "push" of your own alignment or in the case of area effect of the position of the object to the center of the deployed "bump". Of course physics should be applied like a fregate bumping a carrier with the bumper module will result in no real trajectory change of the carrier but in a fast and backward flying fregate; and in the case of two frigate bumping each other, ships will be pushed away in even terms (unless one of the pilots applies a tractor beam on the other ship [which of course is not possible with current game mechanics] :D).
What might the bumber "break"aka what is the downside of this new module? Well, 1st it might make bumping more easily accessible to anybody so the skills of fitting and flying a ship for bumping is losing its importance, though I think this is evened out with the new possibilities you have now. 2nd, I guess in case of a area of effect solution and being able to bump drones or even missiles, it might put a heavy burden on the calculation of trajectories on the server side. 3rd, sorting out what kind of act of aggression this is (with Concord interference or just being flagged) but be a difficult task. 4th, I can already imagine the annoyed posts on the forum of people with freighter or miners in belts being harrased by "bumpers". 5th, what about webbers and scramblers ... will they lose importance in a close combat fight?
Alright, that's it from my side. Let me know what you think. I think "space balls" would be awesome. I would organize the first tournament if we can have bumpers and a slight change of game mechanics/physics. |

Andy Landen
Tartarus Ventures Surely You're Joking
23
|
Posted - 2012.05.18 18:12:00 -
[943] - Quote
Improved Cyno Cloak Allows the ship to cloak both itself and the cyno it is generating. The cyno disappears from the overview.
Covert Smartbomb II A covert smartbomb may be activated under any kind of cloak, and damages wrecks and debris, and even damages cloaked ships within range. High slot 15 HP damage to each damage type (60 HP total) Cycle time 1s Area of Effect: 4000 m |

Linna Excel
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.05.18 19:11:00 -
[944] - Quote
Here are some ideas for mods, I haven't read the whole thread so please excuse anything that is duplicated.
- Drone Repair Bay - repairs drones that are in the bay
- Remote resistance buffers (one for shields, the other armor) - these will give a small resistance bonus to all types of damage for the target vessel.
- Resistance nerfers - these lower the resistance on shields or armor of enemy ships.
- Passive armor regenerators - For a drawback (reduced cap?) these will slowly regenerate a ship's armor and hull over time.
- Remote speed/agility boosters - these will speed up another ship and let them turn tighter
- Medium weapons that shoot 3-4 small charges at once
- Large weapons that shoot 3-4 medium charges at once
- New weapon type - does damage based on target's max HP (up to some reasonable limit for the size), would spice up PvP and encourage active tanking over buffer tanking
- A MWD that can run on cap charges instead of a ship's cap.
- Slot cycle time changers - this is a mod that would either increase, decrease, or variably change (pro or con) the cycle time of a targeted ships mods. Scripts would be used do decide the effect.
- Mod Cap deficiency "weapon" - this would make the mods on your target use more cap charge as a percentage. Think a neut, but it works more or less on the number of mods being run.
- New Weapon Type punishment - there should be three types, one for each slot level, what they'd do is whenever your target uses a mod in one of those slots, it takes damage.
I <3 Vexors. |

zzrsila zinc'roni
White Mango
0
|
Posted - 2012.05.18 21:37:00 -
[945] - Quote
This idea is for the lonewolf 
D.A.P. could stand for Drone Aided Probing
In T2 (or why not T3) typical probing frigates you should be able to use the D.A.P. drone.
This drone helps you probing as long as it orbits your ship AND as long as your ship is not cloacked.
A compatible and dedicated probe launcher and consumable probes must be used in the D.A.P. probing.
The 'aid' could be a simple boost in probe strengh...or maybe it's a better idea to review the entire probing minigame??? 
I hope so, cause exploration is a big part of eve sandbox style.
cheers to all |

Helixios
Black Core Federation Intrepid Crossing
0
|
Posted - 2012.05.19 00:16:00 -
[946] - Quote
- Auxiliary Boosters - Medium slot - Active Inertial Stabilizer. Compliments the low slot, passive Stabilizer. Activate for a boost to ship agility at the expense of Capacitor and an increase in Signature Radius. Would have low capacitor consumption (less, or relatively equal to an Afterburner) with a short cycle duration. Useful for tight combat maneuvers and aligning for warp-outs in tactical situations.
- Heat Expulsion Port - Medium Slot - Active Heat Dissipation. Activate module to reduce accumulated heat on modules in short bursts. Module would have a long cycle duration promoting hit-and-run tactics. Optionally, the module could run via Capacitor or Charges depending on CCP Preference. If Capacitor dependent, the module could load scripts that increase heat dissipation but increase cycle duration and vice-versa.
- Ancillary Heat Sink - Low Slot - Passive Heat Dissipation. This module attracts damage from overheating modules, damaging itself by a percentage rather than the rest of a ship's modules. Once 100% damaged the effect is lost. Alternatively this module could just impose a passive bonus to a ship's resistance to heat. Note: This does not mean that other modules do not get damaged, only that their damage is reduced as a percentage is absorbed by the heat sink.
- Decoy Device - High Slot - Disguise shiptype on overview and D-Scan. This module activates in a similar fashion to a cloaking device, you cannot activate it if you are locked on by another ship. The modules disguises your ship as another ship of similar class and size (At random). Optionally it could disguise you as a larger or smaller ship or, if CCP is willing to put forth the effort, could have scripts for each race, or even each individual ship.
Now, for the more general section:
Caldari's E-War is like CCP's favorite child. They get more attention than the other races. Give low slot modules that increase the effectiveness of Webifiers, Target painters, Sensor Damps, Energy Neutralizers- Etc. Range or Damage, doesn't matter.
They are also currently the only race to get AOE Electronic Warfare- ECM Burst. Give AOE Sensor Damps, Target Painters, Tracking Disruptors, etc.
Alternatively, Amarr could have an AOE neutralizer, or perhaps a field generator that disrupts all forms of capacitor/shield/armor transfer. |

Undeadenemy
Senex Legio Get Off My Lawn
0
|
Posted - 2012.05.19 03:53:00 -
[947] - Quote
Here are some ideas:
Regenerative Armor:
Part of the reason shield buffer fitting is so popular is because shields recharge on their own whereas armor does not. Here is a solution:
The Energized Regenerative Membrane.
This modules already exists and it currently adds something like 15% to your armor amount, which is nice. Instead, the regenerative membrane should also slowly regenerate your armor.
T3 Titans
YES REALLY! Wait, don't haul me away in a straight jacket just yet, hear me out first!
-When Titans were designed they were intended to be rare, once in a blue moon monster ships that destroyed everything, but were extremely expensive and rare. CCP has stated on many occasions that they thought it was a cool idea, but underestimated the amount of income large alliances could have, resulting in the current problem of stacking.
-T3 Titans would be configurable versions of the current Titans, the subsystems could allow them to fulfil different functions that on their own would be far badder ass than what we currently see out of Titans.
-Most importantly (and why this idea isn't as totally insane as all you probably think), T3 titan blueprints should only drop from Sleeper NPC's, and the number of blueprints to EVER be dropped should be a really low number (like 3-5). This would insure that these ships are extremely rare and can never be replaced. Only 3-5 of them could ever exist, and once they're gone, they're gone forever.
-With rarity comes power, these should be absolutely the most evil things to ever grace New Eden. Something like this:
*The old doomsday, with at least a quarter of the new doomsdays damage.
*Maybe the ability to warp cloaked (if properly configured with subsystems).
-Fighters/Fighter Bombers (If configured)
-Other ghastly things
The cost to build these should be astronomical, with the materials all coming from Wormhole space.
You probably still think I'm crazy, at least give it an honest look over. The whole point behind the original idea of titans was for there to only be one or two in existence, this would fix that, with a badass new ship that would be feared by all. |

Undeadenemy
Senex Legio Get Off My Lawn
0
|
Posted - 2012.05.19 04:31:00 -
[948] - Quote
Heres another one I forgot about:
Mines
Bring back the mines! Make them deploy from a bomb launcher and require them to be anchored (shouldn't take very long though). You should have to decloak to anchor them.
-The mines are cloaked. -Have a 5km activation radius with a regular bombs AOE and damage. -Auto detonate after a period of time ~1 hour (depends really, but shouldn't last much longer) -Detectable by covert ships with an appropriate mine detector module. -Should be disarmable with another appropriate module (fittable on covert ships) -Detonate on contact with ANYONE (friend or foe). -Maybe auto-detonate if deployer logs or leave system (or maybe even if they go off grid). |

Randolf Rolmanof
EveMerc's
0
|
Posted - 2012.05.19 06:04:00 -
[949] - Quote
The Kamikaze Module Fits in a high slot Is loaded with Bombs Can fit on specific Kamikaze ship that is fan based frigate T2 hull * like the Tier 3 Bc's On T2 /3 Destroyers and on Stealth Bombers. has 3 dmg components 1)The bombs loaded into the module 2)The bombs held in the cargo bay 3) the overloading of the ships warp core(standard 5k uni dmg area of effect)
Max Damage is 50K hp in a 3 km range, the warp core breach creates a time / space vacuum that quickly implodes the dmg effect area, thus limiting it's overall size. The T2 version, like T2 bombs decreases area of effect while increasing dmg dished out. Draw back Destroys the pilot's ship and pod.
Module skill, lvl effects how many bombs can be loaded. Level 5 gives way to? T2 bombs anyone? More dmg in a smaller area...with the T2 skill shrinking the area while increasing the dmg output. For this Kamikaze Module it would only allow the use of T2 bombs with their base lvl 1 dmg. Has a base 30 second initiation timer that can be leveled down to 0 with skills Gives general warning "Some DeCrunch has initiated Kamikaze module" ... because knowing it's coming would be such grim fun, it has to be shared.
|

Stratus343
Tterab Industries
0
|
Posted - 2012.05.19 13:52:00 -
[950] - Quote
I'm interested in the addition to T2 tracking computer scripts and falloff scripts. |

mortykye
S0utherN Comfort Cascade Imminent
0
|
Posted - 2012.05.19 14:26:00 -
[951] - Quote
anti-cloak field generator this module would fit hics and work much like the warp generators do with scripts avaible that would allow to either focus the feild in one direction or create a bubble like effect. the bubble effect would have a reducing chance of deloaking vessals depending on the range the hic with the script you would be able to increase your chances but limit the area of effect. an example would be that you are exspecting a cloaked vessal to jump through a gate you would use the script to focus in area of gate ,or you are hunting a afk cloaky near your home station, you would use your bubble effect. these affects would have the same or near the same restrictions as the warp feild generator does(like not being able to be reppped or warp with active) it just seems silly that advanced races would allow there enemys to simply sit in there space and spy on them with out trying to find them . thinking of the cloaked ship as a submarine and the improved hic as a destroyer deploying depth charges |

Ford Perfekt
Deadly Influence ZADA ALLIANCE
0
|
Posted - 2012.05.19 18:16:00 -
[952] - Quote
I have always missed secure can in size of jet-can.
Downside would be that they have to be fuelled or you wouldn't be able to put anything in 
I can imagine that that kind of can would be great for solo mining ops. |

Zarnak Wulf
CTRL-Q Iron Oxide.
350
|
Posted - 2012.05.19 19:04:00 -
[953] - Quote
Turtle Field Generator:
High or mid slot item. Generates a field around your ship that can not be penetrated for 20 seconds. Other ships can target and take hostile action, but their weapons will not cause damage due to the field. Your ship can not hold locks or activate modules while the field is active. You are also frozen in place. The field can not be reactivated for a minute after the initial 20 seconds.
|

ILeone
School of Applied Knowledge Caldari State
10
|
Posted - 2012.05.19 22:31:00 -
[954] - Quote
A cargo expanded type module that allows transport of pods.
Would allow easier relocation of your corpmates / alts.
Would also be fun to see 50 pods pop out of a destroyed ship. |

Andy Landen
Tartarus Ventures Surely You're Joking
24
|
Posted - 2012.05.19 23:17:00 -
[955] - Quote
Carrier Docking Module High Slot Fits only to carrier class While the module is active, pilots may dock inside the carrier up to the volume limit of the ship's ship maintenance bay and repairs the ship's shields over time. Docked ships travel with the carrier when it jumps or warps, but not when it docks in a station. When the module goes offline, or the carrier docks or logs off or DCs, all docked ships are undocked back into space within 2500 m of the carrier. This does not apply to un-piloted ships stored in the hangar array.
Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively |

Oberus MacKenzie
Handsome Millionaire Playboys Flatline.
1
|
Posted - 2012.05.19 23:40:00 -
[956] - Quote
If you are going to make tracking disruptors affect missiles, you HAVE to give missiles a module like the tracking enhancer or tracking computer. This really isn't optional. If there isn't a module like this, missiles have absolutely no defense against disruption effects unless they sacrifice their much-needed rig slots. In all honesty, this type of module has been needed for quite a long time. CCP continues to buff the mechanics around turrets and their ammo, but leaves missiles behind with their terrible T2 ammo and prolonged training time. Pretty soon you won't even need to nerf the drake, nobody will fly it because of how bad missiles will be in comparison to turrets. |

Oberus MacKenzie
Handsome Millionaire Playboys Flatline.
1
|
Posted - 2012.05.19 23:49:00 -
[957] - Quote
Undeadenemy wrote:T3 Titans
I think CCP just needs to completely revamp how the current titans work. Making a limited-edition tech 3 titan would just give unthinkable power to large alliances, and then nobody would ever get a chance to have one of their own. Make the titan a mobile POS. It jumps into a system and then pops up a POS bubble and deploys POS guns that detach from the hull. Give it the ability to repair ships in the bubble (over time), a gigantic fleet cargo + ship maintenance bay and a persistent cyno. Maybe keep the doomsday, but really just remove the "giant f***ing gun" aspect of the titan. As long as it's just a big fat gun, it will continue to be mass produced and fights will continue to be determined by "I have moar titans than you, bro" (which was NOT the original intention for titans). Making it a mobile command center makes the thing into the flagship of a fleet, just like it was supposed to be. It will be at the forefront of SOV warfare because it will be an instant operations center for the assaulting fleet or a rally point for the defending fleet. Not only that, but it will add something to Eve combat that it has never really had: modifiable battlefield terrain. |

Gustav Mannfred
The Black Suicidegankers
31
|
Posted - 2012.05.20 06:16:00 -
[958] - Quote
My ideas:
Armorrepair ampiliders: needs hull upgrades level 3 Medium slot
Gives 30% Bonus to repair amount. Gives 100% Heatdamage
1000MN Afterburner/MWD same like the actual existing, but for capital ships
Capital energy neutralizer/Nos Neuts and nos for caps. drainst 37500 evry 48s, and nos 4000 evry 24s.
Secreting Module:
Hi-slot. Needs same skills like siege Module
-500% to targeting range and speed -200% to tractorbeam range and speed -100% to salvagingchance of salvagers. -ship cant move, while activated -can only fitted in: Noctis, Orca, Rorqual and any other capital and supercapital ships.
it would also be nice, to remove stackpenaltys from all modules, that dont gives bonuses to resis. (Like weaponupgrades, Tes or damage controls). Shield and armorharders dont lose them.
i'm REALY miss the old stuff.-á
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183 |

Sidra Necia
Starwinders The Unwilling.
2
|
Posted - 2012.05.20 08:10:00 -
[959] - Quote
Just a few quick ideas:  (sorry if some have been posted before)
1: Damage controls I consider DC's to be more or less unfair. In fits that are CPU intensive one has to sacrifice a lot (potential dps or tank) just to fit one.
Shield tanks & missile fits have to sacrifice 30 cpu, that could go into guns or tank. Armor tanks could use this cpu for warp disruptors webs ...etc.
Make DC's to need: Power = 1 or 0 CPU = 1 or 0
Reasoning: In my experience Larger ships have less problems fitting Damage controls than cruiser/frigate sized ones.
Changing this would cause a drastic change in how people fit their ships. All of a sudden they will have 30 free cpu, that could be used on something else.
This will stir things up and make many ships much easier to fit, while other less used ships viable.
Ballistic control systems Make Ballistic control Systems use less CPU. I see no reason why they need 40 CPU, 30 CPU sounds more reasonable, also lower the meta CPU needs.
Other ideas: Launch bay accelerator module: low slot, % bonus to rate of fire
Warhead upgrade: low slot, %bonus to missile damage and? %explosion velocity
Precision aiming computer: medium slot, %bonus to chance of hitting a target in fallout range.
Capacitor Guard: high slot,  30% chance of protection against NOS, per cycle 30% chance of Neut working like Energy transfer arrays. (meaning your enemy gives you cap instead of neutralizing it) per cycle Cost ... small/medium/large... according to size. cycle time : 1-1.5 nos or neut cycles of respective sizes.
|

Unhygen1x
Imperial Academy Amarr Empire
0
|
Posted - 2012.05.20 09:05:00 -
[960] - Quote
Have a jam launcher as high slot, like Spaceballs.....
It blacks(or red's depending on jam flavour) the target's entire screen for a short period of time..
"We've been jammed"
On a little more serious idea....
Maybe a module that can teleport(maybe 20,000metres) away target a very short distance on grid(not a transporting ships option) or disorient the target briefly(unable to activate new module cycles etc for short time...)(don't tell me it would be too similar to ECM) so they lose their bearings or advantage in a small pvp engagement. Would need limitations on what target ships/size they work on.. (maybe S/M/L/XL??) Maybe high slot and need decent cpu/powergrid to use.
Hope this idea makes you smile...... |

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.20 21:20:00 -
[961] - Quote
T3 Weapons The core idea behind T3 weaponry is to not be as powerful as T2 weapons, but with the ability to switch between two modes and that full heat damage doesn't destroy them but only shuts them down while they cool-down. Can only be used on T3 ships and should require weapon specialization to IV for both modes.
Adaptive Medium Laser - Beam mode / Pulse mode
Adaptive Medium Accelerator - Railgun mode / Blaster mode
Adaptive Medium Cannon - Artillery mode / Autocannon mode
Adaptive Medium Launcher - Boosted mode (missile velocity) / Rapid mode (Missile ROF)
|

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.20 21:35:00 -
[962] - Quote
I would like to advocate giving all capital ships to ability to mount 'Facility Modules' in the high slots. They should be fast but wasteful compared to Station facilities. No heavy water consumption please.
Manufacturing Core I - Gives a certain amount of Tech I compatible manufacturing lines. Manufacturing Core II - Gives a certain amount of Tech II compatible manufacturing lines.
Refinery Core I - Can only refine ores Refinery Core II - Can also be used to reprocessing
Research Core I - Allows for ME and PE research Research Core II - Supports blueprint copying and invention
|

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.20 22:26:00 -
[963] - Quote
It's been a while since Drones have been a serious force in EVE. They're usually considered a backup weapon or a weaker main weapon that's only viable with backup from normal weapons like turrets and missiles. I'd like to recommend that we remedy this by introducing new Drone Control Units or a module that will provide a 99% reduction in CPU and Powergrid usage of Drone Control Units that could be fit in low or mid slots to allow ships to equip the Control Units in the hi slots.
I'd much prefer to see a new collection of Drone Control Units rated small, medium, large and Capital class to make increased drone deployment a viable option for more than just Carriers, rather than a module that provides the 99% reduction since that would only reduce the fitting requirements of the current Drone Control Unit to a point where Battleships could make use of them to any worthwhile extent.
If adding small, medium, large control units it may be nice to have them add drone bay m3 and bandwidth as well as increasing the number of drones you can control. Small control units could add 5m3/5bandwidth, mediums could add 10m3/10bandwidth, and large units could add 25m3/25bandwidth. That way ships that normally aren't 'drone boats' could make good use of them as well. |

Andy Landen
Tartarus Ventures Surely You're Joking
24
|
Posted - 2012.05.20 23:02:00 -
[964] - Quote
Grenn Putubi wrote:It's been a while since Drones have been a serious force in EVE. They're usually considered a backup weapon or a weaker main weapon that's only viable with backup from normal weapons like turrets and missiles. I'd like to recommend that we remedy this by introducing new Drone Control Units or a module that will provide a 99% reduction in CPU and Powergrid usage of Drone Control Units that could be fit in low or mid slots to allow ships to equip the Control Units in the hi slots.
I'd much prefer to see a new collection of Drone Control Units rated small, medium, large and Capital class to make increased drone deployment a viable option for more than just Carriers, rather than a module that provides the 99% reduction since that would only reduce the fitting requirements of the current Drone Control Unit to a point where Battleships could make use of them to any worthwhile extent.
If adding small, medium, large control units it may be nice to have them add drone bay m3 and bandwidth as well as increasing the number of drones you can control. Small control units could add 5m3/5bandwidth, mediums could add 10m3/10bandwidth, and large units could add 25m3/25bandwidth. That way ships that normally aren't 'drone boats' could make good use of them as well.
Please like my post. It was basically this idea.
Also, the another poster, why would anyone want to fly your "secretive module?" I only saw big penalties to using it. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.20 23:40:00 -
[965] - Quote
Andy Landen wrote:Carrier Docking Module Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively +1 active drones Fitting requirements vary to scale with ship sizes for frig, cruiser, and battleship hulls respectively.
Pretty much exactly what I posted, but the bonus to drone HP is pretty OP when you consider you're going to be fitting more than 1 of these at a time so I can't really support that part of it. |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 00:00:00 -
[966] - Quote
Grenn Putubi wrote:Andy Landen wrote:Carrier Docking Module Sm/Med/Lg Drone Enhancer High slot 25% bonus to drone hp +5/+10/+25 bandwidth and m3 to the drone bay, respectively +1 active drones Fitting requirements vary to scale with ship sizes for frig, cruiser, and battleship hulls respectively. Pretty much exactly what I posted, but the bonus to drone HP is pretty OP when you consider you're going to be fitting more than 1 of these at a time so I can't really support that part of it.
If you fit multiple Drone Enhancers, then you are obviously sacrificing traditional weapons systems to be a drone boat. The HP bonus merely helps your drones survive a little longer, being your primary weapon system anyway. Even with that bonus, I imagine that sleepers or players can still chew through them fairly quickly.
Of course, if you disagree then let's just allow the players turrets and launcher to be directly targeted. That way all weapons systems are balanced in their ability to be destroyed. There goes another CN HM launcher! What does a full rack of 6 CN HM launchers cost these days? Might as well level the playing field in this way to keep things from getting OP, wouldn't you agree? |

Euphorbia
Faultcurrent
0
|
Posted - 2012.05.21 00:28:00 -
[967] - Quote
Something I would like to see is an enhanced survey scanner. It seems strange to me that races capable of building titans and dreadnoughts can't improve on a asteroid scanner with a range greater then 22.5 km. A rig or a sensor booster to extend this range would be welcome. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 01:16:00 -
[968] - Quote
Andy Landen wrote: If you fit multiple Drone Enhancers, then you are obviously sacrificing traditional weapons systems to be a drone boat. The HP bonus merely helps your drones survive a little longer, being your primary weapon system anyway. Even with that bonus, I imagine that sleepers or players can still chew through them fairly quickly.
Of course, if you disagree then let's just allow the players turrets and launcher to be directly targeted. That way all weapons systems are balanced in their ability to be destroyed. There goes another CN HM launcher! What does a full rack of 6 CN HM launchers cost these days? Might as well level the playing field in this way to keep things from getting OP, wouldn't you agree?
I see you're point, but 25% per unit is just way too much. You'd end up wtih drones having more hp than some ships.
I'd consider a 5% bonus far more reasonable, you could even roll in damage/mining/repair amounts at 5% as well and keep it at a good spot.
To make it more interesting I'd recommend making the bonuses linked to the Advanced Drone Interfacing skill so the modules would look more like this:
Small Drone Control Unit: Gives you one extra drone. You need Advanced Drone Interfacing to use this module. It gives you the ability to fit one drone control unit per level. +1% to Drone Hitpoints and Damage, Mining, and Repair amounts per level of Advance Drone Interfacing. Provides +5m3 Drone Capacity and 5 Mbit/sec Drone Bandwidth to the equipped ship.
The Medium and Large Drone Control Units would be the same except for the Drone Capacity and Drone Bandwidth which would be 10m3/10MBit/sec and 25m3/25MBit/sec respectively. |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 01:25:00 -
[969] - Quote
Grenn Putubi wrote: I see you're point, but 25% per unit is just way too much. You'd end up wtih drones having more hp than some ships.
I'd consider a 5% bonus far more reasonable, you could even roll in damage/mining/repair amounts at 5% as well and keep it at a good spot.
To make it more interesting I'd recommend making the bonuses linked to the Advanced Drone Interfacing skill so the modules would look more like this:
Small Drone Control Unit: Gives you one extra drone. You need Advanced Drone Interfacing to use this module. It gives you the ability to fit one drone control unit per level. +1% to Drone Hitpoints and Damage, Mining, and Repair amounts per level of Advance Drone Interfacing. Provides +5m3 Drone Capacity and 5 Mbit/sec Drone Bandwidth to the equipped ship.
The Medium and Large Drone Control Units would be the same except for the Drone Capacity and Drone Bandwidth which would be 10m3/10MBit/sec and 25m3/25MBit/sec respectively.
Great idea! I must admit that I like the way Advanced drone skill was integrated into the DCU hp/dmg bonus. You should keep in mind that when asking for what you want, the tradition is to ask for more so that what is agreed upon is closer to what you originally want. I would change your 1% to at least 4%. I would also remove the dmg bonus, as dmg modules are usually found in the low slots, and it gives more room for the other bonuses and agrees more with the original capital DCU, which I think should also give hp, m3, and MB/s bonuses. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 01:55:00 -
[970] - Quote
Andy Landen wrote: Great idea! I must admit that I like the way Advanced drone skill was integrated into the DCU hp/dmg bonus. You should keep in mind that when asking for what you want, the tradition is to ask for more so that what is agreed upon is closer to what you originally want. I would change your 1% to at least 4%. I would also remove the dmg bonus, as dmg modules are usually found in the low slots, and it gives more room for the other bonuses and agrees more with the original capital DCU, which I think should also give hp, m3, and MB/s bonuses.
As much as I understand the whole 'ask for more than you want' schtick I don't really like doing things that way. I'd rather be completely reasonable in my first request and see what the argument is for why it isn't reasonable rather than be unreasonable to start and expect to be talked down. It's just far more polite imo :)
As for the damage bonuses, remember that these modules are replacing your normal weapons in favor of drones that can be shot down. Giving them a small boost per module isn't totally unwarranted, even considering the new low slot drone damage modules that are being released soon. An extra 25% drone damage after investing a lot of time in a 8x skill is very understandable, a 20% bonus at level4 of that skill isn't too much to ask either. Remember that these modules won't just have fitting requirements, but very heavy skill requirements as well. Drone Interfacing is a 5x skill that you need to take to level 5 before you can even train Advanced Drone Interfacing to level 1. And they both use Memory and Perception as their attributes which aren't used for many other skills, so remapping to those skills isn't something most people would do. So the training time to get through Drone Interfacing is usually 30+ days and taking Advanced Drone Interfacing to level 5 usually takes about 2 months. That's more time than you need to invest to get access to most T2 weapons.
And the Carrier Drone Control Units I wouldn't expect them to change at all. Carriers are already extremely powerful and have the ability to use Fighters and Fighter Bombers and the original Drone Control Units and Carrier ship bonuses were designed with this in mind. I'd probably restrict the use of the new Small, Medium, and Large Drone Control Units to non-capital class ships, or at the very least non-carrier class ships. I'm not sure how much use you'd get out of them fitted to a Dreadnaught but I'd rather not find out :) |

midmaster mini-man
LightningStrikesTwice Elemental Tide
0
|
Posted - 2012.05.21 04:20:00 -
[971] - Quote
Protective Ambiance Expanse
Very similar to a POS force field, this bubble can/will :
Uses a Medium Slot requiring 20 power grid and 90 Cpu Can be fitted to any ship Active Mod using 80GJ per 10 sec cycle No cooldown needed A charge that can be reused unless destroyed will be required...at 2m3 Disables Weapons and Drones(except when out of bubble) from being able to fire when inside the bubble Will have a 8km radius Ships outside the bubble will beable to lock ships in the bubble, but unable to fire any type of weapon except for the atachment on the ship which will disable the bubble if destroyed Bubble attachment has 6k shields at 40/50/60/60 resists...2k armor at 70/60/50/50 resists..500 structure at 20/20/20/20
A Tier2 Version should be made availiable with the following exceptions :
Mod requiring 90 > 110 Cpu 85GJ a cycle 12km radius Bubble attachment with 10k shields...3k armor...2k structure Can decloak ships
Miners will still beable to activate strippers from within the bubble The bubble must be decycle for encased ships to warp or jump Decloaks ships within 2km of bubble(unless interferes with balancing)
Feel free to add ideas or comments |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 04:58:00 -
[972] - Quote
Grenn Putubi wrote:As for the damage bonuses, remember that these modules are replacing your normal weapons in favor of drones that can be shot down. ... And the Carrier Drone Control Units I wouldn't expect them to change at all. Carriers are already extremely powerful and have the ability to use Fighters and Fighter Bombers and the original Drone Control Units and Carrier ship bonuses were designed with this in mind. I'd probably restrict the use of the new Small, Medium, and Large Drone Control Units to non-capital class ships, or at the very least non-carrier class ships. I'm not sure how much use you'd get out of them fitted to a Dreadnaught but I'd rather not find out :)
Firstly, you forget that the drone hp bonus was aimed at slowing the process of them getting shot down. I say drone hp over dps, and you say the opposite.
Then you say the carrier is OP, and I disagree. Your dps bonus would make them more powerful, I agree, but my hp bonus would not make them much more powerful. Do not fear the capital ship merely because it is bigger than the toys you are used to playing with. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 05:41:00 -
[973] - Quote
Andy Landen wrote: Firstly, you forget that the drone hp bonus was aimed at slowing the process of them getting shot down. I say drone hp over dps, and you say the opposite.
Then you say the carrier is OP, and I disagree. Your dps bonus would make them more powerful, I agree, but my hp bonus would not make them much more powerful. Do not fear the capital ship merely because it is bigger than the toys you are used to playing with.
Nope, didn't forget at all. But giving Drones 125% bonus HP and then putting 10 of them on the field is a ridiculous amount of extra damage that can be absorbed by your drones before you're out of them. That's an extra 12.5 drones worth of hp to chew through, at 5% per module it's only a 25% total bonus and so only 2.5 drones worth of extra hp that needs to be dealt with. You give drones an extra 125% hp and it won't even be a tactical decision about whether to shoot the drones or not to shoot the drones....it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down. At 25% bonus hp it still leaves the option of focusing the drones instead of the pilot's ship, it won't be a clear cut decision. Also, I never said 'drone dps over drone hp' I want a little of both. I want to make using drones as a primary weapon viable while not making them invincible or removing all strategy from a fight they're involved in. Tactical decisions are important, and making something unbalanced only removes those decisions from the mix because one option is so vastly superior to the other that it's not only the obvious choice, but also the only viable one.
I also never said the carrier was 'OP'. I said it was extremely powerful, and when compared to other current drone based ships it is. Pit a carrier 1v1 against any other drone boat and it'll win, no contest. It'll have more drone capacity, more bandwidth, be able to put more drones on the field, it'll use Fighters or Fighter Bombers, and get bonuses to remote repair so it'll can keep drones on the field longer than any other drone boat. Pit a carrier against 3 or 4 other drone boats and it'll still come out on top. Even if we gave the 3 or 4 drone boats these new Drone Control Units we're asking for it'd probably still win or at least drive them off, it's supposed to, it's a Carrier. This is not to say they're unkillable, they're incredibly vulnerable if you know their weaknesses and exploit them. My point was that carriers are already very powerful drone boats and giving them even more of an edge in combat isn't something I'd ask for at this time. If these new Drone Control Units were added and worked out well, then I'd certainly be willing to revisit a buff to Capital Drone Control Units. But I think buffing them now would be a mistake.
Seriously....Fighters and Fighter Bombers with 125% bonus health? NO THANK YOU! |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:22:00 -
[974] - Quote
Script
Make a script loadable to perhaps your probe launcher that will increase the effectiveness of the D-scan, to include increased range, better distance detection, heading, speed of target or other useful information. Call it a Improved Scanning Script.
I can also see this as a high slot module for sub capital ships and perhaps a capital class high slot module. |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:26:00 -
[975] - Quote
Module
Have "once removed" version of cloaking. Call it a stealth module. It would "dampen" a ships ability to be detected by D-scan, NOT eliminate it, just make it detectable only at a closer range. This would be a counter to the script I proposed above for increased D-scan ability. |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:31:00 -
[976] - Quote
Module
Able to be used only in a wormhole or null sec.
Mobile Warp Dilatation Bubble. This does not stop you from going to warp, but significantly slows your warp speed. Intended to give players more time to react to incoming ships if they can spot them via D-scan.
Can't be used within a certain radius of a Warp Disruption Bubble.
|

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:39:00 -
[977] - Quote
Module
Capital class module only.
Electronics suit. Provides +1 warp strength without the normal penalties applied to sub capital ships. Provides a small percentage increase to sensor strength. Provides small percentage increase to scan resolution.
Think of it as the "Power Diagnostic Unit" of the midslot for your electronics woes.
|

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 07:48:00 -
[978] - Quote
Module
Custom interface modules.
This would be a huge rework/addition and would probably be very popular.
This would do well as a module, or even possibly a rig instead. Maybe you can doc your ship and "upgrade" just that ship at a station to get this advantage. It would be a nice money sink and I don't think it would upset combat too much.
The addition of this module/rig/upgrade (whatever version CCP pics) would change the entire interface of the ship.
for example:
Miner's custom interface would remove the default interface and replace it with a better more organized HUD/overview alternative that would make mining easier and more efficient. Perhaps it would be more asteroid information on the targeting picture, or an active display of bonuses from the rorqual. Maybe it will allow you to input mining patterns so your mining vessel would automatically switch to another roid when one popped. Maybe allow the user to input a mining fleet "mining map" that would be transmitted automatically to other upgraded mining vessels to show which roids to mine next etc...
Ewar custom interface, display the targets default sensor strength, your chances of jamming that target, or show you a list of targets your FC wants you to jam?
The basic idea here is to replace the "one size fits all ships" interface with one that makes using your ship as that ship was intended to be used a lot easier to do. |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 08:01:00 -
[979] - Quote
Ship class with new modules
Call this class of ship the CEO's Command Post
This ship would be sub capital and have very few defenses or weapons. it is intended to be a ship that aids in administrative activities that a typical CEO might want.
The module would be new in Eve and would do some of the following:
*Boost your ability to place buy/sell orders over greater distances, perhaps across entire regions.
*Allow you to instantly update member locations. this would be at a faster rate than the corporation window currently has.
*Allow you to REMOTELY view a battle from another player's capital class ship fitted with same module from another system or at a range greater than 100km
*Allow a portable location for members to join your corp in space
*can use a clone vat bay |

ArcDragon
The Hole Patrol Eych Four Eks Zero Ahr
8
|
Posted - 2012.05.21 08:05:00 -
[980] - Quote
Capital modules
Weapons tracking disruption, area of effect, used in same manner as the projected ECM module for super caps.
Low grade pulse ECM. Low strength area of effect ECM with great range. Designed to annoy ships with weak sensor strength by periodically succeeding in jamming.
|

Lodocran
Corem Glac
1
|
Posted - 2012.05.21 10:12:00 -
[981] - Quote
New module concept
Distortion Field A module based on the technology behind the cloaking device. Upon activation it surounds the ship with a visualy distorted field, making it harder for hostile ships to score accurate (critical) hits with turrets and missiles.
However, due to the sensor disruption caused by the distortion field, it lowers the sensor strenght of the ship.
Specs Activated Module High slot. Only one module can be fittet at a time. Intensive CPU demand. Scales with ship size. Requires Electronics skill lvl 3. Affected by Electronic Uppgrades |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.21 13:10:00 -
[982] - Quote
Grenn Putubi wrote:it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down Focusing on the pilot is the standard tactic against drone boats anyways. The only time that drones are targeted is with a smartbombing BS, typically against carriers and only if your logistics can't tank the dps of the drones.
Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps.
* With Adv Drone Interface maxed to 5
Time dilation module High slot 30 km bubble slows time within the bubble so that time inside the bubble progresses at 100 times slower than the speed outside the bubble.
I almost half kidding with this last proposal, but it could be VERY interesting. LOL. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.21 14:22:00 -
[983] - Quote
Andy Landen wrote:Grenn Putubi wrote:it'd be stupid to shoot the drones, just focus down the pilot instead unless you've got some sort of aoe to burn the drones down Focusing on the pilot is the standard tactic against drone boats anyways. The only time that drones are targeted is with a smartbombing BS, typically against carriers and only if your logistics can't tank the dps of the drones. Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps. * With Adv Drone Interface maxed to 5
I believe you've just made my point for me.
That Hobgoblin now has more health than most T1 Frigs, heck is has as much structure as some cruisers. Yet it's still got next to no sig radius and still moves 1km/s or more. Do the math for a Medium or Heavy drone....they end up tougher than most BCs. Heck, do the math for a Sentry and it'll be as tough as some BS. They may put out the same dps, but you've just made them combat juggernauts able to tank damage that ships wouldn't be able to withstand.
As you've said yourself, focusing the pilot is already a standard tactic. Give the drones 125% bonus hp and even a smartbombing BS wouldn't be able to kill them in any sort of useful time period. Give that bonus to Carrier drones and fighters/bombers and you'd really mess up game balance and turn drones into a no brainer primary weapon choice for most pilots. I don't want drones to be the only choice, but I do want them to be a viable one :) |

Saithos
Imperishable Darkness
5
|
Posted - 2012.05.21 15:51:00 -
[984] - Quote
Nova Fox wrote:Jump Sledges
Seige Weapon Capitol Ship Multi-system capable Targetless AOE
This cannon fits on capitol ships only. Works in seige mode only. Can only shoot at contellation or smaller Stargates Regional sized stargates are not allowed (thus cannot shot from null to low or low to high or vice versa.) Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles. Shells launched though the gate detonate as soon as they're on the other side allowing to clear out any mines, bubbles and camping forces too close to the gate. Weapon is racial.
I like this very much so~
I was thinking about this for quite a while now...
What if some sort of station service was available to modify the bonuses and type of slots on a ship?
For an example~ If I had X amount of materials/LP/iskies etc, I would be able to convert the laser hard points of my Geddon to missile hard points. The ship would then be given bonuses to missiles instead of lasers. The bonuses would still be in line with the original. So~ If the bonus was to laser range it would convert to missile flight time.
This would allow players a MASSIVE amount of customization without causing undue havoc / things to be overpowered / rustling of jimmies etc etc etc.
Auto cannons should get an effect like the one used in Homeworld 1/2/ Stahgate etc, where you can visibly see the rounds moving through space. I'm bad at explaining this but I'm sure someone will know what I'm talking about (Stargate BC-304 Railguns?)
Redone drone models. It's always bugged the hell out of me watching my drones shoot sideways... Redo the models to include a small rotating turret. Same for fighters.
The new drone damage modules should be converted to highslot. Drones need to be seriously looked at again.
Also, a way to paint ships would be nice. |

PostingAlt No27
The Alt Parking Lot
0
|
Posted - 2012.05.21 17:43:00 -
[985] - Quote
Adaptive Shield Resistance Amplifier please |

cyndrogen
Occultum Productia
66
|
Posted - 2012.05.21 17:51:00 -
[986] - Quote
Virus module,
Purpose: target enemy drones and inject a virus which makes the drones attack other targets.
Module could have an area of effect like a smartbomb or target a ship and upload the virus to the drones based on skill.
The higher the skill the faster you inject the virus and make the drones rogue.
Virus can either self destruct drones or have them attack a random new target by switching their directive, they can even target the ship that launched the drones initially.
The virus can be loaded with different strain scripts into the module. Some cause the drones to slow down or stop firing fly away etc others cause the drones to switch targets |

gallaoth
Sirrius Cybernetics
4
|
Posted - 2012.05.21 18:13:00 -
[987] - Quote
shield tanker get to fit x-large shield bosts and they get adaptive invulnerability fields when is armour going get a x-large repping modal that can fit onto a battle-cruiser
also when are armour going to get a mod that gives 25% accross the board on resists with stacking penalty like the T2 adaptive invulnerability fields in shield, and the new armour modal isnt that as it creates holes when use and takes time for the resists to change ( dislikes it only good for PVE and it isnt even that great for that ither ) |

columbo
Snap Crackle Pop. AAA Citizens
0
|
Posted - 2012.05.21 18:49:00 -
[988] - Quote
Webbing bubbles would be fun |

MiggSigg
Heretical Eucharistia
0
|
Posted - 2012.05.21 19:03:00 -
[989] - Quote
" stratops-Harpune"
- highslot, launcher (should be fittable for all kinds of ships with launcher slot) - used with charges "harpune" - Harpune range 2500m, if ships get out of range conection is lost and harpune destroyed - if module is activated on target ship, target player will be asked for permission. - after harpune is hitting target ship all modules will be offlined immediatly. (t3 subsys are not affected by the harpune) - target ships atributes excludes skills and hardwirering (ship will be destroyed if damage is high enough allready) - after all modules are offlined, targetting ship can see the fittingscreen of target ship and also cargohold and dronebays. - targetting ship can exchange modules (not rigs or subsystems) - exchanging has a reload time small 5sec, med 10sec, large 15sec, x large 20sec - exchanging has a repair paste ammount small 10units, medium 50, large 250, x-large 1250 - exchanging drones in dronebay works immidiatly - finishing the process onlines all modules of target ship immidiatly - onlining modules consumes cap out of targetting ships capacitor. again different sizes equals diffenrent Amount, if there is not enough cap available to online all modules at once, the onlining mode will not be finished as long as all modules are onlined, or connection is lost (equals cap recharge time of targetting ship). - while process is working involved ships cant move, and no other action can be done except for cap booster use. - if targeting ship gets killed while process, targeted oflined ship will still be offlined but skills and hardwirerings will take effect again, same if ships are bumped out of range, this happens immidiatly, if a module was in "reloading mode", it will not be fitted and turn back into the cargo hold. - after finishing the process harpune is destroyed
Thats about it, such a module would allow more stratetical options, especially for smaller fleets in enemy territory who are not able or willing to dock on a station. The fact that this module can be fitted by different shiptypes allows a bigger variety of use. it should not only be fittable by a "single roleship", while still allowing the possibillity of a new shiptype and ship, it could also be skillbased, like repair paste ammount, reloading time and onlining Cap amount.
|

Protector X
United Society of Xziles
2
|
Posted - 2012.05.21 22:40:00 -
[990] - Quote
Rigs that add plus 1 either to low/mid/high slots.
Cloning Structures for POS's.
MUCH lower CPU req. for Expanded Probe Launchers
(Improve armor tanking???) |

Andy Landen
Tartarus Ventures Surely You're Joking
25
|
Posted - 2012.05.22 00:01:00 -
[991] - Quote
Grenn Putubi wrote:Andy Landen wrote: Hobgoblin ...................shield..armor..structure base........... 67.......144.....355 skills+Domi..126.....270......666 +125%........284.....608......1465 * Domi still has same EHP and dps.
* With Adv Drone Interface maxed to 5
I believe you've just made my point for me. That Hobgoblin now has more health than most T1 Frigs, heck is has as much structure as some cruisers. Yet it's still got next to no sig radius and still moves 1km/s or more. Do the math for a Medium or Heavy drone....they end up tougher than most BCs. Heck, do the math for a Sentry and it'll be as tough as some BS. They may put out the same dps, but you've just made them combat juggernauts able to tank damage that ships wouldn't be able to withstand. As you've said yourself, focusing the pilot is already a standard tactic. Give the drones 125% bonus hp and even a smartbombing BS wouldn't be able to kill them in any sort of useful time period. Give that bonus to Carrier drones and fighters/bombers and you'd really mess up game balance and turn drones into a no brainer primary weapon choice for most pilots. I don't want drones to be the only choice, but I do want them to be a viable one :)
Glad I could help. Please consider that you are likely comparing the drone to the ship hulls/unfit. On the battlefield, fit properly, a player's ship will be much stronger. Ijust fit a T1 Atron with 2 400mm plates and got 294 shield, 1655 armor, 313 structure plus room to fit normal pvp stuff too. So, about the same, but keep in mind this is with the domi's bonuses in effect. Average ship's drones would be weaker. PS, you would be surprised what smartbombing BS can do, but still, attacking a fully skilled player flying a domi is a much better tactic than attacking his drones. PSS, people like turrets because instant damage >> delayed damage from drones moving/missiles flying. I guess that only leaves the question of whether people will choose sentries over turrets. If the dps remains unchanged, then the only issue is drone ehp, which so far has NOT been a deciding factor. I imagine that the +1 to drones may effect the choice, but given that any other ship can also +1 their drones, the drone damage should increase equally across all ships, assuming their is no drone damage boost from the module.
So all in all, I see no issue. The SM/Med/Lg/Cap Drone Control Unit, as I outlined it earlier, seems like a great idea. We even have TiDi to handle fleet battles with increased drone numbers, so everything should work out well with the DCU module. |

Madlax Nodos
Etoilles Mortant Ltd. Solyaris Chtonium
0
|
Posted - 2012.05.22 02:14:00 -
[992] - Quote
we have tachyon beam lasers any chance we could get tachyon pulse lasers as well |

Ikech
Godless Horizon. WHY so Seri0Us
0
|
Posted - 2012.05.22 03:50:00 -
[993] - Quote
Sentry Drones:
I aint sure if this has ever been spoke about but i love sentry drones, however i hate the way you have to burn back to pick em up and then sit there aproaching each one before you scoop them. Would be sweet if you dropped them, they do their pew whilst keeping still (were you droped them). Then you click recall, then they move back towards your ship (really slowly) so when you aproach them they're easier to scoop without having to manually aproach each one. It would make it easier to use the drones in pvp. You'd drop them, then burn to your target, kill the target and recall drones!
I like the idea, i doubt it would ever happen but i think its worth food for thought:)
Ik |

Rena'Thras
Cerulean Eagles
0
|
Posted - 2012.05.22 04:01:00 -
[994] - Quote
A few random ideas (just read http://community.eveonline.com/devblog.asp?a=blog&nbid=42269 , wanted to contribute to the cause. ^_^)
Construction ships/drones/modules - Think of construction on our Earth. We Humans tend to use specialized equipment in building our roads, buildings, and so on. Why aren't there any in Eve? Things that could improve anchoring speed or onlining of objects. I'm not sure the best way to go about this, it's just an idea, but might there be a use for specialized construction equipment (namely a ship class) in Eve?
Wormhole Probes - Forgive me if this is already in the game (from reading about Wormholes on the wiki, I didn't see anything about it), but in Star Trek, when they found various portals in space, they'd often send a probe through to see what was on the other side. For those that don't want to jump through and find out in person, might it be possible to have wormhole probes (use whatever name you like) that the player could fire into the wormhole which would report back on the status of the wormhole itself (approximate capacity and lifetime remaining) as well as the type of system on the other side, ect? They could be fire and forget items like moon probes so that no tracking or need to go in after them need be programmed in.
Specialist Mining Drones - I'm sure this is neither necessary nor particularly popular, but you never know. Could specialist mining drones be introduced? Drones that can more readily mine their specific ore type (Veld, ect.), but have reduced or zero capacity to mine other ore types? Not really a huge thing, just an idea that struck me so I decided to throw it out there. If nothing else, it might just be fun to play with.
Expanded Drone Bay - Is what it says. Increase the size of a ship's drone bay at the expense of cargo hold (well, that's the most simple and logical thing.) Might also add a separate "Increased Drone Bandwith" module (at the cost of reduced CPU/Powergrid) or roll them into one. Either way, the idea is fairly simple. And while you PROBABLY wouldn't do this for balance reasons...I think it'd be fun if it even worked on ships with no drone bays. /evilgrin But THAT'S probably because I've thought forever it'd be fun to run an anti-Pirate Iteron...basically a transport with some nasty surprises for Pirates looking for easy prey. ^_^
Tractor/TUG Drones - Effectively little micro tugboats you can send out in lieu of (or in addition to) tractor beams. Send them out to retrieve wrecks and bring them back to you, pull in cargo containers, ect. Nothing fancy, and would PROBABLY run into the same problems that were mentioned in the devblog on salvager drones...but it's just an idea/thought. Why not?
Cloaking Field Modules/Drones/Anchorable Emplacement - Okay, this is a crazy idea, but might be fun to play with. What if, in addition to the existing cloaking devices, there were ways to make "cloak spheres"? Basically, it would be much what the idea sounds like. A ship can engage the module/drone, and friendly/fleet/(all?) ships within the range of the sphere would be cloaked from ships outside. The downside could be just like the standard non-covops cloaking devices, making the cloaked ships have to recalibrate sensors before locking onto targets, ect. Or whatever you want (maybe go Star Trek and have it zap people's shields, whatever.) It's another "hey, what if..." idea I had that could present some interesting strategic decisions. I've also had a few times I was flying around cloaked near friends and thought it would be cool if I could extend my cloak to hide them from threats.
...of course, ships leaving the field would lose their cloak, meaning it would effectively make the cloaked ship group stationary unless they were very coordinated. This could be further cemented by making the module overload/shut down if ny of the ships get too close to each other or anything else (just like the standard cloak 2,000 m limit). Depending on the size of the bubble and especially if ships drifting/moving too close would cause the module to temporarily shut down, revealing them all...well, needless to say, fun times could be had with such a device, as well as colosal failures. Everything needed for a fun module idea, right? ^_^
.
Anyway, these were just a few ideas I had. Take them or (more probably) leave them. :) I just wanted to help out, too. |

Onno Inada
The Organization of Fire and Steel Shades of Gray
0
|
Posted - 2012.05.22 04:08:00 -
[995] - Quote
I'd like to see a Hi-Slot Module that either boosts shields or armor and enables damage on ramming.
Also a module or drone that would create sensor ghosts in the overview / directional scanner or a holographic dummy of your ship would be nice as well. |

Seranova Farreach
You Can't Fool Owls Let It Bleed
0
|
Posted - 2012.05.22 04:28:00 -
[996] - Quote
Scripts
( no ideas yet)
Heat
- heatsink moduals for H/M/L which are designed to disipate heat but have only that function.(ie nighthawk 7high launcher+heatsink allowing longer overheat duration of the highs/mid/low where the heatsink is fitted)
-small/med/large rigs to lower heat damage / improve duration that OH can be active. "projected" Heat moduals allowing transfer of heat onto another player insted of yourself.
EW
-'fueled' energy neutralizers (same kind of idea as the fueled shield booster)
-"Drone hacking" see below
-AOE logistic interuptor
Drones
-drone control units (like for carriers/supers) for sub-capitals.
-drone hacking, ie you can use x amount of drones but they are popped while engageing and there is hostile drones on you use the modual to "confuse" the drones into becomming yours (limited by max bandwidth)
Fitting/Slots
- XL-shield extenders
-Rigs for fitting slots to build a high med or low fitting slot rig giving +1 to either H/M/L tech 2 could give +2 to H/M/L or +1 to H+M or M+L or H+L. not effecting total gun slots or missle slots available.
-Rigs for + x amount to Drone bay & Bandwidth (ie 5m3 dronebay would get 5 bandwidth also)
-Rigs for +m3 dronebay only
-Rigs for +bandwidth only
the drone rig ideas are more to coinside with drone damage modual and to kind of make mini carriers.
Area of Effect
-AOE logistic modual shield or armor or hull or capacitor (not all in 1 modual ofc)
-AOE cap neut (i think there is bombs which do that too but bombers go squish too easy in fights)
-AOE drone hacking, ie you can use x amount of drones but they are popped while engageing and there is hostile drones on you use the modual to "confuse" the drones into becomming yours (limited by max bandwidth)
-AOE Tractor Bubble
-AOE salvager? (super carebear there huh? :P
-"Self Destruct modual" see below
One-use (consumable) modules
-Self Destruct modual allowing you to destroy your own ship causing AOE damage equal to *insert some 'balanced' equasion here* at a set distance depending on if its small med or large (possably like smartbombs but more powerful because you ARE destroying your own ship right?)
Ships
-faction ships/pirate ships being better then t1 counterparts their resists should reflect as such (not as good as T2 and T3 ships tough)
-Battle cruiser class faction / Pirate ships.
-Destroyer class Faction / Pirate ships.
-Pirate Dreads
-Pirate carriers/supers (we already got the sansha one)
-Faction Dreads
-Sub-Capital Drone ships with 0 missle/guns but have +1 drone per level up to 10(possably more with the sub-cap drone unit control unit [see above])
- T2 version of Noctis allowing use of the AOE salvage and AOE tractor moduals(see above[possabel limit of 1 modual of each 1 aoe salv 1 aoe tractor)
|

louloubang
T.South Wales Coal
0
|
Posted - 2012.05.22 05:58:00 -
[997] - Quote
Salvaging/tractor beam drones like a dog that fetches the stick
drone bay extenders like cargo extenders but just for drones
|

Sidra Necia
Starwinders The Unwilling.
3
|
Posted - 2012.05.22 07:14:00 -
[998] - Quote
Corpse salvager Either as a ship module or sort of pos module(?).
Salvages implants that were in the corpse head (in space or in can in space... sth along these lines) 50% chance of salvage per cycle per implant for a given corpse.
With this there is actual reason to collect corpses and potentially make some isk while doing it 
As suggested before:
Moon mining laser. (can only be fitted on T2 exhumers)
Maybe Moon mining drones ? Only medium size. Uses "charges" (1 per planet per drone). Sort of like cheap small and mobile mining infrastructure that it drops on to the moon surface, after which the drone only serves as transport from surface mining infrastructure to ship. |

Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
1
|
Posted - 2012.05.22 09:12:00 -
[999] - Quote
Here are 2 Ship equipment mods i would like to see that will increase number of drones that can be carried as well as increase the size of drones ships can use as well as enable ships to be able to use drones that currently can't
Drone Bay Expander (Low Slot) increases capacity of the drone bay similar to cargo expander
Small expander + 5 m3 (idle for industrial ships, and frigates through destroyer class ships) Medium extender + 10 m3 (idle for Cruiser class and up) Large extender + 25 m3 (intended for Battlecruisers and up)
Higher meta Lv's should have reduced CPU and PG requirements
T2 variants should have increased capacity of +5m3 at slightly increased CPU and PG requirements
Drone Bandwidth Expander (Low Slot) Increases total bandwidth of active ship for use of larger drones (meant for use with Drone Bay Expander in most cases can also give bandwidth to ships that normally cant use drones when used with the Drone Bay Expander)
Small Bandwidth Expander + 10 Mbits/sec Medium Bandwidth Expander + 20 Mbits/sec Large Bandwidth Expander + 30 Mbits/sec
Higher meta Lv's should have reduced CPU and PG requirements
T2 variants should have increased capacity of +5 - 10 Mbits/sec at slightly increased CPU and PG requirements
At first look you would most will think that they should be just 1 piece of equipment with both effects, but i think that buy having them as 2 is far better as they are more of a support mod to augment current ships drone capabilities of current ships that have drone bays and only if used together can give ships access to the use of drones that presently do not have the capabilities. |

Belsina
STAHLSTURM Test Friends Please Ignore
0
|
Posted - 2012.05.22 09:28:00 -
[1000] - Quote
i know a lot of people would like to have some kind of pos module that decloaks
so i thought maybe it could disallow cloaking in the whole system as well as decloakes the already cloaked ones for a short period of time maybe 10minutes ... further this module shuld consume som kind of fuel AND should have a systemwide cooldown for every module of the same kind i suggest an hour because otherwise it would probably get too overpowered
the idea behind is ... getting rid of cloaky campers (or at least get the chance to do so)
so best using it would be get a handful of scan frigs ready launch the cloakinhibitor-thingy and scan the hell out of the system ... if u get him hooray if not ... he deserves to live a while longer or get out of there
maybe make the cooldown time longer or split it up like ... the module that actually launched the anticloakbubble could have a much longer cooldown then the other modules of the same kind in the system so that it wouldnt be overused and the cloaks aren't compleatly useless
i hope u get the idea behind it :) |

Udonor
Native Freshfood Minmatar Republic
15
|
Posted - 2012.05.22 09:43:00 -
[1001] - Quote
Deception cloak -- creates ECM effects that change the appearance of ship to that of another hull type as real world ECM can.
Merlin can pretend to be Tempest
weaknesses:
Target takes damage based on any larger hull it pretends to be but gains no benefits from pretending to be smaller..
overview effect dissipates at a range from observer determined by sensor strength (consider this for regular cloak too)
look effect (visual mark I eyeball) unmasks at range of x10 ship length either actual or impersonated ship hull which ever is larger.
*imitated ship hull/fit is chosen by script. Ideally script can be built based on fits in player fitting tool at time of manufacture.
Limited scripts seeded on market should at least be good common fits.
basic specs like current stealth modules. Covert Deception cloak to maintain during MWD or arp. |

Guru7
Interstellar Industrial Agency
0
|
Posted - 2012.05.22 11:28:00 -
[1002] - Quote
Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig? |

mutuu
Controlled Chaos Corperation Fanatic Empire
0
|
Posted - 2012.05.22 12:05:00 -
[1003] - Quote
Hello,
First off 1 Module for the PoS to declock Ship in the system something like an strategy upgrade for the ihub an an Module for the PoS that triggers every hour.
Or an timer on the cloack so that you cant afk cloack 24/7 something like 30-45 minutes it shouldnt nerv the black ops site off the gate but it should nerv the 24/7 cloackys
greetz |

Udonor
Native Freshfood Minmatar Republic
15
|
Posted - 2012.05.22 12:07:00 -
[1004] - Quote
Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig?
Reasonable only if locked ship is totally inoperable.inaccessible. Additional features that do things like leaving Orca bays accessible should require an additional automation module slot per feature active.
I think ECM should logically jam all attempts to unlock ship and board ship or to put ships in maintenance bay.
Finally hacking lock idea is a problem. In the end you are talking a specific module with customized cycle time to hack "parking brake". IF pure skill done brute force then alarm goes off immediately even if you eventually succeed -- meaning CONCORD is there at like 20 seconds. If pure skill elegantly done no alarm ever goes to CONCORD even if you fail.
So overall this may not be worth anyone's time for mining. Sounds more like for hiding a spare ship at a safe point as backup or to switch to in a system without a station. |

Adeptis Mechanist
Followers of the Machine God
0
|
Posted - 2012.05.22 12:13:00 -
[1005] - Quote
What about a balistic intercepter like on the battleship in the navy. i guess it would be like a high slot gun type that woudl fire a hail of ammunation to block incomeing fire so the ship woudl take less damage |

Gibbo3771
AQUILA INC Verge of Collapse
88
|
Posted - 2012.05.22 12:18:00 -
[1006] - Quote
Logistics Scrambler:
A midslot module that prevents tLogistics from supplying any reps to friendlys.
Works like a warp scrambler but does not shut down MWD or count as tackle
This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.
Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU. Everytime you dont like my comments/posts the terrorists win and your a disgrace to your country. |

Scarlett IX
Supreme Interstellar Talent Agency Interstellar Freedom Frontier
0
|
Posted - 2012.05.22 12:51:00 -
[1007] - Quote
Hi,
This is just an idea prob already covered but with the changes in the tier system. I'd like to rewarded for training destroy class ships more...thus i think it would be kl to hav a couple more destroyer ships. This would be gd seeing as battlecruisers have 3 in each race now, so it would make sense to make the destroyer skill more rewarding terms of what ships you could fly. Maybe make one of destroyers being able to mount medium turrets like the new battle cruisers in fairness of balancing or somemat.
Just thought with having to train destroyer now for each race is a bit unrewarding as it only opens up one ship. |

Demotress
Association of Commonwealth Enterprises Test Alliance Please Ignore
0
|
Posted - 2012.05.22 13:17:00 -
[1008] - Quote
why not make a wormhole gun? could set it up similar to how you need a cyno to jump a capital. it could create a random size wormhole to the beacon location. but when activated when not in wormhole space the wormhole gun would simply make one to a nearby spot in space or system. it would also have a new set of skills and possibly ships specifically made for it. it could even be made to use charges and for the cyno lighting ship it could use something similar to liquid ozone. |

Darranibal Colpia
Acute Damage
9
|
Posted - 2012.05.22 13:18:00 -
[1009] - Quote
An observation I had recently, was that defender missiles seem to be almost entirely ignored by most players in PVP.
The solution is an active mid-slot module that acts like the high-slot Auto-Targeter, but it enables pilots to lock onto any missiles from pilots or NPCs. The capsuleer could then direct his missiles or turrets at specific missiles. This would enable the development of fleet missile defenders, working to provide tactical battlespace defence against torps etc, and would also allow neutral defensive intervention in 3-way (or more) pvp battles, adding to the sandbox.
To give you an idea of what kind of fleet role I mean, I got the idea from the Torp Bomber Defence missions in the game Starlancer. In this mission a wing of fighters have to defend the carrier from cloaked Torp Bombers, requiring rapid reaction and point defense.
This could finally encourage the use of defender missiles and could conceivably result in a new class of frigate.
This kind of module would finally allow CCP to un-nerf missiles, and add a degree of defensive play to fleet battles. Given CCP's recent focus on improving missiles, it might be the cherry on the cake to missile warfare.
Proposals:
Point Defensive Targeting System I (turrets)
- +2 to maximum missile lock - + 25% to lock speed for missile lock only - Manual Missile Threat Targeting Enabled
Point Offensive Targeting System I (missiles)
+2 to maximum missile lock +25% bonus to Rate Of Fire when defender missiles are loaded - Manual Missile Threat Targeting Enabled
Point Defense Skill (pre-requisite to use above modules) + 2 to maximum missile lock per skill level |

Lyric Lahnder
Noir. Noir. Mercenary Group
42
|
Posted - 2012.05.22 13:28:00 -
[1010] - Quote
Pos Obfuscation Array.
When anchored and online this removes your pos and all of its arrays(including this one) from DIrectional scan.
If you warp to the moon where the pos is anchored it will still appear on overview once in range. It will still also still be visible.
Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |

DeMichael Crimson
Republic University Minmatar Republic
2039
|
Posted - 2012.05.22 14:24:00 -
[1011] - Quote
Lot's of ideas in this thread for CCP to work on, probably enough for the next 10 years.
Also creds to Nova Fox for burning the midnight oil and pumping out a multitude of ideas rather quickly. Reminded me of a phrase from the Def Leppard song - Rock of Ages : Yeah, it's better to burn out than fade away.
As for the posted replies requesting a module to disrupt cloaked ships due to one little person showing in local, WTF are you all worried about? It's only 1 person. If local spikes, that's when you need to worry. If a module or upgrade that does that is added to this game, that will basically make all cloaking devices and specialized 'Covert' ships obsolete, not to mention waste a lot of skillpoints that were trained.
My idea is a simple one which would help players who don't have the ISK or skills to pilot a Noctis.
Module: Tractor Net High slot Holds and hauls wrecks and cans behind a ship at a static 2500m range. Can only be active at sub-warp speed.
Basically as the Net is filled, the max sub-warp speed of the ship pulling the Net is reduced. The static range is to allow retrieval of loot. A regular Tractor Beam could be used to gather up the wrecks and cans or the ship pulling the Net could just travel to each wreck or can. When the wreck or can is within 2500m range, the Net takes control of them.
That would allow Frigates the ability to gather up, loot and salvage wrecks and cans and still remain mobile, instead of sitting in one spot waiting for the salvager cycle to complete before moving on to another wreck or can.
Anyway, that's it.
DMC |

Paru DracoGaurdia
Deus' ex Irae Droni
0
|
Posted - 2012.05.22 15:08:00 -
[1012] - Quote
I've been thinking of a t III mining barge "Golem" 4 high slots 4 mid slots 1 low slot 12k m3 cargo capacity slower than a snail will definetly need more skills than is needed to pilot a hulk
also maybe an industrial carrier something that has bonuses to mining and repair drones
and my last would be a cargo drone (fighter or heavy size) that can carry a smaal amount of cargo to a station you choose but does not return and store itself in the station |

Karajishi
Red Federation RvB - RED Federation
0
|
Posted - 2012.05.22 17:20:00 -
[1013] - Quote
I actually really like the marines idea. Not really a mod idea i guess but....
You could have a new ship class which is a marine transport. When the Dust link is fully active you could allow Dust players, that have a corp contract and are in a state readiness to participate in battles. Basically a Dust corp waits in standby and responds to ship alarms for deployment. When a marine transport manages to attack a ship, it spawns two opposing teams inside the vessel to fight for control. Could be like an assault kind of map where the attackers can go after certain objectives but the defenders would have access to surveillance and defence systems.
I think this could be a really cool mechanic if it was used against capital ships. Allowing attacking marines to board and disable subsystems on the capital whilst the defenders contracted mercs attempt to stop them doing so. Granted it could be kinda frustrating for the capital pilots but it would really add a new dynamic to big fleet fights. |

Brenten007
Raving Looney Inc.
0
|
Posted - 2012.05.22 21:32:00 -
[1014] - Quote
Expanded cargo with no penalty for hauler ships of any kind. Including orca, mining barges, exhumers, and rorqual. Expanded cargo increase with no penalty for having more then one modules.
Expanded Drone Bay (new) - Like expanded Cargo but for Drones and add 200m3. Its just more room for carrying drones. No Penality or -200m3 from cargo hold that is converted to use as drone space.
Drone control increase - 25 Mbit to 200 Mbit no penalty.
Everything I suggest will only take 20 minutes for a developer to fix. |

Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
1
|
Posted - 2012.05.22 22:11:00 -
[1015] - Quote
Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig?
this is a good idea for the most part but instead of a module why not make it a fetcher for all capital ships (industrial capitals such as orca and roqule as well as dreads through titans), it can work much similar to a pos shield password,.that can be set in ship configuration
however to limit the power this can give to people leaving these ships unintended there could be a time limit for the active password before it must be renewed or the ship will unlock. and also the ship password can be hacked say with the current hacking module
having to hack the password should send out a notification mail the the owner of the ship so that they can act to protect there property
if they are next to the ship such as a miner mining next to there orca can give them time to get in the orca and store there mining ship before the orca is hacked and if the miner is afk then there is still a good chance for the hacker to steal the orca |

DustinTheWind1
Aliastra Gallente Federation
0
|
Posted - 2012.05.23 01:29:00 -
[1016] - Quote
A mid or low slot item that when activated magnetically attaches your sentry drones to your hull. They are still vunerable to targeting but move with your ship now. |

Andy Landen
Tartarus Ventures Surely You're Joking
27
|
Posted - 2012.05.23 02:07:00 -
[1017] - Quote
Looks like CCP has their first picks already: 1) Armor Adaptive Hardener I - Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well. 2) Extrinsic Damage Amplifier I & II - Low slot. A damage amplifier module for drones. 3) Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now. 4) MagSheath Target Breaker I - Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships. 5) Small/Medium/Large Overclocking Processor Unit I & II - A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate. 6) Light & Medium Web Drones - Light and medium versions of stasis webifying drones. 7) Capacitor Battery edits - All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.
Do shield users get anything like #1? #2, #5, and #6 both seem like a good call. #7 is interesting. Works fitted on caps? #3 is like, "what? I guess.. someone wants players to leave the extenders.." What if ECM bursts had a cousin? That would be #4.
|

Felix Alcan
Trench Ballisticks and Armament Group Hedonistic Imperative
0
|
Posted - 2012.05.23 03:17:00 -
[1018] - Quote
Gibbo3771 wrote:Logistics Scrambler:
A midslot module that prevents tLogistics from supplying any reps to friendlys.
Works like a warp scrambler but does not shut down MWD or count as tackle
This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.
Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU.
One of the best ideas yet. |

Grenn Putubi
The SWAG Lab SWAG Co
5
|
Posted - 2012.05.23 05:41:00 -
[1019] - Quote
Felix Alcan wrote:Gibbo3771 wrote:Logistics Scrambler:
A midslot module that prevents tLogistics from supplying any reps to friendlys.
Works like a warp scrambler but does not shut down MWD or count as tackle
This would be beneficial to small roaming gangs and give frigates more roles in fleet combat rather than just fast tackle and bounce spots.
Range should be no more than 15, should use low cap and 1pg with 30 or Warp Disruptor II CPU. One of the best ideas yet.
This module already exists...it's called ECM....just jam the crap outta the logi |

Cyaron wars
D00M. Northern Coalition.
7
|
Posted - 2012.05.23 08:02:00 -
[1020] - Quote
I was wondering if CCP has something planned regarding black ops. Are you planning adding some extra feature or module that can be fitted on BO/Cov-ops boost that poor ship? also are you guys planning to improve cov-ops subsystems on T3 i.e. give them ability to light cov-ops cyno like other cloakies can do? |

Katran Luftschreck
Republic Military School Minmatar Republic
9
|
Posted - 2012.05.23 13:14:00 -
[1021] - Quote
Can we bring back the old 20th century Phalanx System for missile defense? Defender missiles are just... wimpy, IMHO.
My idea: Not an actual gun system, but a type of medium power slot module (low power, heavy CPU) that allows any & all actual gun turrets on the ship to switch to "phalanx mode" (similar to how they already can be switched to overheat mode).
The module itself would have it's own built-in (hidden) target tracking (rapid acquisition) abilities, with the maximum number of targets (read: missiles) dependent on the size of the module used (small, medium, large, x-large, capital) and automatically locks onto & fires at hostile targets in range without the need for further player input.
Note that I say "hostile missiles in range" and not "incoming missiles" because the idea is to open up the possibility for dedicated point-defense ships to be part of a fleet and be able to shoot at missiles that are aimed at their buddies who happen to be close by, as well.
The advantage over defender missiles is that, assuming you do the smart thing and link them to turrets of the gatling variety, you'll be able to shoot down missiles much more quickly than you could with a measly defender missile launcher. In theory, at least; because the downside is that, unlike defender missiles, the guns would actually have to aim at the missiles, which means things like tracking speed & sensor strength come heavily into play. In other words, a phalanx artillery cannon would be pretty much useless. A phalanx equipped destroyer sporting half a dozen gatling guns, on the other hand, would be nearly impervious to missile fire (and in trade, incapable of actually doing anything else).
If CCP really wants to be creative, they could create at "phalanx mode" for drones as well, ordering them to automatically hunt down any hostile missiles that pass through their detection radius. Naturally this would favor light drones over heavy, because heavy probably wouldn't be able to catch up with their targets at all.
And speaking of drones... a new drone order "protect target." Should be pretty self-explanatory.
Now we just need a "drone hanger" defense "turret" for POS and we'll be all set...
|

Rammix
FreeWorkers
8
|
Posted - 2012.05.23 17:57:00 -
[1022] - Quote
Wormhole connection booster (not a ship module but a deployable)
Features:
- Adds significant mass regeneration to the wormhole (depending on the wh's stats).
- Doesn't affect wormhole's life time. - doesn't create any type of constant connection.
- Must be located very closely to wormhole, in both systems.
- Destructible, has no weapons, weak dmg resistances but a lot of HP.
- No need for sovereignty.
Discuss. OpenSUSE 12.1, wine 1.5 |

Flashrain
Vanguard Frontiers Intrepid Crossing
18
|
Posted - 2012.05.23 22:30:00 -
[1023] - Quote
Heat On Target [H.O.T.] Rigs : Heat based EW
#Scripts, #Heat, #EW, #Drones, #Fitting/Slots, #Area of Effect, #One-use (consumable) modules
Concept: An electronic warfare rig that converts ALL outgoing damage into heat damage at a fixed ratio. (Except for #drone damage). It creates a combat effectiveness gradient between a full fighting ship and a destroyed/EW jammed ship, through module destruction.
Background: Low sec privateers often have to deal with profiting from wrecks, as it is not always possible to withhold fire in time. Their slim pickings from wrecks is only offset by the volume of victims. The pirate factions of null sec long ago solve their resource issue through a closely guarded secret - an electronic warfare suite that converts their weapons payload to specifically target heat circuits. By destroying heat control circuitry, these deep space pirates preserve otherwise intact ship hulls and systems, and yield a much greater profit margin. Empire factions recently obtained sufficient samples from pirate incursions to create military versions. Consequently, pilots now have the ability to rig their ships as HOT platforms - provided they can locate a blueprint.
Description: A ship rigged for HOT weapons will do zero conventional damage, instead a fixed ratio of raw damage is converted into #heat damage on the target ship modules #slots. Over time, the target's systems will go offline one by one, as heat #electronic warfare damage them past operational limits. This ship modification is an opportunity creator - the longer a fight goes on, the more likely HOT rigged ships punch resist holes by destroying target active resist / repair modules. Against speed tanked ships, it can burn out the target MWD system. It is equally effective against support ships like recons, logistics, and command boosting ships.
Quote: If you can hit it, you can heat it.
It stays within the existing weapon framework, modified by #scripts of sensor boosters/tracking computers. It uses existing #one-use(consumable) modules such as ammo, frequency crystals, and missiles, as well as nanite repair paste to recover.
#Area Effect: HOT rigged smart bomb battleships/stealth bombers sow confusion - some ships lose propulsion, some lose weapons, and some become completely adrift. A tight blob of ships quickly scatter into a line of sitting ducks as MWD are knocked out. here and there. (Bonus chance for others to get in kill mail.)
Defense: Firing HOT weapons gives a cumulative chance of breaking a warp scrambler, allow you to flee, or minimize damage over time, & shift an (un)even match more in your favor.
Griefing: HOT bomb everyone on the field.
NPC: Should only be seen on officer/rare spawns, for it is both a curse - their high damage and tank means your ships will eventually be all knocked out, and a blessing - BUT not destroyed as the rig reduces conventional damage to zero. Also, it'd be hilarious.
Solo/small Instead of pure tank defeating damage, resist / repair decrease over time such that a smaller group can always overcome a larger target - given enough time.
Mid/large In larger battles, HOT rigged weapons act as a FORCE MULTIPLIER. HEAT destroyed resists multiply inbound damage. HEAT destroyed remote repair modules cripples logistics chains.
Tactical As destroyed modules modify ship movement, monotype fleets designed to maximize a certain shiptype advantage will degrade in performance when fighting against fleets with HOT rigged elements. HOT shots cripple ships and create stragglers, allow them to be picked off similar to long range scrams/webs. No longer will a critical mass of logistics ships provide near invulnerability.
Variants/concept extensions
- T2 / faction/officer versions convert at a higher ratio so that an officer level rig may allow your high alpha machariel to knock out entire row of mids/highs/slows in one volley.
- T2 version rigs may also convert lower percentage instead of 100% damage. Allow a soloist to operate while HOT rigged.
- Penalty - Visual effect of gold/blue glow that dramatically increases with more rigs. Allow attentive pilots to selectively eliminate HOT ships first. 1 rig will have a subtle graphics, and 3 rigs will make your ship glow like a miniature sun.
- Penalty - Increase ship radius per rig, such that a frig may be cruiser sized when fitted with two rigs; a cruiser becomes carrier sized when fitted with 3 rigs.
- Stacking bonus/penalty - At T2, diminish returns such that if 1x t2 rig is 90% damage conversion(10% real damage), two rigs are 99% damage conversion(1% real damage), and 3 rigs are 99.9% damage conversion. T1's are of course 100% damage conversion.
- Slot specific variants - If this is interesting enough concept, create an entire class where each rig type target a specific area (high/mid/low/rig/drone bay/cargo bay/corporate hangar/ship hangar). Or/and each rig type target a specific system type (weapons/propulsion/resist/repair/ew)
- Chance based non-heat - possibly an easier implementation format - give a chance per cycle to randomly offline a module, chance proportional to damage.
|

Andy Landen
Tartarus Ventures Surely You're Joking
27
|
Posted - 2012.05.24 01:40:00 -
[1024] - Quote
Sending enough heat to another ship to overheat its systems seems like quite a feat, and it stands to reason that whatever level of heat was sent to the target ship, more heat was generated on the source ship just to create and send it over.
But I have been waiting a long time to see the suns have size and see players be able to enter them at least to some degree. Sufficient proximity to the core of sufficiently hot stars should generate heat damage, but may provide a degree of protection against dscan/combat scans.
On that note, it would be great to approach a black hole and then see time dilate for the player trapped or too close to the black hole. Can you imagine a Titan hiding near the event horizon of a black hole and getting caught and then ripped to pieces by it? Real cool. Biggest ship in the game is no match for the blackhole. Should have black holes is kspace as well as in wh systems with the same named anomaly. |

Frawlyne
Clan Ice Raven Persona Non Gratis
0
|
Posted - 2012.05.24 04:46:00 -
[1025] - Quote
With the new increase of the importance of mining i would like to see the following be implemented.
Ore Capital Mining Barge (OCMB)
Meet the Orca Refitted to provided the optimum Mining potential for large assisted mining operations.
8 high slots 3 mid slots 2 low slots
Due to its massive modifications this massive mining barge is able to fit up to 8 strip miner II but is unable to receive bonuses from Orca support due to its capital systems being unable to integrate into others.
Its cargo hold is reduced to 0 and it is only provided with the Orca's 50,000m3 ore hold.
unable to fit gang-link modals or receive benefits from them
Shields and armor should be minimal as this ship is meant to have a large body of support but a large hull structure is expected it is a capital ship.
Receives benefits from Mining Foreman and Mining Director
Skill Requirements
Mining 5 Mining Drones 4 Drones 5 Drone Interfacing 5 Mining Barge 5 Exumer 5 Capital Ships 3 Industrial Command ships 3 Advanced Spaceship Command 4 Ore Industrial 4 Mining Upgrades 5
Optional
Capital Strip miner I's no crystals but bulk mining capabilities. More then Strip miner I's combined but less then Strip miner II's with t2 Crystals.
Allow it to have a larger drone bay capable of carrying and operating flights of 10-15 mining drones and mining drones only.
Do to structural instabilities is unable to travel through wormholes though it can be built in them but must be left behind once the corp moves on.
Why? Without drone mats being available for large productions null sec miners needed to step it up. ORE came up with the go big or go home response of the (OCMB) |

Razgriz Shaishi
Helix Pulse Rolling Thunder.
6
|
Posted - 2012.05.24 07:16:00 -
[1026] - Quote
Possibly give new abilities to each damage type of bomb. For example, EM bomb has an ecm effect, thermal bomb puts extra heat damage on any overheated modules, kinetic might slightly bump away ships, and I havent thought of one for explosive. |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.24 07:40:00 -
[1027] - Quote
Hello,
I have an idea but it might be a bit tough to create... Well, Mebbe, Mebbe not.
Name: Cosmetic or Ion Metallurgy Hull Modifier
The Concept is that several recent technological discoveries have lead the science community to such a new level that when a pair of scientists were base testing a new theory to speed up the process of bonding metals to create new allows, they stumbled upon a very interesting new technology.
The scientists' theory was that if certain metals were super charged with negative ions that the metals might bond in a "cold fusion" manner. During the seventh test one of the scientists accidentally applied an ion charge to the metals at 25 times the theoretical level which had been initially calculated because of a clerical error making the new suggested charge level increase entry appear as the number 25 instead of the intended 2.5 times the theoretical levels for this test.
Amazingly the metals not only bonded (giving off no heat whatsoever) but the scientists also discovered that if they varried the charge levels, the metals would REFORM into new shapes depending on the level of the charge that was applied. Once the process was perfected, the scientsts decided to invent a new module that would allow =EVE= Capsuleres to change the "Cosmetic" Apperance of their ships. This could prove to be a very valuable module as it could be used by mercenaries to help them blend in while stalking their marks. It could also be used to confuse the enemies when in small, medium, or large war time events.
This would give pilots the ability to change the cosmetic appeance of their ships and would fit in a low power slot but the applied ion chanrges from this module reduces the ship's targeting range by 1% and claims 1.5 to 3 % of the capacitor capacity, depending on the ships total mass, for use as its own power reserve in order to be able to produce the ion charge levels required for the Cosmetic changes available to each ship.
Thank you for providing this thread, Great Idea! |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.25 01:34:00 -
[1028] - Quote
Nikk Narrel wrote:Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon. COOL! Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform. Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier. Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact.
I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.
The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range. |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.25 02:03:00 -
[1029] - Quote
Just thought of one more new module:
Module Type: Consumable
Fitting Type: High Slot
Effect Type: Hybrid AOE
Module Name: Butterfly Laser Shield
Theory:
When fitted the module would add two fore and aft lasers to the ship (top and bottom)
When engaged in multi-target warfare, (on missions or involved in a war dec situation) when the pilot feels overwhelmed by targets, he/she can use this consumable mod that, when activated, will begin to spin the ship on all its axis creating a spinnig ball and firing several lasers with a short range creating a sphere of laser fire aound the ship thus causing damage to anything within range of the ship's lasers without the drawbacks of a smartbomb because the lasers will only target hostiles when firing. If the firing range would hit a non-hostile target, then it will not fire in the current direction (thus the name butterfly).
This gives the weapon a small drawback that could be exploited by the target ships for protection duing the module's run cycle by trying to hide behind a non-hostile target.
Once consumed, fore and aft lasers drop off into space as space junk.
If you are having trouble with the concept of how it should look and work, look no further than "The Last Star Fighter".
One last thought... Would anyone be interested in a mod that allowed you to add or remove lighting from your ships (headlights, running lights, neon lights, etc...)?
I think it would be useless but some of the ships in the game are only "TROPHY" ships anyway, why not decorate them before you criuse the hood...
They could be called "PIMP MODS" or "BLING MODS" LOL |

Jajas Helper
96
|
Posted - 2012.05.25 10:11:00 -
[1030] - Quote
Goose99 wrote:Rigs that add a hig/mid/low slot.  Buff faction guns so they don't completely suck against t2. Edit: Lulz at threadnaught. Ppl spaming instead of editing their first post to add an idea. Think CCP will read all that? 
T2 takes more time to train then faction guns... you make no sence. Training time should be the only factor on how efficient something works.
Worste-T1 - T1meta - faction - T2 - Officier - Best
What i could agree on is having MAYBE a tracking or 'applying damage" bonus on the best faction guns and a higher "raw dps" form on T2. But this only being a minimum difference. This allows people who can't fly T2 to have at least the ability to apply their lesser dps guns to actually hit something.
Inferno do stuff with stuff to imitate the stuff you could do faster with the old stuff
-stuff- |

Jajas Helper
96
|
Posted - 2012.05.25 10:14:00 -
[1031] - Quote
Ms GoodBuzz wrote:Nikk Narrel wrote:Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon. COOL! Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform. Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier. Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact. I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range.
you basicly just thought of a decent FOF upgrade... where you can IF you have a lock, give your missiles a primary target to shoot at instead of the useless crap it now seems to shoot...
Also anything that you can "lay down" will be mass abused in gatecamps. Inferno do stuff with stuff to imitate the stuff you could do faster with the old stuff
-stuff- |

Andy Landen
Tartarus Ventures Surely You're Joking
28
|
Posted - 2012.05.25 10:55:00 -
[1032] - Quote
Salvaging improvement Add a skill that increases the quality and quantity of the salvage and/or improves the T2 salvager to salvage more and better than the T1 version. Add a savaging range bonus to the Noctis.
Magnetometric drone Add a tractor and salvage drone. This drone could be a sentry drone that tractors a wreck to its location and then savages it when in range. Or it could be a regular moving drone which also loots the wreck and then returns to the ship to drop off salvage and loot like a mining drone.
Loot drone This drone flies out to all wrecks and cans, grabs the stuff inside, and then returns to the ship. If there is room in the cargohold, the drone transfers the loot from its own hold to the ship's, otherwise it simply drops the loot in a nearby jetcan. Then it travels to the next wreck or can. |

Doppleganger
Federated Holdings
0
|
Posted - 2012.05.25 18:00:00 -
[1033] - Quote
Don't know if this was mentioned as I tried to read the thread but was taking to long to read Novafox's 5000 posts.
New version of shield transporter that instead of using cap to change into shield to send to another ship it can use shield recharge of the ship it is mounted on to send shield to another ship. This idea comes from my heavily passive tanked Rattlesnake that has little cap recharge to use for a shield transporter but would be nice to be able to send some of its shields to other ships when needed.
Wouldnt be an item to use on many set-ups but still would be nice |

fido gotran over
Center for Advanced Studies Gallente Federation
18
|
Posted - 2012.05.25 18:13:00 -
[1034] - Quote
Tech II Ewar drones Hull repair drones
Drone bay/bandwidth expansion modules - fits in high slot and reduces cargo bay - multiple sizes so that different ships can use them
This would really make fits variable if ships with no drone bay suddenly droped a set of ewar drones on you. |

Shin Dari
Covert Brigade
39
|
Posted - 2012.05.25 22:12:00 -
[1035] - Quote
Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships. |

Ribikoka
Royal Amarr Institute Amarr Empire
89
|
Posted - 2012.05.25 23:34:00 -
[1036] - Quote
Shin Dari wrote: Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.
Area of Effect deCloaking Device ? |

Andy Landen
Tartarus Ventures Surely You're Joking
30
|
Posted - 2012.05.26 03:04:00 -
[1037] - Quote
Structure Unanchoring module Medium slot This module unanchors a fully repped tower in anchored status. Cycle time: 600 s |

Ms GoodBuzz
Republic University Minmatar Republic
0
|
Posted - 2012.05.26 18:33:00 -
[1038] - Quote
Shin Dari wrote: Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.
Great idea, should require lots of training time tho and a restricted area per level of training so as not to become too powerfull that you can cloak an entire fleet. Just sayin...  |

Andy Landen
Tartarus Ventures Surely You're Joking
30
|
Posted - 2012.05.26 21:44:00 -
[1039] - Quote
Sm/Md/Lg Astrometric Pinpointing Upgrade Calibration cost: 100 Scan deviation reduction: 10%
Reduces the maximum scan deviation. T2 version reduces it by 15% Fits to Core probe launcher with the same volume as the core scanner probe.
Wormhole scanner probe Does not include even basic circuitry to scan down signatures beyond wormholes, let alone ships, drones, or structures. Scans down only wormholes and anomalies. Max velocity: 4,000 m/s Warp Speed Multiplier: 5.5 x Base scan Range: 0.25 Base Sensor Strength: 40 points Base maximum deviation: 0.125 AU
Should also include the Sisters line with appropriate scaling, of course. Scan range Increment factor: 2x |

Night Sabre
Ethelion's Glory
1
|
Posted - 2012.05.27 11:28:00 -
[1040] - Quote
I'd like to see a passive version of the active Adaptive Invulnerability Fields. Shield Hardeners have each of the 4 base types plus invulnerability, but Shield Resistance Amplifiers only have the 4 base types. |

Imiarr Timshae
Funny Men In Funny Hats
3
|
Posted - 2012.05.27 15:05:00 -
[1041] - Quote
Thread hijacked by Nova Fox.
Bringing you all the ideas you've ignored once so you can ignore them again.
Hooray! |

Utremi Fasolasi
La Dolce Vita
78
|
Posted - 2012.05.27 15:27:00 -
[1042] - Quote
Nova Fox wrote:Smart Mines a.k.a. Suicide Drones
Drone Thoery
This drone sacrifices enduring fighting capability of a standard for a one shot attack execution.
Pretty sure this already exists only they are called Missiles. |

dorplii
Heavy Asset Relocation Inc
0
|
Posted - 2012.05.27 21:49:00 -
[1043] - Quote
Max Von Sydow wrote:Nova Fox wrote:Spinal Mount Weapons
These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed. Long Range Damage equatable from a size up. Long refire rates. of course horrible tracking and difficult use against moving targets.
Not available of cap ships. I'd rather see a completely new type of ship for that.
I like that Idea. If anyone has ever played any of the homeworld games, I'm thinking the ship could be like the Ion cannon frigate, maybe it would be a cruiser class ship that is super effective against capital class ships and MAYBE Battle ships as well but be completely blown away by anything else, perhaps it could even cloak.
On another note, a new rig that adds a very small "5m3" cargo bay for stuff like moving illicit goods through high-sec would also be pretty cool. it could be something like how the Millennium falcon had its floorboards open up, just a small space, but very useful.
Or a rig that added drone bay space would also be cool. |

Andy Landen
Tartarus Ventures Surely You're Joking
32
|
Posted - 2012.05.28 03:05:00 -
[1044] - Quote
Astrometric Jammer Medium slot An active module which emits signals intended to confuse scan probes searching for locks within the area. Each module decreases the signature and decreases the percentage lock on any object/target located with 1/4 AU of the module. Requires Astrometrics V |

Ms GoodBuzz
Republic University Minmatar Republic
1
|
Posted - 2012.05.28 05:02:00 -
[1045] - Quote
Utremi Fasolasi wrote:Nova Fox wrote:Smart Mines a.k.a. Suicide Drones
Drone Thoery
This drone sacrifices enduring fighting capability of a standard for a one shot attack execution.
Pretty sure this already exists only they are called Missiles.
Couldn't resist! LOL LMFAO!!! |

Seishi Maru
doMAL S.A.
13
|
Posted - 2012.05.28 13:25:00 -
[1046] - Quote
New mining laser and new strip miners that are banned in high sec (reason could be due to environmental effects) but have a much higher efficiency (like 50% faster).
That could work as an incentive for mining outside high sec, specially ninja mining. Altough would need a boost in low sec mineral types to make it closer to 0.0 |

Ms GoodBuzz
Republic University Minmatar Republic
2
|
Posted - 2012.05.28 14:55:00 -
[1047] - Quote
Jajas Helper wrote:Ms GoodBuzz wrote:Nikk Narrel wrote:Nova Fox wrote:Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon. COOL! Now, if you pair that with a specialty ship intended just for them, this becomes an interesting weapons platform. Give it something like 200 or more drone capacity, but zero bandwidth. (The drones receive their targeting info before leaving their launching ship) This keeps it from being misused as a carrier. Alternately: Drones can be set to fly straight, but any target that gets within a certain range causes them to home in on it, then detonate either like a smart bomb, or on impact. I believe this idea is a good new drone suggestion and could be complimented by a new module that would enhance the spider drone's capabilities.The drones could be designed to act like the "Spider Mines" in Unreal Tournament. Upon release they will detect a target within a certain range, but will lie dormant if there are no targets in range at the time of deployment thus catching an approaching enemy off guard as they will activate immediately once the target enters their detection range. you basicly just thought of a decent FOF upgrade... where you can IF you have a lock, give your missiles a primary target to shoot at instead of the useless crap it now seems to shoot... Also anything that you can "lay down" will be mass abused in gatecamps.
---
After Thought:
The mines could be given a limited "Shelf Life" as it were and would self-destruct after a certain amount of time passes. This would make it a more fair mod... yes? |

Michael Harari
The Hatchery Team Liquid
140
|
Posted - 2012.05.28 16:38:00 -
[1048] - Quote
A new kind of eccm, call it sensor recalibrator or something.
Lowslot, gives a small bonus to sensor strength (less than even the current lowslot eccm), but upon activation, instantly unjams you. |

serras bang
Lucien Coven
5
|
Posted - 2012.05.29 02:05:00 -
[1049] - Quote
ok gonna rattle of a few ideas and see what yahs think.
1. EW modual: Heat Induction modual
Will over heat the systems of the attacking or attacked ship the downside tot his modual is that it will constantly be over heating itself however unlike most other moduals it will not affect other moduals with heat dmg.
2. T3 ammo
This ammo will not be stronger than t2 but most likely weeker not only will it deal dmg but will also actiuvely dmg random moduals for small amount of dmg come in 2 type just like the T2 version the pricision 1 dose more modualar dmg however.
3. Pirate drones
Increased ability such as the shields of caldari while shooting thermal dmg kinda thing.
4. Faction cap Flux coils
Just cause we havnt got em yet Slight increase over tech 2.
|

Baaa Shakiel
Alpha Strategy In Umbra Mortis
6
|
Posted - 2012.05.29 08:47:00 -
[1050] - Quote
Ampoliros wrote: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.
This, Adding More New stuff without fixing the old is only going to open Pandora's Box of Stupidly Overpowered OMGWTFBBQ Mods. However, I do hope that CCP will give take all the suggestion and integrate them into some of the useless mods that we have in-game right now instead of making new ones from scratch. I.E. to say I like what they did with the capacitor battery post inferno patch.
Who Said that Noob Ships SuCK? http://eve.battleclinic.com/killboard/killmail.php?id=15091146#lostLoadout
Buddy Program Available - Start off with Millions of Isk! https://forums.eveonline.com/default.aspx?g=posts&t=9874&p=10 |

ITTigerClawIK
Galactic Rangers
121
|
Posted - 2012.05.29 13:58:00 -
[1051] - Quote
-TIggys Ideas Post-
This post will be updated when more ideas come to me.
Prototype Targeted Jumpdrive:
New short range prototype jumpdrive system that allows a jump to another system without the use of a cyno' field that requires twice the normal jump fuel of that of a capital ships normal consumption and the ships jump exit location is in a random location within 1 AU of the systems star as jump drive uses the energy signiture of the star to lock onto,
High slot module
NOTE: Can only be equiped to Capital ships unable to jump to systems with active Cyno jammers unable to lock targets for 60 seconds after jump Residual jump signiture generated in system for 60 seconds that can be warped to
|

fido gotran over
Center for Advanced Studies Gallente Federation
19
|
Posted - 2012.05.29 18:22:00 -
[1052] - Quote
I have idea for a space equivalent of takeoff assist rockets.
It would be a module and could even take charges
Basically it would temporarily give a massive boost to agility
This would help to get you into warp faster if in hostile territory or just in a hurry
I was thinking about having a special one that could be fit to freighters but have the ammo be very expensive so that it would have limited useage
The freighter one does not even have to be a removable module but could be put as a permanent part of the ship that could be loaded with fuel and just have a button so you can activate it like a module. |

Cid SilverWing
Grim Determination Clockworks Inc. Nulli Tertius
1
|
Posted - 2012.05.30 02:19:00 -
[1053] - Quote
Stealth Disruptor Pulse
High Slot, can only be fitted on the specialized battleship "Illuminati" (see below)
On activation, disrupts all cloaks in the pilot's current position up to 500km away and disables their use for X seconds (increased by relevant skill, maximum 15-20 seconds?). After use, the Stealth Disruptor cannot be activated again for X minutes (decreased by relevant skill, maximum 5-10 minutes?), and the ship becomes completely incapable of maneuvering, warping and receiving friendly Logistics/EWAR support. Can only be used in Solar Systems with security 0.0 and less, effectively banning it from Empire Space.
Illuminati
Tech 2 Battleship.
1 High slot, no cargo/drone/rig space. Can fit the Stealth Disruptor. 100 m/s velocity, maneuvers about the same as an Abaddon, 3 AU warp speed, extremely low EHP, has no Scan Resolution and thus no Targetting, big enough Signature Radius that Capital weapons can hit with ease. Can never benefit from Gang Links of any kind, but can use Jump Portals.
Combined base price should be something like 500 million or over. Restrictions are of course to balance this possible gamebreaker. It's INTENDED to counter cloaky-camping enemy solar systems in nullsec, but the above penalties should IN THEORY keep players from spamming it and then invalidating Stealth Bomber/Black Ops tactics. |

Andy Landen
Tartarus Ventures Surely You're Joking
34
|
Posted - 2012.05.30 04:24:00 -
[1054] - Quote
Step 1: Name the thing that you desperately want. Step 2: Throw on as many bad things as you can so as to convince people that your idea is okay. Step 3: Ignore how ugly the monster that you threw together looks and cross your fingers.
PS: For everyone that pushes the cloak disruptor module, remember that there are other ways to deal with cloakies besides simply rendering their technology impotent. Put some thought into allowing and enhancing cloaky technology. Facts:
- You don't like neuts in your system.
- Cynos really exacerbate the problem by allowing an unlimited force to land on you in seconds because of that cloaky.
- Cloakies have no defense/counter to jetcan spams.
- Cloakies can freely penetrate hostile space with little difficulty.
Killing cloakie tech doesn't solve most of those issues. System defensive systems for sov holders and their friends by standings addresses all but the second point with hurting cloakie tech. Cyno jamming module (high slot) addresses the second point by preventing non-blue cynos. A system-wide audible alarm for all non-blue cynos (lit by non-blue characters) during the duration of their activated status. This addresses point 2. A cyno delay of 10 seconds in non-blue space after decloaking for regular cynos addresses point 2. Ability to build defense arrays at gates and stations with sovereignty, including the ability to anchor a decloaking array to a pos only in those locations. All of these things address your concerns and improve the value of sovereignty, making it much more worth fighting for. |

Ms GoodBuzz
Republic University Minmatar Republic
2
|
Posted - 2012.05.30 17:04:00 -
[1055] - Quote
Andy Landen wrote:Step 1: Name the thing that you desperately want. Step 2: Throw on as many bad things as you can so as to convince people that your idea is okay. Step 3: Ignore how ugly the monster that you threw together looks and cross your fingers. PS: For everyone that pushes the cloak disruptor module, remember that there are other ways to deal with cloakies besides simply rendering their technology impotent. Put some thought into allowing and enhancing cloaky technology. Facts:
- You don't like neuts in your system.
- Cynos really exacerbate the problem by allowing an unlimited force to land on you in seconds because of that cloaky.
- Cloakies have no defense/counter to jetcan spams.
- Cloakies can freely penetrate hostile space with little difficulty.
Killing cloakie tech doesn't solve most of those issues. System defensive systems for sov holders and their friends by standings addresses all but the second point with hurting cloakie tech. Cyno jamming module (high slot) addresses the second point by preventing non-blue cynos. A system-wide audible alarm for all non-blue cynos (lit by non-blue characters) during the duration of their activated status. This addresses point 2. A cyno delay of 10 seconds in non-blue space after decloaking for regular cynos addresses point 2. Ability to build defense arrays at gates and stations with sovereignty, including the ability to anchor a decloaking array to a pos only in those locations. All of these things address your concerns and improve the value of sovereignty, making it much more worth fighting for.
Have to speak up... CCP works hard at making the game "OUR WAY" can peeps please show them some respect and leave the bad attitudes at home?
OK good ideas but no one needs the cynical Attutides. Let's keep it Professional...
cyn-+i-+calGÇé GÇé/-ês+¬n+¬k+Öl/ Show Spelled[sin-i-kuhl] adjective:
1. like or characteristic of a cynic; distrusting or disparaging the motives of others. 2. showing contempt for accepted standards of honesty or morality by one's actions, especially by actions that exploit the scruples of others. 3. bitterly or sneeringly distrustful, contemptuous, or pessimistic. |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.05.30 23:18:00 -
[1056] - Quote
Missiles with optional extras:
Chaotic maneuvering: Gives a chance to dodge defender missiles.
Intelligent targeting computer: Will attack secondary targets if primary is destroyed.
MIRV: Less total damage, but more effective damage aginst smaller ships.
Augmented: More speed/dmg/other property with a balanced drawback
Armored: Can take a hit from a defender missile or other anti missile weapon
Cheap: Incurs some penalties but will be cheaper.
Multi purpose: Can fill the roles of all missiles of same size, but does not change damage type.
Drone compatible computer: Can use drone bandwidth to control unfired missiles in space for ambush tactics.
Target painter dependent: Cheaper, but reliant on target painters to find target (potentially dangerous)
Pandemonium: Random damage type or cycled in order. good VS adapting hardeners.
Anti-anti-anti-missile: Will shoot down itself (in confusion).
ECM vulnerable: Cheaper, but vulnerable to ECM(non directed)
Smart missiles: Superior and expensive but potentially rebellious.
Fake: Appears to have different properties than it actually have.
Custom paint: Lets you custom paint it. Or just write: Ammatar, **** yeah!!
Stupid missile: Will target closest target(except from launching ship), cheapest missile mod.
Swarm aware: Will take advantage of other missiles sensors to gain targeting advantage.
Engine targeting: Missile will target opponents engine in an attempt to damage and slow him.
Armor/shield penetration/negation: what it says.
disiplinary: Lets you launch crewmembers in missiles for the sake of disipline(no plank in space)
Visually pleasing warhead: fireworks
Emergency evac: Lets you fire a missile with a pod in it to save your skin.
Direct control: Gives you the direct control and perspective of a missile.
Exterior module targeting: Lets you target exterior modules directly
Prank: Harmless, but will freak people out.
Other missiles:
missiles of questionable origin: Chance of malfunction. (Cheap parts and assembled by slaves |

Esceem
Suns of New Eden
2
|
Posted - 2012.05.31 00:03:00 -
[1057] - Quote
Ewar: Adjustable Warp Disruptors and Stasis Webifiers
Purpose: Increase the ability of ships with long range setups to hold their target at their gun's optimal.
The modules will have - adjustable optimal range (with say 1,5 Points warp disruption strength/ -50% velocity bonus) - fixed fall off of say +/- 5 km
Thus, the modules will be effective only in a specific distance. A target flying way below or above optimal will not be influencend.
Adjusting Optimal Range could effect by either (just one of the follwing): - automatically matching the optimal of the guns and ammo currently used (Use median if different guns/ammo are in use). - a module button with a field to type in the desired optimal value up to a max of e.g. 200 km - loading multiple scripts into a single module. Each Script extends the range by 10 km up to a max of e.g. 200 km - the fitting screen - and only when being docked/near a fitting service
Apply a delay of 30 seconds for "calibration" when the player wants to re-adjust optimal.
Possible variation: The higher the optimal range the the more fall off and the lesser module effectiveness. |

tsukubasteve
the Forward Initiative Mildly Sober
6
|
Posted - 2012.05.31 00:33:00 -
[1058] - Quote
Praerian wrote:Structure repair drones, let's finish the set.
Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.
I was just thinking of posting an idea like this. I'd propose that it would be available only on heavy interdictors though, and that it required fuel like a cyno generator. Also that the hic can only fit the jammer or a bubble, or that you just couldn't use both at the same time, not even a bubble with script. Also, this item would, like a generator, make you unable to move, and would broadcast in local. |

Farmer McNibbles
Wooden Raft Industries
0
|
Posted - 2012.05.31 06:14:00 -
[1059] - Quote
PHEW! This sure is a lot to read! I gave up at about page 10 trying to find out if anyone posted the module ideas I have.. Apologies if these are reposts:
These are FOUR modules, that do the same thing with different affects. BPCs will drop from faction spawns. They are all for the Medium Slot, and Sm/M/Lg/XL
Gallente: (hulk and hauler protector) Hyper-Invulnerability Shield Solidifier I What it does: Drops all targets, Powers down all modules in the High and Middle and Low slots except passive modules (i.e. cargo expander) What it requires: You to have at least 25% shield. You are Completely and absolutely invulnerable to all damage types (not really, just 99% resists) for 5 seconds. That's all, five whole seconds. Regardless of your engine speed everything shuts off, you can't warp you can't shoot, you can't turn on your shield booster. You stop dead. I'm sure the brainiacs can find a purpose to this. The ultimate catch: The module destroys itself and would cost about 2 million isk for a small, 10 for a medium, 50mil for a large, and 200mil for an XL.
Caldari: (The Answer to your Covert and Ewar problems.. sort of) Hyper-Tonic Seismic Streamline I W.I.D.: Expand your signature radius by 5000% as an energy wave. It will disrupt all EWAR modules currently active in that radius and disrupt all cloaking modules. Anyone using an EWAR Module on a specific target also loses that target. You also cannot target those players either for the duration Lasts 5 seconds. Requires: 50% of your maximum shields, module is destroyed.
Amarr: (The Drone Killer) Hyper-E.M.P. Energy Wave I W.I.D.: Blasts the shields out in all directions Nullifying them to 0 (The more shields you have, the further the range) This blast will also drain a portion of the equipped ships' capacitor and destroy the module. It will disable any ship smaller than itself within the range for 5 seconds. They cannot target anyone, they cannot use any of their modules. Their capacitors are 0 for the duration of 5 seconds. Drones have to be reconnected to. People will call this "The Drone Killer"
Minmatar: (the best one imo) Hyper-Shield Stability Disruption Array I W.I.D.: (what it does if you didn't know by now) Sends out a pulse through space as far as your optimal range, in the direction of your ship, 45 degree cone. You ignite the shields of anyone in the cone, literally flaring their ship up. Those players have been target-painted, their signature radius has just been increased by 100% and so long as they have more than 25% of their shields, you have a 50% chance that all of your attacks will critically hit them. The modules is destroyed. Hopefully you were fast enough to get in AT LEAST 3 volleys.
As for other modules, I liked about 2/3rd of what Nova posted. *I love the idea of your cargohold exploding, but I see the only point would be a 50% chance that a stealth bomber bomb going off or a stack of 500 rocks randomly launching in every direction. Would all have to be like, a 1km range though and everything inside would explode at 10% of its maximum power. *I also like the covert cloaker thing needing fuel. *And the Drones that are kamikaze bombers, could just call them that, "Kamikaze Drones" and make a drone ship specifically for them. A battlecruiser. The drones are small only. meant for slaughtering gate camps where players are clumped together with the power of a bomb launcher but only a 5km radius. *I also like the Modular Weapons Platform. |

Farmer McNibbles
Wooden Raft Industries
0
|
Posted - 2012.05.31 06:49:00 -
[1060] - Quote
And my other module idea, again sorry if any of this is a repost: I do know that kamikaze drones were mentioned, I know that exploding cargoholds and exploding jet cans have been talked about, or simple mine-laying. This is just a higher level of complexity and "OHHHH SHHHHHIIIIIII******" factor when jumping into another system and have 12 torpedoes simultaneously locking onto you and flying to your last known location, inside or outside of a warp bubble.)
Remote-Anchored Torpedoes, basically they are "Passive-Aggressive Missiles"
What you fit: A high-slot module that works like a probe launcher. You load in 8, 10, or 12 based on the meta level. What you do: You launch your missiles like you would a probe launcher. They are perfectly visible while you are setting them up.
What you do: They cannot be placed within 10km of each other. You skill with this module will let you control 2 additional missiles per skill level, with 4 starting at level 1, and a specialization skill will allow you to place them 10% closer per skill level.
The placement works just like how you use probes on the big map, except you are placing them locally, within your optimal range. When you launch a missile, you can retrieve it back but if you "set it up" it is lost.
They are basically anchored, they take 3 seconds to anchor to set up, where they disappear from the overview. They don't cloak and you cannot scan them, they are basically just tiny space debris. They also last for 30 minutes before they self-disable.
When you target someone, you activate the launcher on them and all of the missiles will activate, show up on the overview, and chase down the target. They have a 1-second targetting delay giving a cloaking device a chance to escape. If you cloak they will fly to where you disappeared at and detonate giving a 5000m explosion.
Modest torpedo-level damage.
Limits: 1. You cannot activate the missiles if you are out of your targeting range. 2. The missiles become "Safe" and despawn after 30 minutes. 3. The missiles become "Safe" and despawn if you leave the system for more than 5 minutes. 4. The missiles cannot be individually activated, unless if CCP implements a missile control console. 5. Missiles cannot be used unless anchored/set up. If an enemy targets the missiles they can shoot at them even after they are anchored, but they have up until that 3 second anchoring time to target them. 6. You cannot anchor them within 10km of another torpedo, including multiple players. At most, two of these ships in a big fleet is all that will make sense but one would be enough. 7. You cannot use this module in hi-sec or low-sec. only 0.0 and wormhole space. 8. You have to target someone in order for them to focus-fire on that target otherwise; if you have no targets and you activate them, they will fire against any closest target based on their standing with you. So be sure your friends are blue and your enemies are neutral or red.
There will be tech I, Tech II, and a Faction of these missiles. Missile Name: "Passive-Aggressive Missile" (They start at the same stats as your standard torpedo, balanced in case this is too powerful) *T2 has the following stats increased by 10%: Damage, Blast Radius, Signature Radius, Flight Speed, Flight Time, and Targetting Speed. Also they stay anchored for 45 minutes. Faction has the following stats increased by 20%: Damage, Blast Radius, Signature Radius, Flight Speed, Flight Time, and Targetting Speed. Also they last 10 minutes if you leave the system and come back before deactivation. They also stay anchored for 1 hour.
Imagine having a dozen faction torpedoes surrounding a gateway in your 0.0 or around your wormhole. Imagine all twelve of them going mad to their closest targets or the one you target.
Counter-Measure Module: Radiation Cache Inactivator I This is a low-slot or medium-slot module that if fit onto a ship that is jumped by a missile-anchoring boat, they can use this module to make the missiles within 20km simply explode, or maybe just deactivate. The only sure-strike counter.
Also, the modules I made in the previous post about the four racial shield pops, would work specifically against these missiles, especially the amarr one. Just keep in mind those modules ignore player standing. |

Ricand Michelliaos
Estrale Frontiers Project Wildfire
12
|
Posted - 2012.05.31 07:28:00 -
[1061] - Quote
Two things I'd like to see;
Projected Cloaking Device: High Slot can be fit on: Black Ops (96% to 99.9% Reduction in CPU Cost/ level) CPU: 10,000 Powergrid: 1 Cycle Time: 1 Minute Skill Prereqs: (T1) Cloaking V, Projected Cloaking I (T2) Cloaking V, Projected Cloaking IV
Skill: [Electronics]: Projected Cloaking: (8x) Skill at the operation of Black Ops Area Cloaking Devices. 5% boost to Duration per level -OR-10% Reduction in Fuel Cost per level
What it does: Like a standard cloak, only it projects itself onto nearby ships. While The Cloak is projected, the ship that activated the module must remain stationary. Can either Be Capacitor powered or Fuel Powered.
Tech I: All Friendly (read: Fleeted) Ships within a 24km Radius will be cloaked Tech II: All Friendly (read: Fleeted) Ships within a 30km Radius will be cloaked
The Distance is about the same as a Heavy interdictor's "Bubble." This allows a Decent sized gang to wait in hiding.
*Penalty: If two Projected Cloaking Devices Occupy the same area, both are nullified. This makes it hard to use multiple Black Ops ships to hide large gangs.
Other Idea:
Sentry Drones that Orbit Your Ship. All stats remain the same, except that instead of being stationary, the Sentry Drones will Orbit the Ship that launched them. If the Pilot Tells the drones to Engage, Assist, Defend, or otherwise perform an action, it will do so from it's orbiting position. If a Sentry Drone is for some reason forced further than 2500m from it's home ship, it will remain stationary until scooped, with the word "Incapacitated" in Yellow Letters in the Drone Window next to it's name. |

Collin Dow
Glorious Revolution The 99 Percent
35
|
Posted - 2012.05.31 19:34:00 -
[1062] - Quote
Jade Imp wrote:I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.
It's genius. The Gallente shall rise again! The Glorious Revolution is recruiting. -áContact me about joining! |

Shin Dari
Covert Brigade
43
|
Posted - 2012.05.31 21:35:00 -
[1063] - Quote
Seishi Maru wrote:New mining laser and new strip miners that are banned in high sec (reason could be due to environmental effects) but have a much higher efficiency (like 50% faster).
That could work as an incentive for mining outside high sec, specially ninja mining. Altough would need a boost in low sec mineral types to make it closer to 0.0 Why not have these new strip miners automatically compress the ore? This will give a better risk/reward ratio for when the miner goes out to mine. |

Andy Landen
Tartarus Ventures Surely You're Joking
35
|
Posted - 2012.06.01 18:11:00 -
[1064] - Quote
Transport drones Cargohold: 1,000 m3 Can be stored in and used by Orca, Rorqual, Freighter, and Jump Freighter. When activated on a jet can, wreck, or secured container, it transfers the contents to the cargohold of the ship. When ordered to return and orbit, it transports the contents of the ship's cargohold to the nearest station in the player's hangar and warps back to the ship until the ship's cargohold is empty. When ordered to return to the drone bay, it warps to the ship's location and then returns to the drone bay, emptying anything it has into the ship's cargohold or into a jetcan in space.
Those ship's of course need to have a drone bay and the bandwidth to use them and only that type of drones. |

Quin Yi
The Suicide Express Sobriety Test Failures
1
|
Posted - 2012.06.02 04:35:00 -
[1065] - Quote
A coolant system for reducing heat on modules in attempt to slow down module damage while overloading. Effective neutralizer drones. Perhaps a special weapon for black ops that would take the place of a covert portal. A master overloading module that can be assigned to high mid or low slot modules and maintain steady heat and damage and melts before anything else does with large pwg and cpu cost. My favorite idea is: A rig that increases targeting range immensely, but gives the ship a minimum targeting range and a similar complimentary rig that greatly increases optimal range or flight time and gives it a minimal range. This would mean that a heavy missile would increase from 80km range to 140-160km range about, but the missiles wouldnt deal damage if the target was inside 40km and do something similar for guns.
|

Esceem
Suns of New Eden
4
|
Posted - 2012.06.02 18:27:00 -
[1066] - Quote
Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig?
I like the idea. Just imo this should be a standard feature of any ship anyway - without needing any module. I mean we can already anchor containers in space and lock them with passwords. So I see no reason why this should not work with a spaceship. |

Andy Landen
Tartarus Ventures Surely You're Joking
35
|
Posted - 2012.06.02 23:24:00 -
[1067] - Quote
Esceem wrote:Guru7 wrote:Parking Lock (yeah give it a fancy name that suits spaceships, but this way everyone knows what it is)
A Module that enables you to leave the ship in space locked up, so if anyone wants to enter the ship, he needs a Password.
This would be a nice thing for miners with only one account who want to go to a belt in the Orca, unload the exhumer from ship maintenance bay and then start mining. Right now that wouldn't be a good idea, cause anyone can take the unattended Orca and fly away. With a parking lock enabled, the miner can do his job without too much worries.
To prevent AFK-mining the Lock should be breakable by hacking. Doing so should take some time, to make sure the owner of the Spacevehicle has a chance to react (2 mins?). Hacking the Lock would be considered a crime, the same way one steals loot from a can.
Weakness: uses up a mid-slot, or maybe its even a rig? I like the idea. Just imo this should be a standard feature of any ship anyway - without needing any module. I mean we can already anchor containers in space and lock them with passwords. So I see no reason why this should not work with a spaceship. You know that the hulk can just immediately lock the Orca and thereby prevent anyone from boarding it right? Even still, I am supporting replacing that feature with a module-less, standard password locking feature for all ships. That lock should be good for all ships stored in ship maintenance arrays so that no one can board them.
These locked ships should be allowed to be scooped up into a carrier's ship maintenance hangar fully fit and then be repackaged in a station to remove the lock. Perhaps also have the lock disengage after the ship has been taken into structure unless anyone sees a problem with that. The lock disengages if the ship has been free floating in space without being boarded for over 30 days.
It works something like this: While aboard a ship, a player sets the lock by right[clicking the ship in space or in the station hangar and selecting lock. The player must then enter a password. The player does not have to enter the password for the character setting the password, but all other characters must enter the password in order to board it.
PS: Would also like to see an option for unanchoring a pos requiring a password and automatically unanchoring after 30 days of the shield being down. |

DustinTheWind1
Aliastra Gallente Federation
0
|
Posted - 2012.06.03 19:04:00 -
[1068] - Quote
Quin Yi wrote:A coolant system for reducing heat on modules in attempt to slow down module damage while overloading. Effective neutralizer drones. Perhaps a special weapon for black ops that would take the place of a covert portal. A master overloading module that can be assigned to high mid or low slot modules and maintain steady heat and damage and melts before anything else does with large pwg and cpu cost. My favorite idea is: A rig that increases targeting range immensely, but gives the ship a minimum targeting range and a similar complimentary rig that greatly increases optimal range or flight time and gives it a minimal range. This would mean that a heavy missile would increase from 80km range to 140-160km range about, but the missiles wouldnt deal damage if the target was inside 40km and do something similar for guns.
If they use the modules that extend range I would exclude the minimum range but put a penalty on the tracking angular velocity. It makes sense because as you increase the sensitivity of the motors that turn a weapon you decrease the rate at which those motors can rotate the weapon mount. This also makes the turret useless at close range.
Also if they go with the idea of sniper modules they will have to consider sentries as well. Lots of people tend to over look them because they are different but they also server similar purpose. It wasn't untill just reciently we finally got a low slot damage mod. So because of that we get neglected.
I still think the sentries should be some how externally attachable to the ship.
If you are targeting with missiles you are gona wana increase the speed of those missiles becase in comparison guns will have an advantage in how fast the projectile gets there. Since missiles don't have tracking range then maybe introduce a different penalty. Or maybe not since the penalty is the speed at which those missiles get there I suppose compared to guns.
A problem I ran into is how difficult it is to increase the range at which my sentries can hit stuff. By the time I add enough omni's and range controll modules I barely have space for other stuff. Then I am limited to only 5 sentries as opposed to going guns I can have up to 8. If I go both guns and sentries I am over loaded with modules required. |

Malakai Wraithin
Heaven's Harvesters LEGIO ASTARTES ARCANUM
0
|
Posted - 2012.06.04 13:20:00 -
[1069] - Quote
New modules for Command Ships or for a new "Logistic Command Ship" (A T2 BC logi or possibly T3 logi) or even a specialized carrier for some of these. I see these as excellent fleet/small gang support modules. These are just ideas from off of the top of my head though. I realize that some of these things could be done with the warfare links already in the game, but these modules would provide a greater benefit for a small area rather than for all ships in a system.
"Sanctuary Shield Bubble" - Uses a high slot. Actiavting ship's shields cover an area as well as providing a major resistance bonus at the expense of a shield recharge rate. Shield range is based on ship size.
Pro: Covers an area and extends protection to all ships in the shield bubble. Could be used to protect logi's that are being targeted by snipers. Would be nice to use for covering ships undocking from a station.
Con: Enemies inside the bubble damage the shield bubbling ships' armor instead of shields. Would receive slightly less shield rep than normal to attempt to balance the fact that it protects every ship within it. Long cooldown, high cap use, ship is immobile, can only deploy logi drones and use remote repairers and increases signature radius greatly. I'm debating whether or not ships should be able to warp while under the cover of the shield bubble. Does not stack, can not have two activated simultaneously in close proximity. Shield bubbles can NOT overlap with other shield bubbles such as a POS or another sanctuary.
"Nanite Protection Field" - A high slot module with a similar functionality as the "Sanctuary Shield Extender" but designed for use with armor fleet and with different pros and cons. Would project an aura around the activating ship that increases all nearby ships armor hitpoints, resistances, repair rate and would allow the damage by heat to modules to be repaired (very slowly, can't be making this too overpowered).
Pro: Heals all friendly targets in aura slowly, including drones. Increases armor resistances for all friendlies in the aura. Increases armor hitpoints for all friendlies in the aura. Bonuses granted are significant compared to warfare links. Activating ship can move at full speed an activate an afterburner if cap permits. Activating ship may only use logi drones and remote repair modules.
Con: Reduces maximum capacitor energy, similar to a MWD. The more ships in the aura, the less each ship recieves from the aura with a cap on how much a ship can recieve from the aura, for example a single ship activating this would gain the same bonuses as a small gang of 4 but a gang of 8 would recieve less bonuses than a gang of 4 due to the nanites spreading out to cover each ship. Has a maximum range (Not sure what the range should be yet... 50KM max? 25KM maz?).
"Energy Field" - Uses a high slot. Can be activated to "link" each ship together with each other ship in an effort to share cap between the group. Each ship would have its cap transferred to every other member in the "link". The activating ship could also give a bonus to cap regeneration rate to every member of the "link" if it is a specialized ship (such as the T2 Amarr Logi or a T2 BC logi). The activating ship can only use remote repair and logi drones when using this module, can still move at full speed. I picture streams of energy like lightning linking every ship in the group together in a chain with this module.
Pro: Would allow ships that use little of their cap to give it to others who need it. Such as a minmatar ship supplying cap to an amarr ship, that uses more cap just to fire its guns than it can produce, allowing it to remain firing stably. Would help reduce the effect of energy neutralizing on key ships in a fleet such as logi, EWAR and etc.
Con: The "link" effect is a double edged sword. Any ship in the link that gets neuted drains cap from the group rather than only from itself. The link would have a maximum range and once a ship is out of range or the link is deactivated then every ship in the "link" would lose all of its cap but retain the cap recharge bonus for a few seconds after to stop them from being completely helpless.
"Tactical Network" - Uses a high slot. Increases the capabilities of all ships in terms of EWAR modules, sensor strength, target lock and ECCM while in range of the activating ship. Not quite as effective as a remote ECCM module or a sensor booster, but affects all ships in range rather than one. Can be boosted by remote sensor booster or remote ECCM to increase those bonuses for the entire group at a slight reduction (If a sensor booster gives +25% to sensor strength then if used on the ship using the Tactical Network, the group would reduce a further 15% boost.) Requires so much CPU that it can only be mounted on specialized ships. Could also apply to tracking computers and other turret/missile modules to increase those weapons in terms of tracking speed, falloff, optimal range, explosion velocity/radius (but not a damage bonus). Would help to provide a significant bonus if two or more affect ships use the same module (EWAR or electronics based module, nothing like remote armor/shield repairers) on a single target such as a bonus for two ships webbing a single target or two ships using ECCM together to make a single ship nearly ECM proof.
Pro: Would see benefit in many fleets for the bonuses to EWAR (Webbing, scrambling, tracking disruption, sensor dampening, etc.) and the benefits in sensors and such (Sensor strength, max targeting range, ECCM, etc.). Could also potentially affect turrets and missiles, although might be better to make a separate module for that. Wouldn't use much cap.
Cons: Uses a lot of CPU, would only be fit on specialized ships and even then wouldn't leave much CPU for fitting. Increases the activating ships signature radius. |

Die Cinque
Hedion University Amarr Empire
0
|
Posted - 2012.06.04 16:17:00 -
[1070] - Quote
A hi-slot tow cable for helping capitals and freighters align. Maybe figure out a way to make it work for combat also (slows other ship and speeds you up a percentage until it breaks?), but the main idea is for industrials.
Actually, ways it could be used:
- Tow cable for aligning capitals/freighters
- Single use web-like mod that doesn't use cap to maintain, taking percentage of target's speed and adding that to user in same direction until it snaps (or, if user is being orbited, causes user to spin with target, reducing transversal)
- Cap-less tractor beam for tugging cans/afk corpmates
- Cap-less tow cable for slower ships, multiple could be used to speed it up (for missioning and incursions fleets, or maybe even capitals)
- MAYBE have rewind ability, if so then can be used to pull ships back into POS shield (also, MAYBE bad idea lol)
Single/multi use? Rewind/static? What can/cannot attach to? EHP and how to damage? Turret hardpoint? Range? Hi/med/low? |

Lucian Gaterau
Darkside Development Corporation
8
|
Posted - 2012.06.04 17:50:00 -
[1071] - Quote
Deployable scanner beacons -- Anchorable versions of core scanner and combat scanner probes.
Allows ships to use corp-anchored beacons to scan for ships and watch sigs. Max number of probes + beacons still limited by astrometrics. Deployable beacons would be significantly larger, and could be used by ships w/o probe launchers. |

Lucian Gaterau
Darkside Development Corporation
9
|
Posted - 2012.06.05 18:16:00 -
[1072] - Quote
Malakai Wraithin wrote:"Sanctuary Shield Bubble" - Uses a high slot. Actiavting ship's shields cover an area as well as providing a major resistance bonus at the expense of a shield recharge rate. Shield range is based on ship size.
I had a similar idea to this (called it a "Expanding Shield Generator") in a mining thread. Its a very interesting idea but could completely change the game dynamic. I think in order for it to work it would have to be like siege mode for dreads, meaning that you're glued in place for ~5 mins for people to take potshots at you. Could potentially allow players to work in unbalanced pairs, so an all-tank BC buddies with an all-gank BC. Also should have some achilles heel, such as taking much more damage from AoE weapons like bombs and smartbombs.
|

Hazzard
Chaotic dynamics
9
|
Posted - 2012.06.07 20:14:00 -
[1073] - Quote
A module that has a chance to prevent cargo scanning. It could work similar to ECM, it wouldn't stop scanning just give a chance to stop it.
Another idea would be to make the module use a area of effect, so that the closer the scanning ship gets the greater the chance it can scan your cargo. |

G Taa
Republic Military School Minmatar Republic
0
|
Posted - 2012.06.08 10:46:00 -
[1074] - Quote
Talocan Dark Matter Emitter.
Scripts: WH stabilisation. Extend EOL timer, something like 1minute per script used. Scripts should be rare & expensive (ISK10m each?)
WH reinforcement. Prevent WH from losing % of mass from passing ships while module is active, scripts may fail without warning.
WH redirection. Redirect a WH, should retain all other characteristics except end point. -Should be a temporary effect. (limited time, or just the next single jump) -Should take time to set up. (not just redirect while burning to hole with aggressors) -Should have failure rates. -Possibly require own corp POS or territorial claim in system? -Maybe only works on statics not K162? or vice versa
WH spawn. Spawn a WH -max one in 24/48 hours -completely random end point -lifespan of 1 hour -mass limited to ([num scripts] * spawning ship mass) --cannot fit to caps ;P
The unit/scripts should drop from Talocan ships/hulls. The scripts should be unusable/illegal in HS. -We need more illegal, us smugglers is bored. |

Drew Li
Space Exploitation Inc Mordus Angels
34
|
Posted - 2012.06.08 20:49:00 -
[1075] - Quote
List of odd modules that would be cool to add. Along with some tweaks for existing ones.
Jump Drive Rig -Fills up all rig slots in exchange for ability to jump -Fuel bay, range, consumption etc -Very inefficient
Reinforcement Field -Like what a POS does but for a ship -99% resists and consumes stront -Immunity to warp disruption or enough time to get help
Utility Subsystem -+5% to analyzing/codebreaking/salvaging/gas harvesting on Warfare Processor (not a ganglink)
Capital Cyno Suppressor -Portable cyno jammer
Capital Strip Miner -Mining rate determined by volume of rock -Harvest mass amounts of low level ores(big rocks) -Outputs compressed blocks -Used on rorqual/orca
T2 Dreadnaught -Ship that fits a single doomsday, nothing else
Modified Tractor Beams -Increase target agility, decrease own agility
Hardpoint Conversion Rig -Changes a missile slot into a gun -Add a hardpoint (not sure his is easily possible?) |

Alberich Merowinger
YOU-LL Never Walk Alone
0
|
Posted - 2012.06.09 10:51:00 -
[1076] - Quote
Drone Bandwidth increase in cost of one turret/luncher hardpoint, size small 5m, medium 10m, lage 25m max two can be fitted |

Andy Landen
Exploring Eagles
35
|
Posted - 2012.06.10 02:19:00 -
[1077] - Quote
Anti-warp disruption probe - Fits to interdictors only. Cancels the effects of any warp disruption bubbles by cancelling the disruption field with an inverse phase field. Anti-warp disruption field generator - Fits to HICS only. Cancels the effects of any warp disruption bubbles by cancelling the disruption field with an inverse phase field. Anti-warp disruption field generator script - This script may be loaded into the Anti-warp disruption field generator. It cancels the effects of any targeted warp disruption modules activated against the targeted ship by increasing its warp core strength to infinity. This means that it also cancels the effects of all scripted warp disruption field generators activated against the targeted ship. Mobile Large Anti-warp disruptor - These anchorable devices are similar to Mobile Large Warp disruptors, except that all non-targeted AoE warp disruption is cancelled within the bubble generated by this devices by cancelling the disruption field with an inverse phase field. |

Varg Krugar
Republic Military School Minmatar Republic
4
|
Posted - 2012.06.10 12:51:00 -
[1078] - Quote
Andy Landen wrote:Astrometric Memory Buffer - A medium slot module. This module stores the scan results for up to 10 additional signatures which have not been scanned to 100%, including last scanned location data, sig ID, type and name data, and signal strength data. Signatures which are ignored are purged from the memory buffer to make room for other signatures. oooh shiny. making the game display the last x results for the same sig would be very handy.
i'm against ad-hoc counterbubbling to run away. but i do like the idea of an anchorable anti-warp bubble. |

Andy Landen
Exploring Eagles
35
|
Posted - 2012.06.11 00:31:00 -
[1079] - Quote
Varg Krugar wrote:Andy Landen wrote:Astrometric Memory Buffer - A medium slot module. This module stores the scan results for up to 10 additional signatures which have not been scanned to 100%, including last scanned location data, sig ID, type and name data, and signal strength data. Signatures which are ignored are purged from the memory buffer to make room for other signatures. oooh shiny. making the game display the last x results for the same sig would be very handy. i'm against ad-hoc counterbubbling to run away. but i do like the idea of an anchorable anti-warp bubble.
You know, a module which saves the previous scan locations of the same signature using different display colors sounds interesting, though different than my ideas.
The "counter bubbling" would increase the tactics considerations and would not necessarily grant escape to the fleet. An anti- warp disruption bubble would counter bubbles, but not targeted points. Ships utilizing targeted points would hold their ships. HICS would load scripts to "cut" through the anti- warp disruption bubble. HICS on the other side may load anti- scripts to free those ships. HICs would be high on the hit list for both fleets AND HICs would have to remain on the field with all that pressure until they were able to free all the ships that they wanted to free. If the logi's stayed to cover them, they would have to cover the logi's exit BEFORE they could leave themselves. With the logi gone from the field, they would be very vulnerable and dead. Tactics on both sides could get really fun! |

Xandralkus
Eos Corporation
9
|
Posted - 2012.06.11 07:23:00 -
[1080] - Quote
Let's see some cloaking scripts!
NOTE: The following cloaking scripts would ONLY be usable with the Improved Cloaking Device II, not tech 1 cloaks, faction cloaks, commander cloaks, and definitely not covert ops cloaks. Each script would have a 60-second reload time, for reconfiguration and calibration of the cloaking device.
"Phased Cloaking" Script (Brings the cloaking ship completely out-of-phase. Prevents uncloaking when passing within 2000 meters of another object. The cloak builds up heat while active, similar to overloading.)
"Focused Cloaking" Script (Amplifies the cloaking effect to completely eliminate the ship's radar cross section, gravitational fields, magnetic properties, and reflectivity, thus allowing cloaking when already targeted. The cloak builds up heat while active, similar to overloading.)
"Exhaust Cloaking" Script (Masks the engine exhaust plume and sub-warp fields of the cloaked ship. Removes the speed penalty of the cloaking device, and allows the use of afterburners and microwarpdrives while cloaked. Capacitor cost of all propulsion mods is tripled. The cloak builds up heat while active, similar to overloading.)
"Offensive Cloaking" Script (Instead of powering down the ship's active sensors, this keeps them online, allowing the ship to begin targeting other ships instantly upon decloaking. However, any object passing within 10,000 meters will decloak the ship, and the cloaked ship is visible to scan probes and directional scanners as normal. Decloaking will consume capacitor analogous to onlining a module.) Eve UI wouldn't suck if CCP allowed UI addons. |

Twisted Xistance
Red Command
7
|
Posted - 2012.06.11 08:52:00 -
[1081] - Quote
How about an account linking module that allows you to effectively use a second account as a drone
1> Click module: please enter your username and password, select character
2> Account linked and a drone like interface pops up were you can issue simple commands to your alt
This would be a welcome addition to the game and would encourage more people to get extra accounts.
Something like this would add a lot more spice to the grind of mission running, mining etc and would not really give you an unfair advantage in pvp as there is no way you could control your alt as efffectively via a drone like interface as you could actually playing the toon (not to mention the account is being paid for)
I'd say make the module high slot
Anyway seeing as I've just given you such an awesome Idea I demand that the module be named in some way after me, something like, the enhanced 'Xistance' co-ordination link. Ohh and make it so you have to have leadership 5 for it, teh alliances will thank you |

Drew Li
Space Exploitation Inc Mordus Angels
35
|
Posted - 2012.06.11 20:25:00 -
[1082] - Quote
Oddball ideas for prop mods I thought would add a lot to pvp and fitting options. Could also experiment with the possibility of mixing AB with MWD at the same time. These should be easy modifications to existing modules, not necessarily overpowered, and add a lot of variety to the fittings that are out there. Dual-propped ships would also be far more interesting. Would be cool to add in 1,000MN prop mod varieties as well. The mods could be stacked but powering them would be problematic.
Propulsion Scripts:
Warp Core Reinforcement (MWD) +2 to Warp Stability -100% Thrust
Signature Destabilizer (MWD) -25% Signature -100% Thrust
Inertial Stabilization (MWD) (Warp disruption fields already do this) -150% Additional Mass (+50 becomes -25) -100% Thrust
Spoofing (T2 MWD Only) -100% Thrust -Change Ship Class on Probe/D-Scan/Overview
Thrust Vectoring (AB) -50% Thrust +25% Agility
Heat Sinking (AB) -100% Thrust -50% Heat Damage |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
130
|
Posted - 2012.06.11 22:49:00 -
[1083] - Quote
Precision Bomb -50% Explosion radius +200% Explosion Damage only usable with bomb launchers T2
long range Bomb explodes 60Km away +100% flight speed. only usable with bomb launchers T2
Speed Bomb +100% flight speed -50% explosion time only usable with bomb launchers T2
Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2 |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.11 23:27:00 -
[1084] - Quote
Alx Warlord wrote: Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too. |

Zalasastra
Royal Amarr Institute Amarr Empire
7
|
Posted - 2012.06.11 23:42:00 -
[1085] - Quote
Andy Landen wrote:Alx Warlord wrote: Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
Interesting bomb ideas, but have you stopped to think about how the -100% flight speed on the last bomb would render it immobile. Best case scenario is that it is on a timer and that you are able to clear the area before it goes off, otherwise it gets you too.
|

sprototles Ganzo
Vectis Systems
0
|
Posted - 2012.06.12 08:54:00 -
[1086] - Quote
something what can increase missiles range |

Decoe DeTouront
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.06.12 13:12:00 -
[1087] - Quote
hi there. i'm new in this game and surely haven't found every gimmick being available. some things, i couldn't find yet but perhaps they will be nice to have :)
Defense Items
"Smoke" Grenates
this is a kind of a ammunition, which can break different kinds of sensor up-links from enemy ships, by blowing a huge cloud of gas into the space. the kind of gas has influence on the reflection of sensor signals etc. and gives you a chance to escape or disappear while no one can "see" you. a smoke grenade is a real world analog, i'm sure there'll be a better name for that.
"Flares"
needs a special type of launcher which can throw a huge number of flares, which possibly deflect incoming missiles by giving them a "better" target
"Missile Defense System"
laser, hybrid turret, energy or whatever defense system for the ship to fight against incoming missiles. just for defense, no offensive options with this installation.
Holographic Generator
uses the technique of wave interference to create sensor duplicates into the space. enemies will see two or more ships, not just one. to avoid manual accommodation, they also project a detailed holographic image of a ship into the space. now it's your turn to guess - is it just one ship with a holographic projection, are there two or is it a whole fleet? =)
Ablative Armor
ala voyager: http://www.youtube.com/watch?v=Xpc6SwYd8Dg it gives you a second, very well armored skin but allows just "primary ship weapons", and a few sensors.
Reactive Armor
sends a massive particle/energy wave into a special direction to destroy energy balls and/or rockets in a secure distant to the ship.
Deflector Shield
temporary second shield which protects just a part of the ship (incoming fire from the front, back, or the sides). this works well against heavy fire from a single ship - at least for a couple of minutes.
Attack Items
Cluster Bomb
is a smart bomb carrying a couple of smart bombs which explodes in a region around the ship - similar to water bombs. this makes damage to the hull integrity through a spatial distortion around the ship (or something like that *g*)
Primary Ship Weapon
is a ship integrated weapon with a very good system integration (means less cpu and energy requirements). therefore it depends on the ship class (no exchange possible after ship construction) and perhaps it is stronger in the front than in the back of the ship (and has no spheric fire-sight ...). in huge ships this can also be some super-weapons. |

Cristalen
Fleetworks Soldiers Of New Eve
2
|
Posted - 2012.06.12 17:51:00 -
[1088] - Quote
I would like to see a T2 Dooms day that has AoE effect on it again. Maybe not make it as uber powerful as it was insta popping any non cap ship on grid but make the AoE effect also rely on a ship's signature, so if a small ship such as a rifter gets hit by it won't do max damage and so on. But we also wanted to do some serious amount of damage to your enemy's ships either by making the AoE the damaged only an area from the front of the ship, or make it kind of like a bomb, you launch the DD the missiles or weapon fires in front of the ship anyone 15-200km in front of the ship basically dies. You give it the same penalties as the normal DD 15 minute cool down forces the Titan to have to stick around. Because it's an AoE effect and you don't want to replace the normal DD you can force it to do minimal damage to cap sized ships or just not enough to kill a cap. Also insead of a bomb like attack you could make it attack like the remote ECM burst so when you attack the group that's around an ancor you can kill them all in 1 shot
Stats would be similar to their little bothers: True :Banned in Empire space 1 :Max Modules of this group allowed 44,000 GJ :Activation cost -100% :Max Velocity Bonus Level 2 :Tech Level 900 sec :Jump Delay Nitrogen Isotopes :Consumption type 40,000 :units Consumption Quantity 900.00 s :Activation time/ Duration 50.00km :Area of Effect Radius 50,000.00 :Kinetic Damage 400 m :Explosion Radius 150.00km :Optimal Range 100.00km :Accuracy Falloff True :Cannot Auto Repeat
|

CirJohn
The Flying Tigers Intrepid Crossing
3
|
Posted - 2012.06.12 22:30:00 -
[1089] - Quote
Alx Warlord wrote:Precision Bomb -50% Explosion radius +200% Explosion Damage only usable with bomb launchers T2
long range Bomb explodes 60Km away +100% flight speed. only usable with bomb launchers T2
Speed Bomb +100% flight speed -50% explosion time only usable with bomb launchers T2
Siege bomb -100% flight speed +400% Explosion Damage explodes in 30s only usable with bomb launchers T2
I really like these, especially the "siege bomb". That may be the most amusing thing to drop on a blob since bursting scorps.
I'd recommend keeping all of the base bomb stats unaffected (hp, resists, etc). That would maintain a similar dps cap on large scale bombing operations. |

Tex Bloodhunter
Konstrukteure der Zukunft The Initiative.
6
|
Posted - 2012.06.14 15:22:00 -
[1090] - Quote
High Slot Module: Mine Launcher
Deploys mines that floats towards the closest cloaked ship on grid. Decloaks the ship upon getting within 2000m as usual. Maybe add something like a 10 second warp disruption bubble upon impact or an effect that disables the warp core for 10 seconds - just so there is an actual chance for the decloaked ship to get tackled.
Can be used when you want to make sure that there are no cloaked ships on grid. Useful in large PVP fights where cloaked ships provide intel and warpins. Also when jumping caps to POSes checking for hot drops beforehand might be useful. Maybe also useful for low/null sec mining in case that should become profitable at some point. Different types of mines could be introduced: Faster floating mines without tackling ability or slower mines with some form of tackling ability.
Remaining stationary on off-grid safe spots would remain uneffected while introducing the new role of a cloaked ship hunter, very much like destroyers searching for submarines in WW2. Restricting the module to dedicated ship types probably makes sense in order to avoid giving this powerful module to just everybody. |

Samuel Taylor Anders
Deadspace Rednecks
0
|
Posted - 2012.06.14 15:29:00 -
[1091] - Quote
How about a self-destruct suicide bomb module?
It would destroy the ship it is fitted on (generating a kill mail) but do large area-of-effect damage. The damage and range of effect could be proportional to the size of the suicide ship, and could be scaled by the percent structure HP of the suicide vessel so it would be less effective if triggered right before the suicide ship was going to be destroyed. It should probably have a brief activation timer with a corresponding visual effect.
It should have significant fitting requirements. Prehaps something in the rest of the fit could enhance to damage. Or a cargohold full of Industrial Explosives. |

Jake Shepherd
Causality Crew LTD Angel Causalities Demolition Crew
1
|
Posted - 2012.06.14 17:57:00 -
[1092] - Quote
Ghost Probes/ Beacon
You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.14 20:13:00 -
[1093] - Quote
Jake Shepherd wrote:Ghost Probes/ Beacon
You would deploy the like moon probes at a location then they would recreate a false scan result with probe and d-scan of ship class deployed from or at random and only lasts a short time unless scooped to cargo hold For all of you that want to mess with dscan, don't. K, so that is not an order, but seriously, the only thing that undermining dscan results does is make dscan worthless because it cannot be trusted. Eve is not about making things worthless, but about making things balanced. This means that each part of Eve must retain value and operate in a consistent manner which the players can count on. Can you imagine what would happen to the market if half of the orders were fake? It would trash the Eve economy.
Plus, probes are supposed to scan for things. Not imitate things. |

Lipbite
Express Hauler
81
|
Posted - 2012.06.14 23:32:00 -
[1094] - Quote
High-slot drone modules to replace guns/launchers which allow +1 drone for subcapital ships. +1 module per each level of Drone Interfacing skill (or Drones skill).
Those T2 cruisers are pretty much weaksauce compared to Wardens II with 3 t2 Drone Damage modules. |

Andy Landen
Exploring Eagles
36
|
Posted - 2012.06.16 01:23:00 -
[1095] - Quote
Extra large shield transfer, remote armor repairer, energy transfer, and remote hull repairer. Logi BS with similar bonuses as Logi cruisers. |

Varg Krugar
Republic Military School Minmatar Republic
5
|
Posted - 2012.06.16 16:33:00 -
[1096] - Quote
Cristalen wrote:I would like to see a T2 Dooms day that has AoE effect on it again. Maybe not make it as uber powerful as it was insta popping any non cap ship on grid but make the AoE effect also rely on a ship's signature, so if a small ship such as a rifter gets hit by it won't do max damage and so on. But we also wanted to do some serious amount of damage to your enemy's ships either by making the AoE the damaged only an area from the front of the ship, or make it kind of like a bomb, you launch the DD the missiles or weapon fires in front of the ship anyone 15-200km in front of the ship basically dies. You give it the same penalties as the normal DD 15 minute cool down forces the Titan to have to stick around. Because it's an AoE effect and you don't want to replace the normal DD you can force it to do minimal damage to cap sized ships or just not enough to kill a cap. Also insead of a bomb like attack you could make it attack like the remote ECM burst so when you attack the group that's around an ancor you can kill them all in 1 shot i'm against spherical or wide-angle cone area effects. some groups could probably field enough titans to just kill anything subcapital with stacked aoe and that makes cynojammed systems rather ridiculous.
but i always thought the doomsday deathray should just burn through everything on its way to the target. "BRING SAJUUK TO BEAR" and all that. come on, you thought of that yourself when you saw the first videos of the new effects when they changed the doomsdays.
so maybe give the t2 version a cylindrical AoE with a width of like 100m and a length of whatever the range is, one end anchored at the titan and from there through the target. if the shot has some spin-up fireworks along the fire path a for a bunch of seconds, agile ships could still steer clear of the blast.
if the hamsters can deal with it, make the deathray a sustained effect that deals damage every server heartbeat for whatever time amount feels right, maybe 30 seconds, but only hurting the first thing in its path. that would make for some frantic "GET YOURSELVES IN FRONT OF THE TRIAGE CARRIER YOU MAGGOTS" on voice comms and suddenly positioning/formations would mean something (granted only to ships that aren't really made for maneuvering). |

GavinCapacitor
CaeIum Incognitum
28
|
Posted - 2012.06.18 17:40:00 -
[1097] - Quote
We have remote hull repairers, still waiting on those remote hull repair drones.
PS. you should be able to target yourself with drones. |

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.18 22:49:00 -
[1098] - Quote
How about modules that let a user set % of shields, armor, structure, max speed, etc -- to fire off automatic module activation -- instead of blindly running on autorepeat as fast as possible regardless of need?
So for example a shield booster module can be either manual or set fire off whenever shield drop to 70%. Implementing this might only be a couple lines modification to current autorepeat behavior -- basically skipping over the actual reactivation unless said % based condition was met. OK extending the idea to remote repping modules might be a little more difficult as it requires determining target and reading target status for each module first.
I know some of our best loved EVE weenies are going whine that this stinks of macros since it partially negates their 3-9 years of EVE reflex training and rep for being cool and calm in battle.
But frankly this touch of computer automation in EVE game play seems equivalent to 1970s cruise control on cars in RL and should pass the anti-AI laws of DUNE.
And it still leaves plenty of room for tactical screw ups in cap use. |

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.18 23:07:00 -
[1099] - Quote
GavinCapacitor wrote:We have remote hull repairers, still waiting on those remote hull repair drones.
PS. you should be able to target yourself with drones.
It really does make sense to be able to put helpful drones on your own ship since you can see yourself on cameras. Though I noticed you didn't exclude setting harmful drones on yourself.
Yup and you should be able to target yourself with repair missiles too. Warheads of big sticky tubes of nanopaste ;)
yeah logically.
But there is all that potential for bad code and silly users to some how end up being able to shoot themselves with turrets that make CCP shy away from this. Plus of course all the exploit fun to be had targeting yourself with transferring cap, shield etc to yourself.
My guess is that CCP feels
#1 Seeing your self on camera is not the same as being able to see yourself on target sensors
#2 it would bog down performance to add bunch of checks to see if the target you are trying to activate on is you and then exclude devices that should not be able to point back at you (like gun barrels mounted on your ship). But perhaps it would not be as difficult to code and maintain if CCP coded to deny activation of self-targeted stuff unless on a limited allow list.
|

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.18 23:28:00 -
[1100] - Quote
Jason Nautica wrote:Spent a bit of time reading the thread to make sure that I wasn't repeating someone's idea......This isn't exactly new but rather unifying all the hacking ideas here.....
IRL there is a program called 'Suter'. It involves hacking a nations air defence network to either prevent detection, preform target deception, or to shut down the network entirely.
For EVE this would be applied as a hack either against stations, ships, or probes. Ideally the user would have a module or family of modules [perhaps a subsystem for use on the strat cruisers] that would hack the system in question that would allow the user to insert their own data into the system.
I think the idea of active decoys that are tailored to a specific ship type is good. And I would like to add a T2 variant that provide for more realistic control/actions. This could be tied into bandwidth. It would also come with their own skill set.
Level 1 would be limited to a random result [either telling the opposition that you're elsewhere or exactly where you are]. At higher levels you'd be able to control multiple decoys and be able to alter their signatures to preform various actions.
Decoy probes to fool combat probes can be quite simple to implement in EVE or quite complex.
Simple decoy probes that imitate a single type of ship and are manually moved about the system should be simple to implement except for ship names which requires a user input. However that leads to a huge number of decoys to cover each ship type or people being very suspicious of certain ship types if decoy probes cover on a limited number of the potential list.
A better if more complex decoy probe system would probably have a decoy for each size class of ship, a drop down selection of ships of that size and user input for ship name. The rationale for size class is twofold #1 to make list length more manageable but also #2 becasue logically the power output to fake electronic signature of each size ship is different. If all probes are equal sized (especially if for single launcher) then perhaps decoys for large ships will have shorter active lives. Decoys could be set to go inactive (or stealth profile) to save power but might then be seen as probes-drones if left resting in range of enemy combat probes or sensors. |

Jed Clampett
The Order Of Viision
8
|
Posted - 2012.06.19 00:37:00 -
[1101] - Quote
One time use (consumable) modules....would that include ramming speed force beams and ultra overload smart (suicide) bombs? |

Smohq Anmirorz
State War Academy Caldari State
11
|
Posted - 2012.06.19 03:34:00 -
[1102] - Quote
CCP SoniClover wrote: One-use (consumable) modules SoniClover
You know the scene in The Matrix where Lawrence Fishburn is telling them to hold off on the EMP until the sentinels are actually burrowing into his ship? Some kinda' module like that, where you have to time it right and there's risk if you wait too long, but maybe a 1-time-use-limp-back-home type thing.
I know that's kinda' vague, I like the description better than it having to be this actual module. Something that you have to hold off and time it right, but if you wait to long it becomes very dangerous.
SoniClover, huh?
Does your name have anything thing to do with the burger joint? |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.19 10:17:00 -
[1103] - Quote
Large Decloaking Smartbomb High Slot Activation: 100 Power: 1000 CPU: 80 Optimal: 15 km Duration: 10s Damage: 50 EM
Medium Decloaking Smartbomb High Slot Activation: 50 Power: 200 CPU: 50 Optimal: 10 km Duration: 10s Damage: 30 EM
Small Decloaking Smartbomb High Slot Activation: 20 Power: 10 CPU: 30 Optimal: 5 km Duration: 10s Damage: 15 EM
I do not know if it is a good idea or not.... |

Cyaron wars
D00M. Northern Coalition.
8
|
Posted - 2012.06.19 10:23:00 -
[1104] - Quote
Can we get small doomsday device for black ops battleships? Or can we have resits and fuel consumption tweaked on them? |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.19 10:27:00 -
[1105] - Quote
Cloak inverter.
It is a T2 cloak module that allow you to see, to target, to scan and to probe cloaked ships. But while active, all your targeting systems, scanners and probes are unable to detect non-cloaked ships.
|

Komodo Askold
Legion of Darkwind Order of the Void
29
|
Posted - 2012.06.19 10:48:00 -
[1106] - Quote
Some things I've already told about =3
- Dedicated Gas Harvesting Ship:
Another ORE vessel. Needs Mining Barge skill (or ORE Industrial). Has 5 turret slots (enough for the max 5 harvesters), or is able to fit gas harvesters in non-turret slots. ORE sized cargohold. Resiliance, size and drone bay similar to mining barges. It could have a T2 version made for low-null-WH, more resilient and perhaps with +2 to warp strengh (like the Skiff), which could need the Exhumers skill or a higher ORE Industrial skill. Bonus to harvesters yield, and perhaps to max speed (gas clouds tend to be far away from the warp point).
- Proximity Mines:
As it sounds. Could be deployed by Interdictors. Only usable in null/WH. Diverse damage types and sizes; have insta-damag like bombs. Need fuel for staying online.
- 'Drone Bay Filler':
Exchanges all Drone Bay volume for armor/structure hitpoints, literally filling it with armor plates.
- The reverse one: Drone Bay Extender
Exchanges some Armor HP for increased Drone Bay. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.19 12:20:00 -
[1107] - Quote
Optical Automatic CounterStrike System When Activated, this module takes control of all your turrets and gives them the order to fire to the nearest ship (or drone) that is targeting you (ally or hostile).
No need to target your ennemy.
Highslot Activation cost: 10 Activation duration: 5s CPU usage: 10 Powergrid Usage: 3MW Turret tracking Bonus: -10% Optimal Range Bonus: -10% Explosion Velocity Bonus: -10%
FOF Missiles could work better with this module and gain a bonus.... Cannot be ECM Jammed |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
131
|
Posted - 2012.06.19 15:39:00 -
[1108] - Quote
We definitely need something to counter those guys who enter your sov system and stays there cloacked the whole week preventing you to use it....
How about a Cloak jammer in the system???? |

Jade Raikki
Darc Ray Inc
0
|
Posted - 2012.06.19 16:00:00 -
[1109] - Quote
How about an afterburner that uses fuel instead of capacitor ? We could have many types of these afterburners that use different isotopes or even entirely new materials. This can possibly apply to other modules such as fueled shield and armor reppers ( similar to the ancillary shield boosters ). Fuel will become similar to cap boosters, with the difference that it will not be loaded into the modules, but consumed directly from the cargo ( or possibly a new fuel bay ? ).
Of course there must be a drawback to compensate for the absence of loading times, such as extreme heat damage ( or the absence of overheating such modules at all ). Furthermore, there could be new modules that increase the rate of consumption for increased performance ( or the other way around ) and also fuel skills and bonuses for consumption and such.
tl;dr fueled modules ftw |

Mercantus Maulerant
Industrial Mining Creations
0
|
Posted - 2012.06.19 23:55:00 -
[1110] - Quote
First post all. Been waiting until I sort of know what's going on in New Eden. Not there yet, but can't wait forever to post, right?
Had a thought about ship customization and either a module that allows a customization using a current slot, or adding a customization slot to your ship, either through ship design or through a special event/random event/loyalty point purchase/rare random loot drop, etc...
A customization module could change the color of that particular ship, change an effect (different color exhaust, perhaps), or even add a decal from one of the NPC Corporations. (The Rodan Shipyards logo looks awesome...and I'd love to have one on any of my ships!)
If someone wanted to change the color of their ship (easy to say, but this might be an impossible change for the programmers), the module to change ship color of color design could open a color palette or open a preset selection of optional colors or designs (camouflage, anyone?) How about tiger stripes, zebra stripes, almost black so your ship blends with the dark background and almost becomes invisible to the naked eye?
Commonalities in ships is great and gives continuity in the racial ship design, but customization will not really affect combat so combat mechanics wonGÇÖt need to be changed. The real challenge would be if the designers could come up with changes that wouldnGÇÖt require an undue amount of coding, and making the changes players like. The corporation decals might be the easiest to put in place, and would be another great LP and ISK sink
|

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.20 04:44:00 -
[1111] - Quote
I thought about three rigs that adds a slot to your Ship.
Only one of each rig can be mounted. Required skill: Jury Rigging.
High slot Rig Reduce the ship's agility.
Med Slot Rig Reduce the Armor HP
Low Slot Rig Reduce the Shield HP |

Jade Raikki
Darc Ray Inc
0
|
Posted - 2012.06.20 08:37:00 -
[1112] - Quote
Personally, I would really love to see some kind of module that uses stront but is for subcapitals. Such module would be able to boost the defensive or offensive capabilities of a ship. I think it was already proposed but who knows ?
Cardano, I think the ability to do such thing would slightly overpower every ship. Drakes would keep their current extreme tanks while also being able to fit a scrambler without sacrificing any shields, domis would be able to fit an extra neut, abaddons would have an extra plate. Each rig also has penalties that don't actually affect the ship they're supposed to be fitted on in a bad way. I mean, reducing a drake's armor while giving it another mid slot for their shield tank ? Reducing a domi's speed while it's drones in a typical fit can already reach out to about 100 km ? Reducing an abaddon's shields while it will be ( if not failfit ) armor tanked ?
Mercantus, many have discussed the ability to change visuals of your ship, such as logos, colors, visible stuff etc However, trying to load 100's of differently modified ships will cause extreme lag to the server and client, as it would now be required to send to each client the visual configuration of each ship. Also, ship colors give ships their identity and make the tech 2 and faction versions actually stand out. They also differentiate each faction's ships. Corporation logos on ships might be possible tho.
Anyway, I wonder if devs / GMs ever read these ideas ? |

Cyaron wars
D00M. Northern Coalition.
8
|
Posted - 2012.06.20 14:46:00 -
[1113] - Quote
Cloack Jammer? A turret control syste? So there's 1 carebaer that is scared to rat since I have my covert cyno sitting in his system and another guy who basically fails @ sorting overview by distance and shooting nearest ship? :D:D:D:D Well, goonwarm - enough said. Perhaps u will ask for your FCs to be able fly 1000 maelstrom without actual pilots in them? :D |

Cyaron wars
D00M. Northern Coalition.
8
|
Posted - 2012.06.20 18:24:00 -
[1114] - Quote
Cardano Firesnake wrote:I thought about three rigs that adds a slot to your Ship.
Only one of each rig can be mounted. Required skill: Jury Rigging.
High slot Rig Reduce the ship's agility.
Med Slot Rig Reduce the Armor HP
Low Slot Rig Reduce the Shield HP
Have you ver heard of Strategic Cruisers? Son perhaps you should learn to fly existing ships with existing mods? |

Bob Niac
Macabre Votum Against ALL Authorities
19
|
Posted - 2012.06.22 03:21:00 -
[1115] - Quote
Self Detonating sentries. .. proximity based.
So yeah .. mines. But in drone form. Cloaked ships can still attack with these, if they are on grid, and cloak after drone is launched. Detection through 'high energy particle pulses." Possible 'depth charges' to attack cloaked bombers. So .. stealth .. destroyers then? A third cloaky frigate? I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Joseph Kotaku
Aesir Enterprises
2
|
Posted - 2012.06.22 05:36:00 -
[1116] - Quote
Drone Repair Field.
High Slot module that functions in a similar way to a smartbomb but instead of damage it repairs the armour of any friendly drones orbiting your ship.
Perhaps have the cap cost proportional to the number of drones you are reping at once.
(Apologies if something like this has been posted already.) |

Fred511
APOCALYPSE LEGION
1
|
Posted - 2012.06.22 07:51:00 -
[1117] - Quote
Tactical Warp Compensator:
A lowslot module which reduces the minimum distance to initiate warp (from 150km to 100km and 75km for T1 and T2, respectively). It would be similar to the Micro Jump Drive , however, it would use exisiting warp mechanics (require a member of fleet or object to warp to and is stopped by warp disruptor), it also wouldn't require a charge time beyond aligning and reaching the necessary velocity. |

Jack Paladin
Solar Storm Intrepid Crossing
205
|
Posted - 2012.06.22 10:53:00 -
[1118] - Quote
An idea taken from a suggestion in another thread regarding the removal of local.
https://forums.eveonline.com/default.aspx?g=posts&m=1516183#post1516183
Name of module: Communication Encryption Matrix
Type: Active
Ship Specific: Yes (new type of covert ops)
Description: A module which allows the pilot to 'cloak' themselves from appearing in local.
Once activated, pilot disappears from local but is unable to activate any cloaking device. Once deactivated, cloaking device can be activated but pilot will reappear in local.
As stated, this module would be specific to a new breed of covert ops ships. Think of them as an additional Tier of ship to the various classes. |

Andy Landen
Exploring Eagles
41
|
Posted - 2012.06.22 22:54:00 -
[1119] - Quote
Systems Stealth Enhancer rig - Calibration 200 - 100% reduction to the CPU need of the Covert Ops cloaking device. Electronics Superiority rig |

Shivanthar
Angels Of Death EVE Mayhem.
0
|
Posted - 2012.06.23 05:58:00 -
[1120] - Quote
One of the things the game lacks is what I saw years ago when I was playing Descent Freespace and/or Homeworld Complex. Flaks. Since the game includes projectiles, it wouldn't be absurd to include flaks. You wouldn't approach to a shivan ship without fear when long range/short range flaks are locked on you.
Flak Cannon (Overall): A delayed projectile, like missiles, but won't follow. It is fired as-is, from point A to B, if you are not there, you won't get hit. It's resolution determines how much AoE damage you get. Playing more angular game will help you to survive. All flaks have very long falloff and should have a short optimal. If enemy is burning towards you from 100km without changing it's direction or speed, they will have trouble. If they just choose to orbit you @ 10km and saying "haha this smartbomb dominix is going to die with this 40 frigates", and if there is a flak equipped, watch the show.
--High Slot-- 40mm flak cannon (can be fit on destroyers) 80mm flak cannon (can be fit on cruisers) Dual 80mm flak cannon (battlecruiser) Quad 80mm flak cannon (battleship) Octuple 80mm capital flak cannon (capital ships)
For working modern physics, I highly suggest checking the flak destroyer in latest homeworld 2 complex mod.
I raped a lot of BS while roaming with tons of frigs. There is something missing in the game. A "battleship" should have much more gun slots. More generalized, the bigger the ship, the more it can(should) equip. Not only 400 resolution guns, also smaller gun slots.
Back to the concept, flaks might make this game a little bit more challenging when considering battles like tons of small ships to larger types of ships. It is one more way (or tool) to defend what seems "undefendable".
|

Shivanthar
Angels Of Death EVE Mayhem.
1
|
Posted - 2012.06.24 04:05:00 -
[1121] - Quote
Another aspect of game which needs some change is Salvaging. Since this is not a new module but a module that has changed ability, I don't find it wrong to write it down here.
- Change salvager so it always "succeeds". This will make the job less boring (especially for Marauders?) - To compansate this, lower the loot when salvaging. - Change the salvaging skill in a way that it increases the loot when salvaging. - Change the salvage tackle bonus so that it increases the loot when salvaging. - Add bonus to salvager II so that getting salvaging V skill means something more. - Change noctis bonus so it increases salvage loot value per skill. - Make salvaging someone else's wreck to be a reason for open fire (as same as looting it).
This will make sure all salvagers will be happy while keeping balance with salvaging/loot value. Watching failed attempts only turns missioning into a nightmare. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.06.24 22:30:00 -
[1122] - Quote
Extra External missile packs and bombs -- fits pattern of consumable modules and is well founded in RL examples.
Primarily Intended to boost to boost initial PVP alpha strikes (alpha being a little vague when talking about am potential succession of new targets) -- all such modules lack in flight reload capability and to some degree should affect ship agility, inertia and possibly top speed...until fully expended (module destroyed). It is possible that partial expenditure of more outsized ordinance might give an incremental improvement in handling prior to total expenditure. It is also possible that some penalty may still incur if the pilot opts to retain destroyed modules for salvage of pricey parts rather than ejecting destroyed module into space to be lost during combat.
I suggest smaller rocket packs (say 1-2 salvos of 4 rockets) have negligible effect even on frigates. Wheres larger rocket packs (up to 32 rockets fired in groups of 4 or 8) or pairs of missiles/torpedoes or bombs normally too large for that ship class may have severe effects depending on how outsized the payload.
I suggest limiting the number external missile/bomb modules to 1 if any of the ordinance is very outsized (1x1 cruise/bomb, 1x2 torpedoes, or small 2x2 pack of heavy missiles on frigate). But potentially even a rookie ship should be able to carry at least one of any type sub-capital missile/bomb though cruise missiles and bombs might make it handle like a mining barge and cut speeds to half or even 1/3.
If the external ordinance is limited to merely slightly outsized (8x4 light assault pack or 1x2 heavy assault missiles on frigate or 2x2 torpedo pack on destroyer) then 2 modules --- except ship merely one size too low might mount 4 external modules (destroyer might mount 4 - 2x2 heavy missile packs).
Capital missiles could well be available starting on cruisers as very outsized with moderate effects on ship handling. BC should see capital missiles as merely slight outsized and able to mount two modules of the 1x2 pair fired variety. And BS would be able to mount 4 of the 1x2 or even 2x2 modules at upper tiers with relatively slight handling penalties.
All such modules probably use the internal slot for fire control and other support structures and are represented by such modules. Externally I suggest visual representation by bands of duct tape wrapped aroudn ship. LOL - joking but I know its a matter that some people get wrapped around -- gathering ship intelligence via visual appearance and without use of sensors.
Finally although fire control is most obvious wired through high slots, its quite possible that external missile packs might work in the same mid-slots that support EW by using one use internal tracking computers dedicated to that missile/bomb launcher pack or in high slots not normally usable by launchers. Module cost is probably one of the variables that determines the feasibility of such ideas.
|

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.06.24 22:48:00 -
[1123] - Quote
External missile packs...the ganker's friend. Make them lazy miners come out and PvP with any dessie they see.
Rather than just accepting lower yield while armoring up and praying CONCORD gets there first.
Plus why should we waste T2 guns on folk who won't play the game? |

Shigamaru Kishame
Tribuo Quod Victum The AirShip Pirates
0
|
Posted - 2012.06.25 00:06:00 -
[1124] - Quote
Ice/Gas/Ore Hold modules that can be fitted to other ships, though not a huge bonus given. Would help ships with smaller "Normal" holds and make them more appealing to harvest in. Aside from just the pure miner ships. |

Andy Landen
Exploring Eagles
48
|
Posted - 2012.06.25 00:43:00 -
[1125] - Quote
Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. |

Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
30
|
Posted - 2012.06.25 06:58:00 -
[1126] - Quote
Andy Landen wrote:Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. Scan Absorption Paint - low slot module - Reduces sig radius by 10% - passive module Scan Suppression System - medium slot module - Reduces sig radius by 20% - active module (same cap needs as ECCM medium slot modules)
Oh yes lets make a game where nobody can find nobody and where no weapon can hit... I would love to fly a Covert Ops Harbinger with a cruiser signature ;-) Perharps, the T2 covert ops would become useless, but nevermind. |

Bender 01000010
EVE-RO Fidelas Constans
5
|
Posted - 2012.06.25 09:05:00 -
[1127] - Quote
Shivanthar wrote:One of the things the game lacks is what I saw years ago when I was playing Descent Freespace and/or Homeworld Complex. Flaks. Since the game includes projectiles, it wouldn't be absurd to include flaks. You wouldn't approach to a shivan ship without fear when long range/short range flaks are locked on you. Flak Cannon (Overall): A delayed projectile, like missiles, but won't follow. It is fired as-is, from point A to B, if you are not there, you won't get hit. Eve already has the mechanics for this (bombs). It's resolution determines how further AoE damage you get. It has very fast rate of fire and consumes your ammo like there is no tomorrow (overloading it makes sure this will happen) Playing more angular game will help you to survive. All flaks have very long falloff and should have a short optimal. If enemy is burning towards you from 100km without changing it's direction or speed, they will have trouble. If they just choose to orbit you @ 10km and saying "haha this smartbomb dominix is going to die with this 40 frigates", and if there is a flak equipped, watch the show. - Flaks also have explosion velocity like missiles, but much faster. - Explosion radius is lower than missiles. - Travel velocity is faster than missiles, but lower than projectile ammo (visible while travelling), so the closer you are to the flak owner, the harder to escape by manuavering. - Flaks' damage is joke when only one equipped. It should get exponentially more dangerous when you equip more and more (like when 8 frigate is much dangerous against a battleship than only one, the reverse role). So, each flak cannon you equip increases flak damage and explosion radius something like 1.75x, changes with meta of item. - Flaks can be equipped with all types of damage. EMP/Therm/Kin/Exp. - Tech II flak cannons can be equipped with webber ammo, when explodes in area, slows the targets for very short amount of time. (Since it is launched very rapidly, it can apply this one after another) - Because of their fast rate, they should consume a lot of powergrid. - Since it is only fire&forget gun, it should consume little cpu. - Reloading ammo bay of an empty flak gun should take long time (20-30 secs). - Its ammo bay should be big. --High Slot-- 40mm flak cannon (can be fit on destroyers) 80mm flak cannon (can be fit on cruisers) Dual 80mm flak cannon (battlecruiser) Quad 80mm flak cannon (battleship) Octuple 80mm capital flak cannon (capital ships) For working modern physics, I highly suggest checking the flak frigate, flak destroyer, cruiser with flak cannons, battlecruiser/battleships with rapid sweeper systems(flaks) and finally mothership (capital ship) with rapid sweeper system in latest homeworld 2 complex mod. Here is a link to very short youtube video where a battlecruiser is battling against corvettes (a carrier vs fighters/frigates equavalent for eve): Flak fightI raped a lot of BS while roaming with tons of frigs. There is something missing in the game. A fearsome feeling. A feeling that reminds me the danger of approaching to bigger hulls. Drones shouldn't be the only answer. A "battleship" should have much more gun slots. More generalized, the bigger the ship, the more it can(should) equip. Not only 400 resolution guns, also smaller gun slots. "Fear from the big fish" concept shouldn't be destroyed while keeping "protect the small guy so they can enjoy". There must be tools for those who are using big hulls against massive surround situations. I don't say everyone in a bs hull should kill everything smaller, but not being able to touch frigates with a ship geared for "battle" makes me wonder... Back to the concept, flaks might make this game a little bit more challenging when considering battles like tons of small ships to larger types of ships. It is one more way (or tool) to defend what seems "undefendable".
"More generalized, the bigger the ship, the more it can(should) equip." Yes, this is the logic i had..when i started to play EVE i thought the titan would have a shitload of turret slots available..disappoint was enormous. I want a titan with 16 small turrets turrets, 12 medium, 8 large and 6 capital :))) and many flaks available. |

Bender 01000010
EVE-RO Fidelas Constans
5
|
Posted - 2012.06.25 11:17:00 -
[1128] - Quote
Drones as trojan horses
Next expansion drone based - EVE Online: Throng :)) |

Andy Landen
Exploring Eagles
52
|
Posted - 2012.06.25 12:23:00 -
[1129] - Quote
Cardano Firesnake wrote:Andy Landen wrote:Stealth Systems Enhancer rig - Calibration 200 - 99% reduction to the CPU need of the Covert Ops cloaking device. - Electronics Superiority Rigs Stealth Jump Drive rig - Calibration 100 - Gives the ability to jump through a Covert Jump Portal Generator - Electronics Superiority Rigs Stealth Signature Absorber rig - Calibration 150 - Reduces the ship's signature radius by 10% - Astronautic Rigs Black Ops Cloaking Device - High slot - Fits to Black Ops ships and allows them to warp while cloaked. No penalties to scan resolution or speed. Scan Absorption Paint - low slot module - Reduces sig radius by 10% - passive module Scan Suppression System - medium slot module - Reduces sig radius by 20% - active module (same cap needs as ECCM medium slot modules) Oh yes lets make a game where nobody can find nobody and where no weapon can hit... I would love to fly a Covert Ops Harbinger with a cruiser signature ;-) Perharps, the T2 covert ops would become useless, but nevermind.
Dude, when there are things worth doing uncloaked and things worth fighting for, you'll get your fights. Stop being such a worry wart. |

Wessler
Havoc Violence and Chaos BricK sQuAD.
9
|
Posted - 2012.06.25 13:00:00 -
[1130] - Quote
Name: Covert Mobile Reaction Bomb
What is it: a anchorable object that requires haulers etc. to deploy (maybe around 10k m3).
What does it do: Before onlining it it need to be confiqured. Different factors can be modulated such as blast radius and timer.
-Expanding the blast radius- reduces blast damage
-Longer timer- Higher blast damage (minimum timer 30min, longest 6h) (reaction allowed to reach maximum potential)
A 6h timer would result in quite significant blast.
Once online the bombs cloak and timer starts. When the timer is over the bombs decloak and give a 5sec timer and then explodes.
-Different Damage type according to race and type of bomb.
This will allow for tactical deployment of assets to help with predictable timers etc. Could be used both defensively and aggressively. 2-3 Bombs if this type would be able to kill fighters/fighterbombers given sufficient reaction time.
-It would be up to you to make sure the hostiles would be there at the right time.
Counters:
Energy neutrilizing bombs (as in the ones stealth bombers use) would disrupt the energy needed to keep the bomb cloaked. Causeing them to decloak and they become lockable and destroyable. If not aggressed or locked the bomb would recloak once sufficent capacitor would regenerate (30 sec).
|

Griffin Omanid
IntersteIIar Moneymakers
0
|
Posted - 2012.06.25 16:35:00 -
[1131] - Quote
Provoking Moduls
Description: Forces an hostile ship in your close area to target you.
How it works: The modul range will last from 10 km (meta 0) over 15 km (meta 5) to 20 km (officer). When an hostile ship get into this range it will start to target your ship, and can-¦t unlock your ship. If an Enemy allready have his maximum targets locked (either because of skill or ship-electronics), he will unlock the target with the lowest signature and then lock your ship.
Reason: In EVE you have in Group-PVP-Fights no real use for tanks, because there is no reason for your opponents to target you. With this modul you can easily protect an smaller weaker targets like logistics, miners or reacons, by making them loose them as a target. But this modul wouldn-¦t be as evil as ECM because your opponent can still try to fight a heavy tanking ship.
It would also be nice if capitals would get an role bonus for the range, and there would be included some Tech 2-BS, with the specialisation in tanking (I just call them Juggernauts) which also will have an range bonus for these Provoking modules.
|

hired gunman
Knights of Neraka
3
|
Posted - 2012.06.25 21:18:00 -
[1132] - Quote
A passive module that makes you invulnerable to Cap attacks but reduces your capacitor regeneration.
EDIT* ALSO A TIME DIALTION DEVICE you guys have already created the technology lets put it in module form a device that slows down time system wide! |

qwanza
Seven Minutes To Midnight.
0
|
Posted - 2012.06.25 21:32:00 -
[1133] - Quote
How about, an anti-cloak bubble. Let it be deployable like the warp disrupter bubbles on a dictor. only about 10km in radius, and you cannot activate it within a warp disruption bubble? |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.06.25 22:32:00 -
[1134] - Quote
Clone assault drone.
Drone attaches itself to target ship, quickly creates a contract for dusties to wreck/capture target ship. |

Shivanthar
Angels Of Death EVE Mayhem.
1
|
Posted - 2012.06.26 08:06:00 -
[1135] - Quote
I had a feeling that this was suggested before, but anyway, how about marine frigates?
Marine Frigate, Base stats H:300, A:200, S:200, signature: 29 m2. 1 high slots 2 med slots 1 low slots Marine Bay Capacity: 10 marines (upgradable with skills) cpu and powergrid is low for an afterburner or mwd.
Role Bonuses: - Can attach to any cruiser or bigger ship with its strong magnets. - Can equip Hull Penetration Laser
Attach bonuses: - %15 to 75 decreased agility to attached ship - Speed penalty to Cruisers: %75, Battlecruisers: %60, Battleships: %45, capitals: %30, supercaps: %15 - Target ship will unable to use warp systems of "any" kind, including mwd. - Only one marine frigate attachment per target is possible. - Marine frigate cannot be shot by guns of any kind. Only drones/fighters will be able to shoot after attachment.
High Slot Item: Hull Penetration Laser I - Charge: Marines - Can only target cruiser class or bigger ships. - Can only target ships which host frigate attached succesfully. - When activated, starts penetrating hull of attached ship. Depending on ship size, penetration time is varied between 2 min - 10 min. - After penetration, marines will be sent from marine bay, overtake time is [target ship crew / marine count] minutes. - Marines are consumed during the process.
After successful overtake, target ship's player will be ejected from the ship and unable to board back again next 15 minutes.
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake. |

Lady Hanguko
Suicide Lemmings
0
|
Posted - 2012.06.26 12:30:00 -
[1136] - Quote
Sure, I have one idea : nano-disassembly cloud High slot module. Slowly eats away at a target, shutting down or overheating enemy modules the longer the enemy envelops. An EMP pulse to counter and kill the nano-drones. Simple, fun. |

Andy Landen
Exploring Eagles
52
|
Posted - 2012.06.27 03:00:00 -
[1137] - Quote
Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
Marine Frigate, Base stats H:300, A:200, S:200, signature: 29 m2. 1 high slots 2 med slots 1 low slots Marine Bay Capacity: 10 marines (upgradable with skills) cpu and powergrid is low for an afterburner or mwd.
Role Bonuses: - Can attach to any cruiser or bigger ship with its strong magnets. - Can equip Hull Penetration Laser
Attach bonuses: - %15 to 75 decreased agility to attached ship - Speed penalty to Cruisers: %75, Battlecruisers: %60, Battleships: %45, capitals: %30, supercaps: %15 - Target ship will unable to use warp systems of "any" kind, including mwd. - Only one marine frigate attachment per target is possible. - Marine frigate cannot be shot by guns of any kind. Only drones/fighters will be able to shoot after attachment.
High Slot Item: Hull Penetration Laser I - Charge: Marines - Can only target cruiser class or bigger ships. - Can only target ships which host frigate attached succesfully. - When activated, starts penetrating hull of attached ship. Depending on ship size, penetration time is varied between 2 min - 10 min. - After penetration, marines will be sent from marine bay, overtake time is [target ship crew / marine count] minutes. - Marines are consumed during the process.
After successful overtake, target ship's player will be ejected from the ship and unable to board back again next 15 minutes.
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?)
Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage.
That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines. |

hired gunman
Knights of Neraka
6
|
Posted - 2012.06.27 03:50:00 -
[1138] - Quote
Andy Landen wrote:Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?) Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage. That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines.
Is the purpose of this to end Titan battles quicker? or even capture Titans? or captil ships. |

Grath Telkin
Sniggerdly Pandemic Legion
775
|
Posted - 2012.06.27 11:25:00 -
[1139] - Quote
Correct me if I'm wrong but you accidentally put new mods in the game then took them out, they were GOOD mods, they opened up huge realms of possibilities and screamed good things.
Why would you remove them? Because it wasn't part of some named expansion?
Its stunning that one of the good things you've done lately was an accident and then you went and un-did it, as stunning as that move was.
Put the high slot target painter back, and while you're at it give us a high slot damp and tracking disruptor as well.
Ok good talk make it work. |

Shivanthar
Angels Of Death EVE Mayhem.
2
|
Posted - 2012.06.28 12:38:00 -
[1140] - Quote
hired gunman wrote:Andy Landen wrote:Shivanthar wrote:I had a feeling that this was suggested before, but anyway, how about marine frigates?
This frigate is useless and very fragile by itself. It needs very strong fleet communication in order to survive and overtake.
I don't know if anywhere else have uses for this, but finally, "passengers" will mean something and maybe there will be a passenger bay which player can bring marines into it to defend against this frigate. If you have more soldiers, marine frigate will fail to overtake your ship. How many soldiers you can board will depend on your soldier management skills (a new skill?) Is this another opening for DUST 514? Should probably have a requirement that the target ship be moving no faster than 5 m/s because attaching to a ship at high speed is extremely dangerous. There is always the issue of getting through the shields when even a carrier hitting a frig while dropping out of warp cannot get through its shields to cause hull damage. That said, I disagree about the warp/MWD disabling and about the limit on number of frigate attachments limitation. The Marines should cause ship damage in the form of heat damage and structure damage as the fight progresses. In addition to the frigate attaching to the ship, drones could carry the Marines to the target ship and attach themselves to it, and then return to pickup another Marine. Light carries 1, medium 2, and heavy drone carries 3 Marines. Is the purpose of this to end Titan battles quicker? or even capture Titans? or captil ships.
--- Of course no, the purpose is to add a new toy to enjoyment arsenal. And Andy was also right. In homeworld 2 complex mod, marines are sent with small capsules through to target hull. These are small things to think of. the big picture is, if you are in a 10.000 passengered "solo" titan floating in the space, waiting 500-1000 minutes to be captured by a marine frigate, so be it :). The idea is not to finish big guys off easier. The idea is to "watch around" more. |

Temptri
BOAE INC Red Alliance
0
|
Posted - 2012.06.29 03:25:00 -
[1141] - Quote
How about a module that disrupts your targets fleet members ability to warp in at zero. basically obscuring your targets exact position. Fleet members warping in would still get on grid but at random ranges which vary based on the skill level of the pilot using this warp in prevention module. Warping to zero is still possible by getting an additional, "non jammed" fleet member on scene. |

Andy Landen
Exploring Eagles
53
|
Posted - 2012.06.29 12:19:00 -
[1142] - Quote
Temptri wrote:How about a module that disrupts your targets fleet members ability to warp in at zero. basically obscuring your targets exact position. Fleet members warping in would still get on grid but at random ranges which vary based on the skill level of the pilot using this warp in prevention module. Warping to zero is still possible by getting an additional, "non jammed" fleet member on scene. I think you are talking about making the warp to 0 on a scan result become warp to X, no? Sounds kind of funy when you say "disrupts your targets fleet members ability to warp in at zero" as if fleeting up should affect the warp .. |

Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
0
|
Posted - 2012.06.29 21:24:00 -
[1143] - Quote
One-shot Cyno Drones; like sentry drones they stay where you drop them, and after a random 30~60 seconds generate a cyno. If multiple cyno drones are within range of each other (~20km), only one cyno will be generated at a time -- the other drones will wait until the first one pops, then they wait the random time and generate a new cyno. Cyno drones would have to be large (125m3), and will automatically take the required about of fuel from your cargo before launching (and shouldn't launch if you don't have enough). Cyno drones take damage when on; enough to cause them to essentially self destruct after ten minutes.
External heat sinks. This high-slot module provide a reservoir for heat from overloaded modules (essentially a transfer of heat damage). They cannot repair themselves, but can withstand a considerable amour of heat damage before dyeing (e.g., Medium Heat Sinks could have around 300 HP). Unlike normal modules that offline themselves, heat sinks become particulate that dissipates into space, and cannot be repaired either by nanites to by using in-station services.
Point-shields (reverse engineered CONCORD shields) operate for only twenty seconds but increase your shield resistances by 99.5%. Point shields do not suffer any stacking effects, but only one point shield can be installed (like Damage Controls). However, the reverse engineering is imperfect, and the module will overheat itself instantly after cycling, thus disabling the module. So-called because they can sometimes save a ship from being pointed in large-scale combat (at least for one-or-two cycles).
Combat tractor beam. This high slot module is a modified version of the standard tractor beam, but is modified to create shearing forces instead of unidirectional forces. Damage done to the target automatically bypasses shield and armor, and does pure hull damage. Damage is proportional to the transverse speed between the two ships as well as their relative masses (small ships cause less shearing force; likewise fast ships increase the shearing force). Combat tractor beams require a normal turret hard point.
Smart Bomblets. There are two tpes of smart bomlet systems, FoF and Defender Bomblets. This smart bomb deploys a dozen micro warheads which using the FoF routine, home in on any enemy targets within range then explode. If no enemies are in range, the bomblet self destructs causing no damage. The Defender variation is similar except that each bomblet is fired individually and continuously. Smart bomblets individually do little damage, so several hits are required to destroy larger missiles. Like regular smart bombs, smart bomlet systems do not require a hard point. However, they do require ammo, and the four basic damage types should be provided.
Viral script. If the targeted ship is running any scripts on any modules, one script (randomly) becomes infected and adjusts their positive effects to half, and their detremental effects doubled. Viral scripts are used with Remote Sensor Dampers. For example, if the other ship was running Scan Resolution script, the infected version would provide only a 50% scan resolution bonus (from +33.8% to +50.7%) and a -200% maximum targeting range bonus (from +33.8% to -33.8%). This effect only remains so long as the Remote Sensor Damper is engaged; once disengaged, the target ship's built-in defense mechanisms can purge the virus automatically.
Nano Drones. Or anti drone drones. These modified small drones have superb tracking speeds sufficient to pick off other drones with ease. Nano drones are otherwise similar to small drones in size, speed and bandwidth. Unlike normal drones, nano drones will NEVER attack the ship targeted, but will use that as their orbit point which attacking other drones. For example, you would target an enemy ship and issue an engage order for the nano drones to attack any enemy drones near the enemy ship (for example, logistics drones, etc).
External conversion rig. This Rig converts one high slot into one medium and one low slot, and adds a huge protruding pod onto your ship model. Only one external conversion rig can be installed per ship. The ship must also have one high slots to accommodate the rig, otherwise the rig cannot be installed. The pod modifies the ship model, and adds some weight to the ship, making it somewhat less agile, and slower to accelerate. It does, however, give a little "taste" of T3 to every other ship.
Radial shielding. These high modules extend the shield radius of the ship to encompass other nearby ships (much like POS shields). Large ships such as carriers could have a shield radius more than 20km. Only damage crossing the boundary of the shield get's bypassed to the ship with the radial shield module. Ships on the inside cannot likewise target or shoot from within the shield. Radial shields take enormous power diverted from the main engines causing the ship to stop when engaged.
Tractor drones. Medium and large drones that go to the targeted object then drag them back to within 2500m of your ship. Unlike tractor beams, tractor drones can of course be destroyed, but do not waste a high slot. Tractor drones are also not quite as fast as they must travel to the pickup point and latch on before dragging them back. Large tractor drones are a lot faster (faster than regular tractor beams), but require a lot more drone bay space, obviously.
Emergency Jump Drive. With enough fuel on-board, this one shot drive jumps the ship to a random point in a random system within 3 ly with a 50% chance that the of jumping into WH space instead (without the benefit of an existing WH to leave by). This chance can be mitigated by higher quality EJDs and/or the Jump Drive Calibration skill which reduces the chance by 5% per level. EJDs take a low slot and cause 100% damage to themselves when engaged. They can be fit on any ship, but must be sized appropriately (e.g., small EJD on Frigates, etc). |

Sarah Ultra
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.06.30 15:09:00 -
[1144] - Quote
I want to see a jamming communications module. It can be activated in a single target and will stop outcoming communications on both ships. Also racial scripts for ECM jammers or scripts that enhance strenght against optimal range or the opposite. Also a good idea that was mentioned is that fleet members not be able to warp to 0 but in random posistions in the grid. |

Andy Landen
Exploring Eagles
53
|
Posted - 2012.07.02 22:41:00 -
[1145] - Quote
Hyperdrive - medium slot - puts the ship into hyperspace headed to a system within 15.5 ly (with JDC to 5). The module must be set to a target solar system or target cyno field via right-click menu. While activated, the ship will automatically align to the solar system set and enter hyperspace as soon as it reached sufficient speed. Same skill requirements are required as for using a capital ship jump drive. The ship would travel at 0.038 ly per second. And since it would be travelling into hyperdrive space, it would be immune to bubbles, warp disruptors, and scrams, but other ships could follow it through the hyperspace tunnel until it jumped out of hyperspace and closed the tunnel entrance. As soon as the module deactivated, it would stop consuming cap (which could be neuted by other ships traveling near it in hyperspace) and a 2 hour countdown timer would begin before the module could be activated again, leaving it potentially stranded between systems for a very long time. |

Andy Landen
Exploring Eagles
53
|
Posted - 2012.07.03 12:59:00 -
[1146] - Quote
CCP New module database hacker - medium slot - this module hacks into the CCP New module evaluation database to reveal CCP's current thoughts, evaluations, and feedback on all the new modules submitted here. This module even extrapolates the amount of interest and work expected on each module in the next 6 months to one year. Unfortunately, it makes no guarantee on the extrapolation as it may seem to indicate very strong interest and excitement only to find all the interest disappear after a month. |

Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
1
|
Posted - 2012.07.03 19:04:00 -
[1147] - Quote
Make defender missile capable of targeting bombs; as it is, no one uses them, this might make them more useful.
Jump bombs: Think EMP for jump drives and gates; this temporarily renders a ship or gate incapable of jumping (e.g., leaving). This includes gates and super caps. Jump bombs do not do any damage, however, but this would make stealth bombers crazy lethal unless defender missiles could stop them.
Nano covert cloaking device: This can only be fit onto rookie ships. |

Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
1
|
Posted - 2012.07.03 19:09:00 -
[1148] - Quote
Singularity bomb: Smart bomb that leaches momentum from all surrounding ships (area effect webbing) by creating a momentary singularity. All ships in range instantly loose 75% of their speed when hit. |

Bouh Revetoile
The Rough Riders Ares Protectiva
33
|
Posted - 2012.07.05 12:22:00 -
[1149] - Quote
Armor active buffer : be it a script for armor reper or a new module. If a module, you could use this name : armor energy absorber
This module is base on an old idea I proposed : https://forums.eveonline.com/default.aspx?g=posts&m=395903#post395903
When active, incoming damages are absorbed by the capacitor. Small/medium/large version could absorb something like 10/20/30 % of the incoming damage and consume capacitor. Damage to capacitor conversion could be same as for the already existing armor reper : 2hp/GJ for tech2 ; which mean that you will consume 1 GJ of capacitor for each 2 point of damage the module absorb.
And a new module : armor damage absorber augmentor (or energized armor harmonizer) Increase the amount of damage the active armor buffer absord by 30% (for tech1 ; that would take the amount of absorbed damage for small/medium/large module to 13/26/39% respectively).
You can also add a skill : armor energy harmonization Skill at using active armor buffer. Increase the efficiency of the module by 5% per level. This would make a tech2 module to consume one GJ of capacitor for 2.5hp instead of 2.
Numbers shall be tweaked of course.
Brief example : When you take 200 damage with 50% resist on the armor for this damage type and with a medium armor energy absorber, you will take 200/2 = 100*(1-0,2) = 80 damage on the armor and use 20/2 = 10 GJ of capacitor. |

ChipMo
Jericho Fraction The Star Fraction
13
|
Posted - 2012.07.05 23:18:00 -
[1150] - Quote
I was thinking of some modules that project an effect to reduce resistances and / or repair capabilities. Something like:
Shield Destabilising Beam, -X% Shield resistances. Corrosive Armour Spray, -X% Armor resistances.
Shield Boost Hijacking interface, -X% Boost amount (perhaps even steal a portion of the hostile boost?!) Tactical Repair Disruption, -X% Repair Amount
They would in effect act like gang boosters for damage, perhaps providing a new role for some of the upcoming ship types. Obviously, such modules would have huge stacking penalties, and some careful thought to the chosen slot & specific numbers would be required. But I think there's something here to work with. |

Olodn
The Scope Gallente Federation
0
|
Posted - 2012.07.06 03:34:00 -
[1151] - Quote
Dampening field, replaces shield and instead gives a damage reduction.
Static field, replaces shield and gives a constant AOE against close enemies, radius dependent damage.
Static warp field, replaces shield and warps space to reduce signature radius.
Shield flux modulator: Enables shields to join with other ships shields to effectively create one larger bubble, will also work on enemy ships, making their shields ineffective at very close ranges against ships within the bubble.
broad spectrum shields: protects against energy vampires/neutralizers or perhaps some e-war.
Shield conducting armor plating: armor inherits shield resistances.
Warp assist field: improves the warpspeed/max speed needed to warp
Maybe a bit radical. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.07.09 18:53:00 -
[1152] - Quote
Ancillary propulsion drives both AB and MWD. There is long RL history of drives with separate fuel supplies due to special demands etc. JATO, nitro, etc.
Suggest that all ancilary drives deliver 3-10 times normal output BUT take thermal damage during use as inheriently overloaded drives. As drives with separate fuel systems consider allowing them to be mounted in conjunciton with regular AB or MWD which are limited to one install by needing to be tied into standard cap and engine systems..
I note ancilary MWD could be so fast that a new control to limit duration by km might be necessary. This drive would possibly be used to close on PVP enemies so fast that fleet calavary charges with use of BS blasters might be more practical. (Sort of doubt it but it might look cool.)
If necessary these ancilary drive can be given reload safety limitations -- i.e. reloads in space may have a chance of causing explosions or not be mechanically possible at all. In fact you could go one step further with ancilary MWD and say most stations refuse to allow reloads due to chances of explosion. Only factory corp assembly plants may deliver preassembled and loaded ancilary MWD drives. Players can reload ancilary MWD at ship maintenance bays knowing there is hazard of explosions which can damage both ships or POS array. NPC corp which makes drive BPO would possibly reload at their assembly stations for free. |

Udonor
Native Freshfood Minmatar Republic
18
|
Posted - 2012.07.09 19:04:00 -
[1153] - Quote
Now for the ridiculous. Ancilary sub-capital lasers. For BS/BC technically capital lasers but taking some clues from Tier 3 BC and ancilary shield boosters -- the ancilary laser family gives most smaller ships the ability to mount guns normally available only on larger size class vessels. Powered by cap charges to meet the extreme weapon demands outside normal ship power and cap systems -- the number of shots before a lengthy reload is extremely limited and much cargo space consumed by reload charges.
Morever all to the majority (60%) of normal CPU needs (meta dependent in 10% decrements) must still be meet by the host ship.
Q-ship fire control units might be a possible extra ordinary source of CPU for turret and missile weapons only but use a high slot. Thus allowing your two high slot hauler to mount one big gun effectively...at great expense. |

Andy Landen
Exploring Eagles
54
|
Posted - 2012.07.10 03:52:00 -
[1154] - Quote
From: http://stargate.wikia.com/wiki/Hyperdrive, "It is estimated that the Prometheus' Asgard hyperdrive is capable of speeds around 803.52 trillion miles per hour, or about 136 light-years per hour, or about a kilo-parsec per day." The ship would have to align to the point set in the hyperdrive before it could enter hyperspace.
Hyperdrive
A hyperdrive module would be a medium slot module or an astronautical rig that can only be activated after a destination is set (through the in-game map) to any celestial object, outpost, station, or sov structure in any system within its range of 15 AU. Every cycle/5 seconds, the module consumes 100 GJ capacitor or 40 of any available isotope if the capacitor drops below 33%. The rig would consume the entire amount of either cap or isotopes for the entire distance once the ship entered hyperspace, even if the ship dropped out of hyperspace early. Thus the rig limits the distance to the fuel available at the start in either cap or isotopes, which ever fuel is set by right-click. 25 CPU and 1 PG. Travel speed is 2.4 ly/min (25 seconds per light year). Travel in hyperspace would have warp animations similar to an intra-system warp. Insufficient fuel and capacitor, or simply Ctrl-Space drops the ship out of hyperspace between systems. The module would not activate again until after a 2-hour cool-down timer. The hyperdrive would not be affected by any cyno-jamming.
Cyno-jamming modules or scripts for a HIC, a cyno-jamming pos module not requiring sov, and a cyno-jamming sov upgrade in the IHUB.
New interstellar probes that can scan down ships stranded between systems after they have left hyperspace to provide a point to which a hyperdrive can lock. Fleetmates can enter hyperspace and travel to each other if the travel takes them out of their current system. |

IbanezLaney
The Church of Awesome Caldari State Capturing
31
|
Posted - 2012.07.11 06:47:00 -
[1155] - Quote
I really really really want a flame thrower for my drake.
Fix this **** See Sea Pea. |

Esaf Itog
School of Applied Knowledge Caldari State
3
|
Posted - 2012.07.12 13:04:00 -
[1156] - Quote
Stasis web scripts,
Range script increases web range while decreasing webbing effects. Web strength script increases webbing effect while decreasing range.
AB/MWD scripts,
Speed script increases speed bonus and signature radius Sig radius script decreases sig radius while decreasing speed bonus.
Warp Scrambler/Disrupter scripts,
Range script increases warp jammer range while increasing cap usage. Power script increases warp jamming strength while decreasing range.
Maybe needs to be thought out more...
Weapon upgrade scripts.
RoF script increase RoF bonus and decreases damage bonus. Damage script Increases damage bonus and decreases RoF bonus.
That is all for now. |

Jezs
Brutor Tribe Minmatar Republic
11
|
Posted - 2012.07.12 20:48:00 -
[1157] - Quote
Area doomsday  |

anishamora
Tribal Liberation Force Minmatar Republic
4
|
Posted - 2012.07.13 08:23:00 -
[1158] - Quote
Shivanthar wrote:Another aspect of game which needs some change is Salvaging. Since this is not a new module but a module that has changed ability, I don't find it wrong to write it down here.
- Change salvager so it always "succeeds". This will make the job less boring (especially for Marauders?) - To compansate this, really lower the loot when salvaging. (Preferring 3 empty loot rather than 3 failed salvage) - Change the salvaging skill in a way that it increases the loot when salvaging. - Change the salvage tackle bonus so that it increases the loot when salvaging. - Add bonus to salvager II so that getting salvaging V skill means something more. - Change noctis bonus so it increases salvage loot value per skill. - Make salvaging someone else's wreck to be a reason for open fire (as same as looting it). - Make Noctis + all rigs = salvage tackle + Salvaging V + salvager II = today's current loot value so salvaging becomes more like a specialized profession rather than everyone's side-job. This will make rigs more expensive and hard to make, but hey, you already did this with current loot table changes didn't you? :)
The result is more people salvaging less parts and selling them for more expensive value. So less people bind parts together and create rigs (a real profession at last). Parts will be more expensive and enjoying to sell, as well as rigs themselves. Since parts will become expensive, salvaged parts' sell value will compansate the purchase value of the rigs. See everyone happy?
This will make sure all salvagers will be happy while keeping balance with salvaging/loot value. Watching failed attempts only turns missioning into a nightmare.
Not everyone will be happy as the fitting cost of every ship will increase. You're only seeing this from the salvager/industrialist/trader point of view but not from a combat pilot point of view. Making the standard fit more expensive means people will be less inclined to field them or to engage in combat. Or they just won't rig their ships anymore and we're back to a few years back when rigs were considered somewhat luxury. T2 rigs will see even less usage.
It is however a good idea to modify the "chance" with "loot quantity/value" as I don't see how hammering a metal husk 100 times should eventually yield the same result as skillfully disassembling the wreck. Being better at salvaging should be similar to the difference between a butcher and a surgeon.
However, the yield should remain the same or maybe a bit increased (perhaps a small chance to get T2 salvage from regular wrecks) but NOT lowered. |

Uris Vitgar
Center for Advanced Studies Gallente Federation
0
|
Posted - 2012.07.13 19:38:00 -
[1159] - Quote
Heavy Missile Pylon a special type of missile which is fitted to a high slot on it's own without a launcher. It does great damage but cannot be reloaded, and has explosion velocity/radius about one size up, so frigate pylons would hit like heavy missiles, battleship pylons would hit like citadels etc. |

Gevlin
Universal Might DSM FOUNDATION
172
|
Posted - 2012.07.14 15:53:00 -
[1160] - Quote
Would like to see a module that would be in the high slot that would allow a ship to target another ship , orbit with in 500m and use the ships as a partial cover, allowing a smaller ship to used enemy or friendly larger ships as "partial cover" so some damage target at the small ship is transferred to the targeted ship. Large ships like Titan will provide more cover than a cruiser Some day I will have the internet and be able to play again. |

Deena Amaj
Native Freshfood Minmatar Republic
4
|
Posted - 2012.07.14 22:52:00 -
[1161] - Quote
Random brain farts:
[i]note: just remember that the disadvatages shall weigh heavily, either cap power consuption or penalties to ship mobility.
An active Hi Slot Module called "High Precision Turret Stabilizer"
Limitations: Frigates only - Designed to be used for artillery sorts of turrets. (There's an issue with Lasers here, though - especially as it would buff close range lasers. I'd prefer it to be solely designed for the long range variant)
Advantage: Improves Optimal range OR Turret-based damage based on the mandatory script mentioned below; to stack somewhat with Tracking Computer. Disadvantage: Greatly penalizes/reduces Turret tracking. High capacitor power consumption and usage while in use.
Designed to apply a noticable buff Frigate artillery-themed turrets. The major tracking speed debuff is intended as a balancing and "realism" method in terms of zero-G computing and all that fancy stuff.
Scripts: MUST be scripted - else it will be like having a Projectile Turret without ammo. One script to apply either the Optimal Range or Turret damage buff (this should only be a minor damage buff).
This is to be exclusively for T1 Frigates. Intention is to give them another tool for occasional sniping.
This one is a bit confusing. Basically following a lighter version around the concept of the "Tornado-Battlecruiser" of using "Large Weapons" on a smaller ship class.
This module shall only be available for T1 Frigates and Cruisers.
Idea is based on a sort of modern-day ancillary wing pylon. And since Ancillary is probably the buzzword of this year...
Hislot Module - "Ancillary Versatile Missile Pylons"
Advantage: - Does not require the fitting requirements as the larger versions (HVY missile bay or SIEGE torp launchers) - A non-reloadable missile bay - capable of carrying either a limited amount of HVY missles (say 20) or TORPEDOES (10)
So a Frigate or Cruiser could have a very limited amount of Torpedoes to fire upon a target. Obviously, a cruiser would unlikely fit HVY missiles into this module. A Frigate however would, and likely, with the torpedoes, it could act as a lighter stealth bomber without the specific bonuses yet capable of acting like a mosquito that should not be ignored.
Since there are only 10 Torp charges per Pylon (NO RELOADING IN SPACE - only in stations/POS arrays/Capital Ship fitting arrays), the pilot must try to do his/her best of hitting the trigger at the right time.
Once the charges are used up -> must either return-to-base or fight on with turrets. 10 Torpedo charges are probably too many. I don't know.
A player shall also be able to jettison the module (and lose it forever/cannot be looted/deleted) - but therefor getting rid of the mass/agility penalty explained below
Disadvantages: - Applies a not so high yet noticable mass/agility penalties. Due to the heavier weapons - Cannot reload in space. - No other bonuses applied like with typical missile/Torp vessels - Once ammo has been used up, deadweight. Player must choose to keep them or jettison them for good.
- Should naturally cost very few million ISK, just to make sure one does not just throw them away that easily.
Modules in such fashion would be cool - and several versions more, to give some versatility on ship fittings. I know a few are screaming right now, but wth.
confirthisposmed |

Ganthrithor
GoonWaffe Goonswarm Federation
292
|
Posted - 2012.07.17 12:47:00 -
[1162] - Quote
Ancillary Titan Booster I:
Lets you be a Titan, but only for a few minutes. After the duration has elapsed, you have to be a pod for 60 seconds while the module reloads. The module consumes 1 unit of Spiced Wine OR Long-Limbed Roes per cycle.
e: for balance reasons, this module should cost at least as much as a Caracal. |

Fidelium Mortis
Quantum Cats Syndicate
113
|
Posted - 2012.07.17 18:23:00 -
[1163] - Quote
FOF HAMs and Rockets - hopefully with a bit better targeting AI.
Defender missiles that are actually useful, possibly for fleet defense.
EWAR drones that have a decent chance of catching fast-ish targets (faction and T2 versions would be nice). ICRS - Intergalactic Certified Rocket Surgeon |

Deena Amaj
Native Freshfood Minmatar Republic
5
|
Posted - 2012.07.17 20:55:00 -
[1164] - Quote
Fidelium Mortis wrote:FOF HAMs and Rockets - hopefully with a bit better targeting AI.
Defender missiles that are actually useful, possibly for fleet defense.
EWAR drones that have a decent chance of catching fast-ish targets (faction and T2 versions would be nice).
Would love to see the FOF stuff for targeting missiles approaching friendly targets. A step closer to a defensive flak-ship style vessel.
Oh well, my imput below.
*****
A quick module idea focused on the lighter varients to interdictor and recon vessels. Again, this is focused on T1 variants.
T2 Interdictors' little brother, the T1 Destroyer could receive a lesser-yet-interesting probe-launching Hi Slot module that projects a sphere.
This sphere could be similar to the "Gravimetric" one suggested above, only that it negatively impacts on Mass and Agility stats, which could lengthen the time a ship attempts to align and warp away. Those two or three seconds more means quite a lot in Eve Online.
However, the magnitude of two-three seconds is too strong and would impact negatively on balance. The value should probably be based on the ship's general hull class; frigate, cruiser, BC/BS (doubt we need to include capital ships). The magnitude could rely on Science skills, such as Gravity Physics (which is already a requirement for Interdictor-Bubbles) or other skills in the Science field.
This shall be a first step to helping players learn how to use Interdictor bubbles.
The 0.0sec-only usage system rule shall still apply though.
New minor tackling" module: Gravimetric Field Generator (buzzword of the day is "Gravimetric")
To make it quick. It is to be something like a Stasis Webifier, but simply does the same as suggested above somewhere - It applies a negative impact to Mass and Agility causing the target to require more time to align and also make it more sluggish due to the higher inertia. It cannot be activated if a Stasis Webifier is active; following the ruleset to Afterburner and MWD.
Nonetheless, this module can act as another and new "Tackling Option" for various capsuleers. It won't scram/warp disrupt a target or web, but it is certainly a mix of the two, making them sluggish and perhaps raising the chance of applying a real tackle.
Somewhere, I'd like to this as a module that does not have high fitting requirements, making it a neat addition for lighter ships like frigates and destroyers. Preferably, frigates using these should be able to "lengthen the align time" of a larger target notably.
As a gimmick for the "Light Recon" sort of T1 cruisers... Bellicose, Celestis - These two could receive an additional fixed Role Bonus to Gravimetric Field Generators.
Okay. There is a slight "ship" problem here. Blackbird and Arbitrator (but BB specifically) are quite solid and have their well deserved identities on the battlefield. Nevertheless... I think it is okay if these two are excluded from the suggested role bonus.
But remember, these are T1 cruisers that cannot have the EHP of their T2 variants, so they are vulnerable enough. confirthisposmed
"When I'm through with you, there won't be anything left..." |

Alticus C Bear
University of Caille Gallente Federation
55
|
Posted - 2012.07.17 22:26:00 -
[1165] - Quote
Even in a drone hit point bonused ship I am finding my drones very vulnerable to attack removing key DPS.
Drone Damage Control Unit
Provides Shield, Armour and Hull resistance bonuses (hull is currently zero and yet most drones have a fair amount of Hull hitpoints.)
High Slot Mod
Requires activation, and therefore vulnerable to neuting
Fitting requirements similar to turret weapons, sizes mean larger ships need appropriate sized mods.
Small - Affects Light Scout Drones CPU 9 PG 6 Medium - Affect Medium Scout Drones CPU 20 PG 82 Large - Affects Heavies and Sentries CPU 33 PG 1040
Drone Nanite repair field
High Slot Mod
Requires activation, and therefore vulnerable to neuting
Fitting requirements similar to neuts, sizes mean larger ships need appropriate sized mods to get range benefits for expected engagement ranges, ranges give a small amount of leeway to not be active against an opponent at the edge of the expected engagement range.
This Mod Repairs Hull and Armour of drones with range. Heavier Mods rep more.
Small 7.5km Medium 20km Heavy - 40km
|

Alticus C Bear
University of Caille Gallente Federation
55
|
Posted - 2012.07.17 22:31:00 -
[1166] - Quote
Target Transfer Relay
Range 250km
Is used on friendly ship, allows that ship to target any ship you are also targeting regardless of range.
|

Master Ebonwolf
Unorthodox Operations Yulai Federation
0
|
Posted - 2012.07.19 12:46:00 -
[1167] - Quote
My Idea is a high slot item that allows you to increase the stably of a worm hole so as to, 1) make the idea of wormholes more wanted by people that like the idea of the worm holes. 2) expend on a mechanic you already have in play 3)it adds and new set of ways to play with out adding to much
i also think that at some point i would hope to see a structure for systems that let you stabilize a worm hole long term maybe even permanent
thank you for you time. |

Freelancer117
So you want to be a Hero
31
|
Posted - 2012.07.20 10:48:00 -
[1168] - Quote
A module that goes in a high slot, and that switches a low slot for a medium slot OR vice versa With a script you can select wich one you want.
So fit a new high slot module and get +/- 1 medium slot and +/-1 low slot, depending on the script 
Reason: To make ships with only 2 medium slots a more viable tackler, or to give armor tanking ships another low slot for extra dps module. Futher more, you have now no idea what the enemy brings to the field, and it will be a real challenge to counter fit (death to cookie cutter fits ?)
Obviously there is the 8 slot restriction, and maybe your passive shield regeneration gets a hit when fitting it, which can be somewhat countered with a certain skill Eve Radio |

whaynethepain
45
|
Posted - 2012.07.20 12:50:00 -
[1169] - Quote
Defender missile battery, small medium and large and x-large, for when I get a Titan.
I want to launch a hail of defender missiles from each battery, I would like each battery to go for the nearest in-bound trajectory missile, on activation.
Tec II defender missiles would be nice also. Getting you on your feet.
So you've further to fall. |

whaynethepain
45
|
Posted - 2012.07.20 13:16:00 -
[1170] - Quote
Also,
I would like a target Boinger module for Interceptors.
When an Interceptor acquires lock on another ship, it shrugs off any ships locking it's sig, using this module, onto its target.
Getting you on your feet.
So you've further to fall. |

Deena Amaj
Native Freshfood Minmatar Republic
6
|
Posted - 2012.07.22 15:02:00 -
[1171] - Quote
These are ideas based on the already suggested idea and concept of "Field Generators". Here's a different take as the stuff below are based on interacting with atrributes of ships that commonly are left untouched (or are simply undesirable).
I would call this one something like "Designated Support Module: Sensor Link/etc"
Area of Effect/aura-based module variantes based on current support modules like:
Remote Sensor Booster Sensor Link Projected (aka remote) ECCM
I'd prefer these to be exclusively available for T1 "Support" cruisers such as - Scythe, Exequror, Osprey, Augoror - And perhaps T2 Combat Recon vessels, as a minor gimmick.
I'd refrain from T2 Combat Recon access since the buffs are significant and it is easier to balance as the T1 Cruisers can't tank all too much at all.
Similar in fashion like how it is with the 10000 CPU req on Covert Ops Cloaking module; these ships having a -99% bonus to CPU requirements to the suggested AoE modules.
Due to the fact that their superior T2 cruiser variants are already "well endowed", I thought this could be interesting especially for players who are quite new to the game but can also immediately find a welcoming hand from those who normally fly the expensive T2 ships in fleet. Plus I don't see these ships that much in action.
Shall be hi slot modules; and only one may be active at a time. Same could apply for a secondary set of med-slot aura-modules. And just like with heavy/interdictor bubbles - There is no friend-or-foe.
When one of these modules are active, the AoE shall be visible in similar fashion to the anti-warp bubble effect of a Heavy Interdictor - but just as respective colors like red, blue, green, yellow/orange.
Players within receive the respective buff. The magnitude of the respective buffs should not be extreme but should apply a decent addition to the current value of friendly ships' stats. The magnitude should be slightly inferior to the basic module (Designated Sensor Link < current Sensor Link)
What's the use of such AoE Module? (penalties and disadvantages are further below) Can augment countless vessels within a radius of 10km with one distinct buff.
Types of AoE buff modules: First, the classic variants like Sensor Link, Remote ECCM, Remote Sensor Booster etc
The new and unique ones (probably more interesting):
- "Gravimetric" - Mass reduction/Agility buff; makes vessels a lot more agile, allowing a significant improvement to acceleration and align time (Aura radius should probably be +10km)
Use: Best results for cruiser/battleship fleets; also great for shorting "transit/slowboating" from gate to gate Could come in two flavors. Medslot aura makes ships more agile. The Hislot variant does the opposite and makes ships heavier, sluggy, etc.
- "Magnetometric" - Apply's positive buffs that lowers sustained damage applied by turret-based weapons and/or missile-based weapons. (marginal magnitude!)
As an explanation, the module utilizies combination of grav and magnetometric fields. Some of the projectile shots are deflected by the fields; Hybrid/laser could be explained by "mistargeting zero-G calculations" due to the fields' erratic frequencies. I'll leave the technobabble to you. Missiles damage calculations could be done by virtually improving a small set of missile-dmg specific values like lowering Signature Radius of vessels, raising the Explosion Radius of the missile - things like that.
Remember, these are not a god shields as it only lowers damage marginally. In fact, I'd love to see their magnitudes higher, but therefor also come with a penalty. Something in the fashion of Good and Bad; you get here less missile and hybrid dmg but therefor more projectile and laser damage. But that is too complicated. Nevertheless, remember it would be easy to take down a Scythe or any other of these T1 cruisers using these.
- "Unified Sensor Link" - Applies a sensor link buff to all ships within the aura, applying Optimal and Fallout buffs to turret-based weapons. pretty straight-forward.
I'll just leave it there, since more examples would just be tedious.
To wrap it up quickly, AoE buff support modules; auras featuring Sensor Link buffs - as well as such that improve agility/mass. confirthisposmed
"When I'm through with you, there won't be anything left..." |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
227
|
Posted - 2012.07.29 17:14:00 -
[1172] - Quote
Probe Jammer
The ship fitting this module and all others within 400 km become impossible to probe down. Requires strontium as fuel.
Basically it's a way of bringing sniping and old fashioned fleet fights back. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Recoil IV
Knysna Grim Reapers Absolute Darkness
9
|
Posted - 2012.07.30 16:20:00 -
[1173] - Quote
Selar Nox wrote:AoE: Range based Ganglinks (instead of the systemwide old ones)
do i really need to comment? |

Recoil IV
Knysna Grim Reapers Absolute Darkness
9
|
Posted - 2012.07.30 16:21:00 -
[1174] - Quote
Selar Nox wrote:Heat: Heat exchanger: active (midslot?) module works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine  ) because of the huge dimensions of the device it uses two fitting slots
seriosly? |

Recoil IV
Knysna Grim Reapers Absolute Darkness
9
|
Posted - 2012.07.30 16:22:00 -
[1175] - Quote
Fitting/Slots ideea
rigs for h/m/l slots
|

Noslen Nosilla
Federal Logistics Initiative Conglomerate
10
|
Posted - 2012.07.31 01:38:00 -
[1176] - Quote
We now have web drones....
Warp Scrambler Drones
Works the same as a warp scrambler module
|

Noslen Nosilla
Federal Logistics Initiative Conglomerate
10
|
Posted - 2012.07.31 01:56:00 -
[1177] - Quote
Jet Can Boobie Traps
Jet cans that have a bomb built into them...as a reaction to canflippers ORE designed this feature into jet cans which causes the can to explode inside the cargo bay of the thief's ship. This increases the risk vs reward.
Set as an option when a pilot jets his can, only other fleet/corp members may remove contents.
Once in the thief flips the can the gets a warning that the can had a bomb..they have 5 seconds to jettison their cargohold...which then explodes in space...if not it explodes in the ship
On Explosion 75% damage to hull (it explodes in the hull) 50% Armour damage 100% damage to shields (the shield power supply is disrupted)
If the thief has the Hacking skill the chances of the Bomb exploding are decreased by skill level
a further enhancement would be to allow pilots to set their wreck to have a boobie trap as well. |

Bender 01000010
EVE-RO Fidelas Constans
22
|
Posted - 2012.07.31 06:08:00 -
[1178] - Quote
What if:
- you make local chat beacons (which authenticate, detect and show every player in - LOCAL chat - of the current solar system) to be an upgrade which can be purchased and can be anchored in your newly conquered solar systems)
- you need to place more than one of this local chat beacons in a solar systems, in order to have a good coverage so you can detect and authenticate automatically any player in that solar systems. This have some flaws because there will be blind spots where you cannot be detected thus you can "disappear from local chat" as you left the solar system.
- you could scan with your covert ops frigate for some blind spots in a solar system, where you can warp in that area and disappear from local, because the local subspace beacon don't have coverage in certain areas (like behind planets, certain space clouds, etc).
- Black Ops ship will have native the ability to see the coverage of the local chat beacons on map and be able to warp to blind spots in order to disappear from local chat for some serious guerrilla action. |

Deena Amaj
Native Freshfood Minmatar Republic
22
|
Posted - 2012.07.31 23:32:00 -
[1179] - Quote
Perhaps this idea is better if it is introduced to the Sensor Links module, so that there is more sense to it and emphasizes on the interest of fitting these on Scythes and Scimitars (and other ships)
EIther make a new Sensor Link sort of module and/or add this to the existing Sensor Links modules;
For Sensor Links: + improves Missile Explosion Velocity - Decrease Explosion Radius
~ The new buddy-buffing Sensor Link module for missiles fans + improves Missile's Max Velocity (thus more range, reaches target faster) + improves Missile Bay Rate of fire // %-Magnitude shall be affected by Science Skill "Rocket Science"
confirthisposmed
Yes. I'm a writer. And I'm a writer. |
|

CCP SoniClover
C C P C C P Alliance
161

|
Posted - 2012.08.01 13:42:00 -
[1180] - Quote
Andy Landen wrote:Is CCP reading these ideas?
Yes, I regularly go through this thread and harvest all ideas into an excel sheet. Of course, no promise of if/when something is implemented, but a lot of good ideas have been generated already. Thanks guys and keep it up  |
|

Kirin Intarca
Armored Core Inc. Industrial Technonauts
6
|
Posted - 2012.08.01 17:08:00 -
[1181] - Quote
Noslen Nosilla wrote:We now have web drones....
Warp Scrambler Drones
Works the same as a warp scrambler module
oooh the horror of a warp scramble.... from 75km away.
Alternatively, Splitting the functionality of disrupting a ship from entering warp, to simply making a MWD inoperable will keep some semblance of balance.
Sorry Noslan, if there were web scramble drones, the best tackler in the game would be a Dominix. or a Carrier. This would greatly upset game balance.
But a useful idea is to have drones similar to web drones that work more effectively on MWDs |

Noslen Nosilla
Federal Logistics Initiative Conglomerate
11
|
Posted - 2012.08.02 12:43:00 -
[1182] - Quote
Kirin Intarca wrote:Noslen Nosilla wrote:We now have web drones....
Warp Scrambler Drones
Works the same as a warp scrambler module
oooh the horror of a warp scramble.... from 75km away. Alternatively, Splitting the functionality of disrupting a ship from entering warp, to simply making a MWD inoperable will keep some semblance of balance. Sorry Noslan, if there were web scramble drones, the best tackler in the game would be a Dominix. or a Carrier. This would greatly upset game balance. But a useful idea is to have drones similar to web drones that work more effectively on MWDs
I'm not sure that your correct here, besides a balance change might be interesting, and a Domi can only use 5 drones at a time, perhaps the drones would be light drones and for an effective warp scram all 5 have to be on the target ship |

Evenus Battuta
36
|
Posted - 2012.08.03 12:59:00 -
[1183] - Quote
I wonder how it will change fleet combat if there is a 400km AOE warpscrambler for supercaps.
Strength 1, cost as much energy as to last about 30s. |

Sphit Ker
Dreddit Test Alliance Please Ignore
103
|
Posted - 2012.08.03 20:21:00 -
[1184] - Quote
I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges?
I also want The Device in my CQ. It's got a ~thing~ to do. |

Sphit Ker
Dreddit Test Alliance Please Ignore
103
|
Posted - 2012.08.03 20:26:00 -
[1185] - Quote
Faction mods should have a performance bonus when fitted to a corresponding faction hull. |

Vakr Onzo
Elite Amarr Navy Academy
0
|
Posted - 2012.08.05 21:03:00 -
[1186] - Quote
Perhaps decoys have been mentioned already, but I think they would be a good concept for a new drone to add to the Electronic Warfare family of Drones. Drones move and maneuver, so they behave like ships. Once launched, the mothership is split into two or more depending on the number of drones (Up to 5) copies, with one of them actually being the original mothership.
If there's preexisting target lock/missiles inbound, they have 50% chance of being switched to the decoys, this chance increase by every decoy drone deployed past the first one. If there are two decoys deployed at same time, it is 66% chance that the locks/incoming attacks on mothership will switch to one of them. If there are three decoys deployed at same time, it is 75% and so on.
The further the attacker is away and/or the weaker his sensor strength is, the harder time he has distinguishing between the decoys and the real mothership. A ship at 'collision' range or with more powerful sensor will be able to see the decoy drones for what they are; drones and not actual mirror copies of the mothersihp. |

freighter hater
Congratulatory Butt Slap
2
|
Posted - 2012.08.06 10:35:00 -
[1187] - Quote
HOW ABOUT instead of messing up all kinds of numbers on the mining ships to make them more "balanced" take teh ships that are designed to be FLEET MINERS and give them a bonus that lets tehm recive a greater benefit from ganglink modules. that way tehy could be extra useless for solo mining while making them unparalleled when in a fleet.
all teh while you arent giving them crippling Achilles heel's like a tank that cant handle null sec rats for 30 seconds.
THE MOST IMPORTANT PART ABOUT HIGH END MINING IS THE BOOSTS (i.e. the orca or rorqual) WHY WOULDN'T YOU CAPITALIZE ON THAT? |

bloodknight2
Talledega Knights
11
|
Posted - 2012.08.06 13:54:00 -
[1188] - Quote
Vengeance : once activated, this modules desactivate all online module and will self-destruct the ship (20 sec timer) dealing an AOE of 7000damage (em for amarr, kinetic for caldari...). Can only be activated if pointed (warp disruptor/scrambler).
Rigs : -1 low slot, + 1 med slot / +1 slot slot, -1 med slot
Rick rock'd : Once activated, will play "never give you up, never let you down" aka rick rock'd if someone falls for your scam or your bait ship. |

Uris Vitgar
Center for Advanced Studies Gallente Federation
11
|
Posted - 2012.08.06 22:39:00 -
[1189] - Quote
Expanded propellant tank I
With more propellant or "reaction mass", the navigation computer is able to schedule longer periods of acceleration and build up more speed. Ships with large stores of propellant can use long sweeping manoeuvers and travel great distances without warping, however the increased mass makes them slow to accelerate and align"
Increases the maximum speed of the ship at the cost of increased mass |

freighter hater
Congratulatory Butt Slap
2
|
Posted - 2012.08.06 23:09:00 -
[1190] - Quote
Uris Vitgar wrote:Expanded propellant tank I
With more propellant or "reaction mass", the navigation computer is able to schedule longer periods of acceleration and build up more speed. Ships with large stores of propellant can use long sweeping manoeuvers and travel great distances without warping, however the increased mass makes them slow to accelerate and align"
Increases the maximum speed of the ship at the cost of increased mass
over drive injectors already do that |

Andy Landen
Born Crazy Kadeshians
57
|
Posted - 2012.08.07 01:28:00 -
[1191] - Quote
I want BS-sized eWar modules with much greater strength than regular eWar. PG requirements could make smaller ships struggle to fit them. Even adding new BS with eWar bonuses beyond the Scorpion (meh) and Widow (BO).
Warp module allows a ship to engage warp without being aligned or locked onto any target. With sufficient speed the ship merely enters warp in the direction of travel once the module is engaged. No, I don't care about deep safes or issues with probing such ships. |

Uris Vitgar
Center for Advanced Studies Gallente Federation
11
|
Posted - 2012.08.07 12:38:00 -
[1192] - Quote
freighter hater wrote: over drive injectors already do that
Overdrives give a penalty to cargo capacity, not mass(agility). This penalty is irrelevant to combat and manoeuvering so the overdrive itself cannot be very potent, whereas a module with a relevant penalty can be much more potent without becoming overpowered, promoting a wider varety of tactics |

Saul Elsyn
State Protectorate Caldari State
16
|
Posted - 2012.08.07 16:14:00 -
[1193] - Quote
How bout if those propellant tanks increase Afterburner and MWD cycle time so that they cost less Cap per second?
Shield Transporters should be renamed Remote Shield Boosters.
A new module called Shield Transporters could then be added which boosts more then Remote Shield Boosters by subtracting from the boosting ship's shield strength... Perhaps a script could also be added that allowed the ship to strip to the shields of an enemy vessel as well and apply them to your own hull like a Nos?
I have some ideas on T3 Weapons and Ammunition that revolve around overheating as well... |

Andy Landen
Born Crazy Kadeshians
57
|
Posted - 2012.08.08 12:18:00 -
[1194] - Quote
Sphit Ker wrote:I want cap booster charges to recharge themselves over time. Maybe give the cap booster module a way to function in reverse, putting capacitor energy back into empty charges? While charging booster charges, the same amount of GJ as the charge carries is taken from the ship's capacitor every cycle. Ships recharge cap booster charges depending on the strength of their capacitor. Could be a mini-profession in recharging booster charges. |

Deena Amaj
Native Freshfood Minmatar Republic
23
|
Posted - 2012.08.09 06:04:00 -
[1195] - Quote
A general suggestion for using more PI commodities/products as ammo or fuel for special modules. This would not only allow some interesting ideas other than just the usual "uses Cap" - it would also give more worth to the respective PI good. currently, there are several goods that are pretty much "worthless crap".
Another one would be seeing more special modules that are based on other Skills that are usually not really seen elsewhere.
There has to be a general ruleset on bonus<->penalty so that there is no chance of I-WIN.
In order to avoid killing this thread with my blathering, I made a seperate thread that is focused more on the tiericide vessels. It would also help avoid the need of removing current ship bonuses by fitting modules that could for instance replace the current one with something else - or add in another special bonus but a hefty penalty as well. It is to be a minor alternative to adding in all too new ships by using the existing hulls -- well, in form of copy-pasting and playing with values rather than making an entirely new one from scratch. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Michael Harari
The Hatchery Team Liquid
191
|
Posted - 2012.08.09 17:12:00 -
[1196] - Quote
Not a new module, but new module behavior - make heat state persistent when jumping
ie, i I jump a gate with all my mods preheated, they stay that way when I spawn in the next system |

Bloodpetal
Mimidae Risk Solutions
774
|
Posted - 2012.08.10 16:15:00 -
[1197] - Quote
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
Mimidae Risk Solutions Recruiting |

Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.10 17:19:00 -
[1198] - Quote
Bloodpetal wrote:
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next?  |

Vakr Onzo
Elite Amarr Navy Academy
1
|
Posted - 2012.08.10 19:50:00 -
[1199] - Quote
Andy Landen wrote:Bloodpetal wrote:
1. Signature Radius Reduction module (Active)
2. New Minmatar EWAR to Replace Target Painting racial EWAR:
Defensive Resistance Disruption - A projected effect which reduces defensive systems resistances on shield/armor. Scriptable for 1 damage type.
First idea is interesting. But the second idea allows the aggressor to substantially weaken the part of a ship's tank which is most vulnerable to the type of damage that they intend to inflict. No one can know the type of damage to expect in pvp, and so ship's are omni-tanked, but one can know what type of damage that they will inflict, especially if they are all minmatar pilots aiming at the weakest resist of their enemies ships even further weakened by this module. Big ouch. Anyone want to advocate a base shield and armor hitpoint neutralizing module next?  Could make it disrupt the armor/hull/shield boosters' effectivness in amount healed or cycle time instead of lowering a damage resist. (including the remote rep modules)
|

Captain Campion
Mind Games. Suddenly Spaceships.
0
|
Posted - 2012.08.12 13:41:00 -
[1200] - Quote
Death Blossom |

Cheekybiatch
Dark-Rising
0
|
Posted - 2012.08.14 01:29:00 -
[1201] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
Dictor bubbles that: - Web - Cancel your passive cap recharge - Make signatures bigger
Hull reps and hull resists.
True Heatsinks that take all the heat on the ship but have a massive amount of heat HP
More static mobile bubbles.
Bubbles that can move between 2 anchorable points, not sure why sounds like fun though.
Reverse Ganglinks.
Mobile Gang link Modules Mobile System deboosters (reverse ganglinks) Mobile Signature inverters. Mobile portal generators (can fire to objects in the same system without being next to it however allows frig size vessles to enter.
Mobile Radio Jammer (no more local).
|

JohnnyRingo
TunDraGon
30
|
Posted - 2012.08.14 03:47:00 -
[1202] - Quote
Implant Scanner Module: -Scans the implants of a pod, so one can ransom pods accurately -Acts as contraband in highsec, sort of like drugs -Possible sec hits for using the scanner (to keep it a low sec affair)
Cynosural Field Distruptor/Jammer -Makes the targeted ship unable to open up a cyno
The ability to use logistic drones on your self.
Thermal Paste -Consumable 1 hour duration -Decreases heat damage taken by 15/30/45% depending on what kind ( like drugs, normal/improved/strong )
Targeted Microwaves / Laser beam ( whatever you want to call it ) - Causes 5/10/15/20/25% ( Skill level possibly ) damage to random module every cycle ( ship size would matter ) - Script to target Low/Mid/High slot
Heat Damage reduction rig - useless, trimarks/extenders here i come ( just throwing it on the table)
|

Aurai Anthar
Sucker Punch. Double Tap.
0
|
Posted - 2012.08.14 07:00:00 -
[1203] - Quote
Okay I dunno if its been suggested before, But heres something ive been thinking about for some time.
In short :Area of effect pulse that shuts down a ship ( think emp from the matrix)
In a tad more depth: (just making this up as i go) Think of it like a smart bomb, perhaps with a spool up. requires one cycle to charge, then on next activation fires, however there is a catch, completely drains cap. and will only remain charged for lets say 20 seconds? maybe less? 10? or just make it like an armour rep and it fires at end of like a 30 second cycle. Now there could be different types, or make it script based for effects. One shuts off engines, sublight and warp for X time so ship is in drift, one offlines guns/bays perhaps. Im not entirely sure. Im basicly thinking along the lines of a super close range aoe tackle/ cap warfare/ ecm type gig. Possible uses, sat in cloak, some reds get too close for comfort, de cloak and drop the pulse. there engines shut off for x amount of time and you can do what you will, either run or kill, providing you dont pop as they can still shoot at you. Or maybe use it for warp in, new probing ship role? charge mid warp, deploy on landing right in the middle of a blob, take out their engines. And make it less effective on larger ships, eg, if a frig (so small size) fires it, other frigs engines will be out for. 20s but a battleship would only be lets say 3? And to stop this being spammed, perhaps make it like a cov ops cloak, can only be used on certain ships, like the cov ops frigs, but even then would only just fit? perhaps a role for possible new destroyers?
If the veterans think this is preposterous and should be forgotten about let me know, if you think that it could work with a serious overhaul also suggest that, I'm interested to see how everyone feels about this idea? |

Michael Harari
The Hatchery Team Liquid
223
|
Posted - 2012.08.14 16:15:00 -
[1204] - Quote
JohnnyRingo wrote:Implant Scanner Module: -Scans the implants of a pod, so one can ransom pods accurately -Acts as contraband in highsec, sort of like drugs -Possible sec hits for using the scanner (to keep it a low sec affair)
Cynosural Field Distruptor/Jammer -Makes the targeted ship unable to open up a cyno
The ability to use logistic drones on your self.
Thermal Paste -Consumable 1 hour duration -Decreases heat damage taken by 15/30/45% depending on what kind ( like drugs, normal/improved/strong )
Targeted Microwaves / Laser beam ( whatever you want to call it ) - Causes 5/10/15/20/25% ( Skill level possibly ) damage to random module every cycle ( ship size would matter ) - Script to target Low/Mid/High slot
Heat Damage reduction rig - useless, trimarks/extenders here i come ( just throwing it on the table)
I like these, except for the cyno disruptor. We all know why tundragon wants that.
|

JohnnyRingo
TunDraGon
30
|
Posted - 2012.08.14 22:24:00 -
[1205] - Quote
Michael Harari wrote:I like these, except for the cyno disruptor. We all know why tundragon wants that.
Well, to be fair, it can also be used against us  |

Jason Sirober
Vestige of Vehemence Dragon Swarm Dynasty
0
|
Posted - 2012.08.15 15:45:00 -
[1206] - Quote
Here's a thought
The idea of repping shields by sending waves of energy at a ship or using the capacitor is a good concept. However repping armor with waves of energy does not make sense since the nanobots supposedly materialises out fo thin air to rep the armor.
They should make armor reppers use 'ammo' called nanites (similar to nanite paste). Each armor rep module has a capacity for certain amount of nanites and uses them to make repairs while using some cap to 'activate' each one. A repping cycle would consume 1 nanite per x amount of HP repped and if you wish to overload it instead of causing heat damage, all you do is use like 4 nanite per 1.5x amount of HP thus draining your charge of nanites quicker. If the nanites is depleted you can reload them from the cargo bay. Larger modules will have bigger capacity since they have to rep more but then the stored nanites have to be more to compensate for bigger ships
Loggies would fire a 'missile like' charge that contains pre-activated (by loggie cap) heavy-duty nanobots that starts to rep the target as soon as it hits over a couple of seconds maybe to make a HoT effect.
Also then when the onboard repper is out of nanites and out of spares in the cargo, the loggie ship can send another 'missile like' charge that when hit transfers nanites into the cargo bay and starts to reload the repper to start the repping cycle again.
There can be a similar HoT effect for shields my launching a 'missile like' pod towards the target and starts seeping shield energy as soon as it hits. (but then shields already have a HoT called passive regen )
Any feedback would be nice since it's my first post  |

Sultar Moreash
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2012.08.15 16:33:00 -
[1207] - Quote
How about a 'Warp Signature Analyser'?
If you have a target locked and it warps, the device would allow you to analyse the "warp signature" that they punched through space and be informed of where they have warped to... either as a bookmark or the name of a gate/planet/station, etc
A tech II version might allow you to follow them into warp. (possibly overtaking them if you warp quicker). This would make escaping from combat much more difficult.
Or a tech II version might let you analyse the signature of all ships that have warped from your current location (without having targetted any of them in the first place) .. this would be great for tracking prey (useful for bounty hunters!)
A complimentary module would be a 'Warp Signature Dissipator' or 'Stealth Warpdrive' which would mean that your leave no warp signature which can be analysed.
Also how about a 'Warp Overdrive' module which significantly increases warp speed?
|

Sultar Moreash
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2012.08.15 16:48:00 -
[1208] - Quote
How about a "Tracking Device".
Might be fired by a "Expanded Probe Launcher" or a new "Tracking Device Launcher", it would attach itself to the target shp and then allow you to track the target. If the target is in the same system as you, the probe might give you a bookmark of the target's current location. If the target is in a different system, it might show the target on the star map. A whole range of different tracking probes could be offered giving a variety of lifespans and tracking range.
e.g. current system tracking device- can only track ships within the current solar system short range tracking device- can only track ships within 3 jumps of your current system medium range tracking device- can only track ships within 7 jumps of your current system. long ranget tracking device- can track targets up to 10 jumps from your current system.
Different probes could have different lifespans before they stop working (internal battery runs out!) e.g 15 minutes 1 hour 4 hours 1 day
Further variants of the tracking devices may or may not work if the target docks.
So rather than destroy your target outright, you could follow them, see where they like to go, etc in the hope of finding lucrative trade routes (if tracking a trader) or setting an ambush at some time in the future. |

X Gallentius
Justified Chaos
398
|
Posted - 2012.08.15 16:48:00 -
[1209] - Quote
Already asked, but... Hull HP rigs on the same order as CDFEs and trimarks. |

Sultar Moreash
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2012.08.15 16:52:00 -
[1210] - Quote
How about a 'Market Research Drone"?
You would program the droneto warp to a designated system and lookup the price of a designated product. You would launch the drone and have to wait for it to warp to it's destination (the further away the destination, the longer the wait). You would then get an evemail from the probe once it had reached it's destination and looked uop the price. The probe would then be lost once it had completed it's mission |

Sultar Moreash
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2012.08.15 16:58:00 -
[1211] - Quote
How about a script for a tracking computer that can increase the optimum range and/or falloff of your turrents? |

Vakr Onzo
Elite Amarr Navy Academy
1
|
Posted - 2012.08.15 17:07:00 -
[1212] - Quote
How about herding your scattered ideas and fencing them in one single neat post?  |

Michael Harari
The Hatchery Team Liquid
232
|
Posted - 2012.08.15 21:20:00 -
[1213] - Quote
Sultar Moreash wrote:How about a script for a tracking computer that can increase the optimum range and/or falloff of your turrents?
This exists? |

kano donn
Senex Legio Get Off My Lawn
1
|
Posted - 2012.08.16 03:28:00 -
[1214] - Quote
Another kind of Remote Rep capability.
Rather then repairing your tank like our current modules do, this mod would simply give the target additional shield or armor.
It would stack with all current logistics bonuses.
If your additive repair were to keep a target alive past the point where the unrepped version would be dead, the ship will stay alive until you remove your rep.
|

Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.16 18:50:00 -
[1215] - Quote
Remote Shield Extender module - Medium slot - Can only be fit by logistics ships and carriers - A ship extends its shields to also cover a target ship. All damage is equally split between the target ship and the extending ship before considering resists to each ship in the chain. Each ship's resists filter out their share of the damage before being applied to their shields. Once the shields of a ship reach 0%, the module deactivates and damage is applied to armor.
If ship's A, B, and C activate the RSE on ship D, then damage to D is shared with A, B, and C (damage divided by 4) until A, B, or C 's shields reach 0%, at which time damage will not be shared with that ship because it has no shields to extend and the module must deactivate. 1200 damage to D yields 300 damage to each ship A-D, minus each ship's respective resists.
Anything that kills the lock or the activation of the module (cap), counters this module. Any alpha great enough to equal the primary's structure EHP + armor EHP + shield EHP * n (where n is the number of ships extending their shields to it) will alpha the primary plus inflicted some damage on the extending ships as well. |

Boris2k
The Guardian Knights EntroPraetorian Aegis
0
|
Posted - 2012.08.17 06:33:00 -
[1216] - Quote
An obvious one seems a script for the Target painter, Range or Intensity, |

GeeShizzle MacCloud
166
|
Posted - 2012.08.17 16:19:00 -
[1217] - Quote
capital ewar/ecm mods. supercaps can be immune to normal subcap ecm/ewar but vulnerable to capital ewar/ecm mods.
whether these capital ecm/ewar would have huge effects on subcaps is debatable. but if so you could introduce this to make sure its not OP'd:
if midslot tackling/ewar/ecm could also get tracking attributes that would help small ship combat in large fights too. and with that you could expand the range of all these mods to small med and large like other mods... with different strengths and tracking attributes.
small ships couldnt fit large tackling mods for example, unless its a crazy fit on a t2 ceptor bonused to reduce tackling mod fitting requirements.
large ships could fit more powerful mods but their tracking is slower and smaller ships can get under the tracking to survive.
this would add a new level of ewar/ecm to all tiers of combat all the way from frigs to titans, whilst making small ship combat more viable in larger situations, and aiding in making more roles and tactical opportunities for carriers both in subcap fights and supercap fights.
and it would also aid in the tactical opportunities to fight against massive supercap blobs without submitting to the rediculous game breaking idea of 1000's of ec300 drones permajamming supercaps. |

Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
4
|
Posted - 2012.08.17 17:47:00 -
[1218] - Quote
Drone Repair Bay (Small, Medium, Large and Capital); repairs like-sized (in the case of Capital, Fighters and Fighter-Bombers) or smaller drones while docked with the ship and the module is active. This would also require that the armor and hull damage levels be visible for docked drones.
Auxiliary Systems Pods (Low/Mid/High) each add one slot to the respective level, at the expense of increasing the CPU and energy cost of all same-level modules by 10%. It would be even cooler if you had some pod grafted onto the side of your ship haphazardly making your already asymmetric ship look like some mutant barfed it up. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
1000
|
Posted - 2012.08.17 17:58:00 -
[1219] - Quote
I like the idea of an anti-cloaking pulse and vampire slayers you already have. You just need to give them to the players.
I think it would also be cool to have more area of effect deployable bubbles. Why not a web bubble? Why not a bubble to cloak a fleet? Maybe in response you can release a type of combat scanner probe that takes a lot of work to lock down a signal, but can identify cloaked patches of space?
The bubbles could even have effects on one another (this would provide a sort of de-facto stacking penalty, introduce a rainbow of new tactics, and make things much more dynamic on the battlefield.... imagine iterons full of various kinds of bubbles at your next fleet engagement to get an idea). Maybe if you put a webbing bubble next to a drag bubble the overlapping sections of those two bubbles double velocity and give +3 to warp stability. Maybe there could be a large area of effect bubble that puts a gentile force on ships away from it's center, and that force is proportionate to the size of the ship. You could create a battle space that effectively denies supers access since they would be catapulted away from the bubble space. You could make these bubbles 300km across! There is so much you could do with deployable bubbles to really shake up the game and make it a lot more fun and dynamic. I think you should get on it right away, CCP!
|

Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
4
|
Posted - 2012.08.17 18:53:00 -
[1220] - Quote
This would be a HUGE change but change the %damage mods to reflect how much damage get's through instead of dissipated into space, except that the percentages are cumulative against the total (not what gets through each layer).
For example, if my basic T1 ship took 100hp of Explosive damage, then 50hp (50%) of the damage would applied to shields; the armor another (10%) 10hp and the hull a whopping 40hp (100% - 50% - 10% - 0%). With a basic T1 Damage Control Unit, my ship's situation would improve; the shields would take 57.5hp, the armor 20hp and the hull would take no damage (total damage has dropped from 100hp to 77.5hp).
Then, allow modules to take damage based on armor and hull damage versus the amount of hit points the ship has; either ablatively (averaged) or randomly. Modules take damage the same as they would heat damage, and be be repaired the same way (nanite paste). Armor and hull repair systems should then be buffed a little to also repair medium and low level modules in addition to simply adding hp (this means these units can also repair against overloading).
Now we have some room for a new module: force-fields. reflect damage into space and occupy high slots (like weapons). A basic T1 force field might give 10% resistance, and a T2 unit 20%. Force-fields are active modules and extend beyond the range of the ship to protect others (like POS shields). Unlike POS shields they do not have hit-points and never have massive resists. The radius of the shield would be 1000m for small, 2000m for medium, 4000m for large and 8km for capital force fields. Only friendly ships (fleet/corp/alliance) can enter the field, everyone else ping-pongs off like any current ship collision.
Could make for some entertaining engagements where a blob gets "dispersed" by a neutral ship dropping a force field in the middle of an engagement. Boom, everyone's pushed outwards.

This would also coincide well with my other suggestion of having exterior heat-sinks (high slot modules; which could also be called something like ablative armor to not be confused with the low-module weapon upgrade of the same name). It can absorb both thermal damage from high module system overloading as well as adding to the general armor hit-point pool (although not nearly as well as armor plates), allowing for ships with spare high slots to opt for a little more tank instead. Heat sinks cannot be repaired and by absorbing the damage, will disintegrate over time. This requires routine replacement of the heat-sinks if equipped. |

Marcus Harikari
Guitar Players of EVE
72
|
Posted - 2012.08.17 20:11:00 -
[1221] - Quote
Max Von Sydow wrote:Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise. rofl epic way in for this roflmao |

Lelob
ElitistOps Pandemic Legion
54
|
Posted - 2012.08.21 01:48:00 -
[1222] - Quote
Change drone omnidirectionals to lowslots, or create a drone module akin to a tracking enhancer for the lowslot, and then change the omnidirectional to use scripts for drone optimal/drone tracking. Having omni's only in the midslots makes it extremely difficult to properly fit a drone boat that can have drones that are hard hitting and track well, to the point that its almost always better to just try and use a turret based ship instead. |

X Gallentius
Justified Chaos
431
|
Posted - 2012.08.21 11:14:00 -
[1223] - Quote
Some New Drone Modules, Rigs, Pills, Implants, Ship Bonuses, Whatever:
Drone Command Module: Gives increased chance of drones actually obeying your commands and not moving off to do something else.
Drone Deployment Module: Decreases time for drones to undock from ship and also redock.
Drone Sensor Booster: Decreases time it takes for drones to start moving to target once deployed
Drone "Keep at Range" Module: Allows drone to "keep at range" on target to apply dps. This is a 2-in-1 module. 1. It allows drone to "keep at range", and 2. It allows drones to stay moving and not turn off mwd when attacking a target (stays with target all the freaking time).
|

Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.21 12:27:00 -
[1224] - Quote
Remote Sensor Manipulation module - medium slot - boosts or damps sensors of remote ship based on loaded script (same as already available for the respective modules). Affected by ship bonuses of celestes, lachesis, and arazu. |

Lili Lu
353
|
Posted - 2012.08.21 15:59:00 -
[1225] - Quote
X Gallentius wrote:Some New Drone Modules, Rigs, Pills, Implants, Ship Bonuses, Whatever:
Drone Command Module: Gives increased chance of drones actually obeying your commands and not moving off to do something else.
Drone Deployment Module: Decreases time for drones to undock from ship and also redock.
Drone Sensor Booster: Decreases time it takes for drones to start moving to target once deployed
Drone "Keep at Range" Module: Allows drone to "keep at range" on target to apply dps. This is a 2-in-1 module. 1. It allows drone to "keep at range", and 2. It allows drones to stay moving and not turn off mwd when attacking a target (stays with target all the freaking time).
Or some of these fixes could just get built into the present drone stats and AI. That list looks painful on available slots. 
|

Lili Lu
353
|
Posted - 2012.08.21 16:06:00 -
[1226] - Quote
Is there a reason you left out skills? The game could always use more skills (speaking as one of the over 100m sp crew).
CCP has tried to nerf ecm twice already and at the same time you rebuffed ecm boats to compensate. I do not think you can succeed at nerfing it, and logis do need to fear and compensate for ewar anyway, whether ecm or damps. Simultaneously the game could always use new skills. Presently there are skills to increase lock range and lock speed, tracking range and tracking speed, but there are not skills to reduce signature or increase sensor strength.
I propose that you consider introducing sensor integrity skills (e.g. ladar sensor integrity, etc.) and a skill for a very slight decrease in signature radius. The sensor integrity skills do not have to be very much percentage. Just so long as they provide some slight relief against getting jammed it would help even the playing field v other ewar and ewar boats.
As long as the sig skill does not wipe out the increase that will come from improved painting boat percentage it would be a good addition to the game.
As for the eccm skills they would help 1. reduce the rage against and op'd ness of ecm, and 2. increase the relative utility in fitting an eccm module. This indirect nerf to ecm boats is probaly the best way to address that ongoing problem.
Simultaneously, please consider altering the eccm modules themselves. Possibly make them a combo of a small whole number bonus and a percentage bonus on top. This might make these modules worth fitting on BCs and below. |

X Gallentius
Justified Chaos
434
|
Posted - 2012.08.21 18:29:00 -
[1227] - Quote
Lili Lu wrote:Or some of these fixes could just get built into the present drone stats and AI.  That list looks painful on available slots.   Here's a few more including: 1. Assign E-war drone module: Allows you to assign ewar drones to a fleet mate. 2. Drone ewar amplifier module: Increases drone ewar effectiveness by 15% 3. Return Abandoned Drone Rig: Drone warps back to you after you have left field. 4. Drone Frigate Tracking Module: Increases chances of drone actually applying dps to interceptors if drones are the main anti-frigate defense on your ship (you lack a high utility slot for energy neutralizers for example).
|

Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.08.21 18:31:00 -
[1228] - Quote
Lili Lu wrote:Is there a reason you left out skills? The game could always use more skills (speaking as one of the over 100m sp crew).
CCP has tried to nerf ecm twice already and at the same time you rebuffed ecm boats to compensate. I do not think you can succeed at nerfing it, and logis do need to fear and compensate for ewar anyway, whether ecm or damps. Simultaneously the game could always use new skills. Presently there are skills to increase lock range and lock speed, tracking range and tracking speed, but there are not skills to reduce signature or increase sensor strength.
I propose that you consider introducing sensor integrity skills (e.g. ladar sensor integrity, etc.) and a skill for a very slight decrease in signature radius. The sensor integrity skills do not have to be very much percentage. Just so long as they provide some slight relief against getting jammed it would help even the playing field v other ewar and ewar boats.
As long as the sig skill does not wipe out the increase that will come from improved painting boat percentage it would be a good addition to the game.
As for the eccm skills they would help 1. reduce the rage against and op'd ness of ecm, and 2. increase the relative utility in fitting an eccm module. This indirect nerf to ecm boats is probaly the best way to address that ongoing problem.
Simultaneously, please consider altering the eccm modules themselves. Possibly make them a combo of a small whole number bonus and a percentage bonus on top. This might make these modules worth fitting on BCs and below.
Has anyone mentioned ECCM rigs yet? We should have skills which increase the effectiveness of ECCM and ECM modules. I mention ECM modules, because the only skill I can recall affecting them are ones which reduce cap use, and increase optimum range. Rigs and low slot modules increase ECM strength but I can't recall any skills which do. To be honest, I think we should combine PECCM with ECM all into one RECM (Remote ECM, for standardized naming conventions) module with scripts. The scripts will be: type PECCM or type ECM, where type could be multi or grav/ladar/radar/etc. (forgot the last one). The scripts affect the stats of the module. The ship bonuses for falcon, rook, BB, scorp, etc. apply to this module. Same idea for combining RSB with RSD (previous thread) using scripts and ship bonuses applying to this new module. There could be capital versions for use on a new ewar captial. New skills for that one too. |

Lili Lu
354
|
Posted - 2012.08.21 21:15:00 -
[1229] - Quote
X Gallentius wrote:Lili Lu wrote:Or some of these fixes could just get built into the present drone stats and AI.  That list looks painful on available slots.   Here's a few more including: 1. Assign E-war drone module: Allows you to assign ewar drones to a fleet mate. 2. Drone ewar amplifier module: Increases drone ewar effectiveness by 15% 3. Return Abandoned Drone Rig: Drone warps back to you after you have left field. 4. Drone Frigate Tracking Module: Increases chances of your light drones actually applying dps to interceptors if drones are the main anti-frigate defense on your ship (you lack a high utility slot for energy neutralizers for example).

I like your sarcasm. I thought I was alone in making such posts. You are now my buddy in that regard.
Anyway, definitely the AI and interface with drones needs lots of work. And some more drone rigs or even a few new mods. |

Cid SilverWing
Tactical Stables Nulli Tertius
9
|
Posted - 2012.08.22 03:56:00 -
[1230] - Quote
Cloak Disruption Field
Upon firing, offlines and disables all cloaking within 250km of the host ship for X minutes, cannot refire for Y minutes, like a mini-Doomsday. High Slot module, only fits to a specialized Battleship.
There's nothing in EVE to counter cloaks except gatecamps with a million drones circling the area. I really am tired of being camped by 1 imbecile in a bomber alongside 10 other miners with no way to fight back. |

ChromeStriker
The Riot Formation Executive Outcomes
211
|
Posted - 2012.08.22 12:13:00 -
[1231] - Quote
New bubbles 
Ewar bubbles - stop people locking (low % chance, baced on a set ticker. ie tries to unlock evey 10sec?) TP bubbles - makes ships sig bigger Disruptor bubbles - cant track/reach a target with turrets (maybe missiles?) Sensor damp bubbles - can only lock whats IN the bubble? Webbles - slows you down
Obviously the effectiveness and size is dependant on type and effect (T2 Lrg TP bubbles = HUGE with... 20% sig increase?)
Could use a new ship or dictors/hics now with new modules - Nulla Curas |

X Gallentius
Justified Chaos
443
|
Posted - 2012.08.22 22:48:00 -
[1232] - Quote
Lili Lu wrote:Anyway, definitely the AI and interface with drones needs lots of work. And some more drone rigs or even a few new mods.  One more: o Drone Transfer Rig - Allows you to move a drone from your cargohold or a container into your drone bay.
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
1020
|
Posted - 2012.08.22 23:54:00 -
[1233] - Quote
Marcus Harikari wrote:Max Von Sydow wrote:Disguise module. Allows you to disguise your ship as another ship of the same race and similar size. Similar drawbacks as cloak.
Uses scripts to select disguise. rofl epic way in for this roflmao Yah this would be something else... a fleet of Titans that look like a fleet of Ibis? I see goons taking this to a weird level. Initially was on board but now thinking about it... maybe not so much.
|

Edward Olmops
Sirius Fleet
12
|
Posted - 2012.08.23 12:59:00 -
[1234] - Quote
Then make it a D-Scan disguise at least...
Tons of Ibises on your D-Scan - until you enter the grid and realize they're actually titans! :-D Just kidding. But what about a thing that lets you in fact conceal your true nature on D-Scan? Maybe just something that only gives "Cruiser" instead of "Deimos". Baiting could be easier as well as hiding and also concealing the exact composition of one's fleet. |

Edward Olmops
Sirius Fleet
12
|
Posted - 2012.08.23 14:54:00 -
[1235] - Quote
Another one:
What about a module that makes ramming attacks possible so that bumping actually does damage? (put it in a separate thread initially but now I am too stupid to create a link ) |

Ford Perfekt
Deadly Influence ZADA ALLIANCE
3
|
Posted - 2012.08.23 20:04:00 -
[1236] - Quote
Here is an idea ... I know that gankers will hate even the idea of it ... but let's make the play-field a little more levelled.
In real life if I was delivering a cargo and I would expect that I could be attacked I would make along the cargo a little "present" for a ganker. This "present" would look like some standard container, but if the ganker picks it up and puts it in his cargo then it explodes. Or if he opens it for looting. Damage here should be like smart-bomb or bomb for bomb launcher. And of course here also apply the downside of a bomb if using it in higsec and so on .
I would love to have some guerrilla creativity tactics here and not just plain old frontal attack or gate camping. So in the end there would be always a question on your mind: "do I feel lucky today" |

Vokradacka
Hedion University Amarr Empire
3
|
Posted - 2012.08.24 11:20:00 -
[1237] - Quote
What about rig to switching slots?
1) mid to low 2) low to mid (max one per ship - you can limit this by points )
This maybe can make some ships more op , but it definitely ill make fitting less predictible . |

Forstbyte
The Flanders Corporation Yulai Federation
0
|
Posted - 2012.08.24 11:30:00 -
[1238] - Quote
Cloak bubble, only deployable by a dedicated ship, just like the interdictors. This would be a super powerfull module so the downside sould be severe. Read: high risk of using it.
In order to keep de bubble up alle modules must me deactivated and there is a reactivation delay of 60 seconds when cloaky bubble drops, for the entire fleet. This puts the fleet in great danger when they uncloak or get decloaked. Only (battle?)cruiser size ships are allowed in the cloak bubble.
As this generates alot of weird signatures maybe these things should be probable with a new special, but slow, probe type. Aiming for about 10 minutes max? |

Garudja
The Flanders Corporation Yulai Federation
0
|
Posted - 2012.08.24 11:52:00 -
[1239] - Quote
small size jumpfreighters and big cloaky freighters
now we have in normal transport ... small cargo transports up till huge freighters with cargoholds varyin from only 10 000 m3 up til the massive freighters bulk , but there's no balancing at al in the cloak and jump departments
in cloacky we have blokkade runners and cloaked freighters up til occator size but NO huge Freighter
in jump ships we have HUGE jumpfreighters , but nothin else , just adapt requirements like fuel etc to the smaller cargo size , a 10k cargo jumper and a 50k max cargo jumper would realy make it more easy to ship in and out of low/null sec when you dont have HUGE amounts to transport |

Garudja
The Flanders Corporation Yulai Federation
0
|
Posted - 2012.08.24 12:13:00 -
[1240] - Quote
Bait modules
deployable device , similar to a cyno or a bubble generator but generating the signature of a ship (per ship type) requires a launcher like a smartbomb or probe launcher , requires a dedicated ship specific for deployment
limited duration like max 15 min present but imitating the real thing perfectly so scanning wil give bogus info
this would make gankers life a bit more interresting ... is that ship REALLY there or not |

ChromeStriker
The Riot Formation Executive Outcomes
216
|
Posted - 2012.08.24 15:00:00 -
[1241] - Quote
Bring back mines!!!!!111 - Nulla Curas |

Yaturi
The Scope Gallente Federation
0
|
Posted - 2012.08.24 17:04:00 -
[1242] - Quote
Resist Debuff and EA Ships
I was wondering how to make an electronic attack ship a better addition then what it is today, and it came to me that maybe a role supported module might do the trick.
Much like stealth bomber, interdictor, and hictor have unique role modules, what if you made an EA ship-only equippable mod that debuffs resists.
They'll be heavy stack penalties to it, so that say 3 + debuffs barely add to the existing effect. You can only have one slot of these debuff machines on a single EA frigate. If the targeted resist goes below 0% then it actually becomes a weakness since its a negative.
Also, instead of making a bunch of different modules that target differing points like armor explosive or shield em, it would be just one module utilizing script technology. The single damage type debuffs would be the most potent of course. You can also use a multi-point script and employ something like a 'counter eamn or invul field' where the damage type increase is distributed evenly across the board in a lesser degree than the former single type debuffs.
I would also like to see a strength governer for this new module that ties in with the electronic attack ship skill directly. This would be the ships 'Role bonus'. For every skill level in ea ship piloting, a percentage increase is applied to the strength of the module. So, for a level 5 ea frig pilot, the role bonus would equate to a top out of 50% for a single damage type debuff, same as hardner, and 20% for multi-type script. You could have tech II debuff machine that pushes 55 and 25% respectively.
Thats basically the idea behind it. More utility to beef up the EA Frigates out there. As for the name of the debuff machine module I really dont know. I just wanted to pass the idea out. I dont know if its been considered before on these forums but I hope its not too overpowered as to disrupt the fragile balance in eve, maybe just spice things up. |

Wiu Ming
Dead Guy Syndicate Eternal Syndicate
21
|
Posted - 2012.08.24 17:17:00 -
[1243] - Quote
CCP SoniClover wrote: To give a little bit of framework and to get the ball rolling, here are a few keywords:
...Fitting/Slots... How about a pos and/or carrier module that lets strategic cruisers modify subsystems as part of using fitting service?
This is long overdue... |

Usagi Toshiro
Red Federation RvB - RED Federation
0
|
Posted - 2012.08.24 18:30:00 -
[1244] - Quote
Iris Bravemount wrote:
A highslot module which adds bandwidh.
A lowslot module which converts cargo space into drone bay space (not 1 to 1 of course, as drone bays come with maintenance infrastructure)
Salvager and/or Tractor Drones
A highslot mod which reduces signature radius by a considerable amount (maybe even make it use up a turret/launcher slot, so that one has to choose between offense and defense).
Exotic ship hulls (amarr with boni to hybrids, etc) maybe using archeology components and/or bpcs
Make cloak modules use a bit of cap and nullify cap regen while active, so that one needs to decloak from time to time.
I like these ideas. +1 |

Veskin Sentinel
Aliastra Gallente Federation
0
|
Posted - 2012.08.25 10:58:00 -
[1245] - Quote
I have an idea for a module that would modify the ship shield so that it would emit a shockwaves upon enemy weapon attacks.
First off this technology is meant to be implemented in a brand new module called Reflective Shield Hardener. It would be a Mid Slot module, pretty much like existing Shield Hardeners (Invulnerability Fields etc.), but it will have unique abilities.
The Reflective Shield Hardener would increase Shield resistances just like an Invulnerability Field, but it would also emit an electromagnetic field that would create electromagnetic focused rays that would reach the ships that have an active lock on the parent ship. This smart magnetic field would have some limited radius.
Visually this would look like soft rays of light that follow nearby ships (the ones that have a lock) orbiting the ship that has activated this Reflective Shield Hardener.
Whenever an enemy fires a weapon upon the ship that has such module, there will be a random chance for the Reflective Shield hardener to GÇ£return the attackGÇ¥ by emitting a shockwave (pretty much like a voltaic arc or lightning) that would damage the aggressing ship if itGÇÖs in range. The range of that shockwave would also be pretty random, but the shockwave itself will be aimed to the aggressing ship(s) with the help of the magnetic field.
More info in my blog:
Voyager Spirit Blog
|

Bienator II
madmen of the skies
848
|
Posted - 2012.08.25 17:04:00 -
[1246] - Quote
armor reinforcement module
increases resistance dramatically as long it is activated. Eats capacitor booster charges.
pretty please
a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Amaroq Dricaldari
Malicious Mission Murderers
121
|
Posted - 2012.08.25 17:33:00 -
[1247] - Quote
Modules that make Hull Tanking more viable, for example; - Passive Hull Resist modules (Damage Control needs to be turned on and off, and you can only have one at a time) - Reinforced Bulkheads that don't suck (it has been a while since I played, so I don't know if they got changed yet) - Hull Reps that don't suck (and use Nanite-based Repair Paste as ammo)
Thank you in advance for reading this
Also, I would like our ships to have access to dedicated Ammution Bays (especially destroyers, they would need it)
This is my signature. There are many like it, but this one is mine. |

vagy
Dicta Boelcke
10
|
Posted - 2012.08.28 07:28:00 -
[1248] - Quote
New Armor Repairer - Similar to ASB.
Consumable - Super Smart Bomb.. This would be used by kamikaze pilots if you know what i mean. |

Mechael
Ouroboros Executor Collective
231
|
Posted - 2012.08.28 09:18:00 -
[1249] - Quote
ChromeStriker wrote:Bring back mines!!!!!111
Please and thank you. Whether or not you win the game matters not. -áIt's if you bought it. |

Kiroma Halandri
Brutor Tribe Minmatar Republic
17
|
Posted - 2012.08.28 11:49:00 -
[1250] - Quote
Dubstep Lasers. 'Nuff said.
I'm not Anti-Social,I just don't like you. |

Kuehnelt
Devoid Privateering
261
|
Posted - 2012.08.28 12:10:00 -
[1251] - Quote
1MN Variable Propulsion System I
Fitting cost of a MWD. When run cold it has all the performance characteristics of an AB. When overheated it has all of the performance characteristics of a cold MWD: scrams shut it off and make it revert to an AB at the end of the cycle, it has 500% sig bloom. Still takes heat damage when overheated, but lasts as long as an overheated AB would.
Frigate-only module. At least initially?
The advantage over an MWD is that you can use it while scrammed, as an AB. The advantage over an AB is that you can move at MWD speeds to close on a target. The disadvantage compared to MWD is that you can't get overheated MWD speed (not a small thing in frigate fights, especially when kiting/engaging a kiter); the disadvantage compared to AB is that it's harder to fit and also that you lose the 25% total cap even when running it as an AB.
It might also have a relatively high cap consumption, but with both AB and MWD skills reducing that cost.
It might also take a lot of heat damage but also have a lot of structure HP, making it overheat as long as an AB but cost more in paste/isk to repair. |

zus
Celestial Argonauts HELL4S
4
|
Posted - 2012.08.28 19:05:00 -
[1252] - Quote
Shield damage bleed through control unit. Allows X% amount of damage to pass through on to the armor after been filtered through the shields resistantGÇÖs |

Uris Vitgar
Center for Advanced Studies Gallente Federation
16
|
Posted - 2012.08.28 21:49:00 -
[1253] - Quote
Neural Destabilisation Projector
A fairly expensive high-tech analysis and interface device, possibly built from aincient or sleeper components. When activated on a hacking/analyzing container, it behaves as a tech I analyzer or codebreaker. When activated on a ship, it behaves as a warp disruptor with 20km range.
What would this do? It would allow players to combine PVP and exploration, at the cost of a 10mil+ module which might be looted. Perhaps there should be a scrambling version as well to account for brawling setups |

Leto Galt
State Protectorate Caldari State
0
|
Posted - 2012.08.29 02:27:00 -
[1254] - Quote
Keywords - Area of Effect
Variable Geometry Bombs: Bombs with an adjustable blast radius (2.5km GÇô 20km) adjust damage output accordingly.
Timed Fuse Artillery Ammo: Large artillery turret ammo that Causes AOE damage to its target if it hits, or explodes at fall-off range if it misses. Possibly add Artillery scripts to targeting computers to allow more ability to control the fall-off range of timed fuse ammo.
Shockwave Torpedoes and Cruise missiles: Explosion Radius 5-10km? Increased explosion radius does less damage to any single target but with the ability to saturate an area. Sort of like throwing smart bombs. |

Alara IonStorm
3075
|
Posted - 2012.08.29 12:17:00 -
[1255] - Quote
New Shield Boost Amps for Frigates.
+25% Shield Boost / -20 CPU Fitting
Fitting a normal one is difficult with 55 CPU cost and an Invuln sucks a ton of cap on top of a -44 CPU Fitting.
A Passive Omni Shield Mod would be nice as well.
Buffing SSE so MAPC + MSE isn't the only Shield Buffer option would be nice too.
|

Edward Olmops
Sirius Fleet
14
|
Posted - 2012.08.31 12:13:00 -
[1256] - Quote
Tactical Computer
Basically a smaller and less powerful version of the high sophisticated Gang Links for personal use. Active module, normally it does nothing but beep now and then and give you the war m fuzzy feeling that you are not alone in space.
But you can load various scripts in it that provide a bonus to what not. Each bonus is significantly weaker than the bonus of a comparable module, but you can switch without refitting.
Examples for possible bonusses: +10% speed +10 damage to one weapon type +10% E-War strength +10% agility +10% warp speed +10% weapon range +10% scan resolution +20% sensor stregth +10% armor or shield resists
whatever. Usually, no matter what you fit, your ship will have to perform several tasks during an op. I.e.: travel->camp->fight
With this, the FC (if all ships have this thing) or also a single pilot do have slightly more flexibility in an extended operation at the cost of total power (the typical damage mod does like +20% and an omni-hardener would provide 25%) |

Saede Riordan
Alexylva Paradox
40
|
Posted - 2012.08.31 15:48:00 -
[1257] - Quote
Tactical Siege Module
Low slot module, active Comes in three flavours, small, medium, and large.
Gives a +40% bonus to all armour resists when active, reduces velocity by 90%. Moderately long cycle time, probably 20-30 seconds. Basically, a way for armour tankers to dig their heels in, and just take it. Not an instawin module, its use has to be timed right or you basically shoot yourself in the foot with it.
|

MJ Incognito
Saltatio Vita AAA Citizens
12
|
Posted - 2012.08.31 22:44:00 -
[1258] - Quote
Communications Jammer
-- Mid slot 50 cpu 20 pg 100 capacitor 15 second cycle time can only fit one per ship
25% chance to jam communications + 5% per level 55 optimal 25 falloff
Prevents target from sending or receiving broadcast |

Cadesc
Exotic Dancers Union
0
|
Posted - 2012.09.01 18:48:00 -
[1259] - Quote
flare launcher
idea: Flares seems to be the logical defence mechanism against missiles. The goal is to reduce missile damage to small ships, by reducing their signatur radius or increasing the missiles explosion radius. It should be an area of effect (aoe?) module (stacking vs not stacking?). So every ship inside of the area would have a smaller signatur radius or every missile hitting a ship inside of the area would have an increasing explosion radius. Maybe you could switch between explosion radius increase and signatur radius decrease by switching scripts (ammunition).
-- Mid slot (maybe high slot? maybe just new ammonistion for missile launcher?)
grafics: Just look at this pictures! I'm sure CCP would do a good Job on this task. :P flares!!! more flares! and one more!
Why would it be awsome? -new tactical possibilities (small ships -> agile -> formate to get more advantage from a single module) -awsome look -countermeasure to target painters -new mechanism -new skill |

Amaroq Dricaldari
Malicious Mission Murderers
126
|
Posted - 2012.09.03 09:02:00 -
[1260] - Quote
Cadesc wrote:flare launcher idea: Flares seems to be the logical defence mechanism against missiles. The goal is to reduce missile damage to small ships, by reducing their signatur radius or increasing the missiles explosion radius. It should be an area of effect (aoe?) module (stacking vs not stacking?). So every ship inside of the area would have a smaller signatur radius or every missile hitting a ship inside of the area would have an increasing explosion radius. Maybe you could switch between explosion radius increase and signatur radius decrease by switching scripts (ammunition). -- Mid slot (maybe high slot? maybe just new ammonistion for missile launcher?) grafics: Just look at this pictures! I'm sure CCP would do a good Job on this task. :P flares!!!more flares!and one more!Why would it be awsome? -new tactical possibilities (small ships -> agile -> formate to get more advantage from a single module) -awsome look -countermeasure to target painters -new mechanism -new skill -missiles would still have their big advantage to always deal damage -...but you could reduce the damage effectively
This man deserves a medal. Or better yet, a free Navy Issue Battleship, equipped with a prototype version of this module. This is my signature. There are many like it, but this one is mine. |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
131
|
Posted - 2012.09.03 11:51:00 -
[1261] - Quote
a rig that provides a +1 module slot come in 3 variations per size for low mid and high slot.
can only add up to a maximum of the currant cap of 8 in each category,
will not be able to fit rig if it would put the slot category over 8, does not add any grid or CPU.
drawback would be large increase in mass. only thing i can think of T2 version would be reduced drawback +2 modules slots would be a bit much me thinks.
|

Lin-Young Borovskova
Science and Trade Institute Caldari State
694
|
Posted - 2012.09.03 13:07:00 -
[1262] - Quote
[list] Scripts -> Armor buffer tanking plates (T2 Only): no cap use (script), reduce mass 35% increase agility 15%-100% ->Armor Rep script 1 (T2 reps only): Reduce cap consumption and cycle 35% ->Armor Rep script 2 (T2 reps only): use booster charges 400 -use no ship capacitor-increase rep amount 50%, cycle (without skills) 12sec ->Armor Energised plating script: increase resistance plate for 25% -increase PG use 100%
Heat ->Reduce T2 guns/launchers heat significantly
EW ->Damp specialised ships in need of huge dampening boosts ->Increase T2 web range up to 15km ->Increase T2 Scram range up to 15km
Drones ->Web drones 50% speed reduction, not cumulative, chance based (like ECM?) ->Target painting drones now have a chance to reduce ships resistances (shield/armor) ->Energy neutralising drones now return cap drained to drones owner ship ->Ability to self repair with logistic drones if aggression timers off (right click menu)
Fitting/Slots ->Reduce DCU II/CPU II less cpu hungry ->Make DCU passive ->Get rid of speed penalties on plates/armor rigs, change them to -shields, increase slightly HP ->Get rid of sign radius penalties on shield extenders and rigs, change them to -armor, increase slightly HP
Area of Effect ->Self destruction ->Torpedoes ->Scram disruption probe
One-use (consumable) modules ->OFFENSIVE: MWD script, warp your ship 100km away of your alignment. Affected by targeted warp jamers and bubbles ->DEFFENSIVE: mwd scrip, +2 warp strength against targeted warp jamer systems. Affected by bubbles Both get recharge timer of 180sec
->Afterburner Script: you ship is insensible to webs for an entire cycle. Recharge 180sec
 brb |

Amaroq Dricaldari
Malicious Mission Murderers
127
|
Posted - 2012.09.03 21:20:00 -
[1263] - Quote
Amarr Drones that don't suck. I want my Augmented Acolyte drones to be USEFUL. This is my signature. There are many like it, but this one is mine. |

Nestara Aldent
Citimatics
79
|
Posted - 2012.09.04 01:40:00 -
[1264] - Quote
Capital rigs. |

Souisa
WESCORP 2.0
1
|
Posted - 2012.09.04 08:54:00 -
[1265] - Quote
Distress Beacon
or Inherited Navigations Unit
This is mainly derived from factional warfare, but im sure it can be put to use in 0.0 and other low security areas as well.
Basically its a module that allows people to warp to you, simply from the right click menu in local. There should be a public version, allowing anyone to warp to you, there should be a corporate version, and an alliance version. Or at least it should be configured wether you want it to be public or only for corp mates etc. When you activate it, you can type x in local or whatever to notify people its active and you need them to warp. And they will right click and be on their ******* way.
Well i just think it will be useful for swift response, without having to be in a fleet. Dont accuse me of being a carebear, but being part of the militia and being able to send out a distress call and having people warp to you asap, really enhances security. Owning systems and actually working with them, does no longer require you to be part of a fleet in order to get swift assistance in the event of you being attacked.
Wether it be high medium or low slot i dont know |

Alara IonStorm
3118
|
Posted - 2012.09.04 13:57:00 -
[1266] - Quote
Amaroq Dricaldari wrote:Amarr Drones that don't suck. I want my Augmented Acolyte drones to be USEFUL. It is a miracle I still know what Drone you are talking about when you say Acolyte. |

Kesthely
Fleet of the Damned Happy Endings
0
|
Posted - 2012.09.04 19:30:00 -
[1267] - Quote
Capital Energy Redistribution Network:
Carrier only:
High Slot
Activated:
Increases the Effectiveness of Energy Neutralizers Vampires and Transfers by 300%
Increases range of Energy Neutralizers by 500% Increases range of Energy Vampires by 500%
Increases range of of Capital Energy Transfers to 150 km
Activation Time / Duration 300 Sec
Consumption Type Cap Booster 800
Consumption Quantity 30
Dissallows Assistance: True
Dissallows activation in warp: True
Max Velocity bonus -100%
Capital Energy Redistribution Skill: Each level in this skill lowers the consumption quantity of cap boosters 800 by 5
Basicly the idea of this module is to give a carrier the option to be designed around cap warefare, this module will be able to use heavy neuts nosses and capital energy transfers at up to 150 km giving carriers an additional role to play. With the current suggested stats the heavy neuts will be able to neut a battleship in 3 cycles, and most other sub capital ships in one cycle.
Tactical implementations can be neuting out heavy interdictors, or tacklers, cap warfare at an extended range vs other capitals and capping up other capital ships
Note that this module in its current state does not allow yourself to move or warp, nor that you can be remote repped. Also you do not receive the huge bonuses of Triage mode for self repping or remote repping and you cannot be remote repped. So its not a module you always activate.
The one thing that might be a big concern is the energy transfer range on carriers that currently don't have a bonus to it, granting it a possible unbalancing alternative |

MJ Incognito
Saltatio Vita AAA Citizens
14
|
Posted - 2012.09.04 19:37:00 -
[1268] - Quote
acolytes are useful, you're just terrible at eve |

ApolloF117 HUN
Hostile. PURPLE HELMETED WARRIORS
0
|
Posted - 2012.09.04 22:13:00 -
[1269] - Quote
Mechael wrote:ChromeStriker wrote:Bring back mines!!!!!111 Please and thank you.
yes its a good idea but maybe limit the numbers of the mines in one grid |

Andy Landen
Born Crazy Kadeshians
59
|
Posted - 2012.09.04 22:40:00 -
[1270] - Quote
Look what you got yourself into, CCP. At least a few of these ideas here are good, but so many of them make my stomach turn. A capital suicide module so that I can give and kill cap? Doesn't even make sense. Mini-AoE DDs? How about a lesson on why existing DDs are bad enough, let alone a history on the problems with the AoE version. Gates surrounded not just by hundreds of jetcan trash for decloaking cloakies, but by hundreds of mines? OMG. Capital rigs? As if large rigs are not pricey enough. Suicide modules? It's called Concord. Wow, I feel for the guy that has to weed through all that crap. |

Obsidiana
White-Noise
162
|
Posted - 2012.09.04 23:10:00 -
[1271] - Quote
ApolloF117 HUN wrote:Mechael wrote:ChromeStriker wrote:Bring back mines!!!!!111 Please and thank you. yes its a good idea but maybe limit the numbers of the mines in one grid Mines in sovern space only too. |

Obsidiana
White-Noise
162
|
Posted - 2012.09.05 00:33:00 -
[1272] - Quote
New type of webs with shorter optimal and massive falloff.
I really think that all webs shoulds have falloff, but that is a modification of existing modules. This has been mentioned before, but these new webs should be scripted and have skills that affect them. Scipts should affect with various tradeoffs: range strength cap use falloff
Me, I think the old type of webs should go. Instead, have two new scritped types. One can change range slightly, with scripts that focus more on strength vs. cap use. The other should change cap use slightly but not strength, with range and falloff traded for one another. This forces you to chose either strength or range when out fitting your ship.
Type 1 Stength vs. Cap w/ some optimal range difference
Get in range and you don't need as much cap. Strength will indirectly improve falloff effectiveness.
Type 2 Optimal vs. falloff range w/ some cap change
If you don't need to get close, control range with more falloff. Switch as the oponent gets closer. If you need to be in medium range, try to catch them with optiomal range which indirectly affects strength.
This would help Caldari keep range and armor tankers catch shield tankers.
|

Drop-Me-Own-Stocks Darius
Caldari Provisions Caldari State
17
|
Posted - 2012.09.05 05:01:00 -
[1273] - Quote
An Area-of-Effect Mining Doomsday Powerful enough to split planets, ignite gas clouds, and melt ice fields! Now mining is easier than ever!
*laughing* Nah man, just joking. Who would like to buy a melon?Madame, would you like to buy a--...oh. I see you've already got some.Who would like to buy a melon? |

Pinky Denmark
The Cursed Navy
196
|
Posted - 2012.09.05 13:41:00 -
[1274] - Quote
Take the "Auto Targeting System" and have the module automatically target THE closest agressor within targeting range when jammed...
Not because ECM is overpowered but to make the module more attractive and just because I got jammed yesterday shooting a Falcon into structure hehe |

Obsidiana
White-Noise
171
|
Posted - 2012.09.05 14:45:00 -
[1275] - Quote
Multi-Warhead Missiles Designed to hit smaller targets better. Hitting intended targets is chance based (remnants will FoF towards other targets). Only for targeted missiles (Cruise, Heavy, Light).
Note: Smaller as in hitting BS cruise missiles hitting a BC well and a CC decently. It is similar to tracking enhanced ammo. It is not designed to let a BS kill a FF easily (unless rigged).
Close targets can be out of range. The range of the missile is dictated by the two phases. When the first phase ends at its max range, the second phase is limited by its own shorter range. The window of use is limited; timing is critical.
Drawbacks: Chance of missing intended target Close targets can be out of range Timing required More ammo switching
Related skill increases the chance of hitting the intended target. |

Saede Riordan
Alexylva Paradox
46
|
Posted - 2012.09.05 19:39:00 -
[1276] - Quote
Hacking /analysing scripts that let you try to hack into player cans and structures, with it becoming more and more difficult the greater access you're trying to get, and criminally flagging/aggroing you/warning the other player, with failed attempts. Also possibly make it a minigame that generates a puzzle of some sort using their actual imput password, that gets harder to do mechanically with each failed attempt, but that might let you figure it out logically using brute forcing past that point. |

Maria Jyrgen
Interessengemeinschaft Farben Come Get Us
0
|
Posted - 2012.09.06 12:19:00 -
[1277] - Quote
I have wished some time EW on Cloaked vessels. We all know that thee's small ships (Or big) can sit just outside of the station, gate, complex and so on.
So I have an Idea over HiSlot fitted Cloak disruption pulse. It would come in various sizes ( Small, Medium, Large, Capital ) Size would establish Pulse base range, for example Small 6 000 m, Medium 18 000 m Large 54 000 m and Capital 162 000 m. Module cycle duration could be 360 seconds regardless it size. Also success to uncloak in ranged vessel should be example 0.30 It could have 3 Skills required to use. In example. Primary: Field Pulse Theory (x1) Each level increases pulse range by 5% Secondary: Field Pulse Engineering (x3) - Each level increases uncloaking success rate by 10% Secondary: Field Pulse Mechanics (x5) - Each level decreases cycle time by 5%.
On restriction side this could be limited to Null and Low Sec only ( In HiSec CONCORD would take as an aggression if used near gate, station or other vessels. ) So if used in Low sec at the gate, it would result to security loss and aggression.
Now, KISS! |

Danel Tosh
EVE Protection Agency Intrepid Crossing
31
|
Posted - 2012.09.07 15:33:00 -
[1278] - Quote
Armor and Shield Siphons: modules that drain a target's shields or armor and add it to your own. Armor siphons will only effect armor and shield siphons will only effect shields.
Energy Drain: module that reduces a ships capacitor by a percentage of its total power usage, effectively doubleing the target's module power consumption. |

Leto Galt
State Protectorate Caldari State
1
|
Posted - 2012.09.08 14:40:00 -
[1279] - Quote
Some ideas stolen from Start Fleet Battles.
Over-sized directional thrusters:
Low slot and/or an Astronautic Rig that causes the same effect listed below with an overheated AB or MWD. Ship is fitted with maneuvering thrusters that can operate beyond the safe limits of the ships structure. Increases ship agility at the cost of Hull and/or Armor damage if the ship is pushed past its designed limits.
Power absorption panels:
Armor fittings that redirect energy from incoming attacks to the ships capacitor. Warning; capacitor management will be extremely critical when fitting this module(s). Damage that pushes the capacitor over 100% charge will be applied directly to the ships hull.
Mauler siege weapon system: (Yea, I know not going to happen but since I was on a SFB kick I figured I would throw it in as well)
Axial firing beam weapon that applies energy directly from the ships capacitor. High slot module that works opposite of the way most modules in eve work, each additional mauler module fit multiplies the damage caused. Damage will be so low with one lone module it will be ineffective. In order to be effective you will need to fill the high slots with 6 or so mauler modules to take advantage of stacking multipliers. The stress cause on the ships power system by firing the mauler weapon precludes fitting many other modules, (ecm/eccm/ew/sensor boosters) are incompatible with the ships heavily modilied power system. The shock to the power system when firing the weapon will damage any other high slot fittings mounted to the ship. |

Sati Kerensky
SEA Industries SEA Empire
1
|
Posted - 2012.09.09 22:09:00 -
[1280] - Quote
Daedalus II wrote:A module that could change pvp in eve for better or worse:
Imagine an actual invulnerability field. It's a module that when activated makes your ship invulnerable (by setting all resists to 100%) for maybe 10 minutes, but it also completely incapacitates the ship. It's essentially there to buy yourself time to get reinforcements (if there are any). Once the time runs out you'll be vulnerable again and can't activate the module for a cooldown period (10 minutes+). Any hostile modules activated on the ship will still be active when in invulnerability mode (remember it just sets all resists to 100%) so it can be for example warp scrambled already when it goes out of invulnerability mode.
While I'm sure gankers and everyone hoping on a fast kill wouldn't like a module like this, I think it might bring more "good" fights if one look past the initial knee-jerk reaction to the suggestion.
Example: Industrial ship gets damaged by pirates and goes into invulnerability, 5 minutes later reinforcements arrive and bring pirates into invulnerability. Another 5 minutes and the industrial goes out of invulnerability at the same time as pirate reinforcements arrive, and so on until a fullblown battle is on, instead of just a single boring gank. Think about it... I doubt it'll ever get past the 'OP'-screaming gankers, though maybe mainly due to highsec ganks... So how about limiting it to low and null? No CONCORD there to screw up the gank.. |

Bagrat Skalski
Poseidaon
11
|
Posted - 2012.09.10 10:25:00 -
[1281] - Quote
New module: something what will detect cloaked ships within 50 km radius. Not uncloak it, not make it visible, but will show in directional scanner that it's there lurking. High slot module. |

Omnathious Deninard
Extrinsic Operations
86
|
Posted - 2012.09.10 10:30:00 -
[1282] - Quote
Bagrat Skalski wrote:New module: something what will detect cloaked ships within 50 km radius. Not uncloak it, not make it visible, but will show in directional scanner that it's there lurking. I have seen a system wide version of this. I believe it is called local chat window. If your proposed module showed anything more than there is a ship somewhere in the 50km area, not direction it would be op for gate camps. |

Deena Amaj
Community for Justice Resurrection by Election
33
|
Posted - 2012.09.10 14:55:00 -
[1283] - Quote
Probably suggested somewhere, but here is a recap.
A plethora of "special-abilitity" modules that require/consume PI-commodity goods.
Without spamming all sorts of ideas on the modules, I will just mention general things.These PI-modules shall consume PI P1/P2 (and a few P3) commodities as ammo/fuel, depending on their efficiency. Somewhere, P2 should be the basic standard.
The respective PI-modules must be loaded with PI goods like how it is with ASBs or charge-consuming Turrets/Missile Bays.
We would also see not only a variety of useful "specialist" Highslot weapon turrets but also medium and low slots modules (all modules are thus "ACTIVE", not passive) . For balance sake, all modules need high fitting requirements, and all shall have their uses, and not just making "another ASB". Versatility is the key here. Again, I will refrain from suggesting specific modules here, but will add a link sometime later where I would list all PI-module ideas. This is to avoid spamming stuff here and let the community spill tears of complaints on. 
This idea in general would also give more uses and need for PI-materials(!) making it lucrative and smart for industrials to produce them. it is also important that somewhat all P1/P2/P3 goods get their uses. This would also give people (industrialists or not) some more versatility as for what to produce other than PoS fuels like Enriched Urinium and Coolants.
These mods would also be a way to break the cookie cutter setups. But if this were ever to be implemented, there must be a dedicated concept and mind that is aware of making useful mods without "making more single-path cookie cutter fits".
Lastly, while all ships should be able to fit some 2 of these special PI modules, it would be cool to have Industrial vessel types, Science/Explorational ships and others to be able to fit a lot more of these (so that said, these vessels would have a special bonus of lower fitting requirements for PI-modules).
Again, the modules should be STRONG in their aspects, but shall have high fitting requirements that make them only viable for taking some one or two along (unless being in the aformentioned types of vessels). There shall be flavors of offensive, defensive, and support PI-modules.
As I look on eve-uni's list of PI commodities, here is one example that falls in mind: - A burst-Afterburner module that consumes Rocket Fuels. Applies very shortlived, high acceleration straight-ahead. We're talking about some emergency ultra-high powered NASA rockets. For the very short duration of some 10 secs, webbing/slowing effects are negated while the vessel gains a flat +1000m/s or so speed dead ahead (turn rate must be heavily penalized for the duration) Icon: AB icon with red flames Consumes: Units of Rocket Fuels
**********
2nd module idea; based on specific ideas I had posted elsewhere.
Special modules that require m-¦ cargo space to fit and that apply special buffs (commonly AoE buffs, debuffs, auras).
This was based on the idea of having more combat-themed industrial ships that are not fragile but versatile and unpredictable, along with following the optional concept of Tier3 BC's "smaller vessel, bigger guns" concept and much more. All could be balanced around the need of having m-¦ cargo hold room to fit these special modules. For industrial ships, the idea was that the ship would be fitted with massive crew-related nodes or aux-power cores to support or apply whatsoever buff.
So the more effective a module (High or Medslot) should be, the more fitting space it requires.
Frigate specific example: +1 charge fired (Meaning firing +1 missile along per turret) Penalty: -major tracking speed debuff, penalties to Missile explosion radius and Turret Signature Resolution Requires -400m-¦ (yes, this will raise your general DPS, but your accuracy won't be that great in wilder fights)
All sub-capital vessels: A very rapid-fire FoF missile launcher array would apply a -1000m^3 to fit. A special long-range laser array system; with low sig resoliton and very lousy tracking; would require -2000m-¦ An AoE hull and armor resistence buffing module would require -3000m-¦ to fit. General AoE/aura modules for buffing vessels (regardless friend or foe) that lower missile, or turret dmg (or their respecitve values like missile explosion radius/velocity) ; requiring -4000m-¦ to fit.
Would be neat to have for each vessel-class bracket specific modules. Kind of like how it is with 1MN, 10MN, 100MN propulsion modules. (AB/MWD flavors are also attributed by the mass/agility penalties too)
Stuff like that. It is extreme, but this is just to spark some ideas and get gears moving.
Quick fix: PI-modules that require PI-goods as ammo and apply "cool/nice2have abilities or effects" Special strategic modules that require cargo-hold space to fit. Frigates won't have +1000m^3 space, for instance, but they can fit the 300m^3 ones or so. confirthisposmed
I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Raelen Zyrud
Darkdust Industries Empire
0
|
Posted - 2012.09.11 21:21:00 -
[1284] - Quote
Sorry for any submission of any already proposed modules. I haven't been able to read through all the pages.
1# As someone already mentioned, perhaps pirate modules for T3 cruisers. These would focus on each factions' taste in combat, ie. Shield and tracking modules for Sansha to place on the Legion.
2# An armor rig that has autonomous nano-repair bot that passively repairs armor.
3# Or perhaps a mid slot module that does the same autonomous repair of armor.
#4 A rig that allows you to swap turret hardpints for launcher hard pints. ( I realize that bonuses would be lost but it would be interesting to see a Drake bristling with pulse lasers or a Torpedo launching Nightmare. I also know that this gets you into the realm of the role flexability of the T3 cruiser but still may not be unbalancing)
#5 Armor/Shield drones that can be targeted back on you. (Nice for post PVP engagement to get you back up to full strength) |

Aramis Defranzac
Wild.Stallions The Misfits Of Eve
1
|
Posted - 2012.09.11 21:36:00 -
[1285] - Quote
Ice Harvester Drone Barges:
Only usable on an Orca, hell make it only usable on a T2 Orca (New capital Class Mining Vessel)
And give that thing a jump drive 
and/or
Capital Strip Miners for the Orca/new ship formerly known as Unicron!!!!! |

michaeltward
Rock Hunters
0
|
Posted - 2012.09.12 04:16:00 -
[1286] - Quote
Ive got some ideas of my own and some that ive seen that i would like to try and add to.
First of all the capital mining barge idea like mabie a orca variant i think is an awsome idea and ive had that in my head for some time now though if it were made i think it would be a lowsec or nullsec only ship wich is a shame because im a highsec miner :( .
Second - highslot subcap jump drive and smaller cyno i think this is a cool idea but i think it would be better if it didnt need a cyno you just chose a system and jumped to it and ended up somwere random but within the system. I think another good thing for it would be it is incapible of jumping anyone else with you so if you want to jump a hole fleet you need all fleet members to have this module.
Third - Faction Battle Cruisers where are they?? I fight serpentis brutix's all the time in my missions and yet you cant get them you can get the serpentis vigilant cruiser and the vindicator battleship but no bc why not?
Four - Faction subsystems both pirate and navy i think would be awsome and diversify the T3 situation and make it truely unpredictible what you going up against. And mabie officer and deadspace to but i dodnt think those will be needed as standard subsystems are about 100mill each average so i think faction will be shiney enough for everyone.
Five - I did have a 5 but in the prosess of typing all this i have forgotn so i will do another post when i remember. |

Cardano Firesnake
Babylon Knights Test Alliance Please Ignore
47
|
Posted - 2012.09.12 05:55:00 -
[1287] - Quote
Item Idea: 50mm, 100mm, 200mm, 400mm, 800mm, 1600mm, Crystalline Carbonide Plates II
https://forums.eveonline.com/default.aspx?g=posts&t=152951&find=unread
Description: Increases the maximum strength of the Armor. These special plate technology are as resistant as their Tech I version but also lighter. Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Perequisites: Hull Upgrades V Fitting: As The Reinforce Steel Plates II. Armor HP Bonus : As The Crystalline Carbonide Tech 1 Version. Meta Level 5 Mass Addition As The Crystalline Carbonide Tech 1 Version -50%. For Example: 1600mm Crystalline Carbonide II HP: 3900 / Mass adition: 1500000 Kg |

Cardano Firesnake
Babylon Knights Test Alliance Please Ignore
47
|
Posted - 2012.09.12 10:13:00 -
[1288] - Quote
Here is a perharps strange idea:
Small Repulsor / Medium Repulsor /Large Repulsor Slot-á: High / High / High CPU-á: 8 / 47 / 76 Powergrid-á: 30 / 200 / 1000 Activation cost-á: 30GJ / 75GJ / 200GJ Actvation time-á: 10s / 10s / 10s Range of effect: 5km / 10km / 15km
Skills required-á:Energy Pulse Weapons I /Energy Pulse Weapons III / Energy Pulse Weapons IV
The repulsor push smaller ships away, the distance depends of the deference of mass between the two ships.
I don't know if this a good idea or not. But I see a lot of manners to use such items :-) |

ChromeStriker
The Riot Formation Executive Outcomes
224
|
Posted - 2012.09.12 10:48:00 -
[1289] - Quote
Bring back mines!!!!!!!!!!!!!!!!!!!!111111111111111111one - Nulla Curas |

Deadshocked Grey
Homeworld Republic Intrepid Crossing
0
|
Posted - 2012.09.12 10:49:00 -
[1290] - Quote
Updated Integrated Drones. Replaces drones ability to deal second damage type for other none damage combat abilities.
Integrated Drones:
-Amarr: Cap vamp and cap transfer. Steals small amounts cap from target and transfer some of the energy stolen back to the drone controller.
-Caldari: Can shoot down defender missiles, does not interfere with the drones normal damage, and transfers small amount of shield back to the drone controller when there no defender missiles.
-Gallente: Remote armor rep. Drones provide small amounts of armor repair and will automatically repair each other and the drone controller if the drones are at full health.
-Minmatar: Navigation and tracking relay. Drones and the drone controller have small bonuses to their ships acceleration and agility and small bonuses to weapon tracking.
Versions of drones: T1, T2, Faction. At least two factor versions, one that deals less damage than T2 but have larger bonuses and another that deals more damage than T2 but have lesser bonuses.
Damage Chart: T1 < Faction #1 < T2 < Faction #2 Bonuses Chart: T1 < Faction #2 < T2 < Faction #1 |

Harvey James
Prospero's Sight
13
|
Posted - 2012.09.12 12:47:00 -
[1291] - Quote
How about instead of new modules you fix all the broken /unused ones? micro anything is unused meta 4 stuff is often better than t2 mods weapon upgrades like bc's heat sinks etc have a bunch of meta's some like 10 or so with little point of their existence as they don't offer anything worthwhile often using more CPU than t2 which is rather odd. Drone damage amps don't have meta options either and drone dmg rigs now that would be useful new mod to have. Why do all missile launchers use the same pg besides a few t2 versions whereas guns differ wildly. There are so many glaring inaccuracies that have to fixed first surely? |

AnarConn
Soul Snatchers SpaceMonkey's Alliance
4
|
Posted - 2012.09.12 13:50:00 -
[1292] - Quote
Jade Imp wrote:I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.
I quite like the idea of a stealth hunter, as it is now its way to easy to slap on a cloak on ships and have no threat to you whatsoever unless u mess up by warping to something that decloaks you or accidently hit decloak. a glasscannon destroyer/friagte would prolly be best suited hulls for this whose sole purpose is to quote jade imp here are get a approximate of where they are and give ppl a slim chance of hunting em down, obviously need modules to support this and for this hull only or perhaps a revamped version of directional scanner of sorts to give a idea of where the target is
perhaps a cone like mid slot modul that for a very brief period of time consumes all cap from the stealth hunter and makes it inoperable for a brief period of time, or a highslot mod that gives the pilot a ghostlike view of stealth ships so he then needs to relay this to his comprades, give them directions where to go to decloak them |

Faltzs
RADIO RAMPAGE Indecisive Certainty
3
|
Posted - 2012.09.12 17:07:00 -
[1293] - Quote
Tracking Links,
There is little benefit from using this module it drains more cap and gives no better bonus that a tracking computer, (unlike remote sensor boosters). Furthermore the need/desire to remote sensor booster or remote eccm is far more common.
Needs some love. |

Dagus Rex
Crimson Collective
0
|
Posted - 2012.09.13 02:22:00 -
[1294] - Quote
I'm sure someone has already suggested:
A Coolant System - Low-slot, Active. Could consume some material gained from Ice-Mining. (Helium, Hydrogen, Nitrogen, Oxygen)
Would require Thermodynamics (3) -> Cryogenics
Wouldn't this add a fun extra dynamic to PvP? Players would have to gauge the benefits of overloading vs the bonus of damage modules.
|

Dr Ted Kaper
Etoilles Mortant Ltd. Solyaris Chtonium
8
|
Posted - 2012.09.13 02:46:00 -
[1295] - Quote
Two original module ideas: Damage Reflecting Module- Converts incoming damage into offensive damage. Stats: Explosion Radius- <10km Reflected Damage- 50% HP- 3000
What the following stats mean is that for every 6000 incoming damage the ship will only take 3000 damage, while the other 3000 damage is redirected at all the opponents under 10km from the ship. After 3000 damage has been reflected the module will be destroyed, this means that every module can only deal 3000 damage. If this module only fits in high slots, then it might even be irrelevant unless the ship is specialized to use it. Since even a ship with all 8 high slots full of these can at best deal 24000 damage, anything with a higher ehp than 24000 is going to easily kill the ship.
'Jurisdictor' Remote Protocol Override Device- Can control 2 high slots of any other ship. Only 1 module of this type can be fit to a ship at a time. 98% reduction in velocity when active. VERY high mass to discourage use in WHs. Only has 50% chance of being effective. Cannot activate the target's weapons on the target. Uses lots of capacitor to discourage use while using guns or other capacitor hungry devices. User must have the needed skills to operate the opposing modules, which makes T2 equipment less vulnerable than T1. I've posted this idea before and the biggest problem is how the server will manage the situation, and the huge advantage it will provide to a well thought out fleet. A solution to the OP problem is to have a specific ship class which can use this, that cannot fit guns and is not well tanked. However I think it will add depth to fleet pvp. |

michaeltward
Rock Hunters
0
|
Posted - 2012.09.13 03:52:00 -
[1296] - Quote
I saw around that ccp wanted to make tracking disruptors work on missiles now i dont think this idea is entirely a good one and i will exsplain why.
Missiles (all types) have less dps than guns but for this dps loss we get far greater range than guns.
If they make td's work on missiles sudenly our dps could be cut down even more than it already is compared to guns.
I think if they make td's work on missiles it should be a different td module for missiles only.
Here is how i think this module should work it should be mid slot like all ewar and not be a targeted system so in a fight you turn it on and leave it on if people are firing missiles at you. This module would try to disrupt any missile fired at you some missiles could go haywire some may just shut off and the rest may do less than there total dps.
This module would not effect any missiles not fired at you so if your buddy is next to you and gets fired at there will be no disruption to the incoming missiles.
Here is why i think this module would be better than an ordanary td being able to disrupt missiles. 1 - There are not that many pvp ships out there that solely use missiles (there may be more than i think but there is no way its even close to 50/50 with guns) 2 - if an ordanary td could disrupt missiles the number of pvp ships using missiles would drop even more. (because we already lack the dps compared to guns a td would just ruin our time) 3 - A dedicated td module for missiles would mean that only people who know there going up against missiles would use it and there for in the small gang and solo pvp enviroment missiles would almost be uneffected. |

Aaron Greil
Royal Imperial Navy Reserves
21
|
Posted - 2012.09.13 06:13:00 -
[1297] - Quote
Feedback array: 3 versions, small, medium, and large. Utility high slot, active module
This module can target another ship within range (similar or longer range than neuts). Incoming cap drain (from a neut) or cap boost (from a cap transfer array) can be redirected to a targeted ship on a point for point basis. Different meta levels are capable of handling different maximum amounts of cap per cycle, but in general, one of these mods can always handle at least two unbonused neuts of the same size class.
This mod would provide a solid defense against neuts, or could be used for friendly neut "chains" allowing for tactical gang options. Only one ship would be required to have neuts, and could direct that neuting power to other gang members perhaps in more advantageous places on the field. It would also add to the versatility of logistics, essentially adding extra range to cap transfer arrays by using friendly ships as stepping stones. |

Dan Carter Murray
117
|
Posted - 2012.09.13 06:54:00 -
[1298] - Quote
t2 Crystals that do full spectrum damage equally (Lower dmg than using current me/therm crystals).
T2 Crystals that change dmg output over time based on enemy resistances.
Also, some midslot module for industrial ships (badger, iteron, hoarder, etc.) which prevents locking unless within xxx distance.
add highslot to freighters and module for them which puts them into siege for 5 minutes and increases all resistances to 99% for the duration of the module (maybe use a PI commodity as fuel). Maybe also a high module that uses fuel (PI commodity maybe) that insta warps A freighter but has a 30 minute cooldown.
|

Valkyriy
S O L O M O N STR8NGE BREW
0
|
Posted - 2012.09.13 11:33:00 -
[1299] - Quote
allow weapon control to fleet members just like drones are assigned to to guard or assist fleet members.. This idea can expand on defender missiles and turrets. or have his system work with target painters just like drones work . A from of skill based module that can link weapons with fleet members by range. 5 Kms to 25 KMs .. creating blobs that can be bombed for balance. |

Valkyriy
S O L O M O N STR8NGE BREW
0
|
Posted - 2012.09.13 11:34:00 -
[1300] - Quote
Fighter and or fighter bomber modules and remote rep/cap modules for P O S es. |

McBrideCZ
FireStar Inc Curatores Veritatis Alliance
0
|
Posted - 2012.09.13 11:40:00 -
[1301] - Quote
Module Name: Auxiliary Nanobot Energizer Slot: Low Sizes: Small, Medium, Large Fitting: (object of ballancing) Charge: Cap boosters
Idea behind this module is simple. Give armor tankers something usefull for active armor tanking, which could compete with ASB's. This module, when its active, will boost repair efficiency of your armor reppers by 35-50%(according to cap booster) for a short period of time. In pasive state, it will reduce cap consumption of reppers by 15%.
Module Name: Maneuvering Boosters Overcharge. Slot: Low Size: Small, Medium, Large Fitting: (object of balancing) Active module with no charge and fast cycle with hig cap consumption
And now something for pasive armor tankers. When activated, this module will remove 85% of any armor plates weight penalty, leading to increased agility and speed boost from MWD's and AB's. |

Valkyriy
S O L O M O N STR8NGE BREW
0
|
Posted - 2012.09.13 11:40:00 -
[1302] - Quote
Player owned station modules turrets that docked players can use. |

Sortido
NorCorp Security AAA Citizens
0
|
Posted - 2012.09.13 12:06:00 -
[1303] - Quote
This is not a new idear but it might not be a bad one.
Concord have a Module for preventing / decloaking ships
This module is a bit OP for common use but in a revampt lower tier/meta lvl it can work nicely
i'm kind of thinking along the line of this
Meta 1 mod
15 Km radius Aoi decloake burst 20 sec cykel time and 20 sek target delay
T 2 mod / meta 5
30 Km radius Aoi decloake burst 15 sec Cykel time 10 Sec target delay
Decloake Aoi only works om ships moving when cloaked Cloaked ships sitting stil is imune to it.
How about it?
|

Tsubaki Takashima
nemesis 2.0 Test Friends Please Ignore
0
|
Posted - 2012.09.13 16:58:00 -
[1304] - Quote
like we have actually for turret : tracking enhancer tracking computer
sames modules for missiles would be nice. |

Harvey James
Prospero's Sight
13
|
Posted - 2012.09.13 17:04:00 -
[1305] - Quote
Tsubaki Takashima wrote:like we have actually for turret : tracking enhancer tracking computer
sames modules for missiles would be nice.
You would need to nerf the range of all missiles first which i think they should anyway mind.
|

Sollis Vynneve
Swift Wing Red Villore Accords
4
|
Posted - 2012.09.13 17:52:00 -
[1306] - Quote
Wormhole generator that generates an unstable wh to unknown space for a limited time say 2 hrs. would be good for a quick fix of wh space or in pvp a gtfo clause. |

Hermann Simm
State War Academy Caldari State
0
|
Posted - 2012.09.15 15:33:00 -
[1307] - Quote
Supplemental coolant system - loaded with coolant, overheating would be replaced with overload where it cools faster but some coolant is wasted
Active Module Repair System -high/med slot - loaded with nanite repair paste, repairs heat damage to all modules that are damaged and and works with 50% efficiency on active modules
Heat vents - med/low slot - Reduces defensive stats to give superior cooling
Secondary Capacitor - low slot - bottom 10% of your capacitor is separated from the main power-grid and thus un-neutable and unable to be cap boosted, energy vampires still work with greatly reduced efficiency
Shield Parasite - high slot- disrupts the effectiveness of shield boosters and draws a % to your own shields if you are in 5km range, works better against ancillary shield boosters
Advanced turret controller - module that reduces the firing speed of turrets but increases accuracy and damage, can be loaded with special accuracy or damage script.
Dissipator Shields - med slot - passive-active - 1GJ of power for activation/short cycle time: activates itself when electronic warfare is detected, has a chance to greatly reduce the effects of all forms of targeted electronic warfare
Subspace Communication Analyzer - cov ops only, usable while cloaked, contraband module in high sec space - gives a chance to join corp/alliance/fleet channels for a minute until you are detected and removed by the defensive protocols, works only when in 20km range of a ship in 0.0 or nullsec and wartargets in highsec, unusable in wormhole space due to different chat protocols, other possible uses are analyzing npc pirate comms and finding where they have complexes or possible locations for high value rats, based on rat bounty: higher bounty ones know more while lower ones know rumors
Turbocharger - works like an afterburner but less speed boost at the expense of reducing the effects of stasis webifiers greatly
Fleet Cloaking Device - capital module, can be fitted to command ships - cloaks the fleet in a 5-10km area around the command ship anyone 20-30km from the cloaking area can see them
Proxy Warfare Links - increased drone damage // drone mwd speed // drone tracking and optimal // remote repair drone effectiveness
hi/med/low slot rig - adds 1 slot to the ship but takes a large % of the powergrid
drone bay rig - small - 10/15m3 //med -20/25m3 // large 30/35m3 - turns % of the cargo to drone bay
drone bandwidth rig - small - 10/15mbit //med -20/25mbit // large 30/35mbit - allocates % of the cpu to drone control
pirate modified drone rig - gives both drone bandwidth and bay
pirate modified shield resistance rig - 12 resistance or 40% of t1 rig bonus to every damage type |

Jehan Markow
Militant Mermen LEGIO ASTARTES ARCANUM
27
|
Posted - 2012.09.16 14:23:00 -
[1308] - Quote
I know this thread was started 9 months ago, and inventory changes were implemented in the last patch, which suggests none the Devs are reading it. But still this thread hasn't been locked down, so who knows? I'll give my criticism a shot anyhow.
First, in case you haven't noticed, there have been players who have left because of the new inventory system. You wouldn't believe the grumbling that still goes on in voice comms as people fumble with the new, slower, clumsy system.
The biggest difficulty I have with the new inventory system is that windows don't stay in place. When I do my work, I like to have multiple inventory windows open. Why? Because every time you click the drop-down or open a new window, the client queries the server. On my crappy little connection, this can mean 15 spent managing inventory when 5 minutes used to suffice. My current work-around is to open up all the windows I need in separate locations.
Issue: Under the new system, many of these inventory windows forget their locations when closed or when I undock. Fix: Allow each ship hangar, drone bay, ore hold, fuel bay, or station container/warehouse/vault/other container to "remember" the location it last appeared. Seeing as this used to be in the code before the latest patch messed it all up for the players, I'm sure you can dig up the old code and do a little copy-and-paste to fix it.
One thing that also has helped me is the hot-keys for opening certain locations. Items, Ships, and corporation Market Deliveries all open up as necessary.
Issue: We need a hot-key for opening the Corporation Hangars. Fix: Make a goddamn hot-key for opening Corporation Hangars. Don't tell me it's too difficult. I could probably code the entire thing in under 30 minutes. CCP should have done this years ago.
Under the previous system, one of your containers/windows would be the "spawn point" for all new containers to appear. It would be useful under any revamp to allow players to choose one of their inventory windows as the window spawn point. Just a little right-click in the box in the upper left would be all we need.
Issue: Every time I open the sidebar on an inventory window to view the drop-down, it reverts to its "useless" state, in which drop-downs I don't need ("my filters" especially) are opened wide, making scrolling take forever, while drop-downs I do need (Corporation Hangar) are closed. Fix: Have the client/server save the settings on the sidebar that way it doesn't lag while querying all the various submenus unless the player chooses it.
The most useless thing that pops up in the sidebar is the "My filters" submenu. I have never needed to use this function, but every time I open an inventory window I have to minimise it in order for the rest of the inventory sidebar to function. Seeing as it takes an extra two seconds and I have to do that at least 60 times a day, I estimate I waste well over an hour of my time every month closing the darned thing. Please consider whether you really want your players to be wasting their time on this and give us a break.
Every time I try open the corporation hangar drop-down, the triangle points downward and nothing drops down. If I click it again, the triangle goes back to pointing right. If I've waited about 20-30 seconds, I can try again to click the triangle at which point it will respond with the actual drop-down of what's inside. If the sidebar settings were saved, it would simply open that window showing all the corporation hangar menus dropped-down as I last left them. Instead, I have to go through and close some of the submenus so I can scroll competently through the options in such a tiny space. The alternative is to make the inventory window so large that I can't see anything else (like my ship, fitting, market window, etc.)
Issue: The drop-downs I do need tend to lag out when I try to open them, meaning it takes a minimum of three clicks and 20 seconds where one click and 2 seconds should suffice. Fix: I am not sure how you guys bungled this one so badly, but you really need to fix it.
As I said above, I'm not sure that the Devs are monitoring this thread anymore. I hope you are, and it would be great to see these issues fixed. On the other hand, if you can't spare the 4-5 hours of manpower it would take to fix these problems, you could just bring back the previous inventory system and most of us would be happy with it.... -JM |

Harvey James
Prospero's Sight
13
|
Posted - 2012.09.16 15:22:00 -
[1309] - Quote
gang links for dps like we need more dps in the game.. shakes head. capital sized rigs would make more sense than using large ones plus more expensive so bring that on and any other things capital ships need should be relative size/expense more consistency please. Warfare links need some work they are too powerful atm especially the skirmish one plus it needs a area of effect to stop off grid boosting although even on grid boosting can be exploited i'd say limit them to 40km maybe less and have the T2 have slightly more range and maybe a skill to increase it and lower cap usage. And armour reps do need a boost not an ASB version they need a slight nerf. I would also like to see AB's and mwd's be ship size specific. including a capital size one. including better speed on T2 mwd's no one uses them as they are worse than meta 4. and include all meta's for mwd's and AB's. with maybe less penalties maybe T2 mwd could have a lower sig rad penalty. |

Oreb Wing
Federal Defense Union Gallente Federation
27
|
Posted - 2012.09.16 16:53:00 -
[1310] - Quote
implement a new drone mechanic of a Maintenance Array Bot, which can engage a friendly unit and allow them to drag a cargo module over a specific active slot and "swap" the module. Give them a 25m3 bandwidth, so allowing a fleet member the opportunity to hot-swap 5 modules. You can give them a cap exhaustive upon completion, with a cap recharge rate so slow it would take half an hour or so to reactivate the drone again. |

Harvey James
Prospero's Sight
13
|
Posted - 2012.09.16 17:13:00 -
[1311] - Quote
how about letting nanite paste repair drones armour/hull in drone bay. And make most drone mods highs so they don't have to fill out highs with guns/utility stuff make genuine drone boats. Maybe drone bay extenders in highs too we need bigger drone bays not bandwidth, after all a drone boat with no drones is not a drone boat anymore. Plus drones need to be better!!!! |

Tarn Kugisa
Infinite Covenant Tribal Band
137
|
Posted - 2012.09.17 01:27:00 -
[1312] - Quote
This Thread I Endorse this Product and/or Service Source Recorder-esque tool for EVE |

Acac Sunflyier
Burning Star L.L.C.
203
|
Posted - 2012.09.17 23:50:00 -
[1313] - Quote
How about a low slow slot moduel that lets you over heat longer. There just isn't anything intresting on the front page of the GD anymore. Yawn! |

whaynethepain
55
|
Posted - 2012.09.18 00:08:00 -
[1314] - Quote
Alx Warlord wrote:We could use some new Signature modules, it would make allot of useless ships useful again and would make lots of new strategies possible...
Emission Suppression Structural Modification: (Low-Slot) Reduce the signature radius of the ship in a %. As it prevents emissions from the ship, absorbing wavelengths and noises.
Active Emission Suppression System As it controls the fields around the ship , it generate inverse waves to nullifies the emission of the ship, while preventing incoming waves and energized particles to directly hiting the ship. It consumes allot of energy and reduces it's speed while greatly reducing ship's signature radius. (Works as the opposite of a MWD)
I fear this module may over-power the Zealot, but it is exactly what Amarr needs to fight the pesky Mini TP module.
There is also the implants to reduce sig and the booster too, but yea a signature shielding module would bring Amarr back in the fight. Getting you on your feet.
So you've further to fall. |

Andy Landen
Born Crazy Kadeshians
61
|
Posted - 2012.09.18 07:46:00 -
[1315] - Quote
Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception. |

whaynethepain
56
|
Posted - 2012.09.18 13:07:00 -
[1316] - Quote
Andy Landen wrote:Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception.
I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game.
It's only a d-scan probe, but the info it yealds would be invaluable to some. Getting you on your feet.
So you've further to fall. |

Kyle Yanowski
Blue Republic RvB - BLUE Republic
91
|
Posted - 2012.09.18 13:42:00 -
[1317] - Quote
A module that lets us alter the stats on webifier.
I.E. Increase range (maybe at the expence of velocity) Increased velocity modifer (maybe at the expense of range).
Brawlers need to be able to catch and kepe their targets. |

Robau
Dark Providence
0
|
Posted - 2012.09.18 16:30:00 -
[1318] - Quote
Webifier Probe
Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.
Webifier Range: 20km
Speed Reduction: 60%
Webifier Bubble duration: 180s
The effect cannot be stacked. |

Andy Landen
Born Crazy Kadeshians
62
|
Posted - 2012.09.18 17:50:00 -
[1319] - Quote
Robau wrote:Webifier Probe
Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.
Webifier Range: 20km
Speed Reduction: 60%
Webifier Bubble duration: 180s
The effect cannot be stacked.
Seems like more for the interdictor role. I do like the idea of HIB - Heavy Interdictor BS. Adds to Tierification and natural career progression. Maybe allows the fitting of a module which infinitely both webs and disrupts a target or a bubble. Only saying infinite because the HIC has infinite on the point, but maybe infinite is too OP .. maybe it is just with the feature of being able to apply to Supers. |

Andy Landen
Born Crazy Kadeshians
62
|
Posted - 2012.09.18 17:53:00 -
[1320] - Quote
whaynethepain wrote:Andy Landen wrote:Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception. I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game. It's only a d-scan probe, but the info it yealds would be invaluable to some. Hey Stargate did it ALL the time. It was called a MALP. or a Kino. or a drone, etc. etc. I only add the idea of reporting local too because if the camp is all cloaked, you would see the population (hey these guys are neut/red, uh oh), and plus, any probe that is in system would surely and easily have access to local if in known space and not if in wh space. This probe should be able to enter whs with the appropriate bm and order, but local would of course not be available. |

Gelvina
Temnava Legion TEMNAVA
1
|
Posted - 2012.09.19 10:20:00 -
[1321] - Quote
1. Target Painter needs scripts:
-> painting amplification script: increases TP signature increase at the cost of range+falloff and capacitor usage
-> long range painting: increase TP range+falloff at the cost of increased capacitor usage
2. While at it ECM can use scripts as well:
->racial scripts (4 of them) works only on multispectrum jammers will increase the jamming strength of a specific jam type by 20% (still 30% less effective than racial jammers) (this way it is not as effective as jamming single targets using racial ECM but can make a prepared multi-spectrum jammer more versatile) (script can also decrease all other jamming types by 30% at the same time - punishing you for using the wrong script)
-> range script : increase ECM range+falloff at the cost of increased capacitor usage
-> hyper script: each time the jamming fails increases the cycle time by 5% up to a maximum of 25%. penalty: decreased range and/or more capacitor usage (will obviously use more capacitor as cycling faster and if jams it will jam for shorter period of time and then return to normal operation but it decreases the time of the non-jamming cycles)
[with something like this ALL ewar will have scripts finally :)]
Would be nice of you (CCP) to take a look at the HULL tanking modules. especially in a world where capital refitting during battle is becoming common these should be balanced properly as well.
Drones - drone damage control module (mid slot) that increases your drones durability. (doesn't work on fighters/bombers) - low slot module to increase drone bay size? - EWAR drone amplifier. active mid slot module which increases the effectiveness of all ewar drones. (It would be nice if its a valid build to use different ewar drones at the same time. Rather than just simple 5 ecm drones)
I want to launch from my typhoon: 1 ECM drone + 1 neut drone + 1 TP drone + 1 stasis drone + 1 tracking disruption drone :D
ECCM The complaint is normally that ECM is 2 strong because it takes out a ship for a total of 20 seconds. How about a module that can work against this.
Sensor recalibration optimized: Active midslot module with a duration of 5 seconds using quite a bit of capacitor. (say in the order of 40 cap per cycle) When activated the modules try to break the current jam cycle. The % change of success is based on the relationship between your sensor strength and the jam strength incoming (from all projected ECM) If successfully the jam will break at the END of the cycle of the module. This gives you the change of breaking the jam within 5 seconds after you are jammed if you are lucky. But it still means ECCM is important to have a chance. This also costs you a mid slot and requires a lot of capacitor so you can't just run it permanently - pilot will have to manage it. If you think about it this becomes interesting for fitting. You can fit ECCM which means less chance you get jammed. Or you can fit this and hope you can quickly break the lock when you get jammed. Or you can fit both if you want but since you are getting jammed less this module will be less used, so potentially something else is better
|

ChromeStriker
The Riot Formation Executive Outcomes
230
|
Posted - 2012.09.19 10:49:00 -
[1322] - Quote
I would like to see mines make a return.... - Nulla Curas |

Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
263
|
Posted - 2012.09.19 12:50:00 -
[1323] - Quote
KAMAKAZI DRONES! Kick Heim... MATE |

Tek Handle
Vanishing Point. The Initiative.
20
|
Posted - 2012.09.19 17:42:00 -
[1324] - Quote
Missile Speed Optimizer or Missile Fuel Compressor/Injector Missile ECM, which affects the fired missile's speed.
|

kai dragonstorm
2ND TO NONE ORION-CYGNUS
1
|
Posted - 2012.09.19 18:59:00 -
[1325] - Quote
warp navigator module: when turned on your ship will follow your target into warp in the same corridor |

Loius Woo
Sebiestor Tribe Minmatar Republic
212
|
Posted - 2012.09.19 19:24:00 -
[1326] - Quote
CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. |

Elvin Gizza
Gerek Ore And Moon Surveying
30
|
Posted - 2012.09.19 21:50:00 -
[1327] - Quote
Mid slot : Point defense module
the modules links to a highslot gun and makes this into an anti missile gun
being a midslot module, it can link to any type of gun in the high slots, small, medium, large, t1, t2, faction, etc etc
also the module itself comes in t1, t2 and faction, with accordingly levels of gun control
the module will probably require a skill to determine the procentile chance of hitting incoming missiles
|

Janeway84
Masters Of Destiny Pride Before Fall
0
|
Posted - 2012.09.19 23:07:00 -
[1328] - Quote
There is a rig for making remote armor repair require less capacitor. CCP should make a rig to improve remote shield transfer.
Also a module like the shield boost amplifier would be nice that works with Remote rep mods boositng their rate of repair. Also a option if i have 3 items in my cargo bay selected it would be nice if i could get a extra option when you right click. Saying jetcan 3 items in a row or something.
|

Harvey James
Prospero's Sight
17
|
Posted - 2012.09.20 18:56:00 -
[1329] - Quote
Janeway84 wrote:There is a rig for making remote armor repair require less capacitor. CCP should make a rig to improve remote shield transfer.
Also a module like the shield boost amplifier would be nice that works with Remote rep mods boositng their rate of repair. Also a option if i have 3 items in my cargo bay selected it would be nice if i could get a extra option when you right click. Saying jetcan 3 items in a row or something.
do you mean for local active armour tanking? |

Cheopis
Cheopis Industries
23
|
Posted - 2012.09.21 01:42:00 -
[1330] - Quote
A couple ideas.
Reflection arrays. High slot item which has a potential, based on meta level and skill of pilot, to reflect an ECM pulse. This should NOT be trivial to fit, but it would be a very nice item to have for ships with a non-weapon high slot. Interdiction beams and bubbles from interdictor ships and bubble generators should not be reflectable, but pertty much every other ECM should be. Only one reflection array per ship.
Reconfiguration arrays. Allow one to reconfigure a single slot to operate as another type slot. For example a High to Mid reconfiguration array would be placed in the high slot, and would then open up an extra mid slot. Only one reconfiguration array per ship. Perhaps make it so that any active device put in a reconfigured slot would take heat damage whenever activated, and double heat damage when overheated. This will allow for some... significant changes in ship configurations. It might need to be looked at very closely for certain passive shield tanking ships though. |

Martin0
Maximum-Overload
67
|
Posted - 2012.09.21 06:27:00 -
[1331] - Quote
Drone Love Module (name can change LOL)
High slot When activated you can move drones from you cargohold to your dronebay while in space . BUT While the module is active you can't target nothing or launch any drones and you can't move.
WHYYYY? You will ask. To make droneboats more viable in roams. Everyone else can have lot of ammo in the cargohold, why we cant have a FEW drones more? |

Amaroq Dricaldari
Malicious Mission Murderers
134
|
Posted - 2012.09.21 07:17:00 -
[1332] - Quote
Martin0 wrote:...while the module is active you can't target nothing... Um...
Martin0 wrote:Everyone else can have lot of ammo in the cargohold, why we cant have a FEW drones more? Speaking of which, [directed towards CCP] where are those Dedicated Munitions Bays for Destroyers that I keep mentioning? This is my signature. There are many like it, but this one is mine. |

Lallante
Blue Republic RvB - BLUE Republic
58
|
Posted - 2012.09.21 10:33:00 -
[1333] - Quote
I would really, really, really love the equivalant of Tracking Enhancers and Dmg Mods for Smartbombs.
Low slot modules that increase range, reduces reactivation delay, increases damage etc.
TBH I'd love a ship built around the smartbomb weapon system. |

Chakarr
Blue Republic RvB - BLUE Republic
5
|
Posted - 2012.09.21 11:49:00 -
[1334] - Quote
Heat/consumable module
3x modules, similar functionality -
High slot module - Thermal Power Sink
Mid slot module - Thermic Capacitor
Low slot module - Thermalite Relay
Basiclly a heat conductor, absorbs a percentage of heat from the rack it is in until it burns out itself - modules in the rack would abosrb less heat / take less damage when it was online
Only repareable with nanite paste
Non reparable when completely burnt out |

Irate Fox
Aideron Technologies
0
|
Posted - 2012.09.21 16:17:00 -
[1335] - Quote
I am liking the idea of some kind of mines; Lowsec/Nullsec area denial tools.
Sized for Cruisers, Battleships and Above. Racial damage variants and small, medium and large for Cruisers, Battleship and Capital Ships.
Smart and Dumb variants for denying reds and/or neutrals or for general area denial respectively. (Targets only reds and/or whites; targets anything that comes within range after the laying ship drops them). Will not target or decloak for rats.
Cloaked and only de-cloak when someone gets close enough to de-cloak them; say 10 KM. On de-cloaking they will attempt to make contact with the ship that entered their field and explode, should take off about 50% of default shields as a rough damage estimate. Improperly sized mines may do less damage to improperly sized targets.
Offer a module on destroyers and frigates to find and sweep mines. Destroyers and frigates will not set off mines but may de-cloak them by presence.
Should be fairly cheap but unreliable tools. |

Harvey James
Prospero's Sight
18
|
Posted - 2012.09.21 20:56:00 -
[1336] - Quote
i would like to see the shield extenders and plates sorted out properly for example why should a cruiser use the same sized plates and extenders as battleships? it makes no sense. Same with prop mods too small mods should be designed and used by small ships etc. This ofc means that the meds/800's and large/1600's would need to be modified in terms of fitting and HP and maybe cut away some of the inumerate amount of different sized plates who uses all these its surely confusing for noobs to work out. |

Xindi Kraid
The Night Wardens Viro Mors Non Est
22
|
Posted - 2012.09.22 07:22:00 -
[1337] - Quote
Cloaking Field generator. A high Slot module with fairly high CPU cost. Only able to be fitted to Black Ops ships but gives those ships a bit more utility. When activated this module cloaks other ships in the vicinity (though they require the apropriate module fitted to make use of it. Requires the skill Cloaking Field Generation; the prerequisite of this skill is Cloaking V (or maybe just IV) and each level in this skill increases the radius of the cloaking field. Can be kept active during warp
Remote Cloak Receiver. Fittable to any ship and functions just like a regular cloaking device when active, but can only be activated when inside a cloaking field generated by someone in your fleet (I am actually thinking it should require the Cloaking Field Gen ship to be set as the Squad Booster) ; it requires Cloaking IV (or maybe V) to use. The trade-off is massively decreased penalties compared to regular cloaking devices. It is able to remain active during warp as long as the ship warped with the accompanying Cloaking Field Generator
Essentially Black Ops will allow regular ships to warp while cloaked; the downside is the black Ops itself still can't warped cloaked and you have to form up before hand for it to work, so you can;t stay invisible the entire time from gate to gate due the distance the gates drop each person from each other and the need for all the ships to be aligned before warp. If used properly, it can let you get the drop on somebody, but using it well requires some skill and attention by everyone involved.
Another possibility is having a T2 version of the Remote Cloak Receiver allow normal ships to use covert jump portals (or maybe have that as a separate module or rig) |

TurAmarth ElRandir
Hiigaran Bounty Hunters Inc. Astraeaus
30
|
Posted - 2012.09.22 07:58:00 -
[1338] - Quote
Items:
Salvage Drones (but as I understand it they may actually be on the board...) Tractor (Green w/ a Running Deere on em!) Drones; Hull Rep Drones;
Abilities:
Probe (all, NPC and Player) wrecks to 100%; -maybe new specialty probe & skill set? Killed Drones leave (smaller) wrecks; Killed Drone wrecks made lootable & salvageable; ANY and all destroyed assets/mods (IE POS Mods etc.) made lootable & salvageable; POS Spikes, after say, 2 months 'unfueled' (offline) by owner corp, once taken to 25%structure can either be: -unanchored by attackers and repaired (expensive but less [75%, 50%?] of the cost of a POS spike) or -destroyed and made lootable & salvageable;
Do you see a Buff Loot & Salvage pattern here?
Now for one I would really love... the ability to set (no more than 2) repper drones (any flavor) to "assist YOURSELF"... -maybe new specialty drone & skill set?
Stop for a second and really imagine the implications... across the board, PvE and PvP.
Just idea's... just idea's... =] TurAmarth ElRandir HBHI VP & Salvage Operations Director Fly Safe and see you in the Sky =/|)= http://turamarths-evelife.blogspot.com/ |

Harvey James
Prospero's Sight
18
|
Posted - 2012.09.22 11:15:00 -
[1339] - Quote
it is a bit odd you can't tell your own drone to repair your own ship |

K'Loth Mech
Incendiary Industries
0
|
Posted - 2012.09.22 14:37:00 -
[1340] - Quote
Hull Obfuscation Matrix - Scripted module which changes the ship's reading on DSCAN: make a Magnate appear to be an abaddon. Downside: high CPU to prevent co-fitting a cloak.
Communications Jamming Array- Disable a ship's appearing in local listing, also disable access to local listing, Again, no cloak. Active module. High CPU/High Cap/Cycle. Create Pirate Ship to have ship bonus for one or both CPU/CAP cost, but on pirate ship: no cyno.
Hull Echo Processor Disable DScanning of ship, all-together, again, no cloak.
^^ Potentially benefit from Cloak Bonuses, have similar CPU fitting
|

Andy Landen
Born Crazy
62
|
Posted - 2012.09.22 17:05:00 -
[1341] - Quote
Drone Control Unit II, which requires Adv. Drone Interfacing level 5, to give a 10% bonus to hp and dps of drones while active. |

Alara IonStorm
3184
|
Posted - 2012.09.22 17:36:00 -
[1342] - Quote
Secondary Laser Capacitor.
It is a second line of Heat Sink that is somewhere around 80-90% the DPS bonus of regular Heat Sinks but all to Dmg.
The end result being a small increase to volley and no increase to Capacitor use in return for less DPS.
Note: Would have to find some way for it to stack with the Heat Sinks RoF bonus or one SLC + one HS would = more Dmg then using 2 Heat Sinks.
|

Dr Cedric
Orbital Industry and Research.
20
|
Posted - 2012.09.22 19:05:00 -
[1343] - Quote
How about making structure tanking and actual gameplay mechanic?
Gallente ships already have high base structure amounts, why not give them a role bonus (or racial bonus?) to increase the speed and/or repair amount of Hull reppers. Or, similar to the ASB mechanic make a module that consumes charges that is specifically for structure repair. This might make some gallente pilots happy that instead of plates+trimarks the can fit a few bulkheads instead.
Also,
I really think a separate module w/ custom scripts should be created for the missile ewar proposals. I don't like the idea of a curse/pilgrim basically being the new flavor of the month for solo/small gang pvp! The module could work like the opposite of a target painter to make MY sig radius smaller, or like a "Smartbomb" to create a field of debris the reduces the accuracy (expl. velocity and/or explo. radius) of the missiles that are being flung at me. I can see a new skill or two on this, with scripts to fit. Basically change defenders into flak cannons!
Edit:
Also, wow, first time I've been top of any page i didn't start...even if it is page 68! |

h4kun4
Heeresversuchsanstalt The Kadeshi
6
|
Posted - 2012.09.22 23:41:00 -
[1344] - Quote
Not really a Module but in the same catregory as scripts...
Probes which can scan down Cloaked targets
(I do not want to suggest Probes with which you can scan down effectively Cloakys in PvP)
Those probes are suggested for AFK-Cloaky Hostiles in 0.0 Space These Hostiles are pretty annonying and overpowered and the only thing you can do about it is doing the same in his home...thats crap, so probes which can scan him down... Of course its CCps Job to create game mechanics, but some ideas for Skills and Attributes from me:
(Modified aka Nerfed Combat Probe Parameters) Structure HP: 240 Mass: 1kg Volume: 1m-¦ Inertia Modifier: 333x Max Velocity: 4000 m/sec Used with (launchergroup): Scan Probe Launcher Max Flight Time: 2000 sec Warp Speed Multiplier: 2,5x Base Scan Range: 0,25 AU Max Scan Range: 8 AU Base Sensor Strength: 12 Base Maximum Deviation: 0,25 AU Scan Range Increment Factor: 2x Probe can Scan Ships: true (only cloaked) Can be fitted to: Covert Ops
Skill need:
Primary: Astrometrics V Astrometric Rangefinding IV Astrometric Aquisition IV Astrometric Pinpointing IV Graviton Physics V Quantum Physics V
Secondary: Cloaking IV Covert Ops IV Science V Engineering V Electronics Upgrades V
Those would make it not too easy to use them so that not every Noob could scan down the claoked guy, also the Scan parameters are quite low so you cant use them for active pvp and with the max 8AU range you have to look around for a bit until you find him...so you can only kill the guy if really is AFK
Many people say thats not necessary becuse cloak should be claok, but actually its a bit Overpowered thet you can block the whole economy of a system just with standing cloaked in
|
|

CCP SoniClover
C C P C C P Alliance
184

|
Posted - 2012.09.23 00:51:00 -
[1345] - Quote
Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street.
Yeah, I'm still here 
I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost. |
|

MotherMoon
Blue Republic RvB - BLUE Republic
1132
|
Posted - 2012.09.23 00:52:00 -
[1346] - Quote
Ima add one.
Sig radius reduction module.
It starts off at 10% but increases to 30% the more ships that target you. http://dl.eve-files.com/media/1206/scimi.jpg |

Amelya Laurann
Boundless Space Seashells
1
|
Posted - 2012.09.23 01:14:00 -
[1347] - Quote
Me and my friend had a super badass idea.
A ranged, (or projected), Warp core stabilizer. Either in the form of a "bubble" or as a "targeting module" (Just like reppers or any EWAR system)
Im a logi, i want my friend to get out even with him having a scram/disruptor on his ass. I use that module and he can get the hell out.
Mid or High slot, i dont know. To stop it from being OP, unstackable, so that only 1 of this module can affect some1 at the same time. Average fitting requirement. High capacitor requirement? A long ass cycle time to make sure you cannot warp out all your friend alone in 30 seconds.
How awesome that would be?
Edit: I'm curious if that was ever proposed in one of these thread over the years |

Noriko Mai
587
|
Posted - 2012.09.23 10:03:00 -
[1348] - Quote
Amelya Laurann wrote:Me and my friend had a super badass idea.
A ranged, (or projected), Warp core stabilizer. Either in the form of a "bubble" or as a "targeting module" (Just like reppers or any EWAR system)
Im a logi, i want my friend to get out even with him having a scram/disruptor on his ass. I use that module and he can get the hell out.
Mid or High slot, i dont know. To stop it from being OP, unstackable, so that only 1 of this module can affect some1 at the same time. Average fitting requirement. High capacitor requirement? A long ass cycle time to make sure you cannot warp out all your friend alone in 30 seconds.
How awesome that would be?
Edit: I'm curious if that was ever proposed in one of these thread over the years I'm waiting for this for years now. Will be awesome in Low. |

Andy Landen
Born Crazy
62
|
Posted - 2012.09.23 14:30:00 -
[1349] - Quote
CCP SoniClover wrote:Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. Yeah, I'm still here  I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost. Mind using Google spreadsheets and publishing the link to make it public and include CCP feedback? |

Amelya Laurann
Boundless Space Seashells
3
|
Posted - 2012.09.23 18:43:00 -
[1350] - Quote
Hell yeah!
My cousin just started playing EVE and the 1st thing he said after doing his first lvl 1 missions, getting chased by frigates:
"I WANT SPACE MINES!!!!!!!"
where are they?
Edit: proximity bombs that only stick to where you put them? small medium and heavy variants? |

Acac Sunflyier
Burning Star L.L.C.
204
|
Posted - 2012.09.23 19:17:00 -
[1351] - Quote
Amelya Laurann wrote:Hell yeah!
My cousin just started playing EVE and the 1st thing he said after doing his first lvl 1 missions, getting chased by frigates:
"I WANT SPACE MINES!!!!!!!"
where are they?
Edit: proximity bombs that only stick to where you put them? small medium and heavy variants?
Mins were a real problem. Everybody put them everywhere and so many sips were killed by just jumping into a system There just isn't anything intresting on the front page of the GD anymore. Yawn! |

Bienator II
madmen of the skies
901
|
Posted - 2012.09.23 20:24:00 -
[1352] - Quote
ability to place traps in form of containers or wrecks. Opening them will cause an AOE explosion similar to a bomb.
only lowsec and below. You have to stay on grid to keep the trap activated but may be cloaked. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Muestereate
Two Geezers in Space
54
|
Posted - 2012.09.24 04:05:00 -
[1353] - Quote
Time dilation module to give new guys time to figure out what they are doing. Yes, let it slow down a few systems. |

Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
8
|
Posted - 2012.09.24 08:21:00 -
[1354] - Quote
MotherMoon wrote:Ima add one.
Sig radius reduction module.
It starts off at 10% but increases to 30% the more ships that target you.
I proposed such thingy as a target painter script. https://forums.eveonline.com/default.aspx?g=posts&m=1821528#post1821528
I hope it will be considered in upcoming the E-War-Overhaul. |

Bubanni
ElitistOps Pandemic Legion
443
|
Posted - 2012.09.24 12:04:00 -
[1355] - Quote
Bumping bomb :) a bomb that basicly bumps anything within 5-10km of the blast radius, (the more mass, the faster the target accelerates away from the blast? (if a target is hugging a gate or station, they would potentially be launched 10-20km away from the gate if they were at the center of the blast, the further away from the blaster center, the less you get knocked away.... (basicly it would just create a bumping bubble for a few sec)
The launched bomb should probaly be launched by bombers only? or it could be a high slot module that more ships can fit, the bomb itself should do no damage, it could be launched to fly right infront of the ship and explode after 5-10 sec (going only 5-10km infront of your own ship) which would basicly land yourself inside the radius if you move even 1m forward
? what do you think ? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Ilja Muromez
201st
2
|
Posted - 2012.09.24 15:13:00 -
[1356] - Quote
Afterburner & Microwarpdrive update
Change: Shorten cycle duration Raise Cap consumption per sec (e.g.: Shadow Serp. 10MN AB, Duration 4, Activation 40)
No new Modules needed. Just change one of the equal modules. (Federation Navy & Shadow Serpentis Module ; Domination & Republic Fleet Module)
Reason: More flexibility. Partial solution for the problem of Afterburner V Skill which cause long AB cycles.
(dont now if suggested before)
|

Warde Guildencrantz
TunDraGon
69
|
Posted - 2012.09.24 15:51:00 -
[1357] - Quote
Bienator II wrote:ability to place traps in form of containers or wrecks. Opening them will cause an AOE explosion similar to a bomb.
only lowsec and below. You have to stay on grid to keep the trap activated but may be cloaked.
ahahahaha this would be amazing |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.24 16:33:00 -
[1358] - Quote
Remote Sensor Dampener base stats: -3 remote sensor strength (all types/races) -15% remote target range -15% remote target scan res 10s duration 36 GJ activation 30 Optimal 60 Falloff 42 CPU 1 PG Each script multiplies their stat by x2 and the others by x0.
Sensor Booster: +30% target range +30% scan res +100% sensor strength (all types/races). Again, each script multiplies their stat by x2 and the others by x0.
These are intended to combine ECM and Sensor technologies together, thus replacing the existing separate technologies into a simplified and unified system to make their use simpler. The first is the RSD with ECM added. This adds versatility and simplification of the existing system. The second is SB with sensor strength boost added. This allows pilots to cover their sensor strength against ECM without feeling like a slot is wasted when ECM is not present.
As the sensor dampeners reduce the sensor strength (after sensor boosts are calculated) by x points for each module, the target ship loses its ability to lock as its sensor strength passes 0.
It may be possible to combine the similar effects of scan resolution and sensor strength stats into a single sensor strength stat so that as the sensor strength approaches 0, the lock times become longer until at 0 locks are no longer possible. I know that frigs tend to have high scan res and low sensor strengths and BS, etc. have low scan res and high sensor strength, but to be honest, it seems like larger ships have stronger sensors and ought to lock faster and frigates slow, so the current sensor strength values for the various ships ought to prevail. But it is still possible to combine the stats and simply compare the sensor strength against the ship's class value for the lock time. |

Marwolaeth Arglwydd
The Crabbit Ethereal Dawn
21
|
Posted - 2012.09.24 16:38:00 -
[1359] - Quote
If missiles are to be affected by TC/TE/TD as the "Cane nerf" thread says. Create new mods that effect only missiles and leave the current ones to only affect turrets. This will make players have to choose which weapon system to boost if they have both turrets and missiles on a ship. Other wise those mods will become op, especially the TD. |

MotherMoon
Blue Republic RvB - BLUE Republic
1133
|
Posted - 2012.09.24 18:35:00 -
[1360] - Quote
Marwolaeth Arglwydd wrote:If missiles are to be affected by TC/TE/TD as the "Cane nerf" thread says. Create new mods that effect only missiles and leave the current ones to only affect turrets. This will make players have to choose which weapon system to boost if they have both turrets and missiles on a ship. Other wise those mods will become op, especially the TD. I don't think this is the ise. The issue is a ship being targeted by a TD can use a tracking computer to counter the effects.
But these don't work on missles :/ http://dl.eve-files.com/media/1206/scimi.jpg |

HazeInADaze
L'Avant Garde Happy Endings
3
|
Posted - 2012.09.24 19:41:00 -
[1361] - Quote
Drone Command Overide module.
High slot mod. Activate module on targeted drone to take control of it. Stolen drone assumes all the bonuses of new ship/pilot. Can only assume control of drones pilot has skill to use. Each module handles the bandwidth of the drone it controls.
The cost of this module is used weapons slots and targeting slots.
Might even work on own drones, allowing the pilot to deploy more of his own drones.
Getting jammed, damped, lock broken will lose control of these drones. If it uses capacitor, nuets could turn off the module.
The plus side is total drone boats in the sub cap realm. And some interesting hybrids. A vexor could use it utility high to control a heavy, use its native stats to control 3 more heavies. All fit in the 100m3 bay. Getting jammed will stop the damage of the guns and 1 drone. |

Serge SC
The Valhalla Project
38
|
Posted - 2012.09.25 04:09:00 -
[1362] - Quote
I might've skipped a few posts, but here are some ideas perhaps:
Offensive / E-War Modules
1. Slowness Bubble - Pretty much like a warp disruption bubble, affects AB and MWD effectiveness, reducing maximum speed of ships while inside said bubble. Can only be deployed in systems below 0.4 security, requires same or similar skill set and levels for warp disruption bubbles. Specialized ships like Interdictors and Heavy Interdictors can further increase the base range of the bubble. Bubble cannot be deployed in close proximity of a warp bubble, to avoid complete overlapping and abuse.
2. To-be-named - High slot AoE active module which uses charges to function. Randomly affects effectiveness of electronic systems on a vessel reducing the weaponry effectiveness, making turrets and launchers cycle slower and/or take longer to reload. Limited range (5km base range + 5km falloff at highly reduced effectiveness) with small charge cargo and long reload times. Charges have big m3 and can't be carried massively. Skills affect range of AoE, effects do not stack with other ships using the same module. Restricted to 1 per ship.
3. Modified Webifier II - High slot E-War module which affects maximum speed of target vessel. Requires a free high-slot. Skill set and level equal to that of the Webifier II. Effectiveness can be modified by skills. Module can only be equipeed on attack frigate and cruisers with their specialized variants. Battlecruisers, Battleships and Capital ships may not use these.
4. Web-scrammer. Directed midslots that requires activation on a target. Module disrupts the warp drive capabilities of the target while also reducing the maximum speed. Module is less effective than a dedicated warp disruptor and a dedicated webifier. Same range as warp scrambler, same strength as warp disruptor, 40% reduction of target's top speed. Capacitor usage is greater than the modules it replaces. Ship Modification / Fitting Modules
1. Drone bandwidth amplifier - Passive low slot which increases the bandwidth of the ship by 5mbps pero level up to 25 extra mbps at level 5 for the user. Module may or may not increase drone capacity by a fixed modifier.
2. Calibration expander - Passive low slot which increases calibration points of the ship by 150 points. This extensive modification greatly reduces the structural integrity by a fixed value. Module is practically fitting-free, using only 1 unit of powergrid. Modules is affected by stacking penalties.
3. Slot increment +1 - Rig that increases the amount of mid or low slots available for fitting on the ship (1 of each can be specified). This module can only be used until the maximum numbers of slots is filled (ex. a nigthmare can fit for an extra med slot, but no more, as the maximum 8 are in place). This rig reduces the ship's maximum capacitor charge and decreases recharge rate. Alternatively, rig can increase signature and reduced speed of the ship. Mechanics 5, hull upgrades 5 and Jury Rigging 5 are needed for T2 version, which has lesser penalties compared to T1. Module cannot be used on T3 hulls or capitals.
4. Light structure - Low slot that reduces the ship's signature radius at the expense of armour integrity. Module suffers from stacking penalties with other modules that affect the same attributes. Hull Upgrades skills reduces the penalties to the reduced armour amount.
Defensive Modules
1. Adaptive Invulnerabilty Amplifier - Passive midslot that increases the ship's shield resistances by a base amount. This skills is affected by the resistance compensation skills, increasing the effectiveness of said module. Module is affected by stacking penalties of other modules affecting the same attributes.
2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs! Each faction gets an improvement over the others based on their main method of tanking. Example: Caldari Navy Damage Control has increased shield resistances while lowering both armour and structure resistances. Imperial Navy Damage Control greatly reduces the shield bonuses and focuses mainly in armour resistances. Federation Navy increases both armour and structure by giving away the shield resistances. Republic fleet gives away the structure resistances to further edge on shield and armour. Same as Damage Control use, consumption and limitations.
3. Extra large Shield Extender - Passive midslot. Greatly boosts the shield amount of the ship by a percentage by also increasing its signature radius significantly. Module is affected by the Shield Management skill, increasing 5% to the given capacity per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Module requires CPU to work.
4. Heavy plating - Passive low slot that greatly increases armour amount of the ship by a percentage by greatly reducing the ship's agility. Module is affected by the Mechanics skills, increasing 5% to the given amount per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Requires available powergrid to work.
5. Collision deflector. "Passive" midslot that reacts using the ship's energy to reduce the incoming damage. Module does not reqModule consumes the ship's capacitor in order to absorb a percentage of the incoming damage, equal to an X amount of damage received. New skill required, that improves the effectiveness of the module, by reducing the capacitor consumption per level. Module works on a chance factor base to reduce damage.
I think those are all the ones I can think of right now. Any thoughts? I can detail each one more, and some extra balancing would be required to make it feasible, but the main effects would be those as described on the post. Serge SC Le Frenchman Friendly FC |

Aethlyn
EVE University Ivy League
139
|
Posted - 2012.09.25 09:08:00 -
[1363] - Quote
Just had an interesting idea pirates and gankers might not approve, but how about this (assuming it hasn't been suggested already):
Cargohold Rigging I After repeated losses of industrial ships hauling valueable assets to the Minmatar militia forces, Amarrian tacticians called for a scorched earth approach for potentially endangered shipments, denying the enemy further material gains. Based on common cargohold expanders, these rigged storage structures are armed with significant amounts of high-explosives, increasing the chance of the carried cargo to get destroyed together with the ship.
Module Stats Cargohold Capacity: -10% Destruction Chance: +10% Slot Type: Low (or Rig?) Looking for more thoughts? Read http://aethlyn.blogspot.com/ or follow me on http://twitter.com/Aethlyn. |

Bloodpetal
Mimidae Risk Solutions
882
|
Posted - 2012.09.25 13:46:00 -
[1364] - Quote
A DNA Transponder Signature Doppleganger Doo-Hicky
This module allows you to impersonate another character in space. In order for this to work, you have to have the corpse of the person you want to impersonate.
This could allow you to get past gate camps, or fool a person into thinking they should trust you in a exploration site, etc.
The corpse is consumed by this module.
The effect should only last up to 5 minutes or so.
Lets CCP let corpses get consumed, and gives them an actual value besides trophy status.
Do it! ;) Mimidae Risk Solutions Recruiting |

Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
4
|
Posted - 2012.09.25 16:42:00 -
[1365] - Quote
Here's a meta idea, instead of having this, the general chaos of the Features & Ideas forum and the clearly ignored list of frequently proposed ideas, how about making this easier for everyone and build a web page that users can submit an idea and then with drop downs actually show how it would be IMPLEMENTED. This could be done via code, or for those who are bad at coding, have a sort of drag-and-drop where you can combine elements from existing modules, etc.
The OP need not necessarily do the "code" if someone else is eager to do it for them if they think it's a great idea. So Player Xyz proposes a great idea, Player Abc reads it, thinks it's cool and updates the "how it works" part of the idea to actually show it in code. A CCP Dev might say "hey, nifty idea, but you can't do ____ in SQL" and updates the code.
THEN, have the ability to vote up or down an idea (like a stack exchange), and the ideas that get "enough" up votes should get implemented as a matter of course on the test server(s). Those that do not immediately break game balance and get positive feedback on the test server are automatically put into a queue to be reviewed by CCP and possibly added during the next "big release".
It would make the test servers more of a sandbox game than EVE has ever been before, and could change the evolution of EVE in very long term and profound ways... |

Yun Kuai
Justified Chaos
14
|
Posted - 2012.09.25 17:38:00 -
[1366] - Quote
The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 1) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7)
|

Bienator II
madmen of the skies
916
|
Posted - 2012.09.25 18:22:00 -
[1367] - Quote
MD. same as TD just for missiles. *hinthint* a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Amaroq Dricaldari
Malicious Mission Murderers
134
|
Posted - 2012.09.26 15:18:00 -
[1368] - Quote
I want the old module and missile names back, and the old Carthum Conglomerate ships (the ones that were Red and Gold, not Tech I Frigate-colored This is my signature. There are many like it, but this one is mine. |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.09.26 15:33:00 -
[1369] - Quote
Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 0) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7)
I completely agree with this. +1
|

Amaroq Dricaldari
Malicious Mission Murderers
134
|
Posted - 2012.09.26 15:36:00 -
[1370] - Quote
But then Battleships would need another Powergrid increase. This is my signature. There are many like it, but this one is mine. |

Bubanni
ElitistOps Pandemic Legion
444
|
Posted - 2012.09.26 22:17:00 -
[1371] - Quote
Remote overloading assisting module or a fitted module that would cool the highs, mediums and lows on the ship
In theory the module would allow you to overload for twice as long as normal. (roughly) as a remote module, it should have a limited range of 5-10km and should have fitting requirements that made it impractical to fit on frigs, but not impossible Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Skydell
Space Mermaids Somethin Awfull Forums
293
|
Posted - 2012.09.26 22:36:00 -
[1372] - Quote
Rigs to improve stasis webifier range and strength. |

Trillian Zaphod
Golden Clover Inc.
0
|
Posted - 2012.09.27 04:48:00 -
[1373] - Quote
* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
|

Omnathious Deninard
Extrinsic Operations
126
|
Posted - 2012.09.27 04:52:00 -
[1374] - Quote
Trillian Zaphod wrote:* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
That would be cool on two conditions first the items/ships sould have to be untradeable second they could not be any better than meta 14 quality. Each upgrade adds like +3 to the meta level limiting the number of upgrades. Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683
Updated 9/21/12 |

Trillian Zaphod
Golden Clover Inc.
0
|
Posted - 2012.09.27 07:43:00 -
[1375] - Quote
Omnathious Deninard wrote: That would be cool on two conditions first the items/ships sould have to be untradeable second they could not be any better than meta 14 quality. Each upgrade adds like +3 to the meta level limiting the number of upgrades.
I agree about not being better than meta 14 quality. Infact each attribute can have a ceiling of how high it could go.
But why untradeable ? By making the BPCs limited run we are limiting the availability. I would anticipate the prices of these modified ships/modules to be comparable to faction, so trading should be okay.
|

Axe Samsanese
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.09.27 08:14:00 -
[1376] - Quote
Trillian Zaphod wrote:* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
Very interesting idea. Trying to think if we are missing some obvious flaw here. As long as this whole process is "expensive" I am all for it.
|

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.27 11:47:00 -
[1377] - Quote
Cyno Jammer - fits to a high slot of any ship and jams both regular and covert cyno generators in the current system. CPU and PG, cycle time and cost is similar to a cyno generator. No fuel requirements because as a counter, it needs to be balanced. If a cyno generator only needs one cycle of fuel to be effective then the cyno jammer should need at most one cycle of fuel to be effective, but would have to run potentially up to 138 cycles each day to be effective. The cyno jammer creates a system-wide warpable target on every player's overview. The player operating the cyno jammer can NOT leave the ship, dock, warp away, move, cloak, etc. the same as for a cyno generator. Players would have to defend the player jamming the system with remote repair, etc. Combat recon would get bonuses to using the cyno jammer: half the cycle time, can move, and if it needs fuel, then -80% fuel costs (still can neither warp, nor cloak, nor dock).
It shouldn't require sovereignty to be able to counter a cyno generator, which does not require sovereignty. While players can cyno jam a system, they first have to have sovereignty and second have to control a pos. So currently, the counter to a cheap T1 frig with a cheap and easily trained T1 cloak and cyno generator is a massive investment in control of sovereignty, and in a pos. This is very unbalanced. If a frigate can fit a cyno jammer with the same training as a cyno generator, then balance can be restored. Now the cyno generator has a direct counter and afk cloakies are not OP because alliances can manage the unprobable threat. Invading forces also have a pvp target. |

Omnathious Deninard
Extrinsic Operations
127
|
Posted - 2012.09.27 12:40:00 -
[1378] - Quote
Trillian Zaphod wrote:Omnathious Deninard wrote: That would be cool on two conditions first the items/ships sould have to be untradeable second they could not be any better than meta 14 quality. Each upgrade adds like +3 to the meta level limiting the number of upgrades.
I agree about not being better than meta 14 quality. Infact each attribute can have a ceiling of how high it could go. But why untradeable ? By making the BPCs limited run we are limiting the availability. I would anticipate the prices of these modified ships/modules to be comparable to faction, so trading should be okay. If you could buy one of these then why would you want faction gear any more? Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683
Updated 9/21/12 |

Smelly PirateSaint
Reikoku The Retirement Club
0
|
Posted - 2012.09.27 14:22:00 -
[1379] - Quote
I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.27 16:17:00 -
[1380] - Quote
Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. |

Lallante
Blue Republic RvB - BLUE Republic
94
|
Posted - 2012.09.27 17:23:00 -
[1381] - Quote
Bloodpetal wrote:A DNA Transponder Signature Doppleganger Doo-Hicky
This module allows you to impersonate another character in space. In order for this to work, you have to have the corpse of the person you want to impersonate.
This could allow you to get past gate camps, or fool a person into thinking they should trust you in a exploration site, etc.
The corpse is consumed by this module.
The effect should only last up to 5 minutes or so.
Lets CCP let corpses get consumed, and gives them an actual value besides trophy status.
Do it! ;)
Thats actually pretty funny and would be a GREAT use of rare and valuable corpses |

Lallante
Blue Republic RvB - BLUE Republic
94
|
Posted - 2012.09.27 17:26:00 -
[1382] - Quote
Axe Samsanese wrote:Trillian Zaphod wrote:* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
Very interesting idea. Trying to think if we are missing some obvious flaw here. As long as this whole process is "expensive" I am all for it.
The obvious flaw is CCP would have to anticipate EVERY possible change to EVERY possible mod/ship and balance accordingly, or someone will find a completely overpowered improvement that creates an incredibly imbalanced ship for 40-50m.
The other obvious flaw is that currently each ship/module has a typeid which determines its base stats. With this system there would be infinite typeids. |

Lallante
Blue Republic RvB - BLUE Republic
94
|
Posted - 2012.09.27 17:29:00 -
[1383] - Quote
Skydell wrote:Rigs to improve stasis webifier range and strength.
too overpowered unless at the expense of the other (+10% range = -20% strength, +10% strength = -20% range) |

Smelly PirateSaint
Reikoku The Retirement Club
0
|
Posted - 2012.09.27 18:29:00 -
[1384] - Quote
Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers.
Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate"
Your argument has just been rendered invalid. |

Kyrplexa Insanitus
Psycho Tech Industries Interstellar Hobos
2
|
Posted - 2012.09.28 00:23:00 -
[1385] - Quote
I only read the first page thus far, but, on a note of the on-grid gang bonuses and the ideas behind how the enemy can get into the bonused 'field'... There should be modules that provide an outward push, depending on the mass of a ship using said module. Sure, this can create a lot of lag, but it would only be fittable to certain ships, one would suppose. It would be deemable worht while in a fight dealing with positioning, since bumping is the only way, currently, to re-adjust people's positions once a fleet is engaged and well under way. controlling who is in the field would depend on, maybe, the command ships on grid.
should prolly use a high capacitor amount. |

Major Eyeswater
Snake Eyes Inc SoulWing Alliance
3
|
Posted - 2012.09.28 11:03:00 -
[1386] - Quote
Serge SC wrote:I might've skipped a few posts, but here are some ideas perhaps:
Offensive / E-War Modules
1. Slowness Bubble -
4. Light structure - .
Defensive Modules
1. Adaptive Invulnerabilty Amplifier -
2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs!
4. Heavy plating -
5. Collision deflector. "Passive" midslot that reacts using the ship's energy
Offensive 1. Stasis bubble module for HIC and maybe a launchable version for DIC; I like.
4. Stealth plating; I like.
Defensive 1. Just fit a second AInvuln?
2. Interesting idea; like
4. Already exists; called 'Layered Plating' these days
5. You can't have a passive module that burns cap, and the active version is surely called a Shield Booster? |

Lallante
Blue Republic RvB - BLUE Republic
96
|
Posted - 2012.09.28 11:03:00 -
[1387] - Quote
Smelly PirateSaint wrote:Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate" Your argument has just been rendered invalid.
I dont seem to have problems smartbombing people warping to a gate by sitting just outside that range. Why would this be any different? |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.28 14:18:00 -
[1388] - Quote
Smelly PirateSaint wrote:Andy Landen wrote:Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. Now imagine that the same rules apply to the module that apply to Smartbombs - "This module cannot be activated within range of a Stargate" Your argument has just been rendered invalid. My argument is only resolved IF you are proposing the following smartbomb-like attributes/mechanics: The Decloaking Smartbomb does not work within 25 km of a stargate (15 km radius plus 10 km align and warp out space), has an AoE of 5 km (same as large T1 smartbomb). You might even add that it renders the pilot's ship immobile and unable to warp, dock, or eject for 20 s (cycle time). It would only decloak at the start of each cycle. |

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.29 13:50:00 -
[1389] - Quote
a drone tracking mod for the lows would be nice like the turrets have and soon the missile's will too drones only have a mid which is largely unused as drone ships shield tank mostly now |

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.29 14:32:00 -
[1390] - Quote
medium launchers do need to be looked at the RML is so much easier to fit than HAMS although why you want to i don't know especially now these missile dessies eradicate the need for light missiles on a cruiser. Thus they should change the RML to use different ammo say a new missile called light assault basically a mixture of light missile and Heavy assault missile giving a missile designed to kill cruisers well with good damage because as we know HAMS are best for killing bc's really unless you have a TP like a bellicose. |

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.29 14:34:00 -
[1391] - Quote
maybe some pirate drones that are like mini versions of bigger ships like mini cynabal drones would be cool and mini ashimmu drones now that would be intriguing |

Sentinel zx
Deep Core Mining Corporation
9
|
Posted - 2012.09.29 21:45:00 -
[1392] - Quote
Drone-Support-System
D.S.S. have the ability to increase the performance of drones (it-¦s like a Commando Module but for Drones ;) )
-they are 6 different Modules -all 6 are active high-slots Modules -it-¦s remove/replace all turrets or Launcher Hard-points to perform 100% Drone DMG (still it will perform lesser DMG than a mix of Turrets(Blaster) and Drones but i don-¦t want it make them to overpowered ) -works not on Carriers
Tech 2 Version if the Module is active it gives Drones +10% DMG +5% Effect of E-War and Combat utility Drones and Logistic Drones +10% Speed +20% increase effect of drone upgrade Modules
Overheat Modus max 20 sec +20% DMG +10% Effect of E-War and Combat utility Drones and Logistic Drones +20% Speed +25% increase effect of drone upgrade Modules at the end of the Overheat Modus Drone perform a Kamikaze Attack or just explode
Damage Control II effect +12,5% Shield,+15% Armor,+60% Structure and 10% Droneship speed reduction or 50% MWD Sig-radius reduction from Drones and Droneship Sig-radius increasing by 10% ?
1 D.S.S. Alpha needs 3 high-slots and gives Bonus only to Light Drones CPU usage: 40tf Powergrid usage: 24 MV
2 D.S.S. Delta needs 4 high-slots and gives Bonus only to Light Drones and Medium Drones CPU usage: 100tf Powergrid usage: 500 MV
3 D.S.S. Sigma needs 5 high-slots and gives Bonus only to Light Drones, Medium Drones and Heavy Drones CPU usage: 200tf Powergrid usage: 6000 MV
4 D.S.S. Omega needs 6 high-slots and gives Bonus to all Combat Drones and Sentry Drones CPU usage: 400tf Powergrid usage: 7000 MV
5 D.S.S. Psi needs 2 high-slots and gives Bonus only to E-War and Combat utility Drones
5 D.S.S. Chi needs 1 high-slot and gives Bonus only to Logistic Drones
|

Gneeznow
Ship spinners inc
2
|
Posted - 2012.09.29 22:30:00 -
[1393] - Quote
self repair armour drones self repair shield drones small and medium sized sentry drones self ECCM drones
edit: smartbomb SPECIFICALLY for drones and nothing else, it targets only the drones attacking you, doesn't get you concorded or criminally flagged unless the drones orbiting you are neutral. |

Hazell D'ark
Lead Farmers Kill It With Fire
5
|
Posted - 2012.09.29 22:36:00 -
[1394] - Quote
some silly ideas for your consideration: - a module for remote repairing Heat damage . sort of like unlimited nanite repair paste ( Logistics high slot ) for cheap bastards like yours truly. - Please do fix the Cap power relays . the meta 4 gives the exact same bonuses compare to T2 but requires 5 less CPU because 5tfs CPU matters ! - here's a more silly one for all them torp lovers: make the missile explosion radius count . if you shoot at a smaller or faster ship (compare to your explosion radis and velocity ) some of those precious gunpowder will go waisted . so imagine if a missile explodes and the the targeted ship is faster than explosion velocity it wont damage the ship which is fair but ! now imagine if at the point of explosion a ship moves to the explosion area and it would actually take some damage depending on its sig radius , that would be awesome wouldn't it ? it sounds like a lot of for for such small window of use but hey , there are alot of |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.30 00:41:00 -
[1395] - Quote
Smartbomb drones sound great. These drones are basically a mobile smartbomb. They keep away from each other so as not to have your drones get popped by them. Maybe too complicated in the programming.
Warp Disruptor drones too. These simply add a point to the target. Small -2 scram. Medium -1 disrupt. Heavy -1 disrupt and -x% web. |

Catalina Cruz Madeveda
Cosmo Paladins Tribal Band
0
|
Posted - 2012.09.30 01:53:00 -
[1396] - Quote
Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected. |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.30 03:03:00 -
[1397] - Quote
Catalina Cruz Madeveda wrote:Cloaking probes for use with covert ops capable ships. To scan they need to decloak or possibly could scan while cloaked. Either way, these would be great in wormholes to minimize chances for being detected.
No kidding. And what exactly is the counter for that? At least now, a diligent group can scan dscan every few seconds by manually clicking the scan button and can sit on all known whs/gates/etc. With that, not even the tedious dscan clicks can counter the threat. |

Gabriel Karade
Noir. Noir. Mercenary Group
22
|
Posted - 2012.09.30 09:35:00 -
[1398] - Quote
Drones (Logistics)
Re-code to allow them to be used on any ship, including the ship which launches them.
(Functionality aside, repair drones buzzing around, patching up the ship is also way more immersive than GÇÿmagicalGÇÖ nanobots from armour repairersGǪ)
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Flashrain
Vanguard Frontiers Intrepid Crossing
18
|
Posted - 2012.09.30 09:49:00 -
[1399] - Quote
#Module, #HEAT, #Scripts
Module: Projected Heat Generator
Function:
- Overheats modules on target
benefits from command boosts
Script:
- High hardpoints (overheats turrets, missiles, etc)
- Medium hardpoints (overheats shield mods, propulsion, ewar etc)
- Low hardpoints (overheats armor repairers etc)
- Focused ( -50% range, double heat damage)
- Extended ( +50% range, half heat damage)
- None (random modules affected)
#Module, #HEAT, #Scripts, #interdictor
Module: Time Dilation Generator (restricted to light/heavy interdictors)
Function:
- Create a time dilation field
- Create a time dilation effect on target
- Benefits from command bonuses
- All effects : propulsion, repair, module cycles etc.,. slow down.
Scripts:
- Focused (single target, +100% time dilation effect)
- Extended (single target, +100% range)
- None (30 -40km radius)
|

NinjaStyle
hirr Against ALL Authorities
0
|
Posted - 2012.09.30 10:46:00 -
[1400] - Quote
sitting in a Fleet I had the sudden tought of a new possible module designed to Improve Overloading mutch like a dmg amp mod this would be low slot module however I wonder if I could be the first ever scripted one so here is the basic Idea
Low slot Module
Increases the Overload Gain my 25%* (I have no basis for what % is should be to be considered balanced) Lowers Heat dmg by 15%
As for the script idea it could interchangeable between affecting High, Mid or Low slots for bonus since an Overall bonus to all modules would probably be way overpowered.
Either that or there could be a general module made for each Slot type
Either way a module that positively affects overheating should be an interesting addition to Eve. |

Harvey James
Prospero's Sight
28
|
Posted - 2012.09.30 14:01:00 -
[1401] - Quote
one way to solve the problem of armour tank vs shield tank is for large plates and shield extenders too be impossible to fit on medium hulls this will halve the penalties of sig bloom and mass increase and nerfs t3's and bc's tank in one go making battleships more desirable. Now ofc the medium plates/extenders may need a slight buff/balance to bridge some of the loss of tank and too increase their fitting requirements so frigs have to use smalls etc. |

Onslaughtor
True Slave Foundations Shaktipat Revelators
14
|
Posted - 2012.10.01 12:49:00 -
[1402] - Quote
A new high slot module that acts like siege, but can be affixed to any hull. (may need to be restricted for balancing)
This module would when activated.
Consumes Strontium.
Lose the ability to warp or jump Reduce the ships max speed by 50 to 75% Reduce the ships agility by 50 to 75% Increase its mass Bloom it's signature Reduce the effects of all ewar by 50% Remote repair effects effectiveness reduced by 50% Shield and armor reps would get a 50% effectiveness increase.
All weapon platforms (ie, guns and missiles) get 200% damage increase All weapon platforms (ie, guns and missiles) get a tracking penalty which leads to a 25% drop in damage application
I feel that smart bombs and drones should benefit from this as well but I'm not sure how that would effect gameplay.
|

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.01 17:21:00 -
[1403] - Quote
A google spreadsheet would make it much easier for people to see if there ideas have been suggested, especially if it was organized by type of idea. Then we wouldn't see the same ideas reposted for the nth billionth time. Share it with the public and let people know where CCP stands with each idea. Maybe give each a rating and a development stage indicator. Let's get on it already, CCP. |

Lord Calus
Fractured Core Fatal Ascension
18
|
Posted - 2012.10.02 04:01:00 -
[1404] - Quote
- ASB for armor.
Tweak armor/shield/hull reps to normalize cap per hp.
Modules which perform better the closer they are to burning out from being overheated.
Fix FOF and Defender missiles.
Allow ALL EWAR to be scripted.
Allow ALL EWAR BLOCKING mods to be scripted.
Normalize effectiveness of EWAR drones.
Remove ECM drones entirely.
Suicide smart-bomb drones.
Scripted Salvagers and Tractor Beams!
Scripted code breakers and analyzers.
Make the new inferno modules that aren't ASBs not suck?
Scripted smart bombs.
Fix Tech3 subsystems so more than 2 fits are viable.
Add the missing subsystems.
Tech2 nanite repair paste.
Normalize Meta0-Tech2 modules.
Passive armor HP regen modules.
Alpha strike module which dumps all remaining loaded ammo at 1 target, reduced hit chance, burns out all guns including itself when used. Every level of thermodynamics reduces - hit chance. BC or larger module.
New ammo that can hit different damage types. Projectiles got it, everything else could use it to. You figure out the lore.
Remove learning implants, everyone gets +5 base to stats.
Mining drones are a joke, make them worth using or remove them entirely.
That is all I have for now. |

HELLBOUNDMAN
The Proletarii
108
|
Posted - 2012.10.02 04:05:00 -
[1405] - Quote
Lord Calus wrote:[list]
ASB for armor.
Wouldn't that be an AAR?
Auxilary Armor Repairer as opposed to an ASB for armor. |

Tatjana Braun
Vienna Arms and Industrial Gruppe
9
|
Posted - 2012.10.02 08:25:00 -
[1406] - Quote
Supcap Drone control Unit:
Fittin: 1 High/ 70FT/ 1MW Boni: +1 Droncontrol/ +10%CPU need for all Other installd SCDCU Skill request: Advanst Drone interface (Only one can be fetted for every Point on it.) |

Midnight Hope
Pator Tech School Minmatar Republic
40
|
Posted - 2012.10.02 14:30:00 -
[1407] - Quote
CIWS script for pulse/blasters/autocannons.
Until you load the script the turrets work exactly a before.
As soon as you load the script they work as a a close-in weapon system for defending against anti-ship missiles. (see http://en.wikipedia.org/wiki/Phalanx_CIWS)
They should work similar to defender missiles but useful for gun boats. Also, since they are still turrets, you solve the defender missiles main problem which is taxing the server with even moar missiles to keep track off.
Once activated, the turret will fire at incoming missiles decreasing/negating their damage. While working as a CIWS the turret can not target locked targets. Unloading the script will revert the turret to its normal operating mode. While the turret works in CIWS mode they consume twice the amount of ammo per cycle.
Notes: The script could also be a special kind of ammo instead of an actual script. They should actually work better than defender missiles which are currently not in use because of their dismal performance. |

Mirima Thurander
The 8th Tribe Seraphim Dragoons.
302
|
Posted - 2012.10.02 15:51:00 -
[1408] - Quote
Armor rep mod that uses Nanite paste and not cap. A Dark time comes. A time of terror comes. My time. If it offends you. Stop me. |

Harvey James
Prospero's Sight
42
|
Posted - 2012.10.02 16:50:00 -
[1409] - Quote
Mirima Thurander wrote:Armor rep mod that uses Nanite paste and not cap.
christ do you know how expensive it would be using nanite paste and besides the ASB has already nerfed neuts we don't need the same thing again i still don't understand why projectiles and missiles don't use some cap even the tiniest amount so they could be neuted out. |

Judas II
Dark-Rising
14
|
Posted - 2012.10.03 08:32:00 -
[1410] - Quote
Projected Smartbombs. Much like the Bombs we have now, but require lock (a sort of missile launcher?). They are AoE to kill drones. Minimal damage, enough to kill drones. |

Rytell Tybat
Kallocain Pharmaceuticals
15
|
Posted - 2012.10.03 17:48:00 -
[1411] - Quote
Have no idea if anything like this has been suggested, but how bout...
Drone Bay Maintenance Array (mid slot?)
When activated it works in a similar fashion to armor and hull repairers, except that it repairs the armor and hull of your damaged drones currently in your drone bay. The single module repairs both armor and hull. Only one module per ship can be fit. The module repairs one drone at a time, first hull than armour, and gradually cycles through your drone groups from top to bottom until all drones are repaired. It could potentially be left active during combat (if you can spare the cap) so that it automatically begins repairing damaged drones as they return to the drone bay. It would use less cap then either an armor repairer (of course repairs less in each cycle) or a remote armor repairer.
The idea here is that it adds to the longevity of your drones as you cycle through returning and launching. Also adds another element to drone management. There would only be module sizes for medium and large ships (?) |

Harvey James
Prospero's Sight
53
|
Posted - 2012.10.03 17:54:00 -
[1412] - Quote
you would think the drone bay would be able to fix the drones without having to waste a valuable slot. especially since drone boats have one slot less to begin with. |

Omnathious Deninard
Extrinsic Operations
205
|
Posted - 2012.10.03 22:33:00 -
[1413] - Quote
Harvey James wrote:you would think the drone bay would be able to fix the drones without having to waste a valuable slot. especially since drone boats have one slot less to begin with. Some one mentioned being able to repair drones in the drone bay using nanite repair paste Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683
Updated 9/21/12 |

Zindale
M S Not at WAR
12
|
Posted - 2012.10.04 11:46:00 -
[1414] - Quote
Have not read the whole post so sorry if posted before.
How about scripted shield and armour amplifiers.
Un-scripted would work like an Invul for shields and Aapt. Nano for armour with say a 10% boost accross all resists. When a scripted is added for example EM the would boost only em by say 40%.
Advantage would be that you would be able to change resist on the fly, making combat more interesting.
These scripts could also have a timed usage meaning that they would have to be replaced during a battle. Reload times could be set to give the attacker a chance to destroy the ship, so not to make these modules over powered. |

Harvey James
Prospero's Sight
59
|
Posted - 2012.10.04 13:44:00 -
[1415] - Quote
Zindale wrote:Have not read the whole post so sorry if posted before.
How about scripted shield and armour amplifiers.
Un-scripted would work like an Invul for shields and Aapt. Nano for armour with say a 10% boost accross all resists. When a scripted is added for example EM the would boost only em by say 40%.
Advantage would be that you would be able to change resist on the fly, making combat more interesting.
These scripts could also have a timed usage meaning that they would have to be replaced during a battle. Reload times could be set to give the attacker a chance to destroy the ship, so not to make these modules over powered.
failed new adaptive armour mod comes to mind |

Sofia Wolf
Ubuntu Inc. Varangon Tagma
63
|
Posted - 2012.10.04 14:04:00 -
[1416] - Quote
We need rigs that would reduce power grid requirement of AB and MWD. You can make them either astronautic rigs or energy grid rigs, does not matter much, but they should provide massive reduction of power grid demand. Something like -22% for T1 rigs and -33 for T3 rigs would be desired and would allow for more dual prop fits and oversized AB fits. |

Crispin McTarmac
School of Applied Knowledge Caldari State
4
|
Posted - 2012.10.04 14:58:00 -
[1417] - Quote
1mn/10mn/100mn pulse drive unit
Applies a very large impulse to the ship in the direction in which it is aligned for 1 second, which ignores the ship's max speed or warp strength (as if it had been bumped). How much speed is added depends on the mass of the ship, and it cannot be online simultaneously with a microwarpdrive or afterburner. Before each use the module requires 20 seconds to charge up, this timer is started immediately after decloaking or undocking (so it cannot be used to speed up aligning from a gate). The amount of impulse generated should be perhaps enough to almost reach MWD speed from a standstill, but not enough to average faster than an afterburner with continuous use.
How might this module be used? >to urgently sprint towards an enemy as they land or uncloak >to aid in bumping- as you're about to hit the ship you wish to bump you switch your mwd off and fire the pulse drive for extra speed. A difficult but very potent trick >fitted to kiting ships to permit a last ditch escape from hard tackle >fitted to brawling ships to "slingshot" across the range gap more effectively >a chance to "break through" dual webs or serpentis webs with skilled piloting >used by slower, tougher ships to reapproach a camped gate (while skilled gatecampers will use the same module to bump them away first) |

Bloodpetal
Mimidae Risk Solutions
912
|
Posted - 2012.10.07 14:44:00 -
[1418] - Quote
Ok Mr. CCP Man.
Seriously, consider this one.
Smartbomb Sheathing.
Ok, so here's what it does... The idea of a Smartbomb is that it generates a pulse of energy that doesn't damage the ship it is fit on, hence "Smart" (not smart in any other way really) - so the pulse of energy can identify the ship it is fit onto, perhaps the smartbomb itself sheathes the ship in some kind of smart skin that creates the pulse of energy which also helps the energy pulse identify what it shouldn't damage.
So, Smartbomb Sheathing would be a skin that the smartbomb identifies as a non-target, just like the ship itself, and the smartbomb's energy pulse does no damage. This would protect you from a Smartbomb of a certain damage type. This could have a few applications -
#1, it can make team members immune to smartbombs for smartbomb types.
#2, if you are privy that you are going to fly into a smartbomb fleet, you could pre-empt the attack and sheath the ship. Obviously, this will take a defensive slot, so it's always a risk.
I recommend the sheathing come in 5 flavors: 1 for each damage type. (em/therm/kin/exp) sheathing that protects you completely. 1 adaptive smartbomb sheathing that just reduces damage in half or such.
Thanks :) Mimidae Risk Solutions Recruiting |

ApolloF117 HUN
The Fifth Seal
3
|
Posted - 2012.10.08 15:14:00 -
[1419] - Quote
Target painter yes this is not a new module, i saw this in the 2012 jun 26 patch, well why don't put this tp back to the game? maybe the rapier or the tp ships can use the bonus what they got :) |

Col Callahan
Sabotage Incorporated Executive Outcomes
4
|
Posted - 2012.10.08 15:22:00 -
[1420] - Quote
MacroWarp Drive
*Mid slot Item *Increases agility by 100% *Increases top Warp speed 500% *increases warp acceleration 500% *increases Warp cap need by 500% *-100% to Micro Warp Drive speed bonus
The discussion thread can be found in the Features and Ideas section |

X Gallentius
Justified Chaos
521
|
Posted - 2012.10.08 15:28:00 -
[1421] - Quote
Remote E-war dampener. Reduces optimal/strength of all ewar modules on target ship.
Example - Some kitey bastard has you pointed at 21km... Throw the e-war dampener on him and get him down to a range where your Gallente hull can omgwtfpwn him.
|

Ratmuss
Children of Prophecy
0
|
Posted - 2012.10.09 14:53:00 -
[1422] - Quote
Fleet Cloak Module.
Skill Required: Fleet Cloaking 2(new), Covert Ops 5, Cruisers 5 Ship requirements: Only fits on Cruiser Class ships Fitting: High Slot.
Effect: Area effect cloak 10 km around emitter cloaking all ships (friendly or hostile) within range. Duration: 10 Minutes and cannot be deactivated during cycle. Cost: 100-300 Ozone per cycle (less with skill bonus)
While active:
Ships affected by cloak cannot use weapons, or modules (no AF/AB, etc..). When ships leave cloak ring, all modules are disrupted for 5 seconds. Host ship cannot move for duration of cloak cycle. Every affected ship behaves as if it had a prototype cloak active ( movement penalty, targeting delay, etc...)
|

Matthias Vilmet
Parallax Shift The Periphery
1
|
Posted - 2012.10.09 20:47:00 -
[1423] - Quote
Tracking Device - probe that sticks to a target and allows you to warp to it or that tells you which system it is in.
Grappling Hook - devise that lets you pull an enemy ship with you in your warp.
|

Eternal Montage
Frontier Explorer's League Sadistica Alliance
0
|
Posted - 2012.10.09 20:54:00 -
[1424] - Quote
Well everyone said all the good ones already, so im gonna throw out the most outlandish ideas, who knows maybe you'll like one of em.
-electro magnetic pulse (EMP) diminishes cap in an AOE including the ship using the module. Maybe make them one time use or something. -Modules that use nanite repair paste as fuel -t2 nanite repair paste -t3 frigates with 3 subsystems -drone mines. Mines that fit in the drone bay and deploy like sentry drones and only work when you're on grid and have AOE (just spit balling here, some of these may be bad ideas) -heat sink drones -t2 shuttles that are immune to EW -something that tricks customs scanners so that you can smuggle contraband as a profession, maybe like a minigame, just a thought. In fact make it so you can trick any scanner but there's skill involved, it would be an interesting response to suicide ganks happening out the wazoo lately. -head lights... for those fits with empty highslots -slot adapters... i dont know if i even like the idea but sometimes i've though "i would gladly give up 2 low slots for a mid slot on this ship"
A little outside the box, i know, but I'm trying to imagine eve 5-10 years down the road. |

Matthias Vilmet
Parallax Shift The Periphery
1
|
Posted - 2012.10.10 13:45:00 -
[1425] - Quote
Mines - player created minefields.
Suicide Bomb - when your ship dies, the explosion packs a punch and actually matters.
Super Salvager - high powergrid item which can salvage off of a ship rather than a wreck.
Holographic Projector - creates an image of your ship flying with you that might be targeted instead of you. |

Matthias Vilmet
Parallax Shift The Periphery
1
|
Posted - 2012.10.10 14:01:00 -
[1426] - Quote
Wreck Hacker - module that allows you to change a wreck or cannister to blue. Or update actual hacker modules to do this.
Acid projectile - does damage over time.
Probe Scrambler - device that can be dropped into space at the gate of a plex and either make it impossible to scan down, or make it read as another type of site (IE, make a Serpentis Phi Outpost read as an unstable wormhole).
|

zus
Celestial Argonauts HELL4S
9
|
Posted - 2012.10.11 03:27:00 -
[1427] - Quote
{ suggestion for a new AOF weapon like smart boom effect .{ CIWS }
defends against all hostile drones missals and ships when in range ideal to use in high sec
http://www.youtube.com/watch?v=Zdp9llrBLnA&feature=related
enjoy
|

Galileo Black
Comply Or Die The Retirement Club
11
|
Posted - 2012.10.12 04:17:00 -
[1428] - Quote
There have been many suggestions for an AAR (Ancillary Armor Repairer) or in functional terms, a short-term, high-hp armor repairer that is immune to capacitor warfare and/or is highly hardpoint-efficient.
I think that's a bit redundant. Armor repairers do fine. The only semi-new concept I could imagine would be a passive armor repair module or rig that might sacrifice cap recharge or movement velocity for a trickle-repair of sorts.
That would perhaps see more pve use than pvp, or maybe a solo pvp buffer tank would use it while behind enemy lines. But that is rather limited, and doesn't give the absurd ehp boost that an ASB does in a continued fight.
Here's what I suggest for armor tanks:
Large Ancillary Damage Control I
CPU: 46tf Powergrid: 200MW
Ammo: Cap booster 400, 800
Cycle time: varies with charge.
Reload time: 90s
Armor resists bonus: to be determined, but absurd.
---
So how would this be used?
Well, unlike the ASB, this would scale well with fleets. It would multiply the effectiveness of logistics, but after the cycle, prove them far less effective than they would be with a normal, consistent tank.
It would also act very hardpoint-efficiently, giving even more damage mods to zealot fleets, for example. Do they need 4? yeah. I think they need 4.
What about drawbacks? Well, it needs some. maybe movement speed, or something besides going inactive after use. maybe the movement speed nerf is only during reload, to make it extra-deadly once your time is up? who knows.
There are multiple ways of balancing it, there's the notion of having different sized modules for each ship, but also the one module that scales with the ships. maybe the resists are static, but cycle time varies with each hull, saying "while this is active, frigates should stay alive for 45 seconds, cruisers for a minute, and battleships for two." or something to that effect. or maybe the larger cap charges provide higher resists, and the cycle time is static. So you could run 2 cycles of 400 charges and get 50% resists for 2 minutes, or 1 cycle of 800s and get 65% resists for 1 minute, and so on. And after that, you are on your own for however long seems balanced. The idea is pretty much the same. "Make this ship survive for X amount of time then die unless I won."
---
Then there's another section of modules:
remote armor/shield resistance modules. function to multiply the effectiveness of repair-based logistics in fleet engagements.
It would only be effective after the first 2-3 logistics, and each fleet would almost never need more than 2-3, but it would definitely add variety to support compositions. Unless it is flown with a buffer-tanked fleet, and there is only 1 logistic, and the ehp boost from the resists is greater than the repair only 1 rr logi could deliver in that amount of time, but that's very situational.
eve likes situational, though. |

Victoria Sefica
24th Imperial Crusade Amarr Empire
3
|
Posted - 2012.10.12 13:47:00 -
[1429] - Quote
Make an Orca specific Jump Drive, pretty please. I've heard all the arguments against it, so here's my proposal:
- make it a low slot module, so it gimps cargo hold (hence not rendering JF's useless) - make it very expensive, perhaps to the point of it costing like another orca so that the final cost (orca + JD) is in the region of 1.5 -2 bil. - Perhaps play with the range so that it's not OP.
IMHO, this would help small groups manage their logistics better, and even allow individuals to try their luck at lowsec/nullsec trade hub supplying. It wouldn't make BF go out of business since 320k m3 is still decently more than 119m3 and with shorter jump range it wold require more effort for longer distances supply. Btw, that 119k m3 is the amount of cargo a maxed out char can get out of an orca fitted with 2xlarge cargohold optimisation II rigs+ 1x large cargohold optimisation I rig and a cargo expander II module. |

MotorBoatMe WithYourFace
PiiiGGGss iiiNNN SSSpppAAAcccEEE
3
|
Posted - 2012.10.12 13:53:00 -
[1430] - Quote
Crispin McTarmac wrote:1mn/10mn/100mn pulse drive unit
Applies a very large impulse to the ship in the direction in which it is aligned for 1 second, which ignores the ship's max speed or warp strength (as if it had been bumped). How much speed is added depends on the mass of the ship, and it cannot be online simultaneously with a microwarpdrive or afterburner. Before each use the module requires 20 seconds to charge up, this timer is started immediately after decloaking or undocking (so it cannot be used to speed up aligning from a gate). The amount of impulse generated should be perhaps enough to almost reach MWD speed from a standstill, but not enough to average faster than an afterburner with continuous use.
How might this module be used? >to urgently sprint towards an enemy as they land or uncloak >to aid in bumping- as you're about to hit the ship you wish to bump you switch your mwd off and fire the pulse drive for extra speed. A difficult but very potent trick >fitted to kiting ships to permit a last ditch escape from hard tackle >fitted to brawling ships to "slingshot" across the range gap more effectively >a chance to "break through" dual webs or serpentis webs with skilled piloting >used by slower, tougher ships to reapproach a camped gate (while skilled gatecampers will use the same module to bump them away first)
from the devblog from team superfriends, and here is the quote:
"Micro Jump Drive. The classic GÇÿblinkGÇÖ ability, allowing ships to maneuver around the battlefield in a new way (with some hefty limitations of course) . WeGÇÖll try to get this out on a test server as soon as we can. ItGÇÖs still some weeks away, but stay tuned."
something very similar methinks |

Matthias Vilmet
Parallax Shift The Periphery
1
|
Posted - 2012.10.12 18:35:00 -
[1431] - Quote
Communications Relay Amplifier - module that increases the distances for which you can see competative prices on the market.
Spectral Analyzer - device that changes your HUD, creates a colored orb around ships within range, allowing you to get a general sense of their damage taken without locking onto them.
Armor Spikes - module that causes damage to ships when you ram them with your ships (for obvious reasons, you might have to make this a toggle).
Reverse Thrusters - same as MWD or afterburner, except you move backward. Might be useful for bombers.
Drone AI Interface - Allows you to target yourself with drones.
|

HRCIII
BETA Industries
0
|
Posted - 2012.10.13 01:55:00 -
[1432] - Quote
Suggestion: A new module for carriers / supercarriers / rorqals
Description: Bubble shield (like the POS) module for carriers / rorqals
Mechanics: Simple, when active it immobilizes the carrier, burns strontium while running, and provides 80% of the shields as a 10km bubble shield with exactly the same protective capabilities as a POS.
Interesting notes and questions: 1. Now your carrier can be used to make a safe spot and remain mostly functional. Great for small mining parties. 2. I suggest fighters should still be available as ultimately, no carrier would be any where near as strong as a real POS. 3. I suggest that when active, it will cause the ship to stay in-game even if the pilot logs, thereby being very useful to small mining parties or other roaming parties (think temp staging area). 4. Host ship should retain its ship maint bay functionality, again, acting like a little temporary POS. 5. I suggest a slow fuel burn rate, something like 4 to 8hrs on a full load. The idea is to encourage its use as a temporary mining camp or staging area. Also long cycle times, 5 mins or more would seem fitting.
Final thoughts: 1. Using this tactically may become an issue (warping in, turning it on to disperse bad guys by bubble bumping). 2. The ability of carriers or rorqals to move around thru gates out in 0.0 space would be helpful and encourage more use. (ship can fly out and 'setup' ahead of its mates)
|

Staleward Ad'mraa
Fission. JINN.
7
|
Posted - 2012.10.13 11:17:00 -
[1433] - Quote
Auto-Scan Array Designed to automatically scan ships that are targeting pilot's vessel, giving information about their ship's setup and weaponry so pilots can use counter-measures.
Adaptive Reflective Shield Passively adapts to the previous damage, allowing to actively reflect up to 25% of the damage.
Another thing I like to see is focused doomsday weapons that isn't AOE, but has an piercing effect. I can see a massive beam of particles piercing through ships or an massive mass driver that uses resources instead of ammo to damage targets. This would make unique weapons that can be placed on an Super Dreadnought or Titan. |

Unbendable McRib
1ST German Space Force Ewoks
1
|
Posted - 2012.10.14 13:30:00 -
[1434] - Quote
Nestara Aldent wrote:Maybe faction deadspace and officer moded rigs, something we know how to use, but not really copy.  For T3 there was talk about pirate sybsystems which would require two subsystem specializations and offer appropriate bonus (for example Guristas Tengu subsystem would offer significant drone capability). EDIT: T3 cruisers have better overheat capability. That could be added to ordinary ships as well through the use of new rigs or modules, but with significant drawbacks not inherent in T3s. It might be hard to balance, so its maybe not a good idea after all. Consider making the rewards from pirate LP stores such that grinding rep and LP with them is worthwhile.
I like this idea with that faction stuff  |

Unbendable McRib
1ST German Space Force Ewoks
1
|
Posted - 2012.10.14 13:41:00 -
[1435] - Quote
I miss an module :fighter damage amplifier this module need also work with asinged fighters
Rigs for fighter drones? |

Terranid Meester
Tactical Assault and Recon Unit
65
|
Posted - 2012.10.15 14:37:00 -
[1436] - Quote
Booster Neural Interface - for increasing the effects/duration a booster has on someone.
While Im here the booster slots are currently 4:3:1 [taken from an earlier thread, one I made on the subject], so maybe those slots could be balanced by adding more boosters [so a hybrid user would find some use for the last slot for example]. |

Opertone
Aurora Empire Fuzzy Nut Attack Squirrels
131
|
Posted - 2012.10.15 17:36:00 -
[1437] - Quote
CCP please re-work broken modules.
I strongly advise to change ELECTRONIC hardwirings slot 9 from capacitor bonus to EW strenght bonus. Currently this hardwiring bonus is pointless and may save 0.2 cap/sec if you buy it.
Can you possibly give Dreadnaughts a SIEGE weapon, similar to titans beam. Let some dreads deal AOE (area of effect) damage. Let other dreads do FOCUS damage, the more firepower, the damage increases exponentially. 2 Dreads 4x damage, 3 Dreads 8x damage, 4 dreads 16x damage. Ammar laser focus weapon. Gallente shockwave cannons (AOE), Minmatar explosive artillery charges (AOE). This will end blobbing and make super spamming less superior due to AOE and FOcused tank breaking.
Dear devs, this one is actually cool - please add ship ejection catapult. You can escape from bubble, but you leave intact ship behind for enemy capture. More incentive for war trophies, and thought.
Also very important idea - please allow covert SHIP scanner and covert CARGO scanner to be activated when covops is cloaked. It will provide intelligence about cargo traffic and potential enemy fittings. Unfortunatelly uncloaking to scan does not go well with espionage and data retrieval - it is way to insta pod. |

Opertone
Aurora Empire Fuzzy Nut Attack Squirrels
131
|
Posted - 2012.10.15 17:42:00 -
[1438] - Quote
In before other posts!
I want XL BS only SHIELD extenders :P. We fit Large extenders on cruisers and such. Something is out of place.
Also US, Caladri, want missile control module - similar to tracking enhancers, smth that can improve explosion velocity and missile precision.
HHM, how about LOCAL channel generator for NULL sec? In case you be so kind remove local, carebears can use smth to gather local intel, right? |

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.15 21:16:00 -
[1439] - Quote
HRCIII wrote:Suggestion: A new module for carriers / supercarriers / rorqals
Description: Bubble shield (like the POS) module for carriers / rorqals
Mechanics: Simple, when active it immobilizes the carrier, burns strontium while running, and provides 80% of the shields as a 10km bubble shield with exactly the same protective capabilities as a POS.
Interesting notes and questions: 1. Now your carrier can be used to make a safe spot and remain mostly functional. Great for small mining parties. 2. I suggest fighters should still be available as ultimately, no carrier would be any where near as strong as a real POS. 3. I suggest that when active, it will cause the ship to stay in-game even if the pilot logs, thereby being very useful to small mining parties or other roaming parties (think temp staging area). 4. Host ship should retain its ship maint bay functionality, again, acting like a little temporary POS. 5. I suggest a slow fuel burn rate, something like 4 to 8hrs on a full load. The idea is to encourage its use as a temporary mining camp or staging area. Also long cycle times, 5 mins or more would seem fitting.
Final thoughts: 1. Using this tactically may become an issue (warping in, turning it on to disperse bad guys by bubble bumping). 2. The ability of carriers or rorqals to move around thru gates out in 0.0 space would be helpful and encourage more use. (ship can fly out and 'setup' ahead of its mates)
Ships inside the field should be able to target and remote repair the carrier while still instead it, and to attack other ships outside the field but not inside the field. Non-blues would be ejected from the bubble, but remain untargetable while in the field, if undocking into the field, etc.. |

AskariRising
8th Day
0
|
Posted - 2012.10.15 23:02:00 -
[1440] - Quote
Change ECM to one universal module that can be loaded with different scripts based on the target. for example, instead of having racial specific ecm modules, we use racial scripts instead that can be loaded into an ecm module and swapped out when needed. it saves on fitting. |

Angry Mustache
EVE University Ivy League
0
|
Posted - 2012.10.16 07:46:00 -
[1441] - Quote
Module : Missile Launcher Partition
penalty, - some amount to missile launcher capacity.
This would be a high-slot utility module, as missile boats often have poor capacitors and PG for rr/nos/neut/cap transfer.
This module holds a certain amount of missiles , say 3-5 for each launcher. When the module is active, missile launchers will fire the missile type in the partition bay instead of the missile type currently loaded in the launcher itself, depleting the partition in the process.
this would not increase how many missiles the ship can launch before it has to reload, but the partition bay can be reloaded independently of the missile launchers, but at a very slow pace (~60 seconds). In fact, putting the partition bay on the ship could reduce the "clip" of a missile launcher, handwaved as the partition taking up space that would have gone to more missiles.
This is aimed at giving missile ships some extra versatility in clutch situations. A ship could choose to load Navy missiles in the missiles, and a few precision missiles in the partition for clearing tackle in a emergency. It could choose to fill the partition with defender missiles to mitigate a missile wave, or Auto-targeting missiles for when jammed/dampened. Loading rage torps in the launcher, and a few javelin torps in reserve if the target runs, etc. the tactical possibilities of this mod would be endless. |

Keui Tan
Cause for Concern.
0
|
Posted - 2012.10.16 08:16:00 -
[1442] - Quote
No idea if this idea has surfaced, but given the sometimes overpowering nature of logi, especially in light of the new t1 logi frigs. If nothing else, I at least want to get the name out on the boards if it's even being considered.
Remote Nano-Disassembler- Projected anti armor rep. Though no more than 20% reduction in rep amount, with a likely value of 10-15. I see it being a continually activated module, likely with a high cap cost and a short cycle time. Mostly intended as an opener to bursting down a target. Obviously incapable of stacking with another one being used at the same time. If a percentage seems way out of line, then it could reduce repping by a set value instead. Which would then lend itself well to different ship class sizes of it.
Field Integration Disruptor- Same song, second verse. But for the shields.
As far as lore goes, the first is under the concept that if you can project nanites to repair another ship, then you can project them in order to attack beneficial repair nanites.
For the shield one, it would basically oscillate the field and impair it's ability to absorb energy boosts from either the ship itself or a shield transfer array. |

Callduron
136
|
Posted - 2012.10.16 11:15:00 -
[1443] - Quote
Deployable decloaking field
[Consumable, terrain transforming]
This anchorable module pulses an area effect decloaking aura that will uncloak all ships within a certain radius as if they had moved within 2km of an object in space. Once anchored it cannot be unanchored and will decay, falling to pieces and destroying itself after a certain time period.
Small 15 km radius Medium 25 km radius Large 40 km radius
Tech 1: 15 minutes Tech 2: 25 minutes
Gossip in seedy cantinas has it that certain pirate factions have developed more potent versions of these devices. |

PAPULA
The Dark Tribe Against ALL Authorities
4
|
Posted - 2012.10.16 11:39:00 -
[1444] - Quote
Armor boost amplifier that amplifies armor repair rate to local armor rep similar to shield boost amplifier.
|

Camera Drone
School of Applied Knowledge Caldari State
2
|
Posted - 2012.10.16 14:12:00 -
[1445] - Quote
Keui Tan wrote:No idea if this idea has surfaced, but given the sometimes overpowering nature of logi, especially in light of the new t1 logi frigs. If nothing else, I at least want to get the name out on the boards if it's even being considered.
Remote Nano-Disassembler- Projected anti armor rep. Though no more than 20% reduction in rep amount, with a likely value of 10-15. I see it being a continually activated module, likely with a high cap cost and a short cycle time. Mostly intended as an opener to bursting down a target. Obviously incapable of stacking with another one being used at the same time. If a percentage seems way out of line, then it could reduce repping by a set value instead. Which would then lend itself well to different ship class sizes of it.
Field Integration Disruptor- Same song, second verse. But for the shields.
As far as lore goes, the first is under the concept that if you can project nanites to repair another ship, then you can project them in order to attack beneficial repair nanites.
For the shield one, it would basically oscillate the field and impair it's ability to absorb energy boosts from either the ship itself or a shield transfer array.
I like this idea, but it would have to be a high slot imo. Then you could fit logi ships with these RR nerfing mods to counter hostile logi, instead of having to rely on neuting, jamming or dampening ships exclusively. Or do you mean local reps only? |

OT Smithers
BLOMI
251
|
Posted - 2012.10.16 15:03:00 -
[1446] - Quote
SUGGESTION:
"Duct Tape": SImilar to Nanite Repair Paste, this high-strength nanite polymer tape is just the thing for patching holes in armor and hull between fights. Also perfect for in-station 'surprise dating' adventures for charismatically challenged capsuleers.
Why add it? One of the biggest downsides to hull and armor buffer tanking is the total reliance on either active repair modules or in-station repair facilities. The former are simply incompatable with many currently excellent fits, and the later are unavailable in many areas. Adding "Duct Tape" to the game serves the same purpose Nanite Paste does today: it allows the fun to go on after the first fight is over. |

Thistleblossom Meadowjewel
The Merit Talon Equity Research Group
0
|
Posted - 2012.10.16 15:06:00 -
[1447] - Quote
Cargo Scan ECM & Veiled targeting detection modules
It seems only natural that if bandits develop technology to detect valuable cargoes, that merchants would develop countermeasures to keep their cargoes hidden, especially something along the line of cargo bay scan shielding. They would also want to detect attempts to spy out their cargo/fitouts. This might also imply cargo scan eccm. |

Hermann Simm
State War Academy Caldari State
3
|
Posted - 2012.10.16 19:03:00 -
[1448] - Quote
Ancillary Cap Transfer
Ancillary Energy Neutralizer
Ancillary Remote Armor Rep
|

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.10.16 22:00:00 -
[1449] - Quote
Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 0) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7)
Brilliant. +1 |

Harvey James
Deep Core Mining Inc. Caldari State
73
|
Posted - 2012.10.16 22:29:00 -
[1450] - Quote
SlaughterhouseDb wrote:Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 0) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7) Brilliant. +1
yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that. |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.10.17 15:14:00 -
[1451] - Quote
Harvey James wrote:SlaughterhouseDb wrote:Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS ...
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7) Brilliant. +1 yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that.
Modules should be capable of shifting the utility of a ship, not just augmenting its natural ability. Increasing the base armor hp might assist one build of one hull, but having a half-step between 800 and 1600 gives greater flexibility for armor tankers of all stripes. Imagine an RR Domi driver who needs a little more buffer but hasn't got the PG for a 1600; a 1200 would fit the bill nicely. This would allow BC's to bridge the gap between Cruisers and Battleships, like they're supposed to; think of them as 'pocket battleships', if you will. |

Harvey James
Deep Core Mining Inc. Caldari State
74
|
Posted - 2012.10.17 17:38:00 -
[1452] - Quote
SlaughterhouseDb wrote:Harvey James wrote:SlaughterhouseDb wrote:Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS ...
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7) Brilliant. +1 yes cos we want bc's too be twice as tanky as cruisers :P their extra EHP should be built into the ship not with specific plates on top of that. Modules should be capable of shifting the utility of a ship, not just augmenting its natural ability. Increasing the base armor hp might assist one build of one hull, but having a half-step between 800 and 1600 gives greater flexibility for armor tankers of all stripes. Imagine an RR Domi driver who needs a little more buffer but hasn't got the PG for a 1600; a 1200 would fit the bill nicely. This would allow BC's to bridge the gap between Cruisers and Battleships, like they're supposed to; think of them as 'pocket battleships', if you will.
Bc's aren't meant to be mini battleships christ sake don't you understand just how much bc's make cruisers useless as it is if you buff them more ........ |

Nriz Barol
AirHogs Zulu People
0
|
Posted - 2012.10.20 01:19:00 -
[1453] - Quote
A mid slot module that negatively effects missiles. Missile Computer disrupter pulses once every 1.5 seconds with a chance to disrupt/destroy a missile. Would be much like a tracking disrupter in effect only that it is better on long range then short ie. longer flight time = more chances for the module to work. |

irishFour
Mobile Meth Lab Monkeys
6
|
Posted - 2012.10.20 21:48:00 -
[1454] - Quote
Capsule scanner
It's like a ship scanner but can scan the capsule while in the ship for implants.
+1 for the following Increased reason to pod people Increase isk sink to replacing implants Increased highsec pew pew I like to have my cake and eat it too |

Harvey James
Deep Core Mining Inc. Caldari State
77
|
Posted - 2012.10.21 14:03:00 -
[1455] - Quote
how about a drone augmentation module in the high slot restricted to one per ship This boosts all drone stats by 25%.
This one is a curious one not sure it would be worth using or not : Drone command modules boosting various things perhaps the drone command ship could be bonused for it perhaps only works on ships using the drone augmentation module so primarily drone boats you could have a drone boat fleet with nice bonuses. |

Mindnut
Rockbiter Industries The Chaos Engine
8
|
Posted - 2012.10.22 10:28:00 -
[1456] - Quote
Hi all, haven't made through the whole thread yet but already I noticed some really great ideas out there =)
Here's mine. It's not so great and it has to do with the "bumping games". I'd like to see "bumping games" disappear from the game since crashing into another ship imho should result in damage being applied to both of the ships. So a ceptor flying into a bs, freighter or an orca should just go splat / pop...
...but if you guys at CCP don't want to fix that at least consider adding a Magnetic Field Generator. or a Stasis Field Generator. The general idea behind these mods is to aid mainly industrials, maybe even fix the tier 2 transport ship (Occator)
Magnetic Field Generator: This module would generate a strong magnetic field that pushes away fast approaching ships making them shhot out instead. To prevent ppl from using this module to actually do the bumping there would have to some sort of penalties and CPU req's that would not allow this mod to be fitted on frigs and maybe even cruisers. Maybe it would prevent ab's and mwd's from running on the users ship.
Stasis Field Generator: This module would work much like the web but it would not be targeted. It would have close range, maybe 3000 m area of effect, but more strength so that approaching ships would slow down almost instantly. I'm sure this mod would also fit well in combat especially when being attacked by smaller ships or drones.
I'm not going more into details here. Just want to give something to consider and think about, fly safe. Today - The Power of Two Tomorrow - 2 Hulks and an Orca |

Rordan D'Kherr
Imperial Academy Amarr Empire
99
|
Posted - 2012.10.22 11:05:00 -
[1457] - Quote
I'd like to see a diversity of our beloved Doomsday Device as
- AoE weapon (good ol' times) or
- lock-on weapon (good present times)
|

Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.10.23 01:49:00 -
[1458] - Quote
Capacitor booster generator - Medium slot. This module creates capacitor booster charges. Cap Booster 800 script creates Cap Booster 800 charges IF and ONLY IF the Capacitor booster generator's reservoir has at least 800 GJ. Capacitor booster generator generates a Cap Booster by directing all but 33% of the capacitor and then all extra cap generation goes into the reservoir until it is filled completely. Size of module governs the amount of capacitor that can be stored and then put into the cap booster charge or held in reservoir after a charge is created. A cap booster plus Capacitor booster generator can have the effect of converting cap booster charges to different sizes.
Capital cap booster - for capital ship cap needs. +1500 GJ 10s cycle time. |

Grath Telkin
Sniggerdly Pandemic Legion
1054
|
Posted - 2012.10.23 06:29:00 -
[1459] - Quote
Web bomb, effect duration 15-30 seconds or so, acts like a web only across the radius of a bomb. Multiple bomb hits do not stack. |

Lili Lu
551
|
Posted - 2012.10.23 16:39:00 -
[1460] - Quote
Grath Telkin wrote:Web bomb, effect duration 15-30 seconds or so, acts like a web only across the radius of a bomb. Multiple bomb hits do not stack. Ok, wait, so, let me get this straight.
Are you proposing the introduction of a tube launched mass composed of a dispersing sticky substance (it might even be white) that could have future altering implications for the target ships? |

Gizznitt Malikite
Agony Unleashed Agony Empire
685
|
Posted - 2012.10.23 20:19:00 -
[1461] - Quote
Callduron wrote:Deployable decloaking field
[Consumable, terrain transforming]
This anchorable module pulses an area effect decloaking aura that will uncloak all ships within a certain radius as if they had moved within 2km of an object in space. Once anchored it cannot be unanchored and will decay, falling to pieces and destroying itself after a certain time period.
Small 15 km radius Medium 25 km radius Large 40 km radius
Tech 1: 15 minutes Tech 2: 25 minutes
Gossip in seedy cantinas has it that certain pirate factions have developed more potent versions of these devices.
If this can be deployed at Stargates, it will essentially destroy the primary use of covert cloaking ships.... no.... |

Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
41
|
Posted - 2012.10.25 13:13:00 -
[1462] - Quote
Madlax Nodos wrote:we have tachyon beam lasers any chance we could get tachyon pulse lasers as well
I've been thinking about this for a long damned while - we couldn't make the Tachyon's range better than the mega pulses becuase everyone would fit it - high damage, rapid ROF and long range? Never change my fit again!! - However what about the converse? In manageing to create Tachyons in ultra short time it has the opposite effect and turns the weapon into and extremely short range weapon?
Tachyon Pulse Laser (TPL)
Amarrian Scientists have been working for years to re-create the power of the Tachyon Beam Laser into a Pulse weapons system. Most attempts ended in failure (of both the machines and the scientists), but in YC113 a stable design was finally produced.
Creating tachyons at an incredible rate the scientists were jubilant that they had succeded. However, on the firing ranges the weapons range was far below what was expected - infact several military planners attempted to scrap the plans altogether. It was only after a long period of development that the weapon was finally perfected; the range was far shorter than initially envisioned, only a mere 15kilometres with a "standard" crystal in the focusing array, but with the awesome power that the tachyons could produce this "problem" was overlooked.
Powergrid - 3250 CPU - 75tf Cap - 75Gj Rate of Fire - 9 seconds Damage Mod - 4.5x Range - 15km Falloff - 6km Tracking - 0.0275 rad/sec
The limited range on this so that is the gives the laser boats a ultra-short range weapon - the Mega Pulse is generally used in a long range role anyway (with excess of 100km's easily acheiveable) and the Dual Heavy slotting in the middle ground and useful against smaller ships (with its better tracking) the TPL is there to smash the enemies ship to dust at extreme close range.
Using my "monkey-maths" on a standard BS (with no range bonus) the TPL's can realistically achieve a maximum range of 30 kloms with Radio Crystals (24 optimal + 6 fall off) or have as short as 13.5 (7.5 optimal + 6 fall off) with Conflag/MF. Even with a pair of TC's +range scripts the TPL's range doesn't get beyond 40kms. On the Apocalypse, the range bonus pushes it out to around the 60km's range with two TCs + range scripts- however, given the thirst for PG/Cap of the TPL's unless you rig them, the ship wont be able to support a full 8 rack.
Thoughts? Blessed are those that carry the Empress' Light; with it they destroy the shadows |

Harvey James
Deep Core Mining Inc. Caldari State
80
|
Posted - 2012.10.26 17:26:00 -
[1463] - Quote
is there any chance you could reduce the mass of mwd's? 5mil on to a cruiser's mass is adding 50% weight to it and kills its agility and a lower sig bloom would be nice too. And maybe AB's could get mass reduced too and maybe a slight speed boost also. Also the T2 mwd really ought to be better than the meta's perhaps a lower sig bloom could be the answer. |

Catherine Laartii
Funkwagen Broadcasting Templis Dragonaors
0
|
Posted - 2012.10.27 06:59:00 -
[1464] - Quote
Fix ECM bursts. Instead of a 'pulse' to throw off jamming, turn them into a bubble of sensor jamming, sort of like non-targeted ecm within a close range. It would provide a double bonus of, firstly, making a useful mod that blacks out close-range tacklers, and for ships that will be using the coming microjump drives, it provides a decent defence for battleships against tacklers that more than likely will be able to shut down the microjump drives with scram. Secondly, it would turn the scorpion into a AWESOME battleship for fleet situations, since it would be able to somewhat negate the problem of being primaried every single time one is fielded in a combat situation. |

Thaddeus Rees
EntroPrelatial Vanguard EntroPraetorian Aegis
3
|
Posted - 2012.10.28 09:46:00 -
[1465] - Quote
"Trajectory analyser"
A module that once activated enhances the ships tactical overlay with a visual representation of predicted trajectories for all nearby vessels. |

Salpad
Carebears with Attitude
101
|
Posted - 2012.10.28 12:43:00 -
[1466] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
A module that moves a drone from cargy bay to drone bay. Basically you "load" the module with "ammo", i.e. 1 or more drones (a certain volume of drone, probably 5 m3 for a small module, 10 for a medium, 25 for a large) that is taken from the cargo bay. Then when you "shoot" the module, the drone or drones are moved into the drone bay, provided there is room.
Reload time and cycle time needs to be long (several minutes each), so that it becomes a slow process to move drones from cargo to drone bay. The point is to make it possible, not to make it super fast and convenient, to re-stock the drone bay while flying solo far from stations or POSses. Missile boats and g++n boats don't have this problem as they can always reload from cargo bay, but drone boats are highly dependent on places where they can dock to re-fit.
|

Harvey James
Deep Core Mining Inc. Caldari State
80
|
Posted - 2012.10.28 12:49:00 -
[1467] - Quote
or at least a rig to increase the drone bay |

Gerrick Palivorn
Caldari Provisions Caldari State
338
|
Posted - 2012.10.28 13:43:00 -
[1468] - Quote
Just ran into this gem;
https://forums.eveonline.com/default.aspx?g=posts&t=167239&find=unread
Basically it's a standings set warp beacon much how fleet warping works but it's a fire and forget type, it lasts 15-120 min I don't know about duration. Seems like something that has potential.
Maybe something that you put in an expanded probe launcher? MMOs come and go, but Eve remains.-á -Garresh- |

Xercodo
Disturbed Friends Of Diazepam Disturbed Acquaintance
1381
|
Posted - 2012.10.29 19:14:00 -
[1469] - Quote
Not so much of a new module thing but could thr art dept think about looking into possibly making ALL the active targeted high slot mods having a "turret"? :D
I'd love to see physical logi mods and neuts on ships :P
And have massive logi arrays for the capital versions for the carrier to finally get some shiny love.
Also wouldn't mind seeing things like cloaks and probe launchers being shown too. Maybe the cloak could be a static "turret" like the old "gas cones" and the cloak would emit a field from both ends (or all three in the case of a triad turret) that would form together to make a cloaking "bubble" that also doubled as showing a visual indicator of the 2000m limit.
An effect that looks something like the forcefield that the aliens in Battleship used when ti was being turned on. Getting decloaked could show this cloak bubble "popping".
For the prob launcher only one "turret" would be the actual launcher and the other turret could be the "control center".
Drone link augs could also be static turrets and have a little blinky or pulse-y light thing xD The Drake is a Lie |

Jing Xin
Gravity Mining and Manufacturing Inc Storm of Souls
6
|
Posted - 2012.10.31 03:31:00 -
[1470] - Quote
Re: anti-missile e-war This surely should not be tracking disruptors. Give new script(s) to sensor dampeners instead (because Gallente are supposed to be anti-Caldari). This can also be a way of buffing sensor dampeners without actually meddling with values related to their current function.
Tech2 scripts loadable only into tech 2 ewar modules. I don't know whether meta4 in inferno loot tables were adjusted or not, but currently meta4 ewar modules are better than tech2 in following ways:
- cheaper
- use less cpu
- use less cap energy
- have lesser skill requirements
That is to say there is no incentive to use t2 ewar at all. |

Harvey James
Deep Core Mining Inc. Caldari State
84
|
Posted - 2012.10.31 15:13:00 -
[1471] - Quote
Make hull tanking viable
give bulkheads more HP than armour plates instead of being % based. the penalties being increased mass and reduced cargo space. Hull rigs same pens as above. improve all hull reps local and remote. |

Roll Sizzle Beef
Space Mutiny
1453
|
Posted - 2012.10.31 17:15:00 -
[1472] - Quote
Micro warp fracture. Frigate only. As cutting warp to anything bigger would be catastrophic. The module dumps capacitor and drops the ship out of warp instantly. The energy wave creates a small bubble for a minute that captures anyone following. Can only be activated at full AU warp so you cant drop "poor mans" bubbles at landing locations. |

A8ina
Celestial Argonauts HELL4S
15
|
Posted - 2012.10.31 22:34:00 -
[1473] - Quote
a suggestion for new modules
a shield bleed through regulator . A module that allows 50% of damage to bypass the shields without inflicting damage to shields HP thus inflicting damage to armor,
also the module can have 2 scripts one for 25% and the other for 75% so you can have the option for 25% 50% 75% of damage to bypass the shield .
also when is equipped on the low slots provides 10% shield resist
the purpose of using this is to be able to use the shield HP and take advantage of its resistance even when you armor tanking, the shield will last longer to provide sum continuous protection without depleting to fast and the resistance modules are useless
also a higher adjustment on the bypass would be nice
another thought is to have it as a standard adjustment on all ships and be able to adjust shield and armor this way
any way this is not adding anything extra like HP, you are only able to manipulate what you have available
|

Melbac74
Eryx Industries Sadamisaki Coalition
1
|
Posted - 2012.11.03 04:27:00 -
[1474] - Quote
Module/Rig that allows for the transfer of goods from orca to freighter. |

Luce Meno
Luce delle Stelle
0
|
Posted - 2012.11.03 11:45:00 -
[1475] - Quote
Detractor beam/repellent beam/script to reverse tractors/ a very long stick.
*It fits in well with the scifi theme, because if we can pull it, we should be able to push it, too.
*In execution, it'll require a targeted container to push, and a targeted destination. Possibly a bookmark in space, or even set distance could work, but that might not work very well with how we typically use the interface.
*Will make it easier to refuel POS's in fat, slow ships (the aptly, named Rorqual comes to mind)...until they become dockable or modular or whatever CCP does with them in the future. This feature would then require that the cargo containers and their destination containers/hangars/silos/etc be accessible at when the module is active on them regardless of ship distance--it's the main purpose of the mod.
*Furthermore, one could push a can into the middle of a mining gang and hope someone makes a mistake, for those of you who enjoy such... activities.
*This could also be used to resupply friendly ships with consumables on the field.
*This could also be used to pick up, and return jet can and/or secure cans.
*It would be amusing to use it on other ships-as would regular tractors-but this would be silly and probably end with annoyance and certainly exploits (I didn't jump because he pushed me off the gate! That scoundrel!). Unless, however, the ship is without a pilot; then it is just a container with wings.
*Also, the mod's icon could be a pool cue.
*While only useful in select settings, giving dexterity to decidedly it *will* reduce the number of obscenities issued at monitors while trying to park a capital within 2500 meters of a POS tower surrounded by anchored equipment.
Hopefully something like this isn't already posted, but the thought of reading through 74 pages of ideas made me sleepy--got through 3. |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
130
|
Posted - 2012.11.03 12:45:00 -
[1476] - Quote
Praerian wrote: Structure repair drones, let's finish the set.
Tech 2 Ewar Drones Tech 2 Combat Utility Drones Faction Ewar/CU Drones (eg 'Imperial Avatar' EV350 -- Amarrian faction Small E-Neut Drone)
More variation in Faction 'Drone Upgrades' Faction Tracking Link Upgrade Faction Navigation Computer Upgrade Faction Link Augmentor Faction Damage Amplifier Either enhanced effect or reduced fitting cost compared to base T1/2 module, or 2 factions could recieve an upgrade 1 offering lower fitting cost, the 2nd offering enhanced effect. |

handige harrie
Hedion University Amarr Empire
1
|
Posted - 2012.11.03 17:36:00 -
[1477] - Quote
a heat dissipation module;
Mid or Low slot module that uses Nanite Paste to repair heat damage quickly, this module can be used to repair modules that are being overheated. The amount of nanite paste used increases with the amount of heat damage that needs to be repaired.
Overheat 8 guns, and you'll burn through paste fast but your guns can be overheated for a prolonged period, overheat 1 hardener and nanite paste gets used in a much slower pace. Baddest poster ever |

Reaver Glitterstim
Dromedaworks inc
218
|
Posted - 2012.11.04 13:53:00 -
[1478] - Quote
Nova Fox wrote:Improve Fire and Forget Missiles Module Theory
This module would have a markable advantage over current Friend or Foes missiles by greatly reducing guesswork in which targets the FOF will strike next though the use of Target Painters. This however is only a mitigation in possibly friendly strikes. I'd like to see all F.o.F. missiles naturally be more likely to seek out painted targets. It could be a useful tactic in which a fleet of missile ships expecting heavy ECM brings target-painting EWAR ships with heavy ECCM to help track the targets (and hit them harder at the same time). Of course, it could backfire if the enemy fleet has a lot of target painters and they manage to lock down the friendly TP ships, but as an additional precaution, perhaps the F.o.F. fleet equipped a high resistance to their own damage type.
Another improvement I'd like to see is Defender Missiles. I think the biggest problem with them is that they take up a high slot. Nobody wants to clip out their own damage for a chance to shoot down one incoming missile at a time--it's just not economical. If it were a mid slot item, however, then it would have a higher value. It could still cost a launcher hardpoint, giving some advantage to ships that have excess launcher hardpoints. It might also be able to shoot down missiles that aren't coming at the one who fired it, or perhaps there could be a F.o.F. Defender variant which would be able to hit any missile, and could be used by launcher destroyers/cruisers as a means of defending fleet members from incoming missiles. This is sort of like the "Aegis" idea someone had, but more practical because such an off-the-wall tactic remains off-the-wall and requires additional planning to make it work. And that encourages creativity.
tl;dr F.o.F. missiles are more likely to hit target-painted targets Defender missile launcher new mid-slot item F.o.F. Defender missile (self-explanatory) -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Phenix Asheron
The Dancer. Initiative Mercenaries
0
|
Posted - 2012.11.04 20:41:00 -
[1479] - Quote
I'd love to see defensive missiles be able to set to auto fire and to target hostile drones |

Sjach Kothar
Joined Brotherhood Holding Joined Brotherhood
1
|
Posted - 2012.11.04 20:49:00 -
[1480] - Quote
i have a idea for a few skills mostly PI related.
i would like to see skills that:
1. Reduce "Expedited Transfer" timer by x% per skill lv for Spaceport and Storage Facilities
2. Increase storage capacity of "Spaceport" and "Storage Facilities"
3. Reduce Production timers of "Processor Facilities"
4. Reduce resorce extraction timer of extraction heads for Extractors
i pesonaly thinkl that skills in these areas will be a big benifite to PI
|

Solj RichPopolous
Mentally Assured Destruction
19
|
Posted - 2012.11.08 15:19:00 -
[1481] - Quote
Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx |

Reaver Glitterstim
Dromedaworks inc
228
|
Posted - 2012.11.08 15:27:00 -
[1482] - Quote
Solj RichPopolous wrote:Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Andreus Ixiris
Mixed Metaphor
1136
|
Posted - 2012.11.08 17:53:00 -
[1483] - Quote
We'd need to think of a better name for it, but for now, call it "Cyno Poisoner." Write some technobabble about it causing metamorphic fluctuations in the quantum foam or something, but the gist is that when you use it on a cynosural field, it "poisons" it, causing ships that try to jump through the cynosural field to suffer one or more of the following effects (you might be able to have different modules or scripts that cause it to do different combinations of these things).
- Take damage.
- Lose some of their capacitor.
- Have a significant delay time before they actually arrive.
- Arrive spread out from the field.
- Temporarily suffer debuffs similar to the effect of e-war - jammed, target speed or distance reduced, signature radius increased, tracking penalty, etc.
- Temporarily suffer debuffs similar to being in an anomalous wormhole.
Mane 614
|

Fon Revedhort
Monks of War
821
|
Posted - 2012.11.08 17:57:00 -
[1484] - Quote
Andreus Ixiris wrote:We'd need to think of a better name for it, but for now, call it "Cyno Poisoner." Write some technobabble about it causing metamorphic fluctuations in the quantum foam or something, but the gist is that when you use it on a cynosural field, it "poisons" it, causing ships that try to jump through the cynosural field to suffer one or more of the following effects (you might be able to have different modules or scripts that cause it to do different combinations of these things). - Take damage.
- Lose some of their capacitor.
- Have a significant delay time before they actually arrive.
- Arrive spread out from the field.
- Temporarily suffer debuffs similar to the effect of e-war - jammed, target speed or distance reduced, signature radius increased, tracking penalty, etc.
- Temporarily suffer debuffs similar to being in an anomalous wormhole.
Some or even most of these effects should come with cyno jumps by defaults, to be quite honest. Otherwise the damn hotdropping thing will never get balanced, and forcing players to have yet another must-have module for PvP is plain wrong. 14 |

Sean Parisi
Project Cerberus Caldari State Capturing
32
|
Posted - 2012.11.08 19:26:00 -
[1485] - Quote
Posted this about two days ago -
Module Repairer:
- Repairs broken and damage modules.
- Can lead to the creation of "Overload" gangs
- Uses a high slot
- Act as a modular replacement for Nanite Paste (while still having nanite paste for people who would prefer it)
- Can only be used remotely
Additionally we could see the implementation of two modules, one that takes the mid slot, another that takes the low slot. They could either act as coolants for low / medium slots or for all slots in general. For example - Consider how a computers cooling system cools down modules. This would essentially sacrifice tank or damage for the ability to overload modules longer before burning them out. |

Solj RichPopolous
Mentally Assured Destruction
19
|
Posted - 2012.11.08 19:29:00 -
[1486] - Quote
Reaver Glitterstim wrote:Solj RichPopolous wrote:Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs.
Ya I like this idea. Right now everything really has a module to counter for it except webs. And no propulsion mod isn't a counter to webs. |

swordmaster125
Capslock Crusaders
2
|
Posted - 2012.11.08 22:33:00 -
[1487] - Quote
If this is already here, i apologize. CBA to read 75 pages.
For this particular idea the key phrase is "point defense", allowing for a full set of new modules, similar to rigs but with passive operation.
This also allows for the re-purposing and possible usefulness of defender missiles.
Some examples of this module would be;
Point Defense Battery: Array of small caliber autocannons arranged around the ship's hull and loaded with explosive munitions. Guns are fully automated and engage both missile and drone targets when they enter the kill-zone, approximately 2500m from the ship.
Damage per gun would be enough to single volley any standard missiles, about 70-80HP, and have a rate of fire around .5 to .75 seconds. The main balancing component is, as with any guns engaging small and fast targets, effectiveness is only about 10% per battery. Allowing the thinning but not removal of incoming missile fire and the ability to harass drones.
The defender missile variant would have considerably higher engagement range, but slightly slower rate of fire. Again damage would reflect similar values to the guns. Unable to target drones.
For fairness and to have something able to disrupt turret fire but not modify the turret stats, an ECM point defense system that "disrupts" the targeting of a hostile ships main guns introducing a 10% chance to miss on gun turrets, not affecting missile fire.
Batteries would require their own slots on ships with minimal fitting/onlining requirements.
Slot distribution on ship classes would be as follows;
Frigate hulls: 1 slot Destroyer hulls: 2 slots Cruiser hulls: 2 slots Battle Cruiser hulls: 3 slots Battleship hulls: 3 slots
In capital warfare these can be applied as AA guns with their own class, similar to dedicated AA batteries which use standings information to pick targets. These guns would only target fighters/fighterbombers allowing for considerably better defense from Carrier groups.
Capital slot layouts;
Dreadnaught: 1 XL battery, 2 standard Carrier: 2 XL batteries, 3 standard SuperCarrier: 3 XL batteries, 4 standard Titans: 2 XL batteries, 4 Standard
Note carriers having superior layouts as they have no main weapons other than their drones.
Naturally these numbers/ideas are purely theoretical at this point and need quite alot of refinement and brainstorming, a job for a proffessional dev team no doubt.
Regards,
Sword |

Zsahman
Scarlet...Widow
0
|
Posted - 2012.11.09 01:07:00 -
[1488] - Quote
Here is a Idea.
Now since we are thousands of years advanced. Why not we be able to have a consumable deploy-able observation module. So something like a sentry gun or what ever.
You lay it. Anchor it. Aim it's lenses. And you have 5 days of *recording* Showing information like this maybe?
Name: Ship: Time: Blah Blah Velator 18:35 Eve Time
Slap nuts Magee Cormorrant 03:45 Eve Time
So on So on And so on
But when you take your camera drone back its consumed and can't re-use.
Obviously have them destructible.
But Maybe have one where it's cloaked up. But it have it's time significantly reduced to say one day.
I write this idea not expecting it to be used, but hoped it is given a thought since it would be a great asset for anyone and everyone.
Trader, trying to find a great trade route but wants to know if in the low sec sectors it has alot of gate camps and who and maybe even strike a deal with them or Pirates looking for a great trade route to rip apart for a while. Or a war dec happens. I want to know who flies what. Or what was moved in the system and so on. or get a general idea when certain players are active. Lot's of application.
The construction of these devices could need the PI and certain items needed. Like RAM and minerals and so on. Be constructed in Drone assembly plants. So on.
Cheers.
|

Max Kupaptakov
Prosperity Fighters CZECH Alliance
0
|
Posted - 2012.11.09 11:28:00 -
[1489] - Quote
How about...
Ancilliary armor repper - similar to ancilliary shield booster ALSO in the MID slot! |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.09 15:56:00 -
[1490] - Quote
Harvey James wrote:how about a drone augmentation module in the high slot restricted to one per ship This boosts all drone stats by 25%.
This one is a curious one not sure it would be worth using or not : Drone command modules boosting various things perhaps the drone command ship could be bonused for it perhaps only works on ships using the drone augmentation module so primarily drone boats you could have a drone boat fleet with nice bonuses.
Further thoughts about the drone high mod it could be a drone foundry: -allows repair of drones -upgrades drone HP , dps, tracking and speed by varying degrees -adds 25m3 dronebay -fitting equivalent to a med neut perhaps there could be different sizes that would change the fitting and bonuses. -costs some cargobay
Drone command links there could be 3 distinct links that add the following: -adds orbit velocity -adds tracking boost -adds shield and armour resistances |

Vex Killswitch
Center for Advanced Studies Gallente Federation
3
|
Posted - 2012.11.09 16:36:00 -
[1491] - Quote
Titan star-ports: Allowing a titan pilot to do more than spend the rest of his days stranded in a big target.
What it could look like
http://www.markkingsnorth.com/wp-content/uploads/2010/11/drydock1.jpg
Destroying the starport could destroy the titan or heavily damage it.
has an undocking timer.(eg it takes 1-5 mins to undock or dock titan.)
next one, I have no idea HOW this has never been mentioned!
Black-ops specific module: EMP(Not ECM burst )
Deactivates ALL ship modules(and maybe targeting system, if not, than timer until modules can reactivate eg 5seconds) in a 10km-15km radius including your own and friendly.
-fries half your cap
-10minute cooldown
-chance it doesnt work
(EMP graphics much like the scene in Matrix Revolution)
Im sorry but when i think blackops an EMP is linked to it. |

Captain CarlCosmogasm
Cosmogasm
3
|
Posted - 2012.11.10 13:52:00 -
[1492] - Quote
One of the draw backs of this game is the stark difference in fits between PvP and PvE. The concept of generic modules modified by scripts might alleviate some of this discrepancy; i.e. the basic shield hardener could become the invulnerability field, but if loaded with a kinetic script it becomes a kinetic hardener. |

Reaver Glitterstim
Dromedaworks inc
229
|
Posted - 2012.11.10 14:51:00 -
[1493] - Quote
Solj RichPopolous wrote:Reaver Glitterstim wrote:Solj RichPopolous wrote:Anti-Web Module.
Mid Slot removes the effects of 1 web from your ship. Thx I'd like to see webs affect a ship based on its mass vs sig radius, ie. denser ships are slowed less. And then a special propulsion module that increases your mass a whole lot and adds enough thrust to make you go a bit faster but mostly for pushing through webs. Ya I like this idea. Right now everything really has a module to counter for it except webs, and for people who like to actually use their sig radius and intelligent piloting its kind of infuriating that some brainless chump can pop up with a harlot ship (rapier) and sit on his thumb and hold you down for a blob. And no simply fitting a propulsion mod isn't a counter to webs. Exactly!
I propose 3 webifiers which have an effect based on the square root of a ships sig radius and the cube root of their mass. One designed for frigates (10km range, 1MW powergrid), one for cruisers (15km range, 15MW powergrid), and one for battleships (20km range, 225MW powergrid). This way, a frigate can still web a battleship but only with about 28% slowing, and it costs 15MW for the webber. Also, this will allow larger ships to web other larger ships at longer ranges instead of having to get close, but if they want their webs to be effective against little ships, they need to fit a small webber and get close. A tech 2 cruiser webber used on a frigate would only have about 32% slowing.
I think webs would still be pretty popular in PVP even if this were implemented. If you want to know my calculations/how I got these figures, send me an EVE-mail or something. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |

Harvey James
Deep Core Mining Inc. Caldari State
109
|
Posted - 2012.11.10 15:14:00 -
[1494] - Quote
mm... mass based webs not a bad idea as ship sig rad is easily manipulated with mwd's i do think web strength is still too high which ofc penalizes the smaller speed based ships the most and kind of makes AB tanking a cruiser a hard task a little too hard i think. |

Seranova Farreach
DEEP-SPACE CO-OP LTD Exhale.
20
|
Posted - 2012.11.10 19:22:00 -
[1495] - Quote
ancillary remote repper/shield transporters ancillary armor repairers. |

Giribaldi
Perkone Caldari State
1
|
Posted - 2012.11.11 00:02:00 -
[1496] - 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.
I like this mans idea... restrict it to use of noctis only make it a mid slow to not interfeer with the 4 tracs 4 salvger combo... using it will make all wrecks WHITE (not blue) so to not ninja loot ppls wrecks outside station... but 2 recoer corpmebers or fleet members wrecks before the enemy has a chance 2 loot them...
|

YuuKnow
Inner 5phere
425
|
Posted - 2012.11.11 01:46:00 -
[1497] - Quote
How about a armor module to counter the ASB. A low slot module that when activated grants a 75% resist on all damage types and runs on cap boosters. Call it a Ancillary Armor Hardener, or something.
yk |

ITTigerClawIK
Galactic Rangers Intrepid Crossing
152
|
Posted - 2012.11.11 13:13:00 -
[1498] - Quote
Web Bubble I (only useable in null sec)
an anchourable module that emits a web field and slows anything that enters the field including missiles.
Range - 15km (from center) Velocity reduction - 45%
Web Bubble II (only useable in null sec)
an anchourable module that emits a web field and slows anything that enters the field including missiles.
Range - 25km (from center) Velocity reduction - 55%
|

NextDarkKnight
Fury Lords Intergalactic Brotherhood
9
|
Posted - 2012.11.11 20:59:00 -
[1499] - Quote
Crazy Idea,
Specialized Tech 3 low slot Module which requires specialization 5. Allows for fitting of T2 ammo in T1 based weapons systems.
Idea, "Torpedo ballistic Specialization Module" which allows T2 Torps to be fitted in officer launchers.
Outcome, Better loot drops from player kills who are EFT warriors :), More things to be made from sleeper loot. A nice expensive module to eat up Isk in the game. |

Yvonne Davion
Offensive Security
0
|
Posted - 2012.11.11 22:31:00 -
[1500] - Quote
How about a Ship Tractor Beam that can only be fitted onto Rookie Ships. This would give them an added role of being used as tugboats for bigger slower ships.
(Think about when you tractor beam a can and drag it along with you while you move towards another wreck for example. Now think about an Ibis pulling that slow Battleship to the next gate in a mission. Or perhaps tug some larger mining barge/exhumer towards rocks further away?)
Could also be interesting in pvp, you see someone burning away from a group, you could tug the enemy right back towards your gang (this paired with a warp disruptor for example.) |

Solj RichPopolous
Mentally Assured Destruction
20
|
Posted - 2012.11.12 08:39:00 -
[1501] - Quote
Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.
As of now there are target painters to increase radius of a ship but nothing to counter this. As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link. |

NextDarkKnight
Fury Lords Intergalactic Brotherhood
11
|
Posted - 2012.11.12 13:43:00 -
[1502] - Quote
Solj RichPopolous wrote:Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.
As of now there are target painters to increase radius of a ship but nothing to counter this. As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link.
I think this item is already in game, Active Stealth System I. Reduces Signature Radius by -160%, Requires Electronic Warefare 5 I believe I gotta check my notes and see where I seen it.
|

Solj RichPopolous
Mentally Assured Destruction
20
|
Posted - 2012.11.12 18:04:00 -
[1503] - Quote
NextDarkKnight wrote:Solj RichPopolous wrote:Also after doing some hard thinking. There needs to be a low slot and/or a mid slot item that reduces ship sig radius.
As of now there are target painters to increase radius of a ship but nothing to counter this. As important as sig is in the game it makes no sense to me why the only way you can lower your sig is by getting a Halo set or by running an evasive maneuvering gang link. I think this item is already in game, Active Stealth System I. Reduces Signature Radius by -160%, Requires Electronic Warefare 5 I believe I gotta check my notes and see where I seen it.
Its a CONCORD GM module not meant for the actual player base. -160% sig radius would make your ship unlockable. |

Endymion Varg
Interstellar Vermin Inc.
5
|
Posted - 2012.11.13 00:40:00 -
[1504] - Quote
Space flame thrower.
Optimal: 100m Falloff: 50m Tracking: Fast Ammo: Incindiery Fuel Damage type: Thermal Damage amount: High, increases with continued exposure
Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve! |

Harvey James
Deep Core Mining Inc. Caldari State
112
|
Posted - 2012.11.13 09:34:00 -
[1505] - Quote
Endymion Varg wrote:Space flame thrower.
Optimal: 100m Falloff: 50m Tracking: Fast Ammo: Incindiery Fuel Damage type: Thermal Damage amount: High, increases with continued exposure
Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!
hey is a geddon its an ship from aliens!!! quick get the flamethrower out....lol :)
|

Lux Levitas
Imperial Shipment Amarr Empire
0
|
Posted - 2012.11.13 17:42:00 -
[1506] - Quote
Some ideas for armor modules :
Make armor plates so that they can hold consumable charges (similar to the way cap boosters are handled).
These plate charges could have a range of different effects such as:
Temporary Armor Resist Booster: Upon use, charge grants roughly the equivalent resist of an active hardener for (x)seconds. Give it a 10-15 second reload timer. You could have a range of resist charges so that a pilot could tailor his resist profile to incoming damage. A possible side-effect could be that armor tankers can use fewer EANMs and sub in damage mods.
Ablative Plating Charge: Upon use, charge grants a boost in armor hit points. These extra hit points last until destroyed but can not be repaired, and would not benefit from any resists,. Original ship armor can be repaired while this emergency buffer is active. Charges could have a (x)second reload timer, or (if deemed too powerful) could be restricted by only allowing them to be loaded in stations.
Nanite Injection Charge: Upon use, charge releases nanites that increase the effectiveness of active armor repairers. Amount of armor repaired per cycle is increased by (x)%
Tech-1 plates could hold 1 charge, Tech-2 2 charges, and Faction 3 charges
I think what I was going for here was a way to emulate some of the benefits of armor rigs and resist plates while letting a buffer tank setup have a bit of an active feel to it.
DISCLAIMER: I am a noob and donGÇÖt know what the hell I am talking about. Cheers!
|

nexus Calderon
Quantum Anomaly Corporation
0
|
Posted - 2012.11.14 00:53:00 -
[1507] - Quote
Bloodpetal wrote: Slot Convertor Would allow you to DOWNGRADE a slot from a High to Medium, or Medium to Low (wouldn't make sense to go upwards, producing more power from a 'low' slot to a 'medium')
So you could take a high slot and add a medium slot, or a medium slot and make it a low slot.
Definite +1
|

AlexHalstead
Elite Amarr Navy Academy
3
|
Posted - 2012.11.15 01:10:00 -
[1508] - Quote
I would use the nanite idea to give the armor tank an armor repairer module equivalent of the ancillary shield booster. |

Roll Sizzle Beef
Space Mutiny
1635
|
Posted - 2012.11.15 17:08:00 -
[1509] - Quote
Revamp Augmented and integrated drones into deadspace or officer class so they are actually better and not just split damage. Double bandwidth officer class drones. Light drones that take 10Mbit Medium 25Mbit Heavies 50Mbit In logistical and E-war variations that are actually useful. Having the power of a actual ship module Like using the new drone officer spawn names. W-634 Berserker SW that offers -60% velocity t2 power P-343554 Valkyrie SW -40% D-34343 Warrior SW -20% |

Schalac
Apocalypse Reign
132
|
Posted - 2012.11.15 17:10:00 -
[1510] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=171717&find=unreadModule Idea |

Random McNally
Red Federation RvB - RED Federation
77
|
Posted - 2012.11.15 17:32:00 -
[1511] - Quote
Please, oh please give Cosmos items a reason to be used. Other than a little easier fitting, they are outrageously expensive for no real benefit.
Can they get a little love?
Smuggling modules? Particularly now that the Orca's corp hangar will be eviscerated for everyone to see. |

Crimeo Khamsi
AirHogs Zulu People
3
|
Posted - 2012.11.15 20:59:00 -
[1512] - Quote
One-time use module that detonates all of a special explosive item in your hold and makes your ship go boom. Ship does NOT go boom if destroyed by enemy fire (the explosive is like plastic explosive, for example, stable even with an ignition source around, and only detonates with the right electric signal).
Basically like a proximity bomb, but it's strength is based on the size of your hold and whether it is packed with explosives or not, and it kills you (and your pod!) upon use.
Power of the explosion should be enough to wipe out just about any ship of your own class, even if heavily tanked, or one class up from you if poorly tanked, but not much more than that. E.g., 200 m^3 of explosives at point blank (<1km) range could instantly wipe out a well-tanked frigate, or a poorly tanked destroyer, but probably not a cruiser, unless it's an especially flimsy one.
Damage of the explosion falls off with the square of the distance from the detonating ship.
Possibly, the damage of the explosion could be REDUCED if the ship that went boom had any armor plating or other tanks on it (containing the explosion somewhat), as a balancing factor to make it harder to approach somebody close enough in this type of ship. |

joydivisionn
unfair pleasure Elemental Tide
0
|
Posted - 2012.11.15 21:10:00 -
[1513] - Quote
A module specificly for the nighthawk that reverses the oncoming nerf to heavy missile, so that the nighthawk becomes a useable ship again. |

The Prowling Tiger
Artaxes Ventures Inc.
2
|
Posted - 2012.11.15 23:22:00 -
[1514] - Quote
Endymion Varg wrote:Space flame thrower.
Optimal: 100m Falloff: 50m Tracking: Fast Ammo: Incindiery Fuel Damage type: Thermal Damage amount: High, increases with continued exposure
Holla if you want one of these for jesusmas this year! It's about time we had some meele weapons in Eve!
Already have melee weapons in eve. They're called BLASTERS, and if you'll note, most people hate them. |

Hermann Simm
State War Academy Caldari State
5
|
Posted - 2012.11.17 17:21:00 -
[1515] - Quote
Defense Scanner - med slot - scans for ships defenses and returns shield, armor, hull hp + resists + ehp + repping if any is active - distance from the target, electronics level and consequent scans increase the scan accuracy |

MeatSlab
I.RAGE
0
|
Posted - 2012.11.18 07:01:00 -
[1516] - Quote
Introduce a new type of fitting slot
I would like to see a new type of slot that can be used for fussing certain types of modules to the ship, a lot like the modification slots that currently exist. Only a few types should be considered and others types should be excluded. Guns for example would not apply. However, fittings like ship scanners, passive targeting, and other fittings like that could be included. The cpu and power grid requirements may stay the same.
Initially I thought that every ship should just have the ability by default to scan ships, passive locking, etc. However, I considered the market and the people that are involved in manufacturing, trading, and selling these items. It wouldnGÇÖt be a good idea to just **** an item people use in the game and make it void.
We all can agree that knowing what your enemy is using is a great benefit on deciding to fit your ship. Not having a scanner available to get that info makes a playerGÇÖs experience a gamble. Fitting it to an active PVP fit takes up a valuable slot that should be used for a wiser choice. Sure I can dock, fit a scanner, scan, redock, refit, and then pew pew. Win or lose, one should always know his enemy, and increase his odds. This doesnGÇÖt work to well though when roaming space and you come upon a red. How is his ship fit? Should I retreat and get help, or do I have it in the bag?
This idea evolved from a problem that has a solution. For me it is mostly ship scanning. However, as I mentioned, this could most defiantly be applied to other types of modules as well.
I await my beating.
|

Endo Pryde
Imperial Academy Amarr Empire
0
|
Posted - 2012.11.18 09:12:00 -
[1517] - Quote
I have several ideas for the addition of more AoE abilities. I'm not sure about the legality of such things, and they may need to be limited to 0.0 at first.
Part of the idea is to give Marauders and Black Ops the role of AoE in large fleets, where they will become incredible force multipliers. The goal is for them to be expensive to field, but worth the risk especially for s small fleet that needs to take on a larger fleet.
To this end, both classes of ship receive the double-damage bonus of the marauder as well as the ability to fit bomb launchers. Otherwise there is not enough incentive to use weapons instead of the various High-slot utilities available.
Bombs
Bomb Launcher II: High Power - can use Scripts and T2 bombs -Tracking Script: with this script the launcher requires a locked target to fire. The bomb will chase after the target until it impacts or reaches max range then it will detonate. Its area is reduced. -Self-propulsion script: with this script the bomb will consume part of its warhead in order to travel faster. The bomb will have reduced flight time and increased speed, resulting in roughly the same range but a much faster arrival. Its warhead is reduced.
Pirate Bombs: These bombs deal the same damage as regular bombs, but divide it between two damage types: one primary and one secondary depending on the pirate race. They carry two resist bonuses to allow them to survive other bombs of the same type.
T2 Bombs: These bombs deal only slightly higher damage than T1 bombs, but are 100% immune to their own damage type which allows any number of them to be delivered at once.
Parallel Reloading Bay: High Power slot - increases Bomb launcher rate of fire. -this would allow a stealth bomber to drop its torpedo firepower in favor of pure bomb usage, however it does not increase the ship's burst damage. Fitting 3 would double the launcher's rate of fire, but would require a RCU on any stealth bomber.
Black Ops and Area of Effect Ewar
Beacons: Beacons are like the bubbles dropped by Interdictors, they apply their effect over an area and can be targeted and destroyed. There is a beacon type for each race, and the beacons it deploys cause that race's Electronic Warfare in a small area. Beacons have a very short lifetime, which is improved by the relevant skills and T2 versions. Each beacon requires its own type of launcher, which is a High Power slot module usable only on certain specialized T2 cruisers.
Beacons will have a slow reload and a relatively weak effect, and the ships that use them must be able to contribute to the battle in other ways as well. It would be difficult to determine the legality of such a module, and it may need to stay in 0.0 only.
Projectors: Like the relationship between interdictors and heavy interdictors, Black Ops ships can mount a mobile, ship based version. In addition these modules have a choice of two scripts: -FoF algorithms: the strength of the Ewar is halved, but it will only affect targets considered unfriendly by the player -Focusing algorithms: the strength of the Ewar is greatly increased and it becomes a single-target effect.
Marauders and Smartbombs
Allow all T2 Smartbombs to use scripts: -Shaped Charge: causes the smartbomb to deal damage only in an area in front of the ship, for reduced damage. -Wide burst: doubles the smartbomb's range but greatly reduces its damage.
The shaped script allows smartbombs to be used against close targets without endangering one's allies, while the wide burst makes it into an an effective anti-missile weapon. Smartbombs are very difficult to fit on a regular combat ship, and should remain so to balance out their new advantages.
Now, give Marauders a bonus that doubles or maybe triples their Smartbomb damage. The shaped charge is relatively difficult to use, but the wide burst can be used as its primary attack against groups of ships. And if the lumbering marauder manages to close on its target, their death is all but assured.
Also how about a module or rig that gives you a special pod when you die, with a slightly higher warp speed and lower sig radius? Possibly more warp strength. The bonus would only last about 30-seconds to a minute, so it can't be used for anything other than escaping. |

MeatSlab
I.RAGE
1
|
Posted - 2012.11.20 18:17:00 -
[1518] - Quote
Hermann Simm wrote:Defense Scanner - med slot - scans for ships defenses and returns shield, armor, hull hp + resists + ehp + repping if any is active - distance from the target, electronics level and consequent scans increase the scan accuracy
I like this idea. It could most def be included to become a part of the feed back current scanners give.  |

Junior Misfit
Aliastra Gallente Federation
0
|
Posted - 2012.11.21 09:54:00 -
[1519] - Quote
Wondering how to make PVP more interesting? Consider the Chameleon cloak.
This module would act very similar to an existing cloak, however, instead of making the ship invisible, it would make it look like any other ship in the same class. For example, you could make your Punisher look like a Wolf, or make your Maller look like your Retriever. The cloaked appearance could work off of scripts.
The module would go in a high slot and have similar fitting/downside requirements as a normal cloak. There are some differences from a normal cloak in that other ships can not break the cloak unless they actively aggress the cloaked ship including smartbombs, ecm bursts, bombs, and just normal shooting could all be decloaking actions. Proximity to objects should not de-cloak. This way simply bumping the ship, or sitting in a belt near an asteroid would not ruin the surprise. However, activating any other module on the cloaked ship will de-cloak it just like normal. Jumping through a gate should also break the cloak.
Anyways, this is just the initial concept, I'm sure if people like it, the details could be hashed out. Personally I like the idea of hiding fleet compositions, making missile ships wonder what damage type to use as well as luring would be gankers into a trap. |

Skahd Hii
Funkwagen Broadcasting
0
|
Posted - 2012.11.21 11:19:00 -
[1520] - Quote
Selar Nox wrote:Heat: Heat exchanger: active (midslot?) module works as heatsink, while using the absorbed heat to generate energy for the capacitor (using an mighty old terran artifact called steam engine  ) because of the huge dimensions of the device it uses two fitting slots
Not a fan of the using two fitting slots idea. However, they could make it a module that can fit into any rack, and absorbing heat from whichever rack it is fit to. |

L'Acuto
Old Timers Guild Inc.
7
|
Posted - 2012.11.21 11:48:00 -
[1521] - Quote
If it has not yet been suggested, capital sized energy destabilizers and vampires. |

Rayzilla Zaraki
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.11.22 14:38:00 -
[1522] - Quote
I like the ideas where you can swap some cargo space for limited drone space. Maybe a 10:1 ratio. I also like being able to add modules that either change or create more slots - to a certain limit, of course. It would add more customization. Just make the newly created/changed slot use more power/cap/CPU.
My suggestions would be to see more ships that use Subsystems as well as more subsystems as I really like that type of ship construction. More customization and variety. T3 Mining and/or salvage? (Only because I like to Carebear while working).
Also, on the Carebear angle - Retribution is introducing an ORE Mining Frigate. How about a Frigate-sized ORE Salvage ship? A Noctis only smaller and faster designed for Low-Sec salvaging runs. On the other end of the spectrum, a large-fitting ORE Salvage ship (Battleship sized). Big hold, and tractor ranges out past 100km.
Yes, salvaging is my Carebear activity of choice when I can't dedicate all my attention to missions and PvP... |

Freelancer117
So you want to be a Hero
40
|
Posted - 2012.11.23 12:44:00 -
[1523] - Quote
Wouldn't mind some thermal scanning device to check if a cloaked ship is on grid, thing has got to have a tailpipe right  Eve Radio |

Aurelius Valentius
Imperial Academy Amarr Empire
204
|
Posted - 2012.11.23 23:02:00 -
[1524] - Quote
Flare launchers (Mid-slot) - ammo fed.
RL article here: http://en.wikipedia.org/wiki/Flare_(countermeasure)
This would be interesting for anti-missle.
Chaff...
same system - load chaff... this works for turrests with tracking... since it throws out false targeting info...
Make for an interesting new EW for smaller ships in particular, but any size could technically use it... Look at all the Macks in local...impressive... very impressive... I see you have fashioned a new exhumer... much like you father's... your skills as a miner are now complete...indeed you are powerful as CCP Devs have foreseen... |

Vayn Baxtor
Community for Justice Paradox Trust
1
|
Posted - 2012.11.24 06:06:00 -
[1525] - Quote
A seperate suggestion to the current Afterburner module or a new propulsion module.
There was discussion in one of the frigate threads about the afterburner(aka AB) still being underwhelming despite its current advantages when compared to the more essential MWD prop module.
Despite having no sig-radius bloom and other aspects, the AB is simply lacking - let alone as soon as one is webbed by multiple sources. It is also common for any tackling ship to have webs.
A suggestion I made did meet some support, so I insisted to post here after all.
As another interesting feature for the AB (or a third prop module): An extra bonus that ensures the base speed to remain on 80% velocity, regardless if one is tackled by hundreds of webs or not. This would ensure that a ship could still maintain its speed without essentially being immediately marked by doom. Such ship could still perhaps make it out of trouble.
Situationally, this said ship could still be scrambled. It is also still slower than a MWD ship (duh ;)). This specific "maintain speed cap" could be altered by Afterburner skill level, too, if necessary.
On the other hand, a seperate new module could be interesting to implement as well. It simply applies an "immunity against webbing slow mechanics", but no speed bonus at all, as it is just to ensure "you cannot be webbed".
For all, the ruleset of "one active propolsion module" applies as normal. A capsuleer could decide to go dual prop (or even tri prop ) and actually survive.
Webbing specific ships such as Huginn/Rapier/Hyena/etc could still tackle from a far.
Penalty: There was also a suggestion of applying either a higher cap need or even a scaling cap need effect. The more webs are placed upon the ship using this new AB bonus will result in it requiring more cap/power to ensure the bonus. So this should effect active tanking or even cap for guns too. |

mramo
Pator Tech School Minmatar Republic
0
|
Posted - 2012.11.25 12:46:00 -
[1526] - Quote
A module to add diminishing returns to incoming damage:
If many ships attack you only the top 10 dps ships will do 100% dps, the dps of the next 10 ships is reduced to 50%, the dps of the next 10 ships is reduced to 25% and the dps of all other attacking ships is reduced to 10%.
If a downside is needed for this module you could also add the same diminishing returns for incoming shield and armor transfer. |

xh'neivers
House of Carrikk
7
|
Posted - 2012.11.25 21:28:00 -
[1527] - Quote
I've not read the full thread, so forgive me if these have been mentioned:
One use mod:
Some form of emergency warp mod - can only be used once but will burn through any scramming/bubble and let your ship warp. Kinda like a one shot big red 'get me the hell out of here' button.
Possible one use mod/repeat use mod:
Wormhole 'slipstream' mod that reduces the mass of the ship for the purpose of using Wormholes. Maybe by 25 or 50%. Basically working the opposite of what going through a WH with a MWD on does just now.
New mods/script use:
A remote resistance projector (Armor/Shield) - works same as remote reps but repairs a small amount of damage while boosting a specific armor or shield resistance. Resistance type determined by scripts.
Armour version of the ASB - uses nanite paste instead of cap charges. Otherwise functionally the same. Same reload time and probably more expensive to run given the cost of the paste.
And lastly, some weird concept that's been bouncing around my skull. A weapon probably similar to a webber or neut in operation, that transfers overloaded generated heat. So if the fitted ship is not generating any, they cannot transfer - if they are generating and can't get a lock or keep a lock, they could be risking burnout. The heat they create themselves effectively becomes the ammo.
Tied in with that could be a logi mod which takes heat out of another ship and absorbs it into the logi - perhaps in conjunction with the much mentioned heat sink mod that absorbs module generated heat?
|

Rocker Will
Roid Rage Academy Friends United Seeking Influence and Notoriety
4
|
Posted - 2012.11.26 21:14:00 -
[1528] - Quote
could we get some unique drones tht can be fitted with modules in a similar way to our ships |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.11.27 01:16:00 -
[1529] - Quote
Roll Sizzle Beef wrote:Micro warp fracture. Frigate only. As cutting warp to anything bigger would be catastrophic. The module dumps capacitor and drops the ship out of warp instantly. The energy wave creates a small bubble for a minute that captures anyone following. Can only be activated at full AU warp so you cant drop "poor mans" bubbles at landing locations.
I like the idea of being able to break warp at a penalty (maybe massive heat buildup too?), but the bubble is too easy to abuse for a pirate party. All a frig would have to do is align to the same target, jump, break, then call in the gank when the freighter drops out. A string of 2-3 frigs could capture a majority of traffic between two gates, making it a griefer's wet-dream, so -1 to that part of the idea. |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.11.27 01:35:00 -
[1530] - Quote
Salpad wrote:
A module that moves a drone from cargy bay to drone bay. Basically you "load" the module with "ammo", i.e. 1 or more drones (a certain volume of drone, probably 5 m3 for a small module, 10 for a medium, 25 for a large) that is taken from the cargo bay. Then when you "shoot" the module, the drone or drones are moved into the drone bay, provided there is room.
Reload time and cycle time needs to be long (several minutes each), so that it becomes a slow process to move drones from cargo to drone bay. The point is to make it possible, not to make it super fast and convenient, to re-stock the drone bay while flying solo far from stations or POSses. Missile boats and g++n boats don't have this problem as they can always reload from cargo bay, but drone boats are highly dependent on places where they can dock to re-fit.
Drones don't normally deplete as fast as ammunition. There would need to be an analysis of dps/time to examine how effective a drone boat stays after X number of hours fighting without resupply vs guns or missiles or cap charges. Then again, all 3 of those platforms can be reloaded by ammo drops, essentially remaining fighting fit until relieved or destroyed; the drone carrier will require a fitting ship every time. Hey, maybe there could also be a remote drone replacer! Short range, inserts drones into available space in a targeted ship's drone bay.
Nah. In the final analysis, it'd be easier to make drone bays reloadable from inside the ship, just like missiles. That adds to a drone carrier's flexibility in response, too. |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.11.27 01:39:00 -
[1531] - Quote
Catherine Laartii wrote:Fix ECM bursts. Instead of a 'pulse' to throw off jamming, turn them into a bubble of sensor jamming, sort of like non-targeted ecm within a close range. It would provide a double bonus of, firstly, making a useful mod that blacks out close-range tacklers, and for ships that will be using the coming microjump drives, it provides a decent defence for battleships against tacklers that more than likely will be able to shut down the microjump drives with scram. Secondly, it would turn the scorpion into a AWESOME battleship for fleet situations, since it would be able to somewhat negate the problem of being primaried every single time one is fielded in a combat situation.
Doesn't the Target Breaker do this (for the fitted ship only)? Has anyone tried one? I'd think if a Skorp got primaried, you'd just pop the TB. |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.11.27 01:57:00 -
[1532] - Quote
Harvey James wrote:
Bc's aren't meant to be mini battleships christ sake don't you understand just how much bc's make cruisers useless as it is if you buff them more ........
Lawlwhut?
Battleship - (ship) + Cruiser = Battlecruiser.
They are supposed to be small battleships. They are supposed to be able to beat cruisers. BC's and BS's both require Cruiser IV to train, so they'd both better overshadow cruisers just to justify the time investment and cost.
Cruisers have their place, but shoulder-to-shoulder with the BC's isn't it...btw I'm sure your Logi friends like hearing you call their platforms useless; hope you don't need one soon. |

SlaughterhouseDb
Old Spice Syndicate Sailors of the Sacred Spice
0
|
Posted - 2012.11.27 02:19:00 -
[1533] - Quote
Has anyone suggested standing bonuses for repatriating slaves/slavers/tourists/etc? I have hundreds of the little guys running all over my station bays and the smell is getting intolerable (Scotty sent me a note about it). I know we're immortal and supposed to be above life and death, but I feel bad jettisoning them to die because there is no other option. Has anyone asked the SoE if they'll take them in? Maybe the Gallente. |

Khanid Voltar
Dark-Rising
8
|
Posted - 2012.11.28 09:53:00 -
[1534] - Quote
My out of the box thinking would be to script a lot more.
I would say have a propulsion module that can be scripted with either a MWD, AB or MJD script
Active Hardeners could be scripted in the same way as could ECM.
Likewise tackle mods could be fiddled with more, ie less range higher warp strength/web strength.
All variants of each module could become the script, with a basic module shell (with no inherent attributes of its own besides the ability to fit that kind of script)
Reload time could be adjusted to balance the item, even if it was like a minute - eve is way too much rock paper scissors especially in todays homogenized fleets, this allows PVP to be more dynamic, set up on the fly warping into a fight etc. |

Meditril
T.R.I.A.D
158
|
Posted - 2012.11.28 14:59:00 -
[1535] - Quote
With now every cruiser being capable of fitting dual web, we really need a counter to web or (assault) frigates will have no chance of survival within 10 km range of any cruiser.
Therefore I propose you invent the "Active Anti-Web" and the "Passive Anti-Web" module.
The "Active Anti-Web" module uses a medium slot and once activated it will reduce the speed penality of any enemy web on your ship by 50%. It should use some amount of cap though.
The "Passive Anti-Web" module uses a low slot and it doesn't need any activation. However it reduces the speed penality of any enemy web on your ship by just 30%. |

Dagus Rex
Crimson Collective The Obsidian Cartel
0
|
Posted - 2012.11.28 19:53:00 -
[1536] - Quote
Directional Scanner Improvements:
-Make Ship Sensor Strength proportional to Directional Scanner maximum Range.
-Add a slider bar to the Range Control.
-Let us choose between AU and Km distance measurement.
Other than that the directional scanner is perfect |

Vanessa Vansen
Hooded Underworld Guys The Retirement Club
57
|
Posted - 2012.11.28 22:06:00 -
[1537] - Quote
First, a minor change in game play: Let anchoring be available for any kind of ship. maybe with increasing anchoring time depending on hull size, e.g frigate & destroyer - 1 minute, cruiser & BC - 2 minutes, BS - 3 minutes, (non-super) captials - 4 minutes, super capitals 5 minutes And of course the same time for unanchoring. This time is required to turn the main engine off / on.
Before initiating the anchor process you have to eject.
Once the ship is anchored you can access the hangars and use modules similar to POS. E.g. if you anchored a ship with a remote armor repair system, you could use that to repair another ship (not the one mounting that module). In other aspects it behaves similar to an anchored container (anchored for corp or personal usage)
So, in case of carriers/Rorqual/Orca you would have a little base of operation but it would be pretty vulnerable.
Because of that we need the Stealth Module Only works with anchored ships and renders them improbable. Otherwise similar to cloak, i.e. you may not run any other module beside.
While an anchored ship with a running stealth module is improbable, every probable thing around still is probable. The ship itself will be probable again while unanchoring or after the stealth module is turned off, e.g. to run a repair system module. |

X Gallentius
Justified Chaos
634
|
Posted - 2012.11.29 00:46:00 -
[1538] - Quote
Khanid Voltar wrote:My out of the box thinking would be to script a lot more. This would be a great idea on how to implement Tier 3 cruisers. Give them scripts for changing mods to help fight in their current situation.
Tech 3 prop mod - AB/MWD script. Tech 3 tank mode - Active Rep/Buffer tank script Tech 3 active hardener mod - Damage Type Script (Kin/Therm/Explosive/EM) Tech 3 High slot energy - Neut/Nos/Transfer Script Tech 3 hull mod - Speed/ Speed+Agility / Agility / Increased Hull strength script Tech 3 Gunnery Script - Tracking/Damage script |

Ocih
Space Mermaids Somethin Awfull Forums
316
|
Posted - 2012.11.30 17:58:00 -
[1539] - Quote
Capital rigs Web range rigs.
Capsule Fighters with no warp drive. |

CB Netsvinet
Legion of Anarchy Tribal Band
2
|
Posted - 2012.12.02 14:32:00 -
[1540] - Quote
I kind of dislike the changes to blocade runners comming in retribution making them show up empty on scans but why not make it a module maybe "cargo shielding" or something like that and then giving blocade runners a fitting bonus instead in this way you will be able to see the module when useing a ship scanner and if it is made a medium slot it also works as a trade off between shield and stealth |

Mars Theran
Tribal Liberation Force Minmatar Republic
476
|
Posted - 2012.12.02 21:28:00 -
[1541] - Quote
New Ship and Module idea. This is a Sniper based idea, I thought of after my last run at Dust.
I know we already have a 'Sniper' type setup for ships in EVE, but it occurred to me it isn't really a Sniper as far as ability and impact goes, providing very low DPS and generally being somewhat ineffective in that role, so here's what I was thinking.
The ship would be a Covert Ops Cruiser able to fit a Turret, (the new module), sort of like a Stealth Bomber fits a Bomb Launcher. It would be relatively low EHP as a Cruiser and have decent maneuverability and speed, while having no targeting delay for Covert Ops Cloaks. Just imagine a Stealth Bomber that was Cruiser sized for almost all intents and purposes aside from the targeting delay after dropping cloak.
Now, the module:
3-4 different varieties, with one for each Faction using the standard turret type base for each faction. Laser for Amarr, Hybrid for Gallente and Caldari, Projectile for Minmatar. Gallente and Caldari could be the same, or have slight differences.
Ammunition used would be either L or XL, and of course be of the same type as the base weapon type. No need to introduce new Ammunition. Theoretically, as I think of this, you could have two different guns for each Faction, one for each L and XL as options. Moving up to XL would of course cost you tracking and perhaps make the guns RoF and/or Spool up time slower.
So here's how it works:
Only one of these modules can be fit per ship, and each would have sufficient powergrid and CPU requirements to limit additional fitting, while making them fit appropriately within the category of damage they provide and yet still be functionally available for fitting on a Cruiser, while still being able to provide a decent fit for that ship using additional modules for tank, propulsion etc...
The module would function on a Spool up timer, firing at the end of that cycle, and like the Bomb launcher, have no repeat cycle. The Spool up timer would start once target lock was achieved, and would effectively immobilize the ship while requiring that the ship be facing an arc covering the target.
Basically, drop cloak with target at range in your arc of fire, click on the module and then the target, and once target lock has been achieved, your ship immobilizes much like occurs when you light a cyno and starts the spool up timer to fire. This should be 10-20 seconds.
Once the spool up timer is up, the weapon fires and your ship regains mobility while retaining target lock on the ship you were firing on. Clicking the module again will restart the spool up timer and progression to fire, immobilizing your ship as before. You can do this as many times as you like, and have position and availability of ammunition to fire.
The module itself will have tracking as with any turret, and be ineffective outside of its current arc. This means that a ship moving across its field of fire will be much harder to hit than one stationary, or moving directly towards it. If the ship targeted happens to leave the field of fire before the spool up timer elapses, then the weapon will go into a cool down cycle until the spool up timer elapses, rather than firing.
The module should have exceptional range, obviously well beyond Cruiser sized weapons, within the 100-200 km range. Arc of fire should be at least 30 degrees centered on the forward facing of the ship. Damage should be a very good alpha strike comparable to its ammunition and the purpose and use of the module and ship.
Depending on the Faction type of the weapon, it may offer higher Damage with slower spool up timers, or lower damage with shorter spool up timers; better or worse tracking, and of course, each will functionally provide damage appropriate to the ammunition used.
A true Sniper role ship for EVE. Complete Covert Ops capability, role and ship bonuses for increased damage and tracking, and/or reduced spool up timers. The ability to fit alternative highs, with maybe 3-4 Turrets or Launchers, and a High, Mid, and Low Slot layout comparable to other Tech 2 Cruisers of the appropriate variety.
Either a new Hull design, or an appropriate Hull with some slight changes from the standard Hulls for each Faction. For example, Minmatar might use a Stabber or Bellicose hull; I kind of like the Bellicose for this. Depending on the Faction, the Sniper ship might be a heavier hull with better defense, or a lighter hull with better mobility. I can see Caldari using a heavy hull for example; something like the Moa.
Anyway, that's the idea; like it or leave it. 
edit: Another thought I had, but forgot to input above, was that the module could function like a passive targeter, so when it alone was activated on the intended target, it would passively lock until the shot was fired. Might be a needed or just cool addition. It's appropriate to the role anyway. zubzubzubzubzubzubzubzub |

Mars Theran
Tribal Liberation Force Minmatar Republic
476
|
Posted - 2012.12.02 21:31:00 -
[1542] - Quote
CB Netsvinet wrote:I kind of dislike the changes to blocade runners comming in retribution making them show up empty on scans but why not make it a module maybe "cargo shielding" or something like that and then giving blocade runners a fitting bonus instead in this way you will be able to see the module when useing a ship scanner and if it is made a medium slot it also works as a trade off between shield and stealth
Another idea could be a low slot module "smuggler compartment" a small separate unscanable cargo bay maybe only 5 or 10 m3
I like the smuggler option but rather as a ship specific trait rather than a module which could be used on other ships. However, the changes to the Blockade Runner, (which I actually didn't know about), help it to fill a specific and unique role in EVE. I think it's a good idea. zubzubzubzubzubzubzubzub |

Helios Aquiness
The Rising Stars Academy
0
|
Posted - 2012.12.03 03:25:00 -
[1543] - Quote
Deployable mines and mine laying module. Mines come in the normal flavors: EM, Thermal, Kinetic, and Explosive. They would deploy and sit stationary in space like warp bubbles and to keep smaller ships from being one shot by the large versions, they are subject to explosion radius and velocity like missiles. The module would require a skill, (Mine laying?) and you could deploy 5 per level to a max of 25.
Force Field module. Can only be put on an escort ship (IE a ship with 99% reduction in power grid need). Operates just like a PoS force field, the ship would become immobile similar to dreadnot siege mode, and emit a force field that fleet members can enter and be protected. As with PoS fields, you canGÇÖt target or do anything much inside the field.
SmugglerGÇÖs hold rig. This came to me as an idea to start a whole new profession, Smuggling. ItGÇÖs a rig whoGÇÖs BPO is sold by pirate factions, it makes parts of your cargo hold un-scannable even by concord. You could hide boosters to carry them into highsec or hide valuables from suicide gankers.
|

Azriel X
Fyght Club SpaceMonkey's Alliance
0
|
Posted - 2012.12.03 04:56:00 -
[1544] - Quote
Mars Theran wrote:New Ship and Module idea. This is a Sniper based idea, I thought of after my last run at Dust.
I know we already have a 'Sniper' type setup for ships in EVE, but it occurred to me it isn't really a Sniper as far as ability and impact goes, providing very low DPS and generally being somewhat ineffective in that role, so here's what I was thinking.
You mean cruise missiles? lol I've been away from the game for a while, but getting back into playing eve I've realized how much my missile ships suck.
Which brings me to the idea of making them more effective. How about ammo for missile launchers that provide e-war? Possibly a launcher that loads only that type of e-war ammo. They do little to no damage but allow for more flexibility in missile boats.
Also, how about making defender missiles ACTUALLY useful? Allow them to intercept gunfire as well, however rather than use a single missile type, allow for different missile types according to what ammunition type they will be intercepting.
EDIT: to the previous post, mines have been done. They cause so much lag that people in real life start questioning why the sun didn't set on time that day. |

Troy tempest templers
Viziam Amarr Empire
1
|
Posted - 2012.12.03 14:13:00 -
[1545] - Quote
Grappler for miners- middle slot. You can anchor yourself to an asteroid- range 10 km. Bumping a miner will have no effect as you will always stay in range. Electro magnetic pulse bomb- large sized takes a lot of cargo space. Totaly blanks 30 km sphere and gives the user 30 seconds to escape attacks, only one can be carried. The user cannot attack but only warp or fly away, renders all ships in the blast area blind for 30 seconds or less if they have the new emp counter threat skill which gives a 3% less effect on your ship per level, so level 5 would leave you blinded for only 15 seconds ect. Effective on rats as well. |

Azriel X
Fyght Club SpaceMonkey's Alliance
1
|
Posted - 2012.12.04 09:36:00 -
[1546] - Quote
Troy tempest templers wrote:Electro magnetic pulse bomb- large sized takes a lot of cargo space. Totaly blanks 30 km sphere and gives the user 30 seconds to escape attacks, only one can be carried. The user cannot attack but only warp or fly away, renders all ships in the blast area blind for 30 seconds or less if they have the new emp counter threat skill which gives a 3% less effect on your ship per level, so level 5 would leave you blinded for only 15 seconds ect. Effective on rats as well. 
That sounds like a terrific idea. Playing on that, it would be relatively simple to implement it into eve as it could function like a 30 second constant jammer not allowing anybody within the proximity to lock onto anything.
I would even go further to add that it can de-cloak ships as its effect interferes with the cloaking system (as if the cloaked ship was within proximity to another ship-- simply automatically de-cloak) . This would make it far more dynamic in a game as large as eve, where it's not only an escape tactic but also a method for hunting down suspected cloaked ships.
With abuse issues like miner bumping, I would consider its use should be hostile even though it causes no damage whatsoever. (maybe even give it the same warning smart-bombs display when fired in high sec).
Personally EMP weapons as an EW tactic have been long overdue in eve. |

Alxea
Blood RaiderZ. Disaster Strikes
105
|
Posted - 2012.12.05 09:51:00 -
[1547] - Quote
Tech II ASB. Requires more PG and CPU as drawback. Performs about the same as pre-nerfed T1 ASB with 13 charges in X-Large ASB. |

Draekas Darkwater
Frank Exchange of Views
1
|
Posted - 2012.12.05 18:21:00 -
[1548] - Quote
More remote assistance modules. Along the lines of remote sensor boosters, but doing lots of other things.
For instance, take all the gang link bonuses, and make modules that do those, but only on your current target. Boost/repair amount, speed, agility, resistances, sig radius, damage, tracking, etc etc.
Give certain ships bonuses to these modules, creating a whole new role/class of support ship. Maybe even a capital ship version of these. Would essentially be a force multiplier ship, but not as OP as gang links that boost entire fleets. |

Ceasar Mc-Gunshow
EVE University Ivy League
0
|
Posted - 2012.12.06 00:15:00 -
[1549] - Quote
I was playing Bioshock the other day & i was using the research camera. If you havnt played it before whats wrong with you that games awesome! - I digress. What if there was a recon module for scouts that works like that but for ship/fleet intel? I know some of you at this point could be thinking "that sounds like a ship scanner or something" which admittedly i have had no experience with as ive only been playing eve for a matter of weeks, but hear me out. My original idea was that you activate it & it goes into a sort of 'rangefinder mode" where the pilot has to angle the camera & take a recon photo. The photo is analysed by the ships computer and gives a list of ships & weapons fittings in the field of view. that could be broadcast back to the FC & rest of the fleet. This would be a good career chain mission focus for "Intel agents" that want data on pirate activity in the area or factions that want you to spy on other factions & their facilities "Go to location X & take 5 racon photos of this shipyard". Perhaps this could also be tied into the locator agent system somehow. "so & so was photographed a X- jump gate at such & such-a time". That way noobs (like me) could sit in jita taking photographs of random ships coming through & earning a little isk for our trouble.
This was my first post so thanks for reading & i look forward to your feedback |

Sidi'Novis Tallon
The Dude's Interstellar Enterprizes Quixotic Hegemony
0
|
Posted - 2012.12.06 03:48:00 -
[1550] - Quote
As someone who lives in WH space I had a rather clever idea for a mod.
EMP Pulse
You'd fit in a high slot, the purpose of such a mod would be for decloaking ships. It would go 15k in any direction with a tech 2 having an increased range and perhaps less side effect.
Side effects from using such a mod should have some negative consequences:
1. An EMP Pulse would completely drain the capacitor 2. The ship would be completely shut down, no aligning, no warp, no shield regen for 1 minute and a tech 2 30 seconds 3. Capacitor regens -50% for 2 minutes for tech2 1 minute
This would be a null sec and WH only mod.
More good ideas to come! |

WInter Borne
Cold Station 12 Surely You're Joking
13
|
Posted - 2012.12.07 16:38:00 -
[1551] - Quote
A shield booster or armor repair that is in a permanantly overloaded state. Provides greater boosts at the cost of limited number of uses. |

Valerie Tessel
Center for Advanced Studies Gallente Federation
303
|
Posted - 2012.12.09 06:03:00 -
[1552] - Quote
I wouldn't mind having a module or rig that increases warp speed.
If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Omnathious Deninard
Extrinsic Operations
293
|
Posted - 2012.12.09 07:44:00 -
[1553] - Quote
Valerie Tessel wrote:I wouldn't mind having a module or rig that increases warp speed.
If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker. Astronautics Rig: Hyperspatial Velocity Optimizer, increases warp speed by 20% T1 and 25% T2 Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Valerie Tessel
Center for Advanced Studies Gallente Federation
303
|
Posted - 2012.12.09 20:57:00 -
[1554] - Quote
Omnathious Deninard wrote:Valerie Tessel wrote:I wouldn't mind having a module or rig that increases warp speed.
If I'm flying a blockade runner or just zipping out for skill books, it would be nice to get there quicker. Astronautics Rig: Hyperspatial Velocity Optimizer, increases warp speed by 20% T1 and 25% T2 Thank you for the correction. I hadn't seen that. Support Aegis Destroyers: https://forums.eveonline.com/default.aspx?g=posts&t=97610 |

Ortos Falconrae
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.12.10 13:58:00 -
[1555] - Quote
RTB (Return to base) DRONE CONTROL
Automatically recalls Drones to Drone bay when you execute a WARP Command. This would be a viable MID module which will act passively and will auto return drones to drone bay.
I believe this would be popular amongst those who use Drones for defensive purposes (such as mining Barges) who can leave behind Drones, by accidentally executing a WARP before returning their Launched Drones.
Would also be interesting to Salvage Drone boats or Carriers. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
223
|
Posted - 2012.12.10 14:07:00 -
[1556] - Quote
Interdiction nullifier module
As there is a warp core stabilizer that Adds warp strengths, Industrial ships and Blockade runners could use a module that prevent sticking into bubles.... Please read this! > New POS system ( Block Built - Starbasecraft) Please read this! >-á[Debate] - ISK SINK |

Ortan Murdak
Liberty Storm
0
|
Posted - 2012.12.10 16:24:00 -
[1557] - Quote
Just posted a module idea in the wrong thread, here's the link. please move and replace this post.
https://forums.eveonline.com/default.aspx?g=posts&m=2300221#post2300221 |

Gizznitt Malikite
Agony Unleashed Agony Empire
799
|
Posted - 2012.12.10 18:32:00 -
[1558] - Quote
Extend the ability of Cargo Scanners to Scan the contents of POS modules like corp hangars, silos, Labs, etc... |

Mirac Factar
Hypergolic
0
|
Posted - 2012.12.12 04:27:00 -
[1559] - Quote
Frigate Size Module
Scout Jump Drive Allows jump to ANY active cyno within range. (you don't need to be in the same fleet or anything )
Penalties similar to a cloak, e.g targetting delay after jump. |

Bubanni
ElitistOps Pandemic Legion
570
|
Posted - 2012.12.12 10:13:00 -
[1560] - Quote
Is this thread being watched anymore?
What about a high slot module that works like a smartbomb, extending a bubble around your ship for a short period, but instead of doing damage, this module would bump ships away from your ship at a decent speed, (the module itself should have a max range of 3-4 km... the practical use would be to fit it to a cruiser or frig, and it would allow you to jump other cruisers and even battleships with much more effectiveness
Just before you hit into the ship your trying to bump, you activate the module, and it would basicly help you hit the person your trying to bump, by extending your radius for a sec of "bumping field" and the "power" of the bumping power
in a perfect world with a well timed "bump" and activation of this module, a fast frigate bumping into a battleship would be able to bump it 10+km :3, the module should have some limitations as in cycle time being about 1min or more and basicly empty the cap of most frigs, the module is useless on battleships as the battleships wouldn't get much more "bumping power" than they already have Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Seranova Farreach
DEEP-SPACE CO-OP LTD Exhale.
33
|
Posted - 2012.12.13 00:01:00 -
[1561] - Quote
T2 Reactive armor hardner.
insted of the 60 pool (15/15/15/15) like the tech 1, it would be an 80 pool (20/20/20/20) with slightly more energy use per cycle
also a new skillbook. requirment of L4 armor resistance phasing. the new skill would decrease energy use of the modual further, by like 3~5 % per level (15% total) or somthing or maybe L1 is 1% L2 is 2% and so on which would also equate to 15% total energy reduction or just go the whole hog and 5% per level. |

Terranid Meester
Tactical Assault and Recon Unit
85
|
Posted - 2012.12.17 02:19:00 -
[1562] - Quote
T2 cloaked probes unless they are in range of something able to decloak them.
Can only be invented. |

Edam Maulerant
Southern Cross Empire Flying Dangerous
1
|
Posted - 2012.12.17 11:45:00 -
[1563] - Quote
It occurs to me that steps to de-incentivize focused fire might be good for the strategic situation in EVE. (Im going to leave out the math, as thats very delicate for this particular mod)
A module that increases defense dramatically the more damage you take within a short period of time. Could be based on the percentage of overall hp taken, a flat number, the number of enemies firing, or the number of weapons firing.
Needs to be weak enough to have little to no effect in small gang fights, yet severe enough to prevent an alpha strike from a blob fleet. Should also 'burn off' relatively quickly, perhaps giving an extra 5 or 10 seconds of survival time when focused.
Ideally this mod would work with existing tank (resistance bonus), to prevent people from neglecting tank in favor of alpha strike 'immunity'.
Alternatively could be designed as a warfare link module (requiring proper fleet command structure) thus the module combats bloated fleets while at the same time promoting properly commanded ones.
Properly designed, this mod would serve to encourage intelligent, squad/wing based gameplay, smaller fleet sizes, and overall more strategic and tactical options in combat rather than the fleet wide descending kill priority that is now currently so effective. |

Magnus Cassiodorus
Royal Amarr Institute Amarr Empire
0
|
Posted - 2012.12.17 15:05:00 -
[1564] - Quote
I would like to see anchorable Cargo Containers that have a Cargo capacity equal to or greater than Jet Cans.
All the Cargo Container sizes seem way to small to me. |

Dash Moore
Betruger Trust Holding AG
0
|
Posted - 2012.12.18 13:31:00 -
[1565] - Quote
Since overheat has been introduced in EVE we have seen no significant updates to this interesting mechanic.
I've had some ideas which could add some more fitting options aswell as expand on the heat mechanic.
Heatsinks! as in proper heatsinks and not laser damage mods, prefereably this module comes in a high, med and low slot variant with very low fitting requirements. These moduls would be passive and either let you overheat for longer or dissipate heat faster.
Another addition that would be cool would be something like a coolant injector med slot module like cap boosters. Instead of injecting cap boosters this coolant injector could be filled with coolant injector cases (made from PI Coolant and something else) and would basically reduce the heat that has allready been generated and would allow you to overheat your modules longer or more frequently.
|

croakroach
World Domination Inc Templis Dragonaors
4
|
Posted - 2012.12.18 20:46:00 -
[1566] - Quote
Not sure if this was suggested already.
We need a rig for shield repair similar to armor's Remote Repair Augmentor which would reduce capacitor amount of shield transfer. |

SileBridgeBurner
PontyPool
0
|
Posted - 2012.12.19 00:43:00 -
[1567] - Quote
May have been discussed before.
Modules slots, why are they high, medium and low? What does it mean?
That aside, the idea is simple, multiple slot modules a.k.a super modules. |

Darvaleth Sigma
Moonraker Mutual Industries Co operative Fortuna Alliance
47
|
Posted - 2012.12.20 18:21:00 -
[1568] - Quote
Perhaps intra-system jump mods? So instead of warping somewhere, you get a module that empties your cap completely and allows ships to jump, like titan bridges etc. but within the system?
Only fittable on Black Ops Battleships, and needs a Cov Ops Cyno module to be used on the other end. So would be a stealthy way of bringing in a sub-cap fleet, in-system, right on top of your enemies. Give a man a match and you warm him for a day.
Set a man on fire and he's warm for the rest of his life! |

Michael Harari
The Hatchery Team Liquid
416
|
Posted - 2012.12.23 06:20:00 -
[1569] - Quote
Darvaleth Sigma wrote:Perhaps intra-system jump mods? So instead of warping somewhere, you get a module that empties your cap completely and allows ships to jump, like titan bridges etc. but within the system?
Only fittable on Black Ops Battleships, and needs a Cov Ops Cyno module to be used on the other end. So would be a stealthy way of bringing in a sub-cap fleet, in-system, right on top of your enemies.
Black ops already have this |

Beta Miner
COBRA Logistics Outer-Haven
17
|
Posted - 2012.12.24 03:00:00 -
[1570] - Quote
Scripts need to go away GǪ still have them in game, but have they as a component in the manufacturing process so people donGÇÖt have to bother with them one they build the module.
 Gevlin wrote:Looking for Strip miners for Mining barges that can GǪ harvest scrap 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. A great way to get miners out of the belts. +1
Another great idea that someone else mentioned a while ago (sorry I can remember their name to give the credit) was chaff launchers. An untargeted missile that creates AOE cloud of chaff that interferes with sensors GǪ a ship within the AOE would have its signature reduced making it harder to lock, but would also suffer from the same penalty when locking a ship outside the AOE.
It would probably be best used for a fleet trying to disengage from another fleet, but a ship could also use it at a safe spot if itGÇÖs trying not to be scanned down. Racial chaff could be used as well, Ionized gas vs radar, magnetically charged particles vs magnetometric, reflective aerosols vs ladar, etc, etc.
Chaff would have to be balanced so that it doesnGÇÖt result in un scannable ships.
Scriptable smart bombs are a great idea. They are GÇôsmart- bombs, after all.
Medium sentry drones
@ Saelyth post #310 - Coolant tanks/radiators/heat sinks are a great idea.
T2 tractor that allows a ship to tow another inactive ship or wreak in space.
AFK Cloaking? An afk cloaker has never ganked me. In fact a cloaker at his keybourd has never ganked me either. I don't mean to be rude, but HTFU.
|

Michael Harari
The Hatchery Team Liquid
420
|
Posted - 2012.12.24 04:21:00 -
[1571] - Quote
I really like the idea of taking scripts away from ewar modules, and forcing tds and damps to be like jams, in that different situations require refitting. |

Wulfys Cleanup
NorCorp Security Tribal Band
3
|
Posted - 2012.12.26 15:13:00 -
[1572] - Quote
Just something i feel is missing:
* Passive Invulnerability field, and more choises in that department to get it up to par with armor.
*Stackable cans for blueprints. because i like a system in my mess.
dont know if these are suggested before.. 79 pages was a bit to harsh to even try reading trough. |

Judas Lonestar
Wormbro Ocularis Inferno
15
|
Posted - 2012.12.26 21:24:00 -
[1573] - Quote
I want hi slot target painters.
I want a hi slot remote cloak. I can remote rep, why cant I remote cloak someone so they suffer no decloak penalties?
I want missiles with user selectable payloads, and I want payloads that are neat, new and hell even a bit silly. I want to fire nanite repair paste at my fleetmates. I want to fire nanite dismantle paste at enemies that has a DoT effect (Crap, did I say that? Pod me now...). I want to fire that nanite dismantle paste at roids in HS to **** off miners and **** with the roid market. I want to fire acid clouds that persist for X amount of time and damage any ships that pass through them (to help control the battle field). I want payloads and choices and man I want it to be cool and customizable.
I want a mine launcher that functions much like a probe launcher but instead drops mines. Mines have a time limit, say half an hour? Give me different types of mines. Cloaked mines that I dont see until they detonate, mines which are visible, low damage high explosion radius, high damage low radius.... You think warping to a gate camp is bad? Warp into a mine field on a WH. Put in some mechanics so you cant stack 10 bajillion of them for instapopping dreads though.
I want ECM bursts that actually have range and feel useful. I want an ECM burst that auto jams all ships within 50km of my ship, but uses all of my cap to do it.
I want to be able mount a chaff launcher for the purpose of setting decloak trap. Chaff launcher takes charges like a cap booster, and fires out chaff and trash in a 15km zone around the ship which lasts for X time and causes any cloaked ships to enter.
Alternatively, allow us to anchor mobile decloak bubbles (Change mechanic of mobile warps to be decloak) (I say this as an avid SB pilot, these things would **** me off.) To keep them from being too OP'd introduce some mechanic where warp and decloak bubbles cannot overlap by more than X amount. Or give me a disruption probe that when fired pulses out sound waves which interfere with cloaking systems to cause any ship in X area to decloak, probe lasts a couple minutes. Give another role to dictors.
I want to be able to manually warp my ship by inputting the warp distance and having it warp that far in the direction its pointed. Now only does it get me off grid, it allows me to narrow down people who are off grid without the use of probes.
COme on guys, its space. Its the future. All that **** you see in movies and TV and say "Wow thats cool!'....Yeah, thats what I want. |

Gauz Faux
The Red Abyss
1
|
Posted - 2012.12.27 17:26:00 -
[1574] - Quote
I believe EVE should incorporate more real-life naval items, since EVE is a space-age naval RPG. Here is a list of things I have in mind: -Mines - Either anchorable (really large) or launched from modules (small/medium/large) all with area of effect depending on their sizes. A key element to mines is that they should NOT appear on the overview, or be at all noticeable within space UNLESS scanned down (using probes or whichever other methods). This adds to the realism of the mines.
-Force-Eject Arrays or Modules - I believe this should be incorporated into the game to allow the capture of another capsuleer's ship. It should take powerful force from these modules to successfully force-eject a pilot from his ship. I'm not certain as to what I should suggest the strength need be to eject a pilot, but I was thinking along the lines of equal to double a ships faction scan strength (Gravimetric/Ladar/Radar/Magnetometric). Also, to keep it fair, the strength of each Force-Eject module should be considerably weak, requiring multiple modules or ships fitted with said modules to force-eject a single pilot from his/her vessel. If those at CCP decide to incorporate this into EVE, I would love to converse with you all via email, in-game etc to discuss the specs if yall decide to allow me.
- Custom Ship Arrays - These should be considerably similar to regular ship construction structures that are anchored in space to build ships other than in an npc station, with the exception that it is used to modify ships and add in "things" that make the ship unique to whoever built/modified it. Such as the Worm frigate that has been modified by npc pirates, such should be achievable by those who are players as well. This will add a feeling of "freedom" or "uniqueness" since capsuleers will be able to rebuild ships according to what they like and love, rather than relying on ships that are never-changing and already there. A good idea to keep a limit on these modified ships is to require salvaged materials to add in to create desired modifications.
- Lock-Breaker Modules - I know these already exist in EVE, but I would like to see them downgraded to be usable on ships other than black ops or marauders, such as the manticore for example. I don't know whose support I have on this idea, but it's just a suggestion.
- Player Owned Station Stealth-Field Generators - These should be anchorable structures that hide the station from the overview and the map when other players/corps/alliances are seeking them out. The field should have a certain area of effect, keeping everything within the "stealth bubble" completely invisible to long-range targeting. I also suggest that the Stealth-Field not be such a God-Like protector from discovery in that it only prevents discovery from distant places that are out of range of sight of the station, meaning that if you can see the station, you can approach it. The stealth-field should ONLY protect from scanning down a station accurately or at all, and not be a giant cloak generator.
- Module Slotting - This has bothered me for awhile since I run out of slots rather rapidly on a ship, but I would love to see this idea incorporated. The idea is that any module requiring a slot lower than an available slot be able to be placed in that higher slot. For example: If I run out of low slots on my ship, but I still want to put on more armor repairers, I should be able to put them in the medium or high slots I have available without changing the attributes of the module. I would love to see this in EvE and I'm sure I'm not the only one with this concern.
This is all that I have so far. From those at CCP and commoners of EvE I would love to hear support/criticism/feedback on these suggestions. I hope to see these in EvE someday! :) |

Huttan Funaila
Terminal Radioactivity Honey Badger Coalition
151
|
Posted - 2012.12.29 02:54:00 -
[1575] - Quote
A rig, or mid/low slot item that reduces the chance for ship/cargo scanners to pick up details.
If smuggling is introduced as a real profession, this line of items will be needed anyway. There is still a "Black Market" entry in the static data dump. |

Techiko
MinTek Heavy Industries MinTek Conglomerate
0
|
Posted - 2012.12.30 09:10:00 -
[1576] - Quote
I reckon we need more drones that do what some ship modules can do.
such as: * Tractor Beam Drones (or perhaps the physically grab a wreck or can and pull it towards you) * Missile Drones * Afterburner/Microwarpdrive Drones (to give a speed boost to your ship using a tractor beam or attaching themselves to the hull) * Sheild extender/hardener Drones * Looting Drones ( that loot wrecks and containers when they're too far away) * Scanner Drones (that can scan cargo, wrecks and ships) * Cloaking drones (that cloak themselves and the ship)
Just a few Ideas |

Jang Ezhdeha
Minmatar Ship Construction Services Ushra'Khan
0
|
Posted - 2012.12.31 16:32:00 -
[1577] - Quote
Rigs:
Slot expansion Rigs - adds 1 slot to high, medium or low but removes a slot from one of the other areas i.e. you add a rig to add a high slot but it removes a medium or low slot. drawbacks could include a decrease in ship powergrid or CPU or just the fact it moves a slot from one area to the next. But adding a high slot does not give an extra turret or missile slot unless your ship still has the available option. Ships obviously cant go past max 8 slots. Make the calibration high so that one maybe two can be used and you can only add one extra slot per high medium or low. Tech two variation can have a lower penalty or a lower calibration cost.
Modules:
Cap Booster Charge loaded armor repairer - with similar attributes as ASB's
Consumable Heat module - Draws heat from overloaded modules but it is NOT repairable and ultimately will burn out and need replacing. Increased skill reduces damaging effect of heat to this module.
EMP Ship Disabling module. Make this a high slot module that could fit an Industrial, cruiser, battlecruiser and battleship which only disables ships of equal size or smaller than the ship its fitted to. The disabling effect could be one, all or a mix of the following within the area of effect:
-Disable warp scramblers and disruptors -Disable MWD and AB -Disable target locking or dramatically increase target lock time -Disable Navigation (the ability to warp away or chase)
The module would also require a large portion of the ships capacitor to detonate or it can be powered by a cap booster charge with the area of effect dependent upon the size charge that was used with max area of effect being ship capacitor usage. The module disables the attacking ships but not the ship using the module completely but it renders the ship unable to lock targets for a specific amount of time equal to or longer than the ships it has just disabled. The module is non discriminatory and will disable friend and foe alike within the area of effect. Unless there is a counter module being used.
EMP Ship Disabling countermeasure - This module could be fit in a low or medium slot and either stops the disabling effect or reduces the disabling effect time.
Drone:
Tracking drone. This would be a large drone, 30-50 m3 with a slow lock time but once target lock is acquired it tracks a target within the system for a limited amount of time or limited number of warps by the target ship and only the ship that has deployed it can warp to the drone then others in gang/fleet can warp to that member.
Module change:
Stasis webifiers should cause some type of damage, a small amount so kite ships cant just web a ship and watch it crumble but cause some damage to shield, armor or hull as it holds the ship. |

Smelly PirateSaint
Reikoku The Retirement Club
0
|
Posted - 2012.12.31 16:33:00 -
[1578] - Quote
I'm not sure if this has been suggested, but there are 75 pages of suggestions and quite frankly i'm not gonna go through them all, but an idea i've just had is this:
Local Cloaking.
When you enter W-Space, local chat states that it is unable to connect to the local subspace beacon or whatever - I propose a script for a cloaking device that allows you to cloak your transmissions to the local subspace beacon in whichever system you are currently in or entering at the expense of being visible to the naked eye. Only one cloaking device will installed on any given ship giving you the ability to choose to be scripted towards invisibility to the naked eye, but not to the local beacon, or invisibility to the beacon but not to the naked eye.
The penalties to this script will be the same as to any regular cloaking device - reduced scan res, the use of a module slot and no active modules whilst 'cloaked'. I leave it up to others to decide whether, like regular cloaking devices, you should be able to warp or not with it active unless using a cov-ops ship.
It seems feasible to me that you should be able to jam your transmissions to local subspace beacons - in a realistic sense of course - and i'm sure many out there will cry out in terror that it is 'OP' but it's no more OP than jumping into any wormhole, except that unlike in the wormhole, you cannot be physically cloaked at the same time. Perhaps for added peace of mind, the module could be limited to Null sec as in the warp disruption fields? |

Sidus Rado
Sidus Rado Tax Free Corporation
2
|
Posted - 2013.01.03 16:43:00 -
[1579] - Quote
Give us more fraction scan probe launchers, ded space scan probe launchers and may be officer scan probe launchers. Its funny, when finding ded space requaries probe launcher and ded space does not dropes probe launcher. |

Darius Caliente
Intentionally Dense Angeli Mortis
3
|
Posted - 2013.01.03 20:00:00 -
[1580] - Quote
Two Ideas
The first is a reiteration that I've seen in this thread:
Mobile Cyno Jammers -- Deploy one and jam cyno's for specific AOE
The second I haven't seen yet:
AOE Pulse Decloaker -- Fit's in a high-slow and works similar to smartbombs but sends out a pulse that will disrupt all cloaking systems within a specific AOE, with a skillbook to expand the range of your pulse. |

Sidus Rado
Sidus Rado Tax Free Corporation
2
|
Posted - 2013.01.03 20:14:00 -
[1581] - Quote
Darius Caliente wrote:Two Ideas
The first is a reiteration that I've seen in this thread:
Mobile Cyno Jammers -- Deploy one and jam cyno's for specific AOE
The second I haven't seen yet:
AOE Pulse Decloaker -- Fit's in a high-slow and works similar to smartbombs but sends out a pulse that will disrupt all cloaking systems within a specific AOE, with a skillbook to expand the range of your pulse.
AOE Pulse Decloaker is not good idea. People need to have some kind of protection, even in hostail space. Decloaking them helps to find cloacked ship. It will hurt spy's, ninja plexers and others which are not welcome in the system. |

Darius Caliente
Intentionally Dense Angeli Mortis
3
|
Posted - 2013.01.03 21:47:00 -
[1582] - Quote
Sidus Rado wrote:Darius Caliente wrote:Two Ideas
The first is a reiteration that I've seen in this thread:
Mobile Cyno Jammers -- Deploy one and jam cyno's for specific AOE
The second I haven't seen yet:
AOE Pulse Decloaker -- Fit's in a high-slow and works similar to smartbombs but sends out a pulse that will disrupt all cloaking systems within a specific AOE, with a skillbook to expand the range of your pulse. AOE Pulse Decloaker is not good idea. People need to have some kind of protection, even in hostail space. Decloaking them helps to find cloacked ship. It will hurt spy's, ninja plexers and others which are not welcome in the system.
I spend a lot of time cloaked but I'd still like to see it. Give people a 30-40k range, ultimately it'd only be useful for prototypes or people sitting and watching you very close. |

Aurelius Valentius
Imperial Academy Amarr Empire
322
|
Posted - 2013.01.04 03:36:00 -
[1583] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
Here are some thoughts: 1. the game has plenty of combat modules, but lacks in areas that are not combat... I found a good deal of space in areas that the game has yet to really impliment, but there are also gaps in the mainstay... so here is my list:
T2 versions of ALL drones, for T2 ships or just in general progression - and I think you should tie the models skins to the ships, like you did with turrets and laundchers... just for the sake of consistancy and favor.. so Khanid ships with say Hob IIs would have black and silver hobs, etc..
Heat absorbers for HS, something you can put into a ship, it could be a HS, a MS or a LS, "heat exchanger" which would help bleed the heat, we have nano paste so otherwise I feel heat is fine.
EW, how about some no active stuff: RAM, LAM, MAM, GAM - x Absorbing materials, for say use on covert ops, in the MS, something to put when you just want to run around and most of your modules are going to be pointless as you cloaked most of the time... something like a module that would increase lock times of ships... hence you get no tank for it, in fact you might lose EHP, but you would have a more stealthlike hull and electronics/engineering... you could have absorbant materials, mountings, etc.. look at modern subs for inspiration on naming items... they could affect lock times, sig radius and the like... some new modules for SB, CO, etc. that would be something you have to limit to that class but which take up the so often times not used MS/LS.
I Often felt that EVE needed a module that you could mount small weapons on large ships and while not get a bonus you you could do something like this:
HS Lrg and Med sized modules [low would be pointless] the Medium allows you to put in two small weapons into a single HS, so instead of a medium pulse laser and the bonus, you get two small pulse in it's place, with no bonus, but you get something like an anti-aircraft battery effect... and the larg is 3 small... it would only work witth small weapons... rather a multi turret Hard Point mount module.
It could be shown as simply a single small weapon on the ship, it would have a single module in the slot, so graphically the same, but it would function as three small weapons, so you simply make a version of the module, put it in the small section, it uses 3x the same PG and CPU, and it's balanced by not being a bonused weapon as no med/lrg ship I know of has a bonus to small weapons. you could do the same with rockets and small launchers... in a manner of giving the large ships a anti-frigate/drone option over say fire-power on a combat role... much like the AAA cruisers of WWII, there they mounted something like 10x AA turrets instead of normal cruiser armaments.
T3!!!
I would really like to see, a DYNAMIC Description put on T3 ships... so that when you put the modules on, your bonus info is not just the standard - heat bonus... but it would show all the bones stacked from the ship in one place... Look at all the Macks in local...impressive...very impressive...I see you have fashioned a new exhumer...much like you father's...your skills as a miner are now complete...indeed you are powerful as CCP Devs have foreseen. -á321 people are totally baffled. |

Kira Vanachura
MicroPush Push Interstellar Network
45
|
Posted - 2013.01.04 23:07:00 -
[1584] - Quote
Warp core enhancer (two ideas in one module): - increases warp speed (we currently only have implants for that) - allows you to start warp at a lower % of your maximum velocity (similar to an inertial stabilizer this allows you to reach warp faster, but without affecting sub-warp accelleration, so the effect is more specific) |

LujTic
Unforeseen Consequences. The Unthinkables
6
|
Posted - 2013.01.05 10:17:00 -
[1585] - Quote
Cyno jammer: same as the ones that can cyno jam entire systems, but carried on a ship. The module effect could be system wide, but also localised (e.g. 100 km radius) or targetted (targetted ship cannot activte its cyno). This module is a possible implementation for the nerf titan hot drops / power projection that seems to be popular on these forums. |

L'Acuto
Old Timers Guild Inc.
10
|
Posted - 2013.01.06 20:35:00 -
[1586] - Quote
Projected armor and shield hardeners. |

ChromeStriker
The Riot Formation Unclaimed.
446
|
Posted - 2013.01.08 11:39:00 -
[1587] - Quote
Said it before, but mines!
Also instead of a cargo expander... drone bay expander? bandwidth increasing mod? dont need more drones in space but give the drone boats some love...
Different bombs for stealth bombers, perhaps with a continuous effect... area denial style? effects tracking, or range etc.
- Nulla Curas |

Sebastion Heorod
State Protectorate Caldari State
6
|
Posted - 2013.01.09 05:35:00 -
[1588] - Quote
Propulsion Jamming Probes for the Interdiction Sphere Launchers.
These would only fit the interdictors just like the current warp disrupting variety with a normal expiration, no sec status restrictions, and normal concord response. They could give Interdictors and Heavy Interdictors a new practical use in hi sec and low sec and would add a new dimension to fleet warfare. |

Ace MacRou
Malevolent Intentions Ineluctable.
0
|
Posted - 2013.01.09 12:40:00 -
[1589] - Quote
Do not know if this has been mentioned in an earlier post as I do not want to read through them all xD
Tracking Modules for Missiles Similar to what the Tracking Enhancer and Tracking Computer does for turrets, but instead it affects only missiles. "Optimal Range" would mean more flight time and/or higher missiles velocity, and "Tracking Speed" would mean higher explosion velocity.
Tracking Disrupt Modules against Missiles Similar to what the Tracking Disruptor does against turrets, but instead it affects only missiles. "Optimal Range Disruption" would mean less flight time and/or missiles velocity, and "Tracking Speed Disruption" would mean lower explosion velocity.
|

Steve Bopp
Dreddit Test Alliance Please Ignore
0
|
Posted - 2013.01.09 16:56:00 -
[1590] - Quote
What about armor tanking stuff for the mid slots? Shield gets low slots why not the other way around? I'd love some extra room for damage mods. |

Kerdrak
D00M. Northern Coalition.
21
|
Posted - 2013.01.09 20:56:00 -
[1591] - Quote
TIDI bubble :D |

Grunnax Aurelius
luna Oscura Clandestina Armada
4
|
Posted - 2013.01.10 09:19:00 -
[1592] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
New Command Link Teir: New Unique Command Links that can be fitted to Black Ops ships that give unique bonuses to Covert Ops and Black Ops Ships and T3's that have the Covert Reconfiguration subsystem.
Covert Ops T2 Carrier (Covert Ops Command Hub): https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=178093 |

Kerdrak
D00M. Northern Coalition.
21
|
Posted - 2013.01.10 10:01:00 -
[1593] - Quote
Capital Interdiction Bubble: no one warps out of the grid  |

Larloch TheAncient
Alpha Arms and Manufacturing What Alliance
36
|
Posted - 2013.01.11 22:19:00 -
[1594] - Quote
How about a Mid slot item that decreases Sig radius by say... 10%?
Maybe 15% for T2.
|

Zarnak Wulf
In Exile.
913
|
Posted - 2013.01.12 16:07:00 -
[1595] - Quote
Mods that can be fit to ships that expand either the bandwidth or drone bay of the ship. Small, medium, and large sizes. (5,10,25) |

CompactDisc7227
Kigurosaka Corporation
1
|
Posted - 2013.01.13 17:31:00 -
[1596] - Quote
To expand on the idea of Aurelius Valentius a little above (on the small weapons on capital ships) I'd add the following:
Description: The idea of having small guns on capital ships has been discussed endlessly and to no avail, people don't seem to like the idea at all, and it's usually dismissed as being OP. So here is another attempt at being more balanced that people might like or dismiss like all others.
- A new kind of doomsday device: (The OP version of this)
- People always wanted the old doomsday back for its effect, so I'd say here it is! A gun that works very well against subcapitals! - It is far less powerful than the old (indeed OP) and the other doomsday device since this gun will only fire at sub-capital ships within a range of 36-50km around the titan (depending on what seems balanced, HICs have a max 36km range on their targeted disruption) and put out damage randomly to all ships in there based on signal radius (only subcaps will be fired on). - Works like firing more than a hundred medium turret batteries from a fleet of cruisers but with the damage randomly outputted to ships in a 30-50km radius based on signal radius. The reason for using medium turret arrays is obvious: countering HICs and making sure that not just a single cruiser can stop a titan from escaping. One would need a swarm of ships to counter it by distracting the guns to those other ships, whether they be battleships or frigate sized which will easily tank or avoid these guns. - Will not pin down the titan jump-drive for 10 minutes since besides combat support this is also a mechanism to facilitate the escape of a titan or other super capitals from a small engagement.
- OR a Point Defense system: (The more balanced version)
- A 'normalized' version of the doomsday device that fires just like any other weapon would do, with short cycles at anything that is subcapital and flies close enough. This also helps against HICs since they will have to get out of range or have a lot of subcapital support flying close to the titan to draw its fire. - Charge Options: the gun array needs to be loaded with an amount of normal turrets so that they can be more effective at tracking smaller or medium sized ships. (good against frigates tackling your carriers or dreadnoughts) - Ammo should probably be used somehow.
For more information check out this topic: https://forums.eveonline.com/default.aspx?g=posts&m=2455414&
|

Crimeo Khamsi
AirHogs Zulu People
247
|
Posted - 2013.01.14 18:12:00 -
[1597] - Quote
Quote:Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
1) There needs to be a module to reduce your signature radius. I don't know why there isn't one. Basically an ECCM for target painters.
2) Rechargeable cap boosters. Change the existing cap booster module, so that it can take three kinds of "ammo" : full, one-time-use cap charges; full, rechargeable cap charges; and (rechargeable) empty cap charges.
If you activate it with full charges loaded, it will fill your capacitor, and if you activate it with empty charges loaded, it will drain your capacitor, and place full, rechargeable charges into your hold. Rechargeable charges enter your hold as empty when used, and one-time ones just disappear.
One-time-use boosters would obviously have cheaper recipes and blueprints.
Also, same idea for the ancillary shield booster, although with shield amount instead of capacitor
3) I'm sure many people in this thread have already mentioned self-destruct devices, which would be awesome if balanced reasonably. |

Jerych0
Taurus Core Taurus Singularity
8
|
Posted - 2013.01.15 16:59:00 -
[1598] - Quote
- capital smart bomb - capital neutralizer - defence missiles effect also versus bombs. - decloacking device (maybe for pos (require sov level 3-4 ?) (can declocking every ship in system for X seconds every Y hours). |

Andy Landen
Exploring Eagles
86
|
Posted - 2013.01.16 03:29:00 -
[1599] - Quote
No one has mentioned this, but it must be said: T3 strategic cruisers without skill loss when ship is destroyed. |

Jojo Jackson
Dead Red Eye
170
|
Posted - 2013.01.17 17:01:00 -
[1600] - Quote
Some sorts of anti-stelth moduls which let you find afk-cloaker.
As charg for scan-launcher probe Similar to combat probs only useble with scan frigats. Same mechanic while scanning a ship but maybe with a much longer scan time to provide more safty for active-cloakers (CovOps gangs).
Anti stealth "smartbomb" Same mechanic as normal smartbombs but instead of doing damage they deactivate cloak moduls. Effect radius must should be ~10km for small, ~15km for med, ~20km for large T1. +25% for T2. High Slot Modul.
Projected anti stealth Baslicly the same effect as the smartbomb like but smaller effect radius to prevent 1*BS with only such moduls + 8 frigs camping a gate/station. High Slot Modul.
PS: The Probe-Type is thought to find BOT's as excample or perma-system-blocker in low-/null-sec. The Smartbomb- and Projected-Type are thought to find scouts or bomber at gates/stations as examples. Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |

Tia Arnette
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.01.17 17:20:00 -
[1601] - Quote
Accidently posted this in the wrong section so reposting it here 
I skim read some of the csm minutes & was thinking about some of the ship balanceing issues.
This then got me thinking, dangerous I know especially as I'm suffering from the seasonal lurgie, but I thought of a possible solution that might, if done right add some extra tactics variables for pve & pvp while addressing one of gallantes (read blasters / railguns) biggest problems.
So first the problem is 2 fold & specific to sniper & blaster ships. Other than tracking the problem I want to tackle is todo with tank. for blasters to be effective you must close the gap as quick as you can while taking a pounding in the face & for sniping to lay any real dps you need to use all your slots for extra tracking/dps related modules.
The obvious thing todo would be to fiddle with the stats on the offending ships like the diemost etc.. however
Please read full suggestoins, contemplate brifely before flame grilling Big smile
What if there was a module that was a bit like a riot shield, or a grassy knoll, a kinda additional directional defensive layer. it could either be like one of : a) maybe an additional layer that needs to be chewed through before getting to the shields. b) maybe more very powerful shield hardner. c) maybe more like a hardner with a chance of it being missed completely so say 60/40 chance the hit will be effected & this can be further affected by the attackers abilities, a igher skilled more accurate pilot will avoid hit more often etc... d) or maybe a combination of the above.
Expanding this further there could be 3 versions 1) a less effective mobile version for the blaster in your face boats, which maybe might effect top speed. 2) a stronger one for snipers that has to be deployed & is stationary & tackes time to pack up/ un deploy. 3) a defensive GTFO one for those passive scout/ recon / industrial ships that covers the rear leaving the front exposed.
The vunerabilities of these would be the fact it is directional & ship equipped with this module will be very exposed from the rear so a swamped blaster boat will really need to fly wisely to not expose it's butt & simularily a sniper will be tied to the spot & very vunerable.
Further balancing thoughts other than tacking up cpu/grid/slot etc... maybe another alternative is the module dosn't actually add further tank atall but rather shifts the existing tank. so for a simple example say a ship has 60 resists across all types. The module could shift the rear to the front so effectively hits from the front will meet 80 resists but rear hits will meet 40 resists.
this is early food for thought but I think it could be used by all races & would make some of the weaker ships very strong & viable in very specific situations but would go very horribly wrong if your out witted by your opponent or do something silly. This I think could be a good thing.
So thats my idea thank you for reading now over to anyone interested to comment, suggest or grill |

Commander Ted
Sudden Buggery Swift Angels Alliance
424
|
Posted - 2013.01.17 18:02:00 -
[1602] - Quote
Long range webs. 30% reduction to speed with a 20km range and greater stacking penalties than their 10km counterparts. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Vespa Milz
High Flyers Unclaimed.
1
|
Posted - 2013.01.18 00:45:00 -
[1603] - Quote
Since normal carriers are virtually only used for ratting now thanks to Sentry drones, I propse modules and rigs to add speed/damage/hp/tracking bonuses to fighters much like the ones for regular drones. No one uses fighters anymore.
Also, some kind of Tachyon probe to detect afk cloakers. The way it would work is the longer a cloaked ship sits still, its tachyon signature starts increasing...at a very slow rate of course. Meaning you would have to not be moving for at least an hour before you could be probed. The higher the tachyon signature, the easier it will be for probes to get a warpin on you. Similar to probing down complex sites like 10/10s. The only way to prevent an increasing tachyon signature is to be warping around every half an hour or so. |

Sir Dragon
Einherjar Yggdrasils
3
|
Posted - 2013.01.18 07:54:00 -
[1604] - Quote
Topic: Drones Subject : Drones function of returning to ship.
Change: Return in anyother way but a straight line (added option to...).
Context: They are very easy to hit; should they fly in a straight line.
Which way should the drone turn? Up, relative to a line between their home ship and location they are coming from; It is math, trust me, that vector is clear.
|

True Ace
Xeno Tech Corp JIHADASQUAD
0
|
Posted - 2013.01.19 19:24:00 -
[1605] - Quote
Module Idea: Heat
Tech 3 module Hi slot Dont matter what you call but its pretty much a microwave.
The item does very little damge to shields, armor, and hull. What it does is overheat all active modules. Over time you will leave a ship completely defenseless. Should come in the standard Small, meduim, large and xl sizes. Even though it would be a form of ewar it still should work on all cap ship types. (super carriers and titans).
Defense against module. We already have thermopaste. You could add a low slot heatsink as well.
Another thought. once all modules on ship are fried it could trigger the death clock in which the pilot itself is the next thing to die leaving a perfectly intact ship. Low sec would love that.
Could lead to a new ship type aswell. |

Lord Leftfield
The Society Calyxes
81
|
Posted - 2013.01.19 22:06:00 -
[1606] - Quote
I have one;
Mobile deployable turrets that need to be anchored. They should have a weak tank and take 5 minutes to anchor. Target range of 50 km, and cannot be anchored closer than 15km from another object. Their damage/tracking could be equal to the same as a small pos gun, and require t1 medium ammo. Life is just a 420 all the way home :) Please give me more of that chocolate brew!!
|

Anna Karhunen
Inoue INEXP
24
|
Posted - 2013.01.20 23:24:00 -
[1607] - Quote
Not a module, but ship idea since I did not notice any ship idea thread.
Pirate Freighter "Asp"
It looks like Badger from distance, it moves like Badger, it shows up as Badger on the overview and "show info", but unless you use ship scanner, you won't notice that it's actually a pirate vessel. It would have less cargo space, but added drone capacity, weapons and such, allowing it to lure unaware targets close and then finish them.
|

Aleksandr Vishnevsky
Jian Products Engineering Group CORE Alliance
0
|
Posted - 2013.01.21 03:53:00 -
[1608] - Quote
keyword: Heat
Haven't read through all 1600 posts but... I'd really like to see heat-sink modules that could fit in either a low, mid or hi-slot (or all 3?).
I'm thinking, for example, on something like a vaga that has a free hi-slot: I usually fit a small neut but a 'heat-sink" module that could allow me to overheat my guns much longer would be nice.
Globally, overheating seems to need some work; it'd be nice if it was more predictable. |

Darenthul
SUPERIOR RESOURCES
371
|
Posted - 2013.01.21 17:12:00 -
[1609] - Quote
Actual Mining Rigs.
Like, Ore Hold Rigs, Mining Laser Yield/Cycle Time/Range Rigs, Foreman rigs, etc. "I find mining to be an incredibly relaxing thing to do after work. It's like fishing without waking up early. Or cold. But the beer, the beer is the same." - arramdaywalker |

Evelgrivion
Calamitous-Intent
231
|
Posted - 2013.01.22 05:17:00 -
[1610] - Quote
I didn't even realize there was a dedicated sticky thread for module proposals. GG, me. 
Anyone who has flown a mining barge probably knows the pain of spending a full three minute cycle on an asteroid bearing just a fraction of ore. Asteroid scanners are useful tools for avoiding this problem, giving you a precise count of the amount of material remaining in each asteroid. However, it's not easy to translate the remaining ore counts in an asteroid scanner table into an optimal cycle cutoff time.
To solve this problem, I propose adding a new midslot module, the asteroid cycle marker. When activated, this module will mark the moment when an asteroid will be depleted in the current mining cycle. The cycle marker would only work on asteroids being actively harvested, and would not leave a marker if the asteroid will not be depleted within the current activation cycle.
The already run Cycle Marker showing the cutoff point for a pair of Kernite asteroids.
Occupying a mid-slot, players making use of this module would have to choose how to configure their ships to achieve an ideal balance of tank and yield. This should help keep the module balanced.
By providing the ideal moment to deactivate a module, miners everywhere will be able to enjoy increased yields when paying attention to their activities, but simultaneously making themselves more vulnerable to attack; a module to the benefit of everyone, in my book! |

SuicidalPancake
Capital Storm. WHY so Seri0Us
20
|
Posted - 2013.01.22 21:12:00 -
[1611] - Quote
Update the cloaking device so it requires some form of manual input after a certain (long) time period.
Also, would love an "I WIN" module -á |

Chanina
ASGARD HEAVY INDUSTRIES Zombie Ninja Space Bears
21
|
Posted - 2013.01.24 08:47:00 -
[1612] - Quote
A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great. |

Ribikoka
Royal Amarr Institute Amarr Empire
370
|
Posted - 2013.01.24 11:06:00 -
[1613] - Quote
Cynosural generator jammer. High slot item. When activated on other ship, that can't use cynosural field generator.
Normal cloak disruptor (no effect on recon cloaks). Mid slot item and need Electronic Upgrades skill. Increase the ship decloak ability range with 500 meter/skill lvl (increase the ship main 2500m decloak range to 5000m at lvl5 skill) and decloak normal cloak in range. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
355
|
Posted - 2013.01.24 16:17:00 -
[1614] - Quote
Armor tank FOR BS: Remote Armor hardner, Shield tank FOR BS: Remote Shield hardner,
This Add a new layer to the what logistics can do, giving the possibility to prevent damage instead of healing the wounds...
Armor tank FOR LOGISTIC BS: Remote Armor Nanolink, by sharing nano-assemblers that constitute the armor in real time, it is possible to have the damage taken by a ship distributed. Shield tank FOR LOGISTIC BS: Remote shield distributor, By shaping the shield emission it is possible to cover both ships with a single shield sustained by both, making all income damage that would be taken by a ship distributed. Restrictions: Really short range module. Can only fit 1. Most 2 ships in the pool.
This would be interesting, this would add another layer to the role of logistics.The ships linked this way would share they strong and week points. - Since the range of the module would be short, it would cap the speed of the group to the slowest. - As this don't share resistances for the damage calculation, the weaker tank would be target, consuming faster the pool. - As a ship already damaged gets linked, it would gain an instant buff to the HP, but would drastically lower the HP of the logistic ship. - Good way to protect smaller ships. (Cover it with a BS shield, but it will not move far....) - Good way to get protected. (Links to a capital, but if it enters triage/siege, you are at your own, and if it takes a DD...) - If 1 Tank fail, both will. leaving the 2 linked ships unprotected - Can make Interesting team combinations, (EA+Logi) (Full dps + Logi) (Logi+Logi)....
Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Andy Landen
Exploring Eagles
88
|
Posted - 2013.01.24 21:36:00 -
[1615] - Quote
Chanina wrote:A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great.
They are called ECM, SD, Neuts, and alpha volleys. Learn how to use them to combat logistics ships. You would be surprised how little ECCM, and SB are used on logistics. Neuts and alpha simply take coordination and numbers, respectively. Now go and play smart. |

BEPOHNKA
Legions Force
17
|
Posted - 2013.01.25 22:33:00 -
[1616] - Quote
Two Ideas which people keep asking for...
carriors which can jump full support fleet with it dreads which can fit powerful capital size smart bombs |

Kagan Storm
Boa Innovations Solar Citizens
62
|
Posted - 2013.01.26 04:28:00 -
[1617] - Quote
1: Faction warp core stabs that give +2.... If sansha(iadn serpentis and khanid and republic fleat) can have a -3 why cant we have a +2?
2. Improved Drone AI something midslot..... Gives additional drone optios like "always split targets" and anything else that you thinks its extra fun and drones should do but your idea has been killed on account of "drones are stupid" I do agree people ask to much of drones... but seriosuly i think a drone should be able to return to drone bay by itself if it goes into hull....... on a basic account of lag.... Its ok if the drones are to stupid to auto shut down like most laptops today on lov power bar.... but i think hte dudes in Creodrone can make something.... If their product is stupid dosent have to mean the entier develepment department is....
3. Bounty link glink fink....... Why do i in this modern day and age have to visit my locator agent to have him find something for me? Im gonna send him money drought the spaceweb anyways.... so why does he want to se me in person? we like talked 50 times over coms when i was telling him i finished his mission.... that his stuff was delivered and so forth....
4. Not a module... but i want flip flops in AUR store... and it has to say on them "Made in Minmatar" (little political humor here 
My ego is the the size of my carriers jump range. |

Saul Elsyn
Sturmvogel Squadron
48
|
Posted - 2013.01.26 05:18:00 -
[1618] - Quote
Anna Karhunen wrote:Not a module, but ship idea since I did not notice any ship idea thread.
Pirate Freighter "Asp"
It looks like Badger from distance, it moves like Badger, it shows up as Badger on the overview and "show info", but unless you use ship scanner, you won't notice that it's actually a pirate vessel. It would have less cargo space, but added drone capacity, weapons and such, allowing it to lure unaware targets close and then finish them.
This is what is known as a Q-ship, designs like these were used in World War I and II to act as traps for submarines and fast attack craft. I could see some potential of a ship like that as a counter-piracy platform as well as a pirate ship.
Modules... How about a Hi-Slot Heat Sink or Cooling unit to let us run those guns hot for longer? Nice idea for a 'utility' high slot. |

Celestial One
Militant Miners
9
|
Posted - 2013.01.26 19:12:00 -
[1619] - Quote
I want a module that hides all the wall of text replies to this thread by nova fox.
A high slot module for repairing drones only out to drone control range would be great seeing as they are expected to tank now days. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 20:42:00 -
[1620] - Quote
Module Local jammer Function like a cyno, Except: while active local turns into something similar to wormhole space. Uses fuel 10 mins per cycle, ship can't move shows up o the overview, and Shows up on the Galatic map depending on preferences. Effects all ship in system. Making the scout work a bit more of a challenge on the other hand knowing one is being scouted becomes a challage
Help protect active mining ops, on the other hand hampers Afk mining ops in null sec. Helps hide a size of a flee fro prying eyes, on the other hand prevents a fleet from knowing they may be jumped
It is allowing players to modify the battle field dynamics
Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:17:00 -
[1621] - Quote
Mining Carrier
drones Fighter sizes mining drone awesome at mining low value ore, but supper suck ate the more valuable ores so a max skilled carrier can not out perform a hulk when coming to ABCs
Module Allow ore to directly go into the fleet hang, to make carrier mining practical
This should help increase supply of low ends minerals like trit in null sec, allowing a carrier to hit several low end asteroids at once in a belt, so cycles are not wasted in quickly popping low asteroids in null sec
Also increase the frequency of slow to warp ships in the Asteroidea belts to catch.
Will allow the return of the Epeen Mining mining super carrier ship Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:32:00 -
[1622] - Quote
Module and drone
A bad idea but
And ability for a carrier pilot to fit a ship from his ship maintenance hold with a remote control drone unit module so he can control those ships after being spit out of the ship
Carrier controlling 10 BlackBirds
Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 21:40:00 -
[1623] - Quote
Deployable
Requires minimum of a heavy transport Once deployed between a moon mining array and a moon it will steal and collect some of the moon goo coming off a moon.
The item would be a small gang objective and can be a deployed off pos grid, but it is scannable via combat probe
This module would instigate wars, and allow garrila warfar Some day I will have the internet and be able to play again. |

Gevlin
Sebiestor Tribe Minmatar Republic
208
|
Posted - 2013.01.26 22:36:00 -
[1624] - Quote
Module
grid only cyno jammer
I have never been a fan of the hot drop ambush, allowing the most heaviest of ship on grid in position with out the opportunity of the smaller and faster fleet to out maneuver them.
If a module could be in play, visible on solar system over view, prevent on grid cyno this would require an off grid cyno. Requiring small fast ship to first join the fight to tackle while slower/larger ships take the time to join the battle
This would in courage attacks to be done in waves as the advance fleets tried to alpha the grid only cyno jamming boat Some day I will have the internet and be able to play again. |

Saberlily Whyteshadow
Dubious Pirates
0
|
Posted - 2013.01.27 00:54:00 -
[1625] - Quote
New Item: Fast Packs
Required skill: Fast Reload - Increase weapon reload time by 5% per level.
Level 0: 10 sec. Level I: 9.5 sec. Level II: 9 sec. Level III: 8.5 sec. Level IV: 8 sec. Level V: 7.5 sec. Level V /w T2: 7 sec.
Consumable: Fast Pack - Assemble loose ammo/missiles into a munitions case speeding up reload time. Fast Packs are ejected into space as a trade-off for faster reload time. Fast Packs will only survive the harsh space environment for a few minutes. Will automatically reload with full Fast Packs in cargo bay first, if none left, will then load normal loose ammo in cargo bay at normal speed.
T1 = Requires Fast Reload - level I (speed modifier: 1 per level) T2 = Requires Fast Reload - level V (speed modifier: 1.2 per level)
BPO's for Fast Packs: Empty *Ammo Size/Type* Fast Pack Each ammo size/type has there own corresponding ammo size/type Fast Pack (ie: Empty Small Hybrid Fast Pack, Empty Light Missile Fast Pack, Empty Large Projectile Fast Pack, ect.) 1 run creates 10 empty fast pack. Normal BPO math applies, materials requirements based on ammo size Fast Pack. (ie. Small size ammo use less materials, Large size ammo use more materials, ect.)
BPO for assembling ammo into Fast Pack: *Ammo Size/Type* Fast Pack Each Fast Pack will hold only the same ammount of charges as there current weapon type/size will allow. 1 run assembles 10 Fast Pack Normal BPO math applies, materials requirements based on: (current weapon type/size max charge capacity of corresponding loose ammo * 1 Empty Fast Pack = 1 Assembled Fast Pack) Note: Loose ammo = Current ammo
New Market Items: BPO's: Empty *Ammo Size/Type* Fast Pack (One for each Type and Size of ammo) BPO's: Assembled *Ammo Size/Type* Fast Pack (One for each Type and Size of ammo) Empty *Ammo Size/Type* Fast Pack (Empty Fast Pack) *Ammo Size/Type* Fast Pack (Loaded Fast Pack)
Yes? No?
|

Naomi Knight
Imperial Academy Amarr Empire
219
|
Posted - 2013.01.28 08:08:00 -
[1626] - Quote
Stargate probe:
probe for the probe launchers that can be activated on a stargate , it goes throu and gives you shiptype/distance scan info from the otherside of the gate
so you could scout without needed to jump into the system^^ |

Gosti Kahanid
Farstriders Apocalypse Now.
6
|
Posted - 2013.01.28 09:21:00 -
[1627] - Quote
Defender-Missile-Launcher. Doesn-¦t need a Launcher-Hardpoint, so you can fit it in a Utility-High and can only use Defender-Missiles. When activates, stays at standby until a hostile missile is in its range and then starts a Defender.
This yould give the Defenders finaly a reason to be used whithout lowering your own Damage
Sorry for bad english |

Unkind Omen
Stone Circle W-Space
12
|
Posted - 2013.01.28 22:08:00 -
[1628] - Quote
Combat Maneuver Thrusters.
Concept
Such a module will decrease the chance of guns hitiing a ship at low angular velocities allowing ship to evade damage via speed tanking. The main idea is to make guns do less damage when they shoot at targets with low percentage of their maximal velocity. And to add a module that will contribute purely to speed tanking.
Modification to the gun hit/damage formula.
Assuming that the current hit rate formula looks like:
function1(distance,faloff,optimal) * function2(tragetsignatue,turrettracking,turretsignature,angularvelocity)
Where angular velocity is currently ([Traversal velocity]/[distance])
I suggest to modify the angular velocity equation to look like:
Angular velocity = ([traversal velocity] + [combat thrusters factor] *[max velocity])/[distance]
The combat thrusters factor will be a new ship hull parameter with some basic value of 0.01-0.05(May be some skill dependent) and modified using additive formula from the modules that provide additional 0.1-0.15 of CTF.
Reasoning: - Such a modification will lower the extreme efficiency which guns have when shooting still targets or targets with direct approach course. - This however wont affect pve interaction because npc's are not fitting such mods. - This would be a nice tradeoff module for ships that want protection from their contresizes. Ie cruisers may fit those against BC and BS, frigates against cruisers. - The efficiency of this module will be limited by stasis webification modules - This module could also be used to increase the speed tanking on ships that lack transversal velocity withouth increasing the overall mobility as it allows the transversal velocity in calculations go above ships maximal velocity. - Gun capitals will less likely owerpower large subcapital fleets. |

Skelkie
Aperture Science Incorporated Reckless Faith
0
|
Posted - 2013.01.30 11:11:00 -
[1629] - Quote
Couple quick ones that have no doubt been thrown around the CCP drawing-board already..
How about scripts for weapons (or mods) that allow you to partially ignore a resist type or shield/armor? ie. A weapon script (or mod) that allows X% of your damage to go straight through shields, overall wouldn't change your dps but could have some interesting fallout.
Maybe weapons/mods/drones/consumables that apply certain temporary effects to ships, ie. Reduced damage, reduced tracking/reduced sensor strength etc. etc. Same as the mods but make them last 10-30 seconds with a 60 second cooldown so they have bigger impact. Similar to the direction you guys have been taking with your ASB's. (Why not have a dot (loose term for lingering negative effect/debuff) that reduces a particular resist?
Mods that perhaps grant temporary but powerful bonuses to resists/tracking/sensor strength (think ECM counter) that last for 10-30 seconds on a 60-120 second cool-down.
Area of effect stuff is a fantastic stimulator, knowing that you have 5-10 seconds to GTFO or bad stuff happens can create some serious adrenaline if implemented correctly. Some projected effects (think bombs but targeted) that give a UI warning (visuals please) and apply things ranging from damage to debuffs. Perhaps there's room here for some new drones that deal aoe damage/debuff with extremely slow (or 0) movement could be interesting, help shake up the static-ness of fleet blobs.
Obviously counter-measures for the newly implemented aoe would keep things in check. (where did that mini jump drive go? little 10-20km 'shunt' to get you out of trouble.)
Some may have guessed I'm just regurgitating tried and tested concepts in an eve-friendly format, not sure if CCP deliberately strays away from mainstream concepts (which i appreciate at times) or whether they are simply viewed as impractical to implement/would be too game changing. My primary hangup with eve is this: Aside from flying your ship correctly and knowing when to/not to overheat mods there's very little in the way of decisions once you engage someone (working as intended?).
Would love to explore these concepts some more. Cheers
PS. Would love to see CCP implement unit occlusion ... oh, the possibilities =) |

Vaju Enki
Secular Wisdom
422
|
Posted - 2013.02.03 19:59:00 -
[1630] - Quote
With the buff to mining barges, the ore thief career is extinct (no one jetcan mines anymore....)
I propose the intruduction of a new module to steal ore from a mining barge ore cargo hold (for exemple, an active module that slowly takes the ore from less the 2.5km, around 1min. to complety take all the ore from the ore cargo hold).
You get the supect flag after stealing the ore. If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |

Kesthely
Fleet of the Damned Happy Endings
43
|
Posted - 2013.02.04 16:09:00 -
[1631] - Quote
Rapid Heavy Missile launcher:
Battleship sized module, fireing heavy missiles at a slightly increased speed then a regular heavy missile launcher
|

Rowells
Black-Listed Insidious Empire
0
|
Posted - 2013.02.04 21:23:00 -
[1632] - Quote
Signature Radius Reduction Rig
https://forums.eveonline.com/default.aspx?g=posts&t=201712&find=unread |

Sradoc
Space Road Truckers. Sev3rance
20
|
Posted - 2013.02.05 16:39:00 -
[1633] - Quote
Couple ideas I've had with a buddy:
1. T3 Rigs that enabled a T2 ship to sacrifice a Rig slot and add 1 Subsystem slot. Basically trade in all rig slots for 1 subsystem slot. (Begin Rage/Love....)
2. Module that mimicked your signature (what shows up on D-scan) of another ship. Uses a script when activated (ex: Hulk Script). Ineffective against scan probes or when there is visual/on grid. (Epic Baiting)
|

PavlikX
You are in da lock
46
|
Posted - 2013.02.05 18:45:00 -
[1634] - Quote
Rework of existing modules - armor platings. Today useless, cheap, low fit-demanded modules must find place in the game. - Add armor hp bonus in %, not only resists - Increase PG/CPU demands - Adds mass penalty (new skill - reduction of mass penalty of armor plates must work here) |

Jonas Nerub
Verteidiger des wahren Bloedsinns Universal Constant Alliance
6
|
Posted - 2013.02.06 00:26:00 -
[1635] - Quote
i want a range extender mod for missels ! (for fighttime and/or missel speed for e.g.) for low slot
it also could modify the explo speed or the explo radius ...
like tracking enhancer for turrets
additional a script loaded med slot modul should be very helpfull!
especially for that damn heavy missl nerf... we need more range!^^ |

Mamparratjie
Expat South African
0
|
Posted - 2013.02.07 11:28:00 -
[1636] - Quote
How about enabling us to scan a cloaked ship BUT, you are only able to warp to it within 100km approximately. Then launch a probe that works almost the same way as a warp disrupt probe. Instead of warp disrupting, it merely discloses the position of the cloaked ship. You can then fly towards it forcing it to de-cloak. the probe you launched can not be launched with other ships in close proximity thereof. Say 30km or something like that. This method will ensure it cannot be used in gate camps where covert ops ships should be allowed to travel through with more 'safety' The cloaking ship has ample time to get away before it is discovered. It also force the cloaking pilot to be with his ship. Thus not login, cloak in a safe spot, and go to bed. I have seen this cowardly tactic being abused too much without fair chance of being discovered by the other players in the system.
If the person goes to sleep leaving his ship cloaked in a system, it should be a risky affair. And if afk for many hours, you should be able to lose your ship.
You may say it is game mechanics to allow cloaking to the extent it currently is. But what about changing the game mechanics to benefit all, not only the cloaking ship? After all, when you are at very low security with a faction in high-sec space, your ship is unable to cloak due to 'external factors prohibiting it'. Why not extend the mechanics to give pilots some degree of discovering a cloaked afk ship in a low-sec or 0-sec system, instead of making it just impossible as it is at the moment.
Playing agains active cloaking pilots is very much different than playing against afk cloaking pilots. The active ones you can already discover if you are clever and use a couple of tricks. Not so if the ship is cloaked afk somewhere in a system.
Thanks |

Lord Astral
Ascom Royal Nulli Tertius
0
|
Posted - 2013.02.07 11:44:00 -
[1637] - Quote
Low Slot Tracking Enhancer for Drones
A low-slow drone tracking enhancer module just like the Tracking Enhancers for the turrets.
Scripts for Omnidirectional Tracking Module
Range and Tracking
Better Resists for T2 Drones
|

Theronth Valarax
V0LTA Verge of Collapse
4
|
Posted - 2013.02.07 18:07:00 -
[1638] - Quote
Active Armor Tanking Implant Set:
Similar bonuses to Crystals. Could replace the Edge set sold in The Syndicate LP store. Not only would it replace virtually useless set, but also make Syndicate a more desirable place to live.
Passive Shield Tanking Implant Set
Shield equivalent of Slaves. Could replace Centurion EW bonuses, sold in Mordu's Legion LP Store.
Considering there is only one Station in game with Mordu's Agents it could be nice to add a few of those, at least to match the Serpentis lv4 Agent's (there are only 3 of those in game). |

Anaphylacti
Sniggwaffe YOUR VOTES DON'T COUNT
5
|
Posted - 2013.02.07 18:23:00 -
[1639] - Quote
FoF identifier module with 4-5 scripts you plug in so that FoF actually be comes useful.
It could be a multi-slot (high, med, or low) module to best accomodate the different missile ships out there.
It would be an active module that is essentially useless without the script. The script would act as an identifier so that FoF missiles shot out of a ship with a certain identifier wouldn't hit a ship with a similar identifier. Having multiple identifier scripts would mean that multiple fleets can fight at the same time with FoF and still hit each other. It would also provide a way to spy and completely counter the enemy fleet if you can correctly fit the right identifier. |

Unkind Omen
Stone circle W-Space
12
|
Posted - 2013.02.07 19:51:00 -
[1640] - Quote
Anaphylacti wrote: It would be an active module that is essentially useless without the script.
How it is supposed to be activated on something to "identify" it? Because such module will be particullary useless if you would have to lock a target before the launch - there are non-fof missles for that.
As an alternative I would suggest those scripts to be TAG-based, so you would not have to target anything to shoot. However I doubt that this can be realised as those systems are most likely not connected.
The other way is to make scripts hull-size based so you can at least choose what size of targets the fof will prioritize. Or the fof-targeting AI may be just improved to the level which the rats have themselves now(EWAR>high-damage priority respecting suitable hull sizes + lazy target switching) without any other modifications to the current modules. |

Lethin
The Wise Man's Fear You Failed the Mumble Test
0
|
Posted - 2013.02.08 02:19:00 -
[1641] - Quote
Hi! shotgun of ideas! some are ones i wished were in game. some are for themes, some just fo fun!
AOE/Module:
Worm Hole generator
slot: High, Activate, only fits on dreads/carriers/black ops.
upon activation, opens a worm hole to anywhere in K-space. uses isotopes to maintain whole being upon, follows standard rules for all c3 entrances. has a chance of creating an unstable hole in systems that have high numbers of attempts (non-linear, so the more you try, the greater the risk, resetting after a few hours of non activity) that becomes an anomaly that instantly sucks the creator, and all ships within 150kms from creator in and spits them out somewhere else in K-space. be it high or low sec, with 50% damage to hull. the point? lottery system for creating short cuts in K-space. but with all anomalies, can be scanned down on other side and used at someone else's advantage. can be used in wormhole space.
AOE Module:
Slot: High. PG/CPU same as a smart bomb.
on activation will bombard 200km around ship with a light radiation, doing no real damage to shields but causing any cloaked ships in the area to decloak, said ship will automatically recloak after 6 seconds. or On activation sends out a really loud, inaudible hyper sonic Ping wave, not like a real sound wave but radiation based, bypassing all the radar/light bending effects of a cloaking ship, allowing you to know if there is a cloaked **** either on grid or in system. has no other effect other then early warning system.
AOE-ish Module:
Anti-missile defense system.
slot: High, activated (needs to be turned on, sucks a lot of cap while being used), 1pg/10cpu
just like the military has now, uses a mini gun/lazors/explosive(racially determined, seeing as caldari already has defender missiles) rounds to shoot down incoming missiles/bombs, will detonate bombs that are hit causing them to explode pre-maturely. can only detect missiles/bombs under 20km. can also be used to target drones maybe?!
AOE Module:
Slot: Low, passive, you guys decide PG/CPU.
Bypasses the need to be assigned fleet booster but instead creates a bubble with ganglink/warfare mods that are active, that is applied to all ships within bubble. bubble can be either 50-75km in size. increases sig radius by 500%
Module:
Coolant Flush
slot: Medium. active, PG/CPU same as tracking comp or cap booster.
effect: reduces heat in all areas of ship, also gives a short term buff that negates chances of having heat being generated or heat damaging other modules. could use the PI coolant as its consumable. see what i did there!
Module:
Warp Hitchhiker
Slot: High. utility, 1/15 PG/CPU
upon activation, automatically sucks you into the warp field created by the fleeing ship. completely drains cap or shields. can only be fit on t1/t2 interceptors. Negated by:
Module:
Warp Bubble Hardener
Slot: Mid or high, utility, 1/25 PG/CPU
while active, ads +3 to warp stability. also negates the effect of small warp bubbles. maybe only fits on blockade runners?! also prevents warp hitchhikers.
Module:
Corpse Tosser (pirate in nature)
Slot: High, Active, you guys decide PG/CPU.
Converts Slaves and other humanoid cargo into grotesque, plagued corpses, converting the matter into a bio weapon , and launches the missile/ball of dead human matter into the lower atmosphere, ontop of where the Dust player calls for it. effect: deals 50% health damage to all "humans" within area instantly, doing another 15hp/tick for 2 ticks. affects all humans even in vehicles.
Consumable:
SP Data Cube.
can be found randomly as a drop in high ranking ded sites/WH anomaly/Officer Loot.
grants 1000 skill points to the skill pool to be assigned. destroyed on use.
Consumable:
Exotic Dancer holo-disc.
Projects the image of a gallentian Exotic Dancer in cpt. Quarters! ... Just fluff!
Script:
used in Tracking computer OR sensor booster! see where im going with this?
Friend or Foe analyzer
enhance accuracy and damage of FoF missiles to their t1 counterparts. makes missiles target only recently aggressed ships/targets. focus fires all missiles to same target. increased damage to any ship using ECM mods.
new drones!
Anti-missile Drones
Will guard either the master or assigned guard target, automatically tries to shoot down incoming missiles, will fly out and start shooting missiles. does not count as a drone when deploying, uses 2.5 drone bay m3/bandwidth, max of 2 allowed in space. or converts a rocket pod to launch and control the drones. activates the drones when "firing" the pod.
Missile drones!
drones that use light/heavy/cruise missiles! stay in orbit around you while shooting. can have a rocket/HAM/Torp as t2 variant that flies to target.
Kamikazee drones
aka targeted smart bombs. flies to target, blows itself up doing a little more damage then 2 large Smart-bomb AOE blasts. racially controlled.
Ship!
Smaller Shuttles (or t2 variants): more expensive but takes up the same space as a light drone. fights in either cargo or drone bay. NO CARGO SPACE!
another ship! 2nd last idea
Tech3 frigates.
Same as tech 3 cruisers. except less expensive and about as versatile. does not come with death penalty. as about as powerful as a destroyer with more EHP. no other details!
last but not least:
Galleons
Either Tech3 battleships (using tier 3 hulls) that can fit siege mods, uses cap instead of fuel for short term tower bashing. cannot move while active, shuts off once cap fully drained (or uses the consumable)
OR
Galleons new tier of ships between dreads and carriers. flyable in highsec, works just like a dread but can JUST fit into a jumpgate but drains caps. used as a learning tool for dreads/carriers. kinda like a 1.5xBattleship. |

Anaphylacti
Sniggwaffe YOUR VOTES DON'T COUNT
5
|
Posted - 2013.02.08 07:42:00 -
[1642] - Quote
Unkind Omen wrote:Anaphylacti wrote: It would be an active module that is essentially useless without the script.
How it is supposed to be activated on something to "identify" it? Because such module will be particullary useless if you would have to lock a target before the launch - there are non-fof missles for that. As an alternative I would suggest those scripts to be TAG-based, so you would not have to target anything to shoot. However I doubt that this can be realised as those systems are most likely not connected. The other way is to make scripts hull-size based so you can at least choose what size of targets the fof will prioritize. Or the fof-targeting AI may be just improved to the level which the rats have themselves now(EWAR>high-damage priority respecting suitable hull sizes + lazy target switching) without any other modifications to the current modules.
I meant active as in it uses cap, has a cycle time, maybe a reload time for scripts. think more like a sensor booster less like a sensor dampener. It basically broadcasts "I am broadcasting x script. I am a friendly dont shoot me" while The missiles shot from the same ships are programmed to shoot all targets that are not broad casting x script. so in effect a person with this module broadcasting "y" script could still be shot by a missile fired from a ship broadcasting "x" script. but a missile shot from a ship broadcasting "x" will not shoot a ship broad casting "x".
I guess a tag like a laser designator could work too but the idea was that it could work in large scale without a drone bunny like controller and without any targeting involved. |

Sean Delong
Heiorun
0
|
Posted - 2013.02.09 09:51:00 -
[1643] - Quote
Implant or set of implants.
Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market. It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.
Example:
I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.
That way no one can insta-level-5 a skill from zero, but still receives a good bump into he's training.
Another idea:
Another "service" could be using the same system to "sell characters". Instead of selling entire chars at the bazar in the forums and having to pass by all the bureaucracy and time spend wainting in aucions. You could redirect a skill set into a Teacher Data Cube, or even the entire skills of your char. Sell the cube into the Market. Same effect, more freedom of choice.
That way if somone wants a char that can fly a Tengu, all he have to do is go to the Market/contracts and search for a set of Teacher Data Cubes to buy.
Any skill you already have that is also present at the data cube is lost in the injection. Entire chars could be put into a Personality Data Cube or something similar.
|

Apocalypse inc
Papercut Syndicate Nuclear Arms Exchange
0
|
Posted - 2013.02.09 09:57:00 -
[1644] - Quote
I would love to see Drones as a module so i can stop using them altogether |

sprototles Ganzo
Vectis Covert Solutions
0
|
Posted - 2013.02.09 13:31:00 -
[1645] - Quote
i have a question why are missiles releasing gas ? we are in space arent we ? can't they just use same engine as spaceships ? i think it will be more...realistics
(sorry for incorrect english) |

Saede Riordan
Alexylva Paradox
3254
|
Posted - 2013.02.09 15:38:00 -
[1646] - Quote
Shield/Armour Emitter
Module, functions identically to a smartbomb but repairs instead of damaging.
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

AskariRising
8th Day
4
|
Posted - 2013.02.10 06:23:00 -
[1647] - Quote
deployable smart bombs that have a double the damage and AoE of large smart bombs... so we can make "mine fields" |

Saul Elsyn
Sturmvogel Squadron
56
|
Posted - 2013.02.10 19:40:00 -
[1648] - Quote
For the Sniper, Suicide Ganker, or Alpha Fleet Pilot...
Magnetic Field Booster - Low Slot module that increases Hybrid Turret Damage and Range at expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level. 40-60% penalty to Hybrid Turret Rate of Fire 40-60% penalty to Hybrid Turret Tracking 40-60% bonus to Hybrid Turret Damage 40-60% bonus to Hybrid Turret Range
Propellant Chamber Injector - Low Slot module that increases Projectile Turret Damage and Range at the expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level. 40-60% penalty to Projectile Turret Rate of Fire 40-60% penalty to Projectile Turret Tracking 40-60% bonus to Projectile Turret Damage 40-60% bonus to Projectile Turret Range
Independent Laser Capacitor - Low Slot module that increases Energy Turret Damage and Range at the expense of Tracking and Rate of Fire. Percent modifier dependent on Meta level. 40-60% penalty to Energy Turret Rate of Fire 40-60% penalty to Energy Turret Tracking 40-60% bonus to Energy Turret Damage 40-60% bonus to Energy Turret Range
|

Grunnax Aurelius
luna Oscura Clandestina Armada Fade 2 Black
4
|
Posted - 2013.02.11 02:38:00 -
[1649] - Quote
On the topic of Drones: - Rigs that increase Drone Bay - Rigs that increase Drone Bandwidth - Rigs that increase Drone Damage - Low Slot Module that increases Drone Bay
On the Topic of Missiles: - A Light, Heavy and Cruise Defender Missile Launcher that does not require a Missile Launcher Hardpoint and is used as a Utility module. Defenders will also launch against hostile Drones in range. - Medium Slot Module that can be scripted to modify specific missile statistic: velocity, flight time, explosion radius and explosion velocity - Low Slot Modules that gives minor boosts to all missile statistics
On the Topic of Large Micro Jump Drives: - Make this able to be loaded with a script that makes if become a Jump Drive with a 1.5ly range that does not need to lock onto a cyno, but instead drops you in a random location within 15AU/s of the systems Star, Script makes the Drive require 95% of the ships Capacitor. (Remeber the Large Micro Jump Drive does have a 3 minute cooldown)
On the Topic of Probes: - Covert Ops Probe Launcher: Can launch probes while cloaked. Can fit Covert Ops Combat Scanner Probes i.e. cannot be seen on D-Scan Covert Ops T2 Carrier (Covert Ops Command Hub): https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=178093 |

Braedyn Anchely
Igneous Militis
0
|
Posted - 2013.02.11 13:59:00 -
[1650] - Quote
Nova Fox wrote:Armor Polarizer
Multi Module Low Slot Mid Slot Local Logistics Beserker Module
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
Redacted, this module wouldnt work realistically. I mean how is your armor going to get damaged with shields up?
This module could work... It would eat your armor while the shield bonus was in effect. Once the armor was depleted, no more bonus. Once your shields went down, you would go straight to hull. As an alternative, the armor could be used to reinforce shield resist or be used to assist the boosters.
|

Braedyn Anchely
Igneous Militis
0
|
Posted - 2013.02.11 14:01:00 -
[1651] - Quote
Sean Delong wrote:Implant or set of implants.
Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market. It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.
Example:
I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.
You would want the original pilot, the SP donor, to have the SP put into the cube taken back away? You would be double dipping other wise. |

ALI Virgo
S O L O M O N STR8NGE BREW
13
|
Posted - 2013.02.11 17:40:00 -
[1652] - Quote
decoy module ...its a trap |

Meditril
T.R.I.A.D
239
|
Posted - 2013.02.12 16:17:00 -
[1653] - Quote
Just fix the defender missiles. I should be enough to activate them once instead of the need for spamming the button everytime. |

DeadPool MercWithAMouth
Diplomacy Has Failed Heart 0f Darkness
1
|
Posted - 2013.02.13 16:39:00 -
[1654] - Quote
Hello fellow pirates... ahhem, pilots! Some have mentioned that the target-painter bonus for Minmatar recon ships is somewhat of a joke, I think most would agree with this statement. On that note, there is a specific module for turrets and yet none designed for missiles. Some could argue that the sensor dampener is designed against missile boats but I feel thatGÇÖs a generalized module for missiles and snipers. [WM]-inmatar already have the webbing bonus for ships I thought a modified stasis webifier could be used to only web incoming missiles at much longer range then your typical web thus reducing the effective range of missiles. Of course this module could be used on any ship, but just be more effective on the Minmatar EW ships. This module would web missiles from the targeted ship to any target until missile dies or leaves web range. This module cannot be used to affect ships. (also might possibly make a defender missiles more interesting ) 
|

Scatim Helicon
GoonWaffe Goonswarm Federation
1603
|
Posted - 2013.02.13 22:46:00 -
[1655] - Quote
Not a new module as such, but: Faction Synergy Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Bugsy VanHalen
Society of lost Souls
465
|
Posted - 2013.02.14 17:28:00 -
[1656] - Quote
It would be really nice to have more utility high slot modules. I often find my self leaving utility high slots empty, or a auto targeter in them, just because nothing else will fit that I would use. Maybe some higher output verisions of mid slot items.
Like tackle modules that have much higher fitting requirements but go in a high slot rather than a mid slot.
Or a converter that when placed in a high slot will add a mid or low slot to the ship.
a longer range target painter, or e-war that fits in high slots.
I had an idea about a projected cloaking device. It would be used to cloak another ship, rather than the host ship. For example use a combat ship to cloak a freighter. The freighter can not move while cloaked, but can not be scanned and will not show on D-scan. Could be useful to somewhat hide a freighter in systems without station/outposts if a hostile shows up in local. Having a T3 cruiser showing on D-scan is a less attractive target then the freighter it is hiding. Or have a cloaked freighter parked near an ORCA during a mining op. or a dread with a full weapon rack and siege module can still be cloaked by a support ship.
A remote warp stabilizer high slot mod. Can be used to add warp strength to a ship that is being tackled.
A script for the micro jump drive that allows you to jump to a cyno in the same system. A cyno is popped in your system, you can jump a fleet of BS's right to it for rapid response to the hot drop.
What about a high slot heat sink mod that absorbs damage from over heated modules letting them be over heated longer.
If I am never in range to use a NOS no point in fitting one, Drone range is of little benefit since the AI change, need to keep them close to recall them when needed. the auto targeter grants 2 extra targets, but is of limited benefit.
How about a high slot utility mod that benefits long range ships.
Don't need to follow any of these idea's but more non fleet use utility high slot mods would be great. |

Line Khagah
Les Boucaniers de Caprica Silent Ascension
0
|
Posted - 2013.02.15 10:22:00 -
[1657] - Quote
A very good help for the beginner and for all other players
Fitting in the window of a ship there are 2 things that I'd really love to see appear,
1 - A Fitting Module, totally free choice with the ship, and items, and level of skills, and implanted with the tab "Skill Optimization"
2 to 1 tab "Skill Optimization" module for fitting indicates by category (CPU, PG, Capacitor, Shield, Armor, Radar, etc.) and by item, all the missing skills, or skills that all have had with their current levels and what level it faurdrait having to optimize fitt
example Vessel with a fitt not possible lack of CPU capacity and not steady category CPU Electronics - Actual Level 3 -> Level 4 - X + 3 days = CPU - Ok fitt + Weapon Upgrades - Actual Level 0 -> Level 2 - X hours = - 2.25 CPU - Ok fitt
Capacitor Energy Management - Actual Level 1 -> Level 5 - X days - OK Capa Stable Energy Systems Operation - Level 5 already
item Target Painter 1 - skill required Target Painting - Actual Level 0 -> Level 1 - X minutes - Ok fitt
several choices possible via the box was checked or menu List of all skills that apply to fitt Skills that optimize the CPU fitt Skills that fitt to optimize the PG Skills that fitt to optimize the shield Skills that fitt to optimize armor Skills that fitt to optimize the capacitor Skills to increase DPS Skills items
Level of skills needed to back this fitt |

Jaz Antollare
Deadly Loneliness
18
|
Posted - 2013.02.17 02:28:00 -
[1658] - Quote
I have an Idea about tactical "wall" modules have no clue what should be the properties, but a mechanic like that would be really cool. The idea of the mechanic is similar to the energy transfer chain-link of logistic ships, for example we take 3 pieces. The main difference is that in the center of that triangle is formed a shield/barrier with an defensive effect, maybe EWAR defense or that barrier could defend from a % of shots and missiles that go throw it. Or may be a stasis field, that dramatically decreases the speed of a ship that flies throw. IMO that would be a cool feature and also will give more tactical depth to the large fights. + the navigation skill and proper use of those tactic formations would give TONNS OF EPICNESS and TACTICS :D
Hope the main idea is clear. Hope I got ur interest CCP, I believe that u CAN do it! |

Azrael Dinn
The 20th Legion Mildly Sober
51
|
Posted - 2013.02.20 14:45:00 -
[1659] - Quote
A high slot module for moon mining. Can only be fitted into a rorquals and orcas and can be used in lowsec and 0.0. Naturaly the should be some beams towards the moon so everyone knows the ships is stuck there for a while. Also so that it would abit dangerous for the miner the cycle time should like 10 minutes or something. Module could not be activated inside pos shields.
The module mines only the base moon products from the moon. Not sure how much. Also the module would deploy the ship so it cannot move during the harvest cycle.
And mayby you could add a deplayed graphics for the orca also then 
New skill would be required like "moon harvesting".
you figure out the balances. I'm bad at those. |

Unkind Omen
Stone Circle W-Space
12
|
Posted - 2013.02.20 19:01:00 -
[1660] - Quote
Braedyn Anchely wrote:Sean Delong wrote:Implant or set of implants.
Objective: Allows a pilot to redirect skillpoint training to a data cube to be sold at the Market. It can be 2SP:1SP proportion. So for each 2 SP you train you can charge 1SP into a cube.
Example:
I train 5000 SP in Gallente Frigate and transfer it to a teacher data cube (or TDC) of 2500SP. Sell it in the Market for, let's say, 2.5million and somone who bought it from me can inject 2500SP into Gallente Frigate.
You would want the original pilot, the SP donor, to have the SP put into the cube taken back away? You would be double dipping other wise.
In fact such realisation has an obious flaw of creating several free 51-day non-trial accounts and transferring huge amount of free SP to another character. Unless you dont want to make those cubes of 3 mil SP minimal with paid(2 plexes) transfer between accounts this should not be done. I would however appreciate any form of SP traiding if you can avoid such exploits. I.e. you can make those boxes created with two plexes initially, having unlimited capacity and destroyed on injection. |

Baron Von Thopperr
State War Academy Caldari State
0
|
Posted - 2013.02.22 05:41:00 -
[1661] - Quote
What about Buying an extra slot using mabye lp and/or isk? only one allowed per ship med or low slot - make the cost at least 10x the cost of the ship?
Eg. You want to buy a extra low slot for your fav armor tank Bs, the cost of the market runs about 200 mil isk so the extra slot whould cost 2 b + 100, 000 lp
meh me dreaming lol but I think it would be cool |

Omnathious Deninard
Extrinsic Operations
547
|
Posted - 2013.02.23 01:57:00 -
[1662] - Quote
A rig to increase the range of tractor beams and another to increase the velocity factor of tractor beams. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Banana1x
The Scope Gallente Federation
1
|
Posted - 2013.02.24 14:27:00 -
[1663] - Quote
A module that fakes the type of ship you're flying, both visually and on scanner. You can load it with scripts to change the ship type. It will also project the image of the ship around you, but only works if you select a larger ship than what you're in. On close inspection you'll see tell tale visual anomalies and combat will deactivate it. |

Corey Fumimasa
Kiith Paktu Curatores Veritatis Alliance
162
|
Posted - 2013.02.25 00:49:00 -
[1664] - Quote
Fitting/slots
Either or Modules
I am always swapping out a Nanofiber internal structure with a Cargo expander and then back again after the load is dropped off. Would love to see one module that could be flipped from one state to another. Maybe 10 or 15% reduction in efficiency and increased cost to balance out the convenience factor.
Other either or modules might be Warp core stabs or Inertia stabs.
either or on all the ECM mods.
Sensor Damp or remote sensor booster.
I think these items would add functionality and create fitting options for people to explore.
This is a youtube playlist going over my first 30 ship losses. Video sucks but the audio came out well.There are some good lessons, and if you know the game there's some funny stories. |

Sir Dragon
Einherjar Yggdrasils
16
|
Posted - 2013.02.25 12:21:00 -
[1665] - Quote
Scripts - yes; Heat - what is heat; EW - stop the instant lock madness; Drones - you fixed the programing code, nerf the drones to allow for more then 5 pr ship, LIKE it used to be. Fitting/Slots - Pilot interface for titan should be recerated. It seams to follow the standard of 8 high , 8 med, 8 low, x rigs, and etc. Consider that we are talking about a ship that is 15 km from stern to bow. It is illogical!!!! ILLOGICAL!!!!
Area of Effect - bombs are fun. One-use (consumable) modules - drugs, oh please give me drugs. [Lt. Cmdr. Data]: "Perhaps. Perhaps not, sir." [Capt. Picard]: "That's hardly a scientific observation, Commander. "[Data]: "Captain, the most elementary and valuable statement in science, the beginning of wisdom, is, 'I do not know'. I do not know what that is, sir." |

Miyammato Musashi
Freeport Exploration Loosely Affiliated Pirates Alliance
15
|
Posted - 2013.02.25 20:50:00 -
[1666] - Quote
My idea is for a mid slot module that you could fit that, when activated and with a 15 second delay, would detonate your ship in a massive explosion damaging ships around it. This module would be an AOE weapon similar to a smartbomb but with greater range and damage... maybe similar to a bomb. Activating this module and destroying your ship also destroys the loot... AND THE POD! That's right! No eject for you if you activate the module. In this way fleets of cheap kamakazee destroyers with self-destruct modules warping into fleets will be a possible tactic, but not a viable or efficient one.
-
The self destruct module is the ultimate middle finger for the bitter pirate victim.
-
This module increases the sink rate of ISK, as loot is destroyed in the blast (ISK sinks +1)
-
Possibly limit class of ships that can fit this to cruiser or above?
-
No ejecting. No saving the pod. Using this mod is a commitment and has significant drawbacks.
Discussion thread here |

Aliath Sunstrike
Aviation Professionals for EVE
0
|
Posted - 2013.03.03 21:20:00 -
[1667] - Quote
Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up. |

duckmonster
GoonWaffe Goonswarm Federation
4
|
Posted - 2013.03.04 11:23:00 -
[1668] - Quote
Bienator II wrote:heavy tractor beam, can pull ships.
reuses current bouncing mechanics (lol) by taking ship mas and engine power into account (you have to maneuver accordingly otherwise you pull yourself to the other object)
resistance is futile
This would own.
Hell, make a supercap version as an ultimate version of this that can straight out steal your ship off you and it'd be the funniest goddamn weapon in the game. You could literally use it to camp gates and just take peoples stuff off them and keep the stuff. Do tractor beams properly |

Untanas Volmyr
Running with Knives Nexus Fleet
0
|
Posted - 2013.03.05 22:06:00 -
[1669] - Quote
Mining - dark matter and dark energy harvester? |

Unkind Omen
Stone Circle W-Space
12
|
Posted - 2013.03.06 02:36:00 -
[1670] - Quote
Aliath Sunstrike wrote:Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up.
Won't help. Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby.
When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot. |

Meditril
T.R.I.A.D
245
|
Posted - 2013.03.06 11:15:00 -
[1671] - Quote
How about an E-War Stacking Prohibition Module?
One of the main issues with e-war is that using several modules from same or different enemies completely tend to shut down your ships abilities. E.g. while you can deal somehow with one ECM or one Tracking Disruptor or one Web being applied to you, this completely sucks once the enemy applies two or more ECM, Tracking Disruptors or Web... even though there is already some stacking penaltiy for some modules applied.
Therefore I propose that the E-War Stacking Prohibition Module simply raises the stacking penality to any e-war applied to 100% for the second, third or whatever module of the same kind. So if you have this module installed and the enemy applies ECM and Web on you the e-war has full effect on you. However, any further ECM and Web applied to you is just reflected into space.
Benefits of this would be that "the blob" would need to be more active in spreading e-war instead of just focusing everything on one poor victim. This also means that the victim has at least some options to defend himself since he is not rendered completely useless. |

Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.03.06 15:06:00 -
[1672] - Quote
Heat:
one area in that aspect is the anomaly of safety when overheating, most experienced solo pvpers watches the overheating meter like a hawk and in the last expansion you can now see the percentage witch greatly helped us to stretch the limit when overheating the modules.
2 things i would like to suggest:
1. beeping sound when modules approach exceeding heat limit (or flashing blinks, for those who say eve have sound?). it help us focus on other systems and give attention when its needed, will expand our limit in pvp (also a way to set the alarm percentage when overheating if possible).
2. advance nanite paste, that can slow down the heat instead of repairing, extending the overheating process. the condition of use and consumption is up to you.
thank you. |

zahg
Vice Legion Mordus Angels
52
|
Posted - 2013.03.08 11:17:00 -
[1673] - Quote
- limited cloak time of 20min, 3min cooldown - faction cruisers boost, so they can at least match t1! - limited fleet members can jump on covert cyno - cyno jamming modules with a range of 35km ( its not like we can only see drops nowaday since its so easy and risk free) - have a true recognition of the work of players doing pvp vids. There are some really inspirative and maybe it will help having "commercials" of the best ones on the logging page. On my opinion, those people are the ones showing the way to ppl to stop beeing scared of a game and go out challenge themselves a bit. |

Komodo Askold
Legion of Darkwind Order of the Void
34
|
Posted - 2013.03.08 20:41:00 -
[1674] - Quote
From my post on another topic:
Ramming Warp Core Overcharger
This module works in a similar form to the Microwarpdrive, making use of the ship's warp core to accelerate it to ballistic speeds in the direction it faces, effectively converting it into a projectile that can be slightly directed in-flight for smashing on other ships. The greater the ship's mass, the greater the kinetic energy it gets. Of course, hitting other ships at such speeds also damages (heavily) the ramming ship, granting this module some sort of 'suicide attack' nature. However, since larger ships are usually more resilient than their smaller cousins, and also accumulate more kinetic energy due to their enormous mass, they are sometimes used for literally digging a tunnel through smaller ships' fleets, in a similar way a ground rail transport would traverse through smaller vehicles that happened to be on its way.
Traits:
- Only one can be fitted at the same ship. - As MWD's, reduces maximum capacitor capacity and can be shut off by Warp Scramblers. - Has a maximum, constant range of about... 50 km? - High capacitor usage. - The damage caused to both ramming and rammed ships can be calculed in a similar way to this one: they both receive damage equivalent to the mass (in kg) of the other ship, with perhaps a small reducement. This may be too much, but if you realise that shells accelerated by Projectile and Hybrid turrets have much smaller mass, while having similar speed, you'll see a whole ship has much greater kinetic energy, therefor causing much more damage. For nerfing things a bit, damage could be equal to ship's mass in tons, or in kg*10^2, for example. - Once an entity has been hit (may it be a ship, an asteroid or even a space station), if the ramming ship is not destroyed it will continue its way but with reduced kinetic energy, proportional to the mass hit (real life energy equations could be used for determining all of this, but results could be pretty much apocalyptic), therefor causing less damage to the next entity it hits.
Potential uses:
- Using your almost-wrecked little Frigate to deal a glancing, heroic (read: suicide) blow to that nasty Battleship. - Finishing that guy's ship the same size to yours, while getting yourself a painful HP drop. - Cleaning Jita's undock from pirates using your Freighter as a monstrous, km-wide train/seaship to dig a tunnel through those little nasties, and getting yourself the rank of Hero from the traders. - Wreacking havoc on some crowded highsec gate with your Battleship. - Accelerating your Titan to... oh gods, that would be so apocalyptic...
Fun assured!
|

Aliath Sunstrike
Aviation Professionals for EVE
1
|
Posted - 2013.03.10 04:31:00 -
[1675] - Quote
Unkind Omen wrote:Aliath Sunstrike wrote:Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up. Won't help. Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby. When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot.
You missed that one by a mile.
It isn't designed to bring ships to us. It is designed to cut down on the scanning bull. Again - you miss the point completely. Lets say a "skilled" pilot (which took months mind you) can scan down a solar system in 10 minutes. Lets say this new module at a POS or deployable can scan down the system in 30 minutes. IT IS VERY feasible because that is 10 minutes of my life I have back that I can run sites, work at my POS, read evemails, update buy orders, ,install build jobs, setup contracts, etc etc So what if it takes 30 minutes. I can be doing other things multitasking with this thing running. When it is done I run my sites or move on.
As far as interesting others - who cares! I am sure my POS interests others. I am sure my Rapier on Dscan interests others...point is moot! If it does bring more traffic because they see I have an automatic system scanner, who cares. XL Ship arrays do the same thing. Lots of things do.
Your last point - who cares what you want to do, it is not all about you. Lots of people like to multitask and your argument about logging on to get into the action is exactly why I suggest this module - so we can login and not have to do the tedious work of point and click just to get to the blowing ships up part.
You fail at reading comprehension sir - please uninstall EVE. |

supernova ranger
The End of Eternity Ad-Astra
2
|
Posted - 2013.03.10 05:16:00 -
[1676] - Quote
Defense platform crystal for strip miners
Instead of mining an asteroid, after completing the strip miner cycle it despawns the asteroid and deploys a defense platform that aids the one who deployed it and/or his fleet. |

Omnathious Deninard
Extrinsic Operations
628
|
Posted - 2013.03.10 08:24:00 -
[1677] - Quote
Aliath Sunstrike wrote:Unkind Omen wrote:Aliath Sunstrike wrote:Oh gawd - I have a great idea for an anchorable module at a POS or deployable...
An AUTOMATIC SYSTEM SCANNER!
PLEASE FOR THE LOVE OF ALL THAT IS HOLY!
I don't care if it takes TWICE as long as normal probe scanning, but anything to take the point and click fest out of the equation. It doesn't have to be portable...as a trade off. Just please make capsuleers lives in WH's easier or 0.0. Like I said it could take a half hour to run. Who cares - just frees us up to do other stuff! So I don't have to spend HOURS on EVE doing mundane tasks! Instead of blowing $hit up. Won't help. Having any automatic scanner wont bring enemy ships to blow up to you. Your half an hour probing of your home system would however surely interest some other wormhole dwellers nearby. When I want to play computer games I want to launch it and play, not wait 30 minutes before some stupid module finishes what can be done in 10 minutes by hands of a skilled pilot. You missed that one by a mile. It isn't designed to bring ships to us. It is designed to cut down on the scanning bull. Again - you miss the point completely. Lets say a "skilled" pilot (which took months mind you) can scan down a solar system in 10 minutes. Lets say this new module at a POS or deployable can scan down the system in 30 minutes. IT IS VERY feasible because that is 10 minutes of my life I have back that I can run sites, work at my POS, read evemails, update buy orders, ,install build jobs, setup contracts, etc etc So what if it takes 30 minutes. I can be doing other things multitasking with this thing running. When it is done I run my sites or move on. As far as interesting others - who cares! I am sure my POS interests others. I am sure my Rapier on Dscan interests others...point is moot! If it does bring more traffic because they see I have an automatic system scanner, who cares. XL Ship arrays do the same thing. Lots of things do. Your last point - who cares what you want to do, it is not all about you. Lots of people like to multitask and your argument about logging on to get into the action is exactly why I suggest this module - so we can login and not have to do the tedious work of point and click just to get to the blowing ships up part. You fail at reading comprehension sir - please uninstall EVE. You fail at research as this module existed in the past and was removed. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |

Saede Riordan
Alexylva Paradox
3494
|
Posted - 2013.03.10 15:06:00 -
[1678] - Quote
There's a few examples of what I'd call "low hanging skill and module fruit" things I'm kind of surprised CCP didn't add already. I've including mock names, cause I felt like it, but this is all just me throwing ideas at the wall, it started out as a short post but got kind of monstrous by the time I finished it. So lots of different ideas and discussion points. Curious to see what people think of all of this.
Skills: Weapon Feeding: Skill that decreases weapon reload time, decreasing it by (50%?) at lvl 5 Magazine Consolidation: Skill that allows you to load more ammo in a weapon, allowing (50%?) more ammo at level 5 Controlled Degradation: Skill that increases crystal durability by (50%?) at lvl 5 Directional Focusing: Skill that increases range of Directional scanner. Nerf current D-scan range to 5 AUs, increase scan range by 2 AUs for every skill level, allowing a 15 AU scan range at level 5. Sensor Monitoring: Add automatic cycling for the d-scan. Put the default cycle time to 1 minute. For every level of this skill trained, it reduces the cycle time by 10%, allowing a 30 second automated cycle time at level 5. This could accompany a 'wormholization' of local everywhere. Signature Bloom Reduction: make the 'resolution' of D-scan dependent on the signature radius of the ship you're trying to scan down. This skill reduces your ship's signature radius by 3% per level. Signal Suppression: This skill reduces the 'noise' and sig bloom that an active scanner makes when activating by 5% per level.
Accompanying these possible changes to local/d-scan in my head would be an active and passive scanning component. D-scan makes up the passive component, and will detect if the active component is used on your ship (like passive sonar picking up another ship's active sonar ping) What currently exists as probes and a new active scanning module would form the active component. The actions of these scanning components would be detectable by the passive scans.
Modules: Passive ROF Damage mod, Lowslot. This would replace the current damage mods, with ones that only improved rate of fire. Racial versions: -Heatsink (lasers) -Magnetic Field Stabilizer (hybrids) -Gyrostabilizer (projectiles) -Ballistic Control System (missiles)
Passive Alpha Damage mod, lowslot. This would then be the other side of the ROF increaser. Increasing flat damage. Racial versions: -Energy Channel Regulator (lasers) -Magnetic Coil System (hybrids) -Rifling Array (projectiles) -Detonation Sequencer (missiles)
Arc Weapons: Active Shaped highslot Shockwave Weapon, like a smartbomb, but in an arc facing towards the 'front' of your ship. Possibly has a pushback effect. Huge drain on CPU/PG/Cap
Coolant Pump: active lowslot module, prevents heat damage to modules while overheating. Consumes coolant to do so.
Capacitor Pump: active Highslot module. cycles and produces a certain amount of capacitor power each cycle.
Weapon Coordination Array: Active highslot module. Increases weapon tracking, damage, ROF, optimal range, and falloff while running. Can be loaded with scripts to direct it to a specific area of improvement.
Weapon Disruption Vent: Active highslot module, decreases incoming DPS by creating a cloud of debris around the ship to stop incoming fire. Does not require a launcher or turret hardpoint. Consumes scrap metal.
Flare Launcher: Active highslot module does not require launcher hardpoint. launches a flare every X seconds. Every time a flare is launched, there is a serve calculation to determine if an incoming missile will jump to chasing it. Also has a chance of transferring a hostile ship's target lock away from you. Consumes Flares (new PI product)
Flak Battery: Active highslot module. Requires a turret hardpoint. Large. Damages drones, missiles, pods, frigates, and other small objects within a radius around the ship. Consumes small projectile ammo and shares the damage profile of the ammo used.
Point Defense Laser: Active highslot module. Requires a turret hardpoint. Large. Does a small steady amount of damage over time to all frigates, drones, and missiles within an AOE kill zone between the ship it is activated on, and an attacking ship.
Antenna Array: Midslot, passive module. Increases directional scanner range.
Automated Scanning Array: mid slot active module, causes directional scanner to automatically cycle every 10 - X seconds where X is equal to a skill level in Sensor Monitoring
Active Scanning System: Directional Active midslot scanning module. Releases a ping that tells a pilot the range of all nearby ships within its scanning cone, provides detailed information on range, ship types, etc. Causes massive sig bloom. Ping can be picked up by ships within the cone of its effects.
Stealth Plating: passive lowslot module. Hides a ship from active scans by absorbing the scan ping instead of rebounding it. Offers some reduction in sig radius.
Combat Tractor Beam: Pulls another ship towards you, whether you move towards them or they move towards you is a factor of your combined velocity and mass.
Energy Pulse Generator: Deals 1 damage across a large radius AOE area, (upwards of perhaps 50km) thus decloaking all cloaked ships within that radius. Takes one minute to cycle.
misc. quality of life changes: Remote rep drones should be able to rep your ship, thus allowing you to 'drone tank' if you so desire. abandoned ships should be able to be tractor beamed, and towed back to a station or POS in warp. hacking should be a minigame that could be used to access locked containers, forcefields, and outposts.
There, just about used up all the space I have to post \o)
Torn from grace, gotta find your faith or the devils gonna claim your soul
|

Jonas Sukarala
Deep Core Mining Inc. Caldari State
30
|
Posted - 2013.03.11 14:05:00 -
[1679] - Quote
i don't know if you have or are considering buffing afterburners as you don't normally respond at all.
but mwd and AB's have the same mass penalty which seems a bit strange considering how much more speed you get out of a mwd and its job would surely require a bulkier engine to generate its speed ... physics and what not.
So perhaps consider reducing the mass penalty by %50 and perhaps building in some web resistance to promote the usefulness of AB's over mwd's.
|

Slatin Morbid
Analytical Decimators Inc.
0
|
Posted - 2013.03.11 15:07:00 -
[1680] - Quote
A few Modules I would like to see is:
Cargo Scanning jammers- Now I'm fairly new to the game, but I haven't really seen any effective way to stop from getting ganked cause your hualing good cargo around.
AB or MWD - with cap boosters to feed them freely for a few cycles. Although thinking about it, might help make them OP'd
Rigs that act like subsystems to non-strategic vehicles. I think having the abilitiy to customize your ship, or atleast maybe ships that can use them other then Strategic Cruisers. Allowing for more options on the and a big in-depth to the Role playing aspect of the game.
Energy Vampries that could cause DMG, kind of like a DOT. The longer and more Vampire turrent is running on the ship the more heat dmg it builds up. |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
2330
|
Posted - 2013.03.12 21:32:00 -
[1681] - Quote
Anti-cloaking pulse mid-slot module w/ 15-20km range depending on skills / implants / etc... penalty to targeting speed. 
|

Arne Aratur
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.03.13 01:05:00 -
[1682] - Quote
A pod ejecting module. Ejects pod X km during ship destruction. The point would be to lessen the chance of pod loss in pvp. |

Sentinel zx
Shadow Phoenix Special Forces
14
|
Posted - 2013.03.13 01:25:00 -
[1683] - Quote
Warfear module Damage Absorber
work only if you are a fleet commander
when it is active, the damage is caused to the Ships in fleet would damage only the command ship
command ship itself cannot be repaired in the meantime if the module is fitted (it does not matter if it is active or not)
for example a mining op if somebody would shoot the hulk the damage would go directly to the orca
|

Arne Aratur
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.03.13 01:35:00 -
[1684] - Quote
Angle of attack stabilizer. makes your ship stable during bumping. 0.o So that it doesn't loose its angular stability when trying to warp off. essentially a bumping countermeasure that insures intended direction of the ship, but not necessarily speed. |

Stegas Tyrano
GLU CANU Open Space Consultancy
260
|
Posted - 2013.03.14 02:30:00 -
[1685] - Quote
Ammunition Storage and Feed System - Mid-slot item that holds a specific amount of Ammo, preferably a full clip for all your high slot guns/missile launchers. - Reloads High Slots guns in 5 seconds instead of 10. - Requires Cap to work
Remote Ammunition Feed System - High Slot Module that holds any ammo type (can not use ammo) - Reloads ammo of targeted ship in 5 seconds - Has a range similiar to remote reps. - Requires Cap to work
Both of the above will not work with Cap Boosters, ASBs or AAPs
Tracer Missile/Rocket - Does 0 damage - Increases target signature radius by 5% for 10 seconds - Can be autofired, where they will target smallest sig radius on grid. - Allow targetting of afflicted ship even you are jammed (only lasts for 10 seconds)
Chaff Missiles/Rockets - Does 0 damage - When launched create a chaff cloud which reduces target ships sig radius by 5% for 10 seconds - Can be autofired where they will disperse a cloud around own ship - Counts as an offensive module for the sake of high-sec protocol
Energy Vampire/Neutraliser - New added function with script - Faux module activation - Shows a physical representation of Energy Vamp/Neut working on target ship - Target ship may use cap charges unneccessarily - can be unloaded and activated normally
Alpha Drones - Drones that hold a single salvo of missiles - Missile size according to size class (light drones = rockets, medium = HAMs, Heavy = Torps) - When launched and engaged will fire single salvo and will self-destruct - expensive to make
Decoy Beacon - When activated the beacon gives off the same reading as the ship its fired from - Will show up on d-scan or probe scanner as duplicate result - Expensive - Only one activated per ship per character
Hacking module - New added offensive function - when activated on enemy ship, cancels a random command/module activation (even mid cycle) on enemy ship - 3 minute duration
Temporary AI Node - Low slot module - Drops on ship destruction, - Allows drones to continue engaing enemy after ship destruction for 30 seconds - If Temp AI node is destroyed drones de-activate - 50% chance module is destroyed on ship destruction [PROPOSAL] INGAME ADVERTS FOR PLAYERS |

Jommis
CRICE Corporation Insidious Associates
71
|
Posted - 2013.03.14 09:42:00 -
[1686] - Quote
A fitting service module for the T3 cruisers. A ship that allows sub caps to refit in space. |

Tub Chil
Last Men Standing
35
|
Posted - 2013.03.14 10:44:00 -
[1687] - Quote
1) Heat dissipation module it dissipates heat from overload comes in high low and middle slot flavour OR is low/med slot module that consumes some cap and cools down all modules
2) Heat inducing module (new type of E-War) heats up enemy modules until they burn down
|

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.14 11:33:00 -
[1688] - Quote
Remove scripts as they are really cheap and they dont have t2. Instead remake modules a bit, and makes 3 modes for each module that used script. Example: Sensor dampener will have 3 modes: normal (like without script), only to target range reduction and only to resolution reduction.
Make so that in order to change mode you don't need to stop module, simply if mode changed the next cycle will start with new mode. |

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.14 12:12:00 -
[1689] - Quote
Rotation optimizers:
- + reduces agility
- - increases signature
Optimized Nanostructures
- + reduces agility, mass, inertia.
- - reduces hull, armor
|

Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.14 12:40:00 -
[1690] - Quote
Tub Chil wrote:1) 2) Heat inducing module (new type of E-War) heats up enemy modules until they burn down
hmm... not bad |

Elsa Nietchize
School of Applied Knowledge Caldari State
31
|
Posted - 2013.03.15 15:14:00 -
[1691] - Quote
Hope CCP is still monitoring this thread.
Heavy drones need some love. I have almost 6m SP in drones and still can't use T2 heavies. Everyone understands why Heavies are no good. Great damage but too slow to be useful.
My proposal is for a module that would give heavies essentially a MicroJump Drive. When the module is fitted, if you have a flight of heavies out, when you select engage target, they can jump to that target. They would still be limited to the MJD mechanics. 10 second spool up time and 60 second cool down time. Their range would be limited to your character's drone control range.
This prevents them from being better than sentries in the case of instant damage and if your drones start getting shot, they're dead since it still takes forever for them to slowboat back to you when you recall them. But this fixes the issue with them being useless for anything further than 10km from you.
The spool up time and the cool down time can be adjusted if the numbers are too conservative/aggressive. |

X Gallentius
Justified Chaos
1144
|
Posted - 2013.03.15 18:59:00 -
[1692] - Quote
"chaff" launched from a probe launcher. X% chance that missile loses target (percentage is proportional to distance missile is when chaff is launched) . Let's make some use of those utility high slots!
Affects all missiles that are being launched at target.
% chance to miss at 0km = 0%, so not very effective against rockets
Potential Formula: % Chance to miss = 100*(max(Distance Missile from Target/BASE RANGE - 1,1)
Rate of Fire: Unknown, CCP can figure this out.
|

Lloyd Roses
Blue-Fire PLEASE NOT VIOLENCE OUR BOATS
38
|
Posted - 2013.03.18 17:43:00 -
[1693] - Quote
'THE CAP BATTERY'
So my cap battery screws around with all those neuts and such already, but I still can't click it for an effect!
I'd like to - once in a while - make use of all that absorbed energy and re-inject it into my circuits or whatever, like a condenser after a storm being squeezed out to get stuff working again.
In my imagination, would be an initially overwehelming, but after a few seconds already dried up, bonus to the cap recharge rate. Mostly I want to click more modules. |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
237
|
Posted - 2013.03.20 19:32:00 -
[1694] - Quote
Flack Ammo For Turrets:
Similar to defender missiles, but for turrets. Destroys incoming missiles by bursting flak in the path of the incoming missile.
Was thinking this could be AoE damage to destroy drones and small tackle craft as well, but that steps out of the role of defender missiles and makes smartbombs pointless. Also removes the usefulness of these in missions in hisec against jamming Guristas.
Also, buff defenders. Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |

Kali Omega
Immortalis Inc. Shadow Cartel
12
|
Posted - 2013.03.20 20:38:00 -
[1695] - Quote
Burseg Sardaukar wrote:Flack Ammo For Turrets:
Similar to defender missiles, but for turrets. Destroys incoming missiles by bursting flak in the path of the incoming missile.
Was thinking this could be AoE damage to destroy drones and small tackle craft as well, but that steps out of the role of defender missiles and makes smartbombs pointless. Also removes the usefulness of these in missions in hisec against jamming Guristas.
Also, buff defenders.
Not a bad idea really |

Lucian Thorundan
House Of Serenity. Unprovoked Aggression
1
|
Posted - 2013.03.21 06:19:00 -
[1696] - Quote
This may have been raised already (85 pages!) but i think a local, targetted cyno jammer would be a cool module to see.
Idea being that if you know somebody has a cyno, you can put the cyno jammer on them, and the cyno will either deactivate (unlikely to be the case), get blocked (fleet cant see beacon any more) or if its not on cant be activated at all.
It would have to be targetted, subject to the same timers / limitations that other targetted modules are (locking time, cap use, range etc) so its only real use would be as a counter to an obvious cyno bait ship, but i feel thats a part of the game that has no real counter and it would be useful.
If somebody needs to cyno they can just cyno elsewhere in system anyway but it just adds a bit more dimension to the whole hot-drop mechanic
Plus if you can decloak and cyno up fast enough its not going to affect you anyway.
As for range, cap use, requirements etc thats up to CCP but i would suggest its similar to a warp disruptor in requirements, range maybe not.
Maybe bonus the ceptors / recon ships for it as well (cap use, HICs get a range increase etc?)
Theoretically you could even introduce a mobile cyno jammer onto a HIC the same as the warp disruption field gen, again if somebody needs to cyno that bad and your blocking they can do it elsewhere in system, though im less keen on that idea.... |

Xe'Cara'eos
A Big Enough Lever
9
|
Posted - 2013.03.21 17:51:00 -
[1697] - Quote
would LOVE to see XL armour reppers, to bring armour back up to usefulness, since most of my shield fits on BS's use the XL shield booster... |

Andy Landen
Air Red Alliance
91
|
Posted - 2013.03.21 21:49:00 -
[1698] - Quote
Black Ops Cloaking Device - Allows black ops bs to warp cloaked. High slot. Black Ops Cyno generator - Allows ships with covert cloak to create a covert cyno while cloaked. High slot. Black Ops Bridge - Allows a black ops bs to create a bridge while cloaked and allows ships with covert cloak to jump through the bridge while cloaked. High slot. Ships can right-click on their own capacitor if they are close enough to the bridge in order to select the option to jump through the bridge while cloaked. The cloak remains on at the destination side of the bridge. Mobile Super Cyno Jammer: The Mobile Super Cyno Jammer is an anchorable jammer which destabilizes the wormhole created to each cyno so that ships exceeding 1800 Gg mass may not pass through it and so that it collapses after 5000 Gg has passed through it; similar in characteristics of the largest known natural wormholes. May have a stronger effect on the much weaker covert cynos. Covert Scan Probe: A Covert scan probe launcher launches covert scan probes on any ship fitted with a covert cloak and only works while the ship is cloaked. These covert probes may scan a cloaked ship, and appear on the overviews of all cloaked ships in the system. If the target decloaks, the probes continue to scan the ship due to the presence of the online covert cloak. For every minute that the target remains on a given grid, the scan signature increases in strength by 1% for that grid. If the ship warps away from a particular grid, the scan signature for that grid decreases by 1% for every minute that the target is away from that grid. If the target returns the a previous grid, then the scan signature for that grid begins to increase again until it gets to 100% stronger. The increase in the scan signature may be attributed to the residual covert cloak emmisions accumulating over time. |

Scorpionstrike
Colonial Marines EVE Division Villore Accords
0
|
Posted - 2013.03.24 13:20:00 -
[1699] - Quote
Give stealth bombers more flexibility of target types. |

Gray DeathStalker
The Shahi Balti
0
|
Posted - 2013.03.24 23:41:00 -
[1700] - Quote
The cyno jammer module is very much needed as hotdrops do need some sort of counter,but I think it should be a area based module. You should be able to protect a small space in space from hotdrops. It should only be able to be fitted to Battlecrusiers or Battleship classes as it should take a considerable amount of power to use. It should require its on skillbook and have a base range of 20km and 50km with skill trained to level 5. It should work much like a cyno field in that it has a timer,but only a 5 min timer and the ship that has used it cannot move. Also it should work both ways as in no cyno can be lite inside the field,but also no ships inside the field can cyno out,effectively the cyno jammer field disrupts any type of wormhole inside its area of effect field. Now with this module you have countered a hotdrop,but only a hotdrop right on top of you. Even if the pilot has his skills for the cyno jammer field to level 5 a cyno can be lite outside the 50km range. Being that it prevents cynos out too there is still very much a chance of getting a capital ship tackle if one is inside the cyno jammer field. With this module now you will have real fun as the ships inside the cyno jammer field will have to protect the capital ships from being pointed while they either try to align to warp off or perpare to engage the other capital or sub capital ships that have landed just outside their jammer field. Also even if you don't happen to catch one of the capital ships inside the field before it warps off you will atleast get to kill the actual cyno jammer ship as it can't move. All this module does is prevent hotdrops from dropping right on top of you and give you some sort of reaction time. You really should be able to defend a small area in space from hotdrops. This module just really makes hotdrops that much more interesting. Imagine if you will a small corp of 52 members wants to do a POS bash in there system. They have 3 dreads and 3 carriers and a few support ships including a BS with a cyno jammer field module fitted. Now they have a small protected no cyno field of 50km. Word gets to one of the larger alliances that 6 capital ships are undock and doing a pos bash,they want them dead so they send in a cyno ship whom notices that they do indeed have up a cyno jammer field. he parks 52km from the cyno jammer ships uncloaks and lights his cyno,8 super carriers and 6 dreads and a number of support ships cyno in. The small corp with the 6 capital ships see this and start scrambling its support ships to engage their support ships so none of the caps get pointed. Doesn't this sound like much more fun than the hotdrop being right on top of them and they are instantly pointed? More likely then not the dreads will be in siege and can't move right away anyway. Just gives the smaller corps a small chance of surviving vs the 0% chance that exsist now. |

Andy Landen
Air Red Alliance
91
|
Posted - 2013.03.25 04:34:00 -
[1701] - Quote
Gray,
You do know that overheated faction warp disruptors on an arazu can reach well beyond 50 km, right? Also, you do know that Titan DD can reach beyond 50 km, right? Your suggestion doesn't have much of an effect, except to add skills to train and more complications to distract CCP from fixing pos and other important issues long-delayed. If anything, this effect that you suggest should be added to the existing Triage and Siege modules and have no other special visual effects. The range should be extended to at least 100 km, too. What is the range of a titan? Make it that distance +1. |

Jenn Ji'e'toh
Blue Republic RvB - BLUE Republic
0
|
Posted - 2013.03.27 06:24:00 -
[1702] - Quote
I think that a script for ab's, and micros would be nice. Something that would reduce the effect of webs on them.
Lets face it the worst thing that can happen to you as a speed tank is to hear that web sound, or get that neut on you
Disadvantage increase cap requirement, or a slight decrees in base speed. Advantage at least 25% reduction in web effect
Maybe a script for cap batteries to loose the cap increase amout, but in return increase the deflection amount back to the other ship. (allowing you at the frig lv to destabilize another ship with 1 cap battery, and at the cruiser lv maybe 2 or 3)
Disadvantage Less capacitor added on, and some cap per second used up. Advantage Harder to make you unstable with neut's/vampires possibly even make other ship unstable when they use neut's.
|

Beaver Retriever
Science and Trade Institute Caldari State
17
|
Posted - 2013.03.27 16:28:00 -
[1703] - Quote
MWD that runs on cap booster charges.
Provides the same speed boost a regular MWD does, but only whilst charges remain. Is not deactivated by warp scramblers. Once it runs out of charges, it will either deactivate completely, or provide the speed boost of an equivalent meta level afterburner whilst still incurring the MWD signature penalty.
Could start out as a 1MN-only item to make interceptors more relevant, then eventually proceed up the size scale. |

Loki Feiht
Feiht Family Clan
0
|
Posted - 2013.03.27 20:15:00 -
[1704] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs) - swap hardpoints ie swap mid for low - swap cpu for pg vice versa - software upgrades that enhance the range/strength of rack modules - software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)
this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements
on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec |

Andy Landen
Air Red Alliance
91
|
Posted - 2013.03.27 22:01:00 -
[1705] - Quote
Loki Feiht wrote: Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs) - swap hardpoints ie swap mid for low - swap cpu for pg vice versa - software upgrades that enhance the range/strength of rack modules - software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)
this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements
on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec
The ship hull defines the low-mid-high. and then ccp "balances" it. So by the ship hull, I mean the hull that CCP envisions. CPU and PG are also defined by the hull. Change these things and you change the ship hull itself. Some rigs and modules do affect CPU and PG, true, but none affect slots except in T3s, which are designed by their very nature to be modular enough to change their hull to have different slot configurations. |

Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
188
|
Posted - 2013.03.27 22:40:00 -
[1706] - Quote
Jommis wrote:A ship that allows sub caps to refit in space.
Do you mean like the Orca ? |

Andy Landen
Air Red Alliance
92
|
Posted - 2013.03.27 23:21:00 -
[1707] - Quote
Utremi Fasolasi wrote:Jommis wrote:A ship that allows sub caps to refit in space. Do you mean like the Orca ? and carriers. I think that he meant to say "A sub cap ship that allows sub caps to refit in space." |

paritybit
Rote Kapelle
149
|
Posted - 2013.03.27 23:47:00 -
[1708] - Quote
Might as well post something, everybody else is.
Network Disruptor - Disrupts communication between to and from the target ship. Completely negates any bonus on the target ship from nearby warefare link ships. Additionally, when used against a ship with active warfare links reduces the effectiveness of the warfare link bonuses by some percentage. Active mid-slot module used against a single target.
Web Repulsor - Reflects energy streams commonly used by stasis webifiers thereby reducing their effectiveness by some percentage. Active low-slot module affecting the user's ship only.
Beacon Launcher - Launches locator beacons which attach themselves to the target vessel which then report the system of the target and serve as a warp-to beacon for a limited amount of time. Single-use consumable high-slot module. |

Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
189
|
Posted - 2013.03.28 00:09:00 -
[1709] - Quote
paritybit wrote:
Beacon Launcher
Thought it said Bacon Launcher at first and got excited. That would be a good gift item sometime though.  |

Andy Landen
Air Red Alliance
93
|
Posted - 2013.03.28 01:53:00 -
[1710] - Quote
paritybit wrote:...
Beacon Launcher - Launches locator beacons which attach themselves to the target vessel which then report the system of the target and serve as a warp-to beacon for a limited amount of time. Single-use consumable high-slot module.
Can't see this one getting abused.
Insta-lock tagger ship tags all suspected or scan confirmed high-value cargo ships in HS at gates around Jita. His gank team track the targets into low sec or null sec, or intercept and alpha it with cheap ships in a 0.5 system. No abuse there.
Better suggestion: Mobile Hostile Tracking Beacon Launcher - The sovereign owner of a system may anchor a Mobile Hostile Tracking Beacon Launcher at any gate. It instantly locks and tags all ships not blue to the system's sovereign owner with "beacons which attach themselves to the target vessel [once attached, they] then report the system of the target and serve as a warp-to beacon for a limited amount of time [even if the target is cloaked]. .."
|

GetSirrus
Imperial Academy Amarr Empire
20
|
Posted - 2013.03.28 08:07:00 -
[1711] - Quote
anchor module. we were flying ships after all. if you can anchor a can, why not ship with a module? just a low slot and make it similar rules to the GSC, but 10,000 instead of 500 for nearest in-space object. |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 09:50:00 -
[1712] - Quote
Was thinking about drones, one issue with them is travel time. Which makes drone vulnerable to fire which also cripples heavy drones in pvp. So I was thinking about jump system that could sent drones within your control range but not to return them back. So it could solve some issues but wrongly used also screw you up big time.
Mod name could be something like Micro jump portal generator
Description/attributes Warps orbiting drones to target within drone control range. Med or high slot.
If this module would exist it could also give interesting tactics with sentries. If you could send them to friendlies.
Anyway think about :) |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 10:50:00 -
[1713] - Quote
I would like to see a module that could modify the damage caused by turrets not significantly but enough to make difference. You could call this module "the crit module". That either would cause increased damage to target on single hit, or hit random module within target.
Precision targetting module Automated turret target coordinator that target key elements within target. Causing damage to key components.
Attributes: Ability to hit critical sub system (this could occur as increased damage or as hit to random module in target) Slight debuff in tracking and/or rate of fire Med - active |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 10:57:00 -
[1714] - Quote
Sentinel zx wrote:Damage Absorber Forcefield
it-¦s restricted only to fleet commanders you can have only one ship with this module in the fleet and he must be the fleet commander
when it is active,
-it-¦s generate a small forcefield (10-15km) around the Command Ship and the damage is caused to the Ships in fleet would automatically damage only the command ship -your sic Radius will also be increased to 500-1000% -it-¦s not possible to use this in High-sec - Command ship velocity would reduced to 90% -Command ship itself cannot be repaired (or the repair effectiveness would be reduced to 98-99%) if the module is fitted (it does not matter if it is active or not) Passive shield regeneration is also reduced to 90-95% -your Warp drive and the warp drive of your fleet mates is deactivated
for example a mining op if somebody would shoot the hulk the damage would go directly to the ship with this Module
this Module only for Cruisers, Battle cruiser and Heavy Interdictors available
Hmm I like this idea a lot Sentinel but I belive we would need new ship type for this and possibly new game mechanism since this could be easily overpowered feature. Could be null sec used module that would icrease damage resistance. / buffer for a blop but give them weakness against bombs / smartbomb. Could be module for logistic ships or rather carrier. Anyway worth idea to consider bump! |

Jeanne-Luise Argenau
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.03.28 10:57:00 -
[1715] - Quote
Ok my new mod isnt really a new mod but making it worth training for it and using it.
I want a missile defense racial system and here is as i would do it.
4 "basic" skills: missile interception - adds 10% chance that the defense will hit a missile missile penetration - adds 10% chance that the missile will penetrate the missile defense racial anti-missile weapon system skill - reduces the probability that 2 guns shoot at the same missile by 10% racial anti-missile weapon spec system skill - reduces the probability that 2 guns shoot at the same missile by 5%
Weapon Systems Grapeshoot for gallente - range 2000m | rof = 0,395s Flak for minmatar - range 4000m | rof = 0,790s Laser Ring for amarr - range 7500m | rof = 1,481s Defender for caldari - range 10000m | rof = 1,975s
Chance for those weapon systems to hit a incoming missile at missile interception and penetration 0 is 50%. Chance for 2 missile defense weapons targeting different missiles at 0 skill is 25%. All Systems shoot at incoming missiles and ignore locked targets.
Weapons Platform Destroyer with 8 slots for the proper weapon system. The ship dependent boni will be 10% range increase and 10% rof increase per level.
I know my numbers will need a balancing but it should make my basic idea clear as missiles are the only weapon system in eve which can be intercepted. |

Theia Matova
Dominance Theory
4
|
Posted - 2013.03.28 11:07:00 -
[1716] - Quote
Chanina wrote:A remote repair disruptor
A module that allows you to shield your enemy from receiving remote repair effects, lowering the Effect of remote reps on target by X % This would provide an alternative to alpha strike forces to overcome enemy logistics and favors local tank.
And yes, changes to cloaking mechanic/device would be great. We already have ecm and sensor dampening we do not need more ew modules. We rather need unification of existing ew modules. Such as that tracking disturptors would also effect missile system. Don't like the idea.
|

Regolis
Imperial Academy Amarr Empire
0
|
Posted - 2013.03.28 15:07:00 -
[1717] - Quote
I've been thinking about this one for awhile and not sure why they don't exist. We have low slot Tracking Enhancers and Medium slot Tracking computers. We have low slot damage modules ... Why are there no medium slot damage modules? This alone makes using shields in PVE 10x more viable than armor. Understand that currently Shield tanking ships have to sacrifice nothing in their mid slots for tanking. But an armor tanking ship usually sacrifices 1-3 slots for damage modules. This could also change the argument for armor tanking being different as they would then be able to plate fit without sacrificing their fire power.
|

Ddd Forum
Monkey Attack Squad Goonswarm Federation
0
|
Posted - 2013.03.28 15:20:00 -
[1718] - Quote
hello may be I newbie, but.... i live in WH, and directional scan - all my all
but, i need click and click agai and again to see, who are near me
of couse, in XX century all flight ships, and all sea ships was RADAR screen. radar scan and detect any over, and radar screen show and log information
and on the planet Earth, we had fish radar, and metal radar, and over type of radar))
but in New Eden we lose this device. and very sad about this. we lose china porcelain and over...
but we strongly need to find RADAR)
Then I served in the army, in anti-aircraft defence, I used radar desk all time. and want to say - its really beutiful thing!
here 2 images what Im talking about:
http://gyazo.com/b4d33669c715ce5c8da6bd16f14e1400
http://gyazo.com/ddab6323b96fc27728f93b895187147c
THANKS for attention |

Andy Landen
Air Red Alliance
93
|
Posted - 2013.03.28 15:40:00 -
[1719] - Quote
Fighter Sentries - Affected by all drone modules, sentry and other drone skills, Fighter skill, and carrier bonuses. Stationary, but can warp to follow target or return to carrier if more than 100-150 km away. Follow the regular sentry model for range, tracking, and damage type scaled to the Fighter equivalent. |

Moon Rabit
Billionaires Club The Unthinkables
7
|
Posted - 2013.03.28 21:32:00 -
[1720] - Quote
New module for Drones What you think about new module like Drone control unit for sub caps ? Example each modules can give 25 bandwidth and + 1 control drone and be fitted on High-slots. And need 2000PG and 65 CPU. Link for thread https://forums.eveonline.com/default.aspx?g=posts&t=219949&find=unread |

Sparkus Volundar
Applied Creations The Fendahlian Collective
35
|
Posted - 2013.03.29 14:19:00 -
[1721] - Quote
Dear CCP,
I've arrived to this thread late and unable to read back through 1700 posts so I apologise is this post contains something that has been written several times and discussed in detail before.
My suggestion would essentially be a change to the distribution of E-War across races should you implement an ability to GÇ£tracking disruptGÇ¥ missiles.
Recap on the current arrangement with T1 E-War Amarr: TD Caldari: ECM Gallente: SD Minmatar: TP (oddball)
The TP is well-known to be unique amongst the classical T1 racial E-War in that whilst it is a very effective module, it is essentially a remote Weapon Upgrade rather Disruptive E-War like the other three modules. And that consequently, once you have 4 or 5 modules in the fleet (e.g. one bonused hull), thereGÇÖs no particular need for more (other than redundancy, which applies to any hull). Whereas as a fleet grows in size, thereGÇÖs no particular down side to retaining the same proportion of TD, ECM and SD hulls in the fleet.
Suggestion for after missile disruption is implemented if it is Amarr: TD (same as currently) Caldari: ECM Gallente: SD Minmatar: Missile Disruptor TPs: moved to Weapon Upgrades category
Since I started out flying Minmatar ships I have a bit of a bias towards them on a sentimental level so thatGÇÖs a declaration of interests I wish to make openly. I donGÇÖt feel like I have an agenda to boost Minmatar but others could think that and that is of course their right. ItGÇÖs worth noting however that IGÇÖm not suggesting a level of power for a Missile Disruptor in this post and I donGÇÖt have any preconceptions about how powerful it should be relative to the other 3 Disruptive E-War modules.
Summary Amarr: Left with the ability to disrupt the weapons of their two racial enemies. Caldari: Left with the ability to jam ships such as of their faster racial enemies. Gallente: Left with the ability to force longer-ranged racial enemies closer. Minmatar: Loses oddball Weapon Upgrade and gains ability to disrupt racial enemy weapons.
This suggestion would raise questions about what to do at the T2 level and I suppose my thoughts would be that bonused TPs wouldnGÇÖt be needed on EAS/Recons either.
Thank you for taking the time to consider this suggestion.
Regards, Sparks
Applied Creations is recruiting. Mystic Volundar says, "It could be you! "  |

xp8k
Skeleton Key Incorporated
2
|
Posted - 2013.03.30 06:55:00 -
[1722] - Quote
Simple but interesting module Idea:
Low slot module that is an alternative to the damage control.. IE pick 1 or the other.
HEAT: Dramatically increases the duration that modules can be overheated, Or increases the effectiveness of overheating.
SCRIPT: 3 scripts to choose from. 1 for improving low slots, 1 for med power, 1 for high. must have script loaded to function.
CONSUMABLE?? : The "script" is consumed, upon activation, and the consumed script is the effect you get for the duration of the module.
Someone can come up with a creative name I'm sure.
Preferably a name that doesn't use acronyms that are already in use. Maybe Heat Dissipater HD
Goal of this module: -Finally have another option besides a DC !!! -Potential buff for local tanking, solo/small gang -Not difficult to implement. (as in not adding a completely new game mechanic but just adding much needed variety) -More variety in ship fitting?
Balancing: - Consider reload/cooldown times - Something has to balance the amount of scripts that can be held at a time. whether its artificial, like price of the item, by m3 or the cooldown, limiting the amount you would reasonably need to carry on a roam. - The bonus has to be enough to make it viable to replace the DC and loose EHP for some ships/fittings. - Cant make the DC useless, just want another useful option for players. - Make it similar to the MJD, in that after its use it has a long cooldown, can not be removed, refit, replaced, until said cooldown is complete. (scotty says its still too hot to remove from your ship after its last use, if it was removed (insert humorous logic here))
****Alternatively:**** - 2 charges are available and the module affects all power levels. - charge A increases the duration modules can be overheated, charge B increases the effectiveness.
This is just a much more simple option.
Thank you CCP, for checking out this idea! |

Loki Feiht
Feiht Family Clan
0
|
Posted - 2013.03.30 10:40:00 -
[1723] - Quote
Andy Landen wrote:Loki Feiht wrote: Soft/hardware upgrade modules (officer navy, officer pirate, officer sleeper, officer talocon modules or rigs) - swap hardpoints ie swap mid for low - swap cpu for pg vice versa - software upgrades that enhance the range/strength of rack modules - software enhancements for drones (allowing for 'warpdrives' on integrated drones so they follow in warp)
this is just a basic idea, you could use a similar model to basically implement any type of change ship wise but these modules should cost a lot of isk and take considerable fitting requirements
on a side note would like to see the occasional faction frigate and maybe officer spawn in incursions, especially lowsec/nullsec
The ship hull defines the low-mid-high. and then ccp "balances" it. So by the ship hull, I mean the hull that CCP envisions. CPU and PG are also defined by the hull. Change these things and you change the ship hull itself. Some rigs and modules do affect CPU and PG, true, but none affect slots except in T3s, which are designed by their very nature to be modular enough to change their hull to have different slot configurations. So I guess I am asking: Are you wanting more T3s?
It was just an idea really, maybe it could be tech 3 modules for tech 3 ships and yes, I think everyone in eve would like to see more tech 3 ships, probably battleships but there are a lot who want frigates.
Maybe a software module could increase cpu/pg morre than current modules by 'conversion' of the other pg/cpu. I just wanted to float an idea out is all ^_^ |

The Sinister
SKUNKWORKZ STRATEGIC SERVICES Fuzzy Nut Attack Squirrels
2
|
Posted - 2013.03.30 13:11:00 -
[1724] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have. To give a little bit of framework and to get the ball rolling, here are a few keywords: Scripts Heat EW Drones Fitting/Slots Area of Effect One-use (consumable) modules
We're looking for anything ranging from small variations of existing modules to completely new functionality. While you're free to suggest whatever you want (including stuff not related to the list above), it's the latter part (new functionality) that is of the most interest right now (as it likely takes the longest to implement). Thanks in advance, SoniClover
Ok i have always dreamed of some things in this game, stuf like allowing Black Ops ships to use the Covert Cloaking device for example but lets talk about modules.
When we speak of tackle there are 2 things Webs that reduce speed and Point that prevents you from warping.
Notice that we have 2 kinds of Points, A long range Disruptor and a short range Scram, I think we should do same thing with the Webs, we have the short ranged one already but a Longer range one its needed.
So I suggest a New Staisis Wbifier that can go 20km on range But not as powerfull as the shorter ranged one.
We have this 10km/ 60% speed reduction. How about a 20km/ 30% speed reduction WEBS |

Major Killz
160
|
Posted - 2013.03.30 14:11:00 -
[1725] - Quote
Area effect dooms days. They were really good at destroying ships in seconds. Good at destroying blobs. Entities would fear grouping more than 10 pilots together.
Good times.
- killz |

Naomi Knight
Imperial Academy Amarr Empire
239
|
Posted - 2013.03.31 09:40:00 -
[1726] - Quote
we need way more ew types+modules aimed to counter blobs oh and not pg hungry high slot modules , i can only use salvager in my last high slot why?:= maybe a long range target painter? which cannot stack,sothere would be no point using more than one on the same target
scripted resists or other modules could work too :D
for new ew: repair disruptors , it would lower the remote repping amount fe like -30% on the target ship , effectively countering the logis a little or lower the resists of the target ship , but this would also lower ehp and self repair efficiency that maybe would be too much ,but i think repair disruptors would be a good item
another item to counter drones ,as now they have their dmg tracking speed range etc modules ,especially the sentry drones
oh and much more ew types /modules, more options the better |

Taritura
Oberon Incorporated RAZOR Alliance
1
|
Posted - 2013.03.31 11:26:00 -
[1727] - Quote
Grid decloack smart bomb. Activating it has a percentage chance of decloacking a ship on our grid. Large module 40% Medium 30% Small 20% |

Henry Hengstenberg
Barroom Heroes
0
|
Posted - 2013.03.31 13:01:00 -
[1728] - Quote
Taritura wrote:Grid decloack smart bomb
a decloak bomb would be also nice
my wishes
- a pressure wave bomb
it makes no damage but it pressing the ships away, away from holes, away from gate, away from stations and prevent dockings games in nullsec, out of bubbles like helping friends to get out of bubbles.
- a wormhole generating bomb
the stuff to build this will be dropped from sleeper/sites. this bomb opens a random hole into other wh space, it is only useable in wh space. it opens a chance to get out of a hole or get friends in to help u in your op against other.
- pos power-grid generator
requires direct control and pos fuel to increase power-grid on pos, only 1 on pos anchor able, allows to get more pos defence online if pos gunner are there.
- pos cpu-grid generator
requires pos fuel and cap charges to increase cpu, only 1 on pos anchor able |

Lord Eremet
The Seatbelts
5
|
Posted - 2013.03.31 14:26:00 -
[1729] - Quote
Today I looked for faction Drone Damage Amplifiers, turns out the only ones are from Drone Officers if you look at info, and there was none on contract so probably ultra-rare. So how about this:
Dread Guristas Drone Damage Amplifer Stats
Drone Damage Bonus 24% Cpu usage 25 PG useage 1 |

Kerplakershtat Rova
EVE University Ivy League
0
|
Posted - 2013.03.31 15:01:00 -
[1730] - Quote
T2 capital guns. |

Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
190
|
Posted - 2013.03.31 15:53:00 -
[1731] - Quote
Named Analyzers and Codebreakers would be nice. |

evXetwvi
FSPalm
1
|
Posted - 2013.03.31 18:01:00 -
[1732] - Quote
Active damage mod for medium slots.
We have passive TE for low slots, we have actie Tracking Computer for medium slot, shield tanking also can be adjusted with modules in low slots. So why to not implement active damage mods for medium slots too? On shield tanked ships you always can fit with max tank and max damage, but on armor tanked ships you cant fit more than 1-2 damage mods because of lack low slot dedicated for too much things to do. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
|
Posted - 2013.03.31 18:55:00 -
[1733] - Quote
One thing I've been mulling over (always been a bit dissapointed with marauders not really living upto their name) is a high-slot marauder only module for them that acts as a "heat sink" and allows for a decent boost in the duration and increase in effectiveness of overheated modules. I've always thought they should be able to do a massive burst of damage/repair/tank in the initial moments of the fight but not be able to sustain it, so if they don't break the enemy in the initial onslaught they are a bit screwed. |

Stonecrusher Mortlock
University of Caille Gallente Federation
109
|
Posted - 2013.04.01 04:14:00 -
[1734] - Quote
last dev post in thread
#1343 Posted: 2012.09.23 00:51
CCP SoniClover wrote:Loius Woo wrote:CCP, is anyone still paying attention to this thread?
Can we get a little feedback? Its a two way street. Yeah, I'm still here  I hop in here every few days and look over the latest additions. I add interesting ideas to an excel sheet, so they don't get lost.
i wonder if there still taking notes. |

Scorpionstrike
The Scope Gallente Federation
1
|
Posted - 2013.04.01 10:00:00 -
[1735] - Quote
A covert ops cloaking module (for use by Covert ops cloaking ships only) in combat which has the following attributes,
* The module works by cloaking the ship between activation phases like active armor repair modules, so when the activation hits the 2nd time the ship is not* in cloak until the next full circle and so on.
* The enemy does not lose targeting but you are unseen visually, the cloak has a chance to avoid damage, and lock-break in the combat cloak phase until the cloak goes off and then back on with activation and so on..etc.
* The purpose of this module is to provide Covert ops cloaking ships a more combative and direct form of pvp opportunity by providing some defense with cloaking, and it may also provide new cloaking hulls / ships that are able to do Missions, and a more variety of roles, this is of course balance by the fact that the ship can be targeted / seen , and the defense is only on between activation phases.
|

Zimmy Zeta
Red Federation RvB - RED Federation
13788
|
Posted - 2013.04.02 20:06:00 -
[1736] - Quote
I am bored, so I am just going to repost the idea I posted somewhere earlier in the thread:
Gravitational Weapons Weapons that, instead of dealing a fixed amount of damage, deal damage in proportion to the hitpoints of their target and make the target collapse under its own mass. Such a gun would deal for example [X + 0,001% of target HP] damage to any target. Very weak against anything subcap, but great for structure grinding or against caps. To balance it out a little, those weapons should have requirements similar to strip miners, i.e. they need special hulls to support them. Ideally, those hulls (let's just call them Gunboats) would be of cruiser or battlecruiser size for the perfect rock-paper scissors circle. Capitals kill battleships + other subcaps Battleships and almost any other subcap kill Gunboats Gunboats kill Capitals and Structures. Just think of how bad an average post by me is, and then realize half of them are even worse |

SilentStryder
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.04.02 20:47:00 -
[1737] - Quote
Active Damage Modules.
You turn them on and they give good damage bonus they would use cap and be for mid slots and have scripts for rate of fire and straight up damage.... Take that you shield tankers... And armor tanks would have something worthy to spend there extra cap they saved with there more cap efficient tank.
There is president for this as a example tracking computers and tracking enhancers. |

X Gallentius
Justified Chaos
1204
|
Posted - 2013.04.03 17:10:00 -
[1738] - Quote
Tractor beams affecting active ships. Applies "Thrust" to both ships (equal and opposite direction). |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
714
|
Posted - 2013.04.03 18:28:00 -
[1739] - Quote
->Get rid of TE's - add scripts to racial dmg mods BCU-MFS-GYRO-HEAT SYNC
Advantages: -free low/mid slots -add more player decisions -increase fitting options for more tank/gank/mobility
Downsides: none ___________________________________________________
->Get rid of Tracking Computers and replace them for gun scripts
Advantages: -free slots for ewar/tackle/tank = more options and reinforcement of solo survivability, stronger gangs, no changes for large fleets
Downsides:
-fleet alpha strikes might become a problem (better tracking = better dmg application = higher alpha received)
Counter:
-tracking disruptor: to counter missile fleets some different bonus must be added like increase explo radius of missiles or reduce speed explosion ___________________________________________________
Replace Warp Disruptor and Scram for a single module with scripts. Replace officer/faction modules for officer/faction module/scripts ___________________________________________________
EDIT: because I worth it
System Power Jump Drive Subsystem - Shultz Power Drive
-new T2 Battleship Skill: x12
Requires: -Racial Battleship 5 -Elite Battleship variant skill at 3 -Advanced Weapon Upgrades 5 -Science 5 -Astrometrics 5 -Jump Drive Operation 5
-can be fitted on: Battleships T2 and superior variants
*When activated your ship travels 1.5 Ly or to the closest system with in range. Arrival point might be a celestial, station, gate, belt or the limits of the system it self. Minmatar engineers are not really sure what they have found and decided to deliver this tech without further testing, be careful you might as well end on top of an enemy POS but well, it's an acceptable price for not requiring Cyno beacons.*
With lvl5 skill:
->security system restriction: can't be activated in WH and from low/null to high sec, however Concord applies an extra tax for each activation in high sec. ->no other propulsion system than afterburner can be fitted with this subsystem ->immune to warp jamming systems on activation ->25 sec delay on activation ->can't be activated when cloak or moving (speed=0=true) ->180min cool down ->sign radius increased for 500% and global EHP reduced for 50% on activation ->on arrival ship and modules are completely off line, unable to move for 60 seconds ->module uses a player build script and is consumed on activation: fuel scrip (eeeeeeeeeeeeexpensive !!!!)
Objective:
-offer to solo players willing to explore differently the universe and regions a different but expensive traveling option.
-offer them a specific tool to potentially get higher rewards without requiring all the logistics side for traveling in between gates or choke points
-make this tool an interesting possibility for all game play types, from traveler to local guardians.
-promote and increase players retention/interest to explore New Eden Universe by offering older as younger players a new goal and gaming options, a freedom tool !! -expensive but welp, the heck !
The End -I'm out of bad ideas *removed inappropriate ASCII art signature* - CCP Eterne |

Sphit Ker
Dreddit Test Alliance Please Ignore
178
|
Posted - 2013.04.08 18:15:00 -
[1740] - Quote
Interdiction Sphere Propeller.
Like a bomb but bubble instead of blowing up. |

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.
|

Angang Ostus
Brutor Tribe Minmatar Republic
39
|
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.
|

Ruze
Next Stage Initiative Trans-Stellar Industries
35
|
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
|
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
|
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.
|

Laura Belle
Vectis Covert Solutions
3
|
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 |

SongSinger
BlitzStrike
3
|
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
|

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.
|

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! 
|

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. |

Debora Tsung
The Investment Bankers Guild
97
|
Posted - 2013.04.18 12:45:00 -
[1801] - Quote
StrongSmartSexy wrote: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.
Stacking penalties could fix that. That way only 4 - 5 ships could effectively apply a resist decrease, everything above that wouldn't even manage suck another half of a percent off the resist.
Considering that You'd need 5 ships to decrease one other ships resist by not even 10% at a limited range, it doesn't seem that oerpowered. There's nothing a million chinese guys can't do cheaper. |

Bemoteajh
Gork and Mork Munitions
0
|
Posted - 2013.04.18 14:56:00 -
[1802] - Quote
1 damage omnidirectional pulse weapon
Range Tech 1 - 30km Tech 2 - 45km
Role: Counter those sneaky gits
Restrictions 0.4 Security or lower Not usable on gates (gives blockade runners a chance)
Only equipable on new destroyers tech 2 variants |

Bemoteajh
Gork and Mork Munitions
0
|
Posted - 2013.04.18 15:00:00 -
[1803] - Quote
Drones Medium and Heavy mining drones for the Orca only |

sprototles Ganzo
Vectis Covert Solutions
1
|
Posted - 2013.04.18 16:50:00 -
[1804] - Quote
inertia accelerator module? |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
97
|
Posted - 2013.04.18 17:03:00 -
[1805] - Quote
Bemoteajh wrote:Drones Medium and Heavy mining drones for the Orca only
Harvester drones are medium mining drones but are 70 odd mil a piece.... absurd '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. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
97
|
Posted - 2013.04.18 17:04:00 -
[1806] - Quote
Roles should be -cap rechargers - easy fitting/ improves cap regen -cap batteries - medium fitting /higher cap regen plus extra cap/ neut defence can refill used cap boosters -cap boosters - High fitting/ high cap injections but limited boosters before reload '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. |

NaSCN
Ministry of War Amarr Empire
0
|
Posted - 2013.04.18 17:28:00 -
[1807] - Quote
how about Tech II reactive armor hardener? |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
97
|
Posted - 2013.04.18 17:29:00 -
[1808] - Quote
NaSCN wrote:how about Tech II reactive armor hardener?
They need to fix the current one first '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. |

Kylec
Cobalt Academy Cobalt..
0
|
Posted - 2013.04.18 18:00:00 -
[1809] - Quote
Module Name: Ion (EMP) Cannon Fitting Slot: High Turret Range Optimal: 50km Falloff: 0 Damage: 0 Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse) Signiture Resolution: 400m Can Cycle: false Charge Time: 5s Recharge Time (cooldown): 180s Cap Usage: 900
Effect: Disables all modules on any ship hit and prevents warp for 10 seconds.
Was trying to think of module ideas that could be used tactically and provided some flavor to a ship loadout (similar to MJD). The idea here is to provide a single shot, tactical disable at mid range to use as a counter to a point/scram, to disable a logi for a short period of time, provide a situational counter to a MJD or to allow a slower battleship to gain range on a faster target.
Differs from existing EWAR (scram/web/newt/etc) in that it has longer range, is based on weapon mechanics (ie can miss and is less effective at close range, small targets, large traversal), and provides temporary disable (in contrast with current EWAR which is 'always on'). |

Marcus Walkuris
Pro Synergy Frozen Shipyards
9
|
Posted - 2013.04.18 19:25:00 -
[1810] - Quote
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. |

Jovat
Science and Trade Institute Caldari State
5
|
Posted - 2013.04.18 21:53:00 -
[1811] - Quote
Jonas Sukarala wrote:NaSCN wrote:how about Tech II reactive armor hardener? They need to fix the current one first
Sorry, I missed the part where its broken.
The skill related to it is a bit broken, seeing it increases cap use the higher it goes, but the RAH is an excellent module. A RAH2 would be awesome. |

Buhhdust Princess
Mind Games. Suddenly Spaceships.
3119
|
Posted - 2013.04.18 22:40:00 -
[1812] - Quote
All types of Firework Drone
Snowball Drone |

Debora Tsung
The Investment Bankers Guild
98
|
Posted - 2013.04.19 08:11:00 -
[1813] - Quote
Kylec wrote:Module Name: Ion (EMP) Cannon Fitting Slot: High Turret Range Optimal: 50km Falloff: 0 Damage: 0 Tracking Speed: 0.04 rad/sec (about the same as a Mega Pulse) Signiture Resolution: 400m Can Cycle: false Charge Time: 5s Recharge Time (cooldown): 180s Cap Usage: 900
Effect: Has achance to disable all active modules for one cycle. *Can only be fit on Battleships
Fixed, and that's already a tad too powerfull. There's nothing a million chinese guys can't do cheaper. |

Aggrostemma
Imperium Galactica Omega Alliance
0
|
Posted - 2013.04.19 09:37:00 -
[1814] - Quote
Drone implants please!
Hardwirings that affect the drones damage, hit points, optimal range, tracking speed, orbit speed. |

I-RON zeus
Fellowship Of Lost Souls training
0
|
Posted - 2013.04.19 19:00:00 -
[1815] - Quote
would be nice to have drones that loots wreck around you (blue and white) would make missions and ratting easier. |

Iagus Damaclese
Zero-G Dogs
21
|
Posted - 2013.04.20 01:50:00 -
[1816] - Quote
A tractor beam capable of being fitted on battlecruiser and above that uses a large portion of CPU and PG.
This tractor beam would be used to pull enemy ships away from stations to keep them from redocking. |

Andy Landen
Air Initiative Mercenaries
117
|
Posted - 2013.04.20 12:39:00 -
[1817] - Quote
Mobile cyno jammer - prevents cynos from being lit on the grid once anchored. 30s to anchor. 5s to unanchor. 100k hitpoints for shield/armor/hull. |

Laserham Lincoln
Dollars and Sense Inc.
10
|
Posted - 2013.04.21 00:22:00 -
[1818] - Quote
Tactical Command Computer: High slot module that consumes a warfare link slot (so can only be mounted on BCs, command ships, and T3s). While active, this module would let the ship with the TCC's fleetmates broadcast tactical data from their grid. When the player using the TCC activates their solar system map, anything on grid with a fleetmate is shown, letting the FC get a clear picture of what's going on in a system. If that's too much you could require a midslot TCC slave unit, which would update the TCC's display every time it was activated. |

Konatsu Miyamoto
Lead Farmers Origin Kill It With Fire
3
|
Posted - 2013.04.21 03:30:00 -
[1819] - Quote
XL smartbomb
Can only be fit on pods
Does 50 million damage in a 250km radius |

Hitako Hirutoshi
Les Anarchistes
0
|
Posted - 2013.04.21 05:45:00 -
[1820] - Quote
Tech 3 modules, they are basicly tech 2 modules, but you add a script in it with a boost a nd a penalty.
Can only fit 1 t3 module of each kind except for guns
Guns -Tracking script, range script, rate of fire script, damage script, cap usage script, fit requirement script(for guns)
shield and armor boost script - Cap usage script, hp boost script, cycle script, fitting requirement script
Damage modules - ROF or Alpha script
Tracking computers - Better scripts, that involve not better boost but a lesser penalty counterpart(75% penalty instead of 100%)
Hardeners - script that gives better resist at cost of cap usage or fit requirement for example - Script that makes them easier to fit - extend duration and less cap cost
Tracking enhancer - you choose between optimal or falloff and lose all tracking speed.
Ideas? |

Loki Feiht
Feiht Family Clan
42
|
Posted - 2013.04.21 17:18:00 -
[1821] - Quote
"BFT (blue force tracker) A cool little gizmo that allows a BFT equipped vehicle to link up with a satellite and give the locations of friendly and enemy units, maps, and routes."
I'm sure there is something like this for dust514 but currently I am unaware of anything (ingame) that could provide this sort of information in real time to a force commander, maybe Eve players could get this sort of stuff at an office or via the use of a module for command ships.
More NPC thread https://forums.eveonline.com/default.aspx?g=posts&t=220858 |

Rovinia
Exotic Dancers Union SONS of BANE
95
|
Posted - 2013.04.22 00:25:00 -
[1822] - Quote
Point Defence Systems - Uses a Medslot for a battery of small guns for missile / Torpedo defence. Can also be projected at one other ship within 5 km radius.
Base change to destroy a incoming missile: 10% Point defence Skill on V: 20% (2% / level)
Could fill the gap for the lack of missile disruption systems like the Tracking Disruptor for turrets without just copying this modul and change it's bonuses to missile velocity / expl radius.
Of course, some nice effects would be cool for the defensefire like this chimera does it in this trailer @01:13 arround: http://www.youtube.com/watch?feature=player_detailpage&v=zDVEHE10nHc#t=69s |

Jimbo Mann
Running with Knives Nexus Fleet
0
|
Posted - 2013.04.22 10:36:00 -
[1823] - Quote
Rovinia wrote:Point Defence Systems - Uses a Medslot for a battery of small guns for missile / Torpedo defence. Can also be projected at one other ship within 5 km radius. Base change to destroy a incoming missile: 10% Point defence Skill on V: 20% (2% / level) Could fill the gap for the lack of missile disruption systems like the Tracking Disruptor for turrets without just copying this modul and change it's bonuses to missile velocity / expl radius. Also, the projection element on allied forces than on enemys (like TR) would need a bit of teamplay in the fleet. Some sort of escort / Bodyguard mode  Of course, some nice effects would be cool for the defensefire like this chimera does it in this trailer @01:13 arround: http://www.youtube.com/watch?feature=player_detailpage&v=zDVEHE10nHc#t=69s
In addition to being able to destroy missiles, a point defense system that would let you target smaller ships that get in close would be great. As it is now, the only way to deal with small, fast moving targets such as frigates and drones while you are in a battleship with large weapons that can't track very well is to engage them with drones.
I would think that for a ship of that size, it would be ridiculous to not include some short range weapons to defend against small targets that the main weapons can't track. |

Aracno't
Kenshin. Circle-Of-Two
16
|
Posted - 2013.04.22 11:28:00 -
[1824] - Quote
you have passive shield why not some sort of passive armour give people with low skills a chance do tank well
|

Pablo Nerdfighter
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.04.22 12:17:00 -
[1825] - Quote
Sentry Hauling Unit - When activated tows all active sentry drones within hauling range towards ship.
Anti Bump Force Field - When initiating warp, cause ships that collide into you to instantly explode / be counterbumped to 100k out / insta 0ms.
AOE: Webs / Neut / Nos / RR / CAP Transfer / Cloak |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
102
|
Posted - 2013.04.22 13:38:00 -
[1826] - Quote
Move the micro cap booster to a low and increase its capacity '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. |

Amarrius Ibn Pontificus
Dramani Confederacy
17
|
Posted - 2013.04.22 14:12:00 -
[1827] - Quote
Nikk Narrel wrote:Here is one:
Set a module / rig on mining ships.
Put it as an ECM type, that blocks any targeting with a scramble effect 15 KM around the source ship. This includes the source ship, although it is unlikely to bother them as much, since they are probably trying to leave.
Like a cloak, set it to require insane CPU or power, and give the appropriate ships a bonus to negate this cost, so only they can use it.
Intended for mining barges and exhumers.
Even better. Make the eve code public so we can play eve solo and as a stand alone game. That way only you can gank yourself. |

Haradgrim
Zenmak Manufacturing and Associates
8
|
Posted - 2013.04.22 14:55:00 -
[1828] - Quote
Three uses I would like to see:
1) A module that exhanges heat for cap or vice versa.
2) A "tracking computer" for mining lasers (to increase range)
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) |

HazeInADaze
The Tuskers
43
|
Posted - 2013.04.22 15:29:00 -
[1829] - Quote
Dead Space probes. So missions can be scanned down without the use of an expanded launcher. Cannot scan ships, just dead space pockets. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
102
|
Posted - 2013.04.22 16:01:00 -
[1830] - Quote
scaling sig blooms on mwds +200% on frig so sig is around 150 when mwd is activated +100% on cruiser so sig is around 300 +75% on battleship so sig is around 600
-mass should be applied as soon as module is fitted to ship instead of only when activated -reduce the mass on mwds so ships can actually turn decently mwd adds 50% a ships mass which is too much. -reduce cap penalty for fitting mwd as the mwd uses so much cap when activated its like a double penalty. '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. |

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
|

Rual Storge
Caldari Provisions Caldari State
8
|
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 |
|

CCP Ytterbium
C C P C C P Alliance
1858

|
Posted - 2013.05.02 16:53:00 -
[1864] - Quote
Unstickied. |
|

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
|
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
|

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
|
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.
|

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%)
|

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. |

Lola Munijugs
Hedion University Amarr Empire
2
|
Posted - 2013.07.15 15:06:00 -
[1891] - Quote
As much as I love missiles, I think its a bit unfair that there is tracking disruption for guns only. Maybe a chaff type module that increases the explosion radius of incoming missiles by 1.2x or something.
At least support ships could have something to use against missiles (defender missiles suck.) |

Reaver Glitterstim
Dromedaworks inc Tribal Band
574
|
Posted - 2013.07.15 19:35:00 -
[1892] - Quote
Lola Munijugs wrote:As much as I love missiles, I think its a bit unfair that there is tracking disruption for guns only. Maybe a chaff type module that increases the explosion radius of incoming missiles by 1.2x or something. At least support ships could have something to use against missiles (defender missiles suck.) Howabout a launcher which drops a "flare" next to your ship and sometimes causes missiles to target the flare instead? Obviously with much more advanced missile tracking technology, this "flare" would not actually be a simple heat generator to mimic engine exhaust, but would be a probe which mimics the entire energy signature of the launching ship. This probe would be destroyable, but since it has a tiny signature radius, it would take several missiles to get it. Might be useful to use turrets to pop probes (you'd just have to stop your ship completely to hit it), or even smartbombs. Lastly, the launching ship would have to stay near the probe for it to work.
This could work a lot better than defender missiles. You could have multiple probe launchers to increase effectiveness, but even just one would have a significant impact on all of the missiles coming at you and would make them have, say, a 33% chance of not hitting you.
Could perhaps have like a 1 minute cooldown for launching this probe. That makes it pretty easy to launch in every fight while still making killing it a useful tactic for your enemy. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Harvey James
Deep Core Mining Inc. Caldari State
277
|
Posted - 2013.07.15 19:38:00 -
[1893] - Quote
I still don't understand why TD's don't effect missiles yet why is there a delay? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Aquila Sagitta
Blue-Fire Confederation of xXPIZZAXx
76
|
Posted - 2013.07.15 20:26:00 -
[1894] - Quote
A new bomb that disables warp drives for 1 second. Like an ECM burst for warp disruptors except its delivered in bomb package. If you initiated warp it would shut your warp drive down and you would have to click warp again. Not a problem if your paying attention 
edit: this would be a t2 bomb or whatever and require lvl 4 bomb skill like the lockbreaker and void bomb |

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.15 21:51:00 -
[1895] - Quote
Some ideas off of the top of my head.
Modulated Ice Harvester II - takes ice type specific crystals to reduce cycle time (due to crystal being more efficient at that type of ice) Combinations of modules - Such as a Unified Scanner module, scans ship & cargo, but perhaps less range and longer cycle time than either
Something to add variability and unpredictability to ship layouts....(for the high slots added, could have a script that adds it as a turret or launcher slot, or keeps it utility with no script). This would have to have a critical eye towards overall balance to ensure it isn't overpowered
High Slot Transformer Module I - takes a high slot, and adds a mid slot High Slot Transformer Module II - takes a high slot, and adds a low slot Mid Slot Transformer Module I - takes a mid slot, and adds a high slot Mid Slot Transformer Module II - takes a mid slot, and adds a low slot Low Slot Transformer Module I - takes a low slot, and adds a high slot Low Slot Transformer Module II - takes a low slot, and adds a mid slot
The return of Mines!!!!
Stasis Field Emitter Module / Deployable
|

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.15 21:52:00 -
[1896] - Quote
Oh, how about a Stasis Bomb |

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.15 22:11:00 -
[1897] - Quote
Cynosaural Disruption Module - grid based weapon that prevents Cyno fields from being generated. Uses Liquid Ozone at same rate as Cyno Gen. If either a Generator or Disruption module is activated on the same grid, it cancels each other out.
Nanite Repair Projector module - allows support fleet to repair heat damage - uses nanites
Anti-Cloaking EMP - Super Carrier weapon (like Remote ECM). Only 1 can be fit per ship, has 30 minute cooldown. Decloaks all cloaked vessels on grid at the time of activation. Effect could destabilize every active cloaking device on grid for up to 5 minutes. |

Ellendras Silver
Bite Me inc Bitten.
61
|
Posted - 2013.07.15 23:25:00 -
[1898] - Quote
Reactive Armor Hardener II meta 2 capital hull repairer low slot cooler<=== reduces damage from overheating mid slot cooler<=== reduces damage from overheating high slot cooler <=== reduces damage from overheating
|

Laendra
Wildly Inappropriate Goonswarm Federation
16
|
Posted - 2013.07.16 13:06:00 -
[1899] - Quote
Moon Harvester II - let us mine more than one of a given material if it exists on the moon Capital Tech II modules Capital Officer modules
Survey Probe Launcher II - make it actually tech 2 vs the tech 1 version. Activation time is a crap stat to have be the only difference, and to cost us 22 extra CPU. Give us at least something decent, such as 10x capacity with no increased CPU.
Small, Medium and Capital Micro Jump Drives and Tech II variants of all 4
Tech 2 Cyno generator modules (regular and covert) - reduced Liquid Ozone and decreased Activation Time / Duration
Add scripts to Jump Portal generator modules (regular and covert) , one for increased duration, one for decreased fuel usage
Tech 2 Jump Portal generators (regular and covert)
MOAR Tech 3 stuff (ships and modules)
|

Fronkfurter McSheebleton
The Graduates RAZOR Alliance
232
|
Posted - 2013.07.16 14:25:00 -
[1900] - Quote
I think a covert ops afterburner could be fun, especially if blops were allowed to use them. Hell, even if ONLY blops were allowed to use them...it'd make good use of that velocity bonus. thhief ghabmoef |

Lee Mcgee
New Eden Aurorae Corporation
5
|
Posted - 2013.07.16 15:15:00 -
[1901] - Quote
FEDERATION NAVY REMOTE ARMOR REPAIR SYSTEM  |

Chimpface Holocaust
Zarnfell
3
|
Posted - 2013.07.16 15:25:00 -
[1902] - Quote
I'd like to see modules that increase the effects of EW drones.
examples
web drone mod- increases the stasis effects of webifier drones
ECM drone mod- increases ECM strength of ECM drones
Neut drone mod- increases drain amount of energy neutralizer drones
|

DG Ale
TSOE Po1ice TSOE Consortium
20
|
Posted - 2013.07.16 16:32:00 -
[1903] - Quote
Cyno Jamming Module
- It would have a range of 3k - 5k or less.
- You have to lock the activated cyno before activating the module.
- It can be fit to any ship. ECM ships would have a range bonus. So a small fast ECM frigate would be best.
Maybe you can load scripts to either kill the cyno, delay the jump or scatter a jumping fleet over the region. |

Andy Landen
Battlestars Ex Cinere Scriptor
126
|
Posted - 2013.07.17 15:30:00 -
[1904] - Quote
DG Ale wrote:Cyno Jamming Module
- It would have a range of 3k - 5k or less.
- You have to lock the activated cyno before activating the module.
- It can be fit to any ship. ECM ships would have a range bonus. So a small fast ECM frigate would be best.
Maybe you can load scripts to either kill the cyno, delay the jump or scatter a jumping fleet over the region. Let's revise that one:
Cyno Jamming Script for Cyno Field Generator Loaded into a cyno field generator to disrupt all cyno fields within 5,000 km. Non-targeted; has the same effect on the ship as a cyno field (cannot warp, log, dock, move, etc.) and requires the same amount of liquid ozone. Kills existing cyno fields and prevents new fields within the range and frees those cyno ships from the effects of the cyno field so they can warp, dock, log, etc. "We cannot solve our problems with the same thinking we used when we created them." Albert Einstein-á |

Silivar Karkun
Imperium Aeternam Phantom Armada
87
|
Posted - 2013.07.17 18:10:00 -
[1905] - Quote
beating a dead horse here: mining sentry drone
-base yield of a mining laser, so the T1 sentry miner can pull the same as a miner I, while the T2 version pulls the same as a miner II (60 m3 per min, same as 4 tech 1 mining drones).
-sentry drone attributes, this means, 25 m3 and 25 bandwith, sentry tank and range, as they are inmobile, they use a tractor beam to move the ore from them to the ship. the time it takes to them to do that depends on the distance again.
-skill intensive: it would require Drones V, Drone interfacing IV, Mining Drone Operation V and Sentry Drone Interfacing I. aditional to this Sentry Drone Interfacing would give a bonus of 5% of mining yield per lvl for them.
now, about balance:
IN PAPER,
a sentry miner drone II pulls 60 m3, with full V skills it would ad a maximum of 150 m3. as the drone wouldnt move, it would use a tractor beam to move the ore, the time it would retrieve the ore would depend in the distance from the ship, like with any other mining drone.
mining sentry drones would get bonuses from the mining drone rigs, so they could get up to a maximum of 177 m3 of yield per drone.
a drone ship like the dominix has 125 bandwith so it can field 5 of these, 177*5 = 885 m3 of aditional yield. a dominix with full lvl V skills and using miner IIs in its high slots would have 360 m3 of yield, and a cargohold of 4998 m3, almost the same as a venture, if uses T1 cargo rigs and T2 cargo expanders. with sentry mining drones and implants that would have in total a yield of 1245 m3 of ore per minute. (note that with cargo rigs you would have a yield of only 1147 m3)
in the case of a carrier, it can port 15 of these, so the drone yield would be of 2225 m3 with full skills, of course, this means the sentries take all the slots, leaving the ship vulnerable. aditional to that, a thanatos with full cargo, this means, T1 CAPITAL cargo rigs and T2 cargo expanders, gets an aditional of 5717 m3 for cargo, which includes to the fleet hangar and you would get 15717 m3 of posible cargo to move. or it would have a yield of 2655 m3 if it used rigs (2 T1 and 1 T1)
with those 2 examples i can show that the idea wouldnt be OP, why?.
example A: while a battleship like the dominix could have better yield than a venture, it becomes basically a ganking target, it cannot tank, it doesnt have speed and it cant defend properly if attacked. the venture can basically GTFO quickly and has the same performance as the dominix given in the example, for only a little fraction of the skills and isk required.
example B: while the mining thanatos in this example has a good yield, it cannot match that of any mining barge or exhumer at good skills, also, as a capital ship it is vulnerable to get hot droped, its total cargo goes slightly up compared to the ore hold of a skiff, but cannot match the ore hold of a retriever/mackinaw or the work of a covetor/hulk with an orca/rorqual.
now about the mining ships, an orca can only deploy 2 sentries, same for exhumers, mining barges can deploy only one, and the rorqual can field 5. not a big deal in terms of yield.
the uses for them, well, for one part, defense, if the ship can focus its aditional yield in one drone at reduced bandwith, it can field others. mining barges wouldnt be able of course, exhumers could field 1 sentry miner and 4 scouts so they can get a little improvement in yield while they get defense, an orca would be able to do the same in that matter, but no one mines in a hauler, as for the rorqual, it gets the same example as the orca.
battleships would get clearly bonused with this, just look at the example of the dominix, there are many possibilities |

Ellendras Silver
The Scope Gallente Federation
62
|
Posted - 2013.07.17 20:20:00 -
[1906] - Quote
capital neuts (meta 1 and 2) capital NOS (meta 1 and 2) |

Whitehound
1551
|
Posted - 2013.07.17 21:17:00 -
[1907] - Quote
Tech3 Turrets
Intro: All turrets currently have attributes like optimal range, falloff, tracking, ammo type, RoF, etc.. When players fit turrets do these almost always fit 2 to 8 at a time. The more the better, and always following the rule "not to mix weapons".
Idea: This led me to the idea of a Tech3-like weapon system, where one does not fit identical weapons into the high-slots, but instead fits weapon modules that select a variety of properties. The more high-slots a ship then posses, the more complex features the resulting weapon can have.
- The "mount" weapon module selects the type of weapon, meaning its visual effect, i.e. laser, projectile, hybrid or something completely new.
- The "range" module selects the range, i.e. short, medium and long. Fitting two or more "range" modules extends the range, but also increases requirements. To avoid simply copying tracking computers with this should the "range" module only provide certain combinations of tracking speeds, optimal ranges and falloffs, even ammo capacity, and not allow for a complete freedom over these values so that TCs and TEs stay desirable.
- The "damage" module selects the damage type. Fitting multiple "damage" modules into the high-slots allows for multiple damage types and more damage while also increasing requirements. One can use these to construct a weapon that deals a high amount of only thermal damage, or one that deals omni damage, or even one that deals EM+Explosive.
More weapon modules are thinkable, but I will leave it at three. Players have to fit at least one of each weapon module and can fit at most 8 depending on their ship's high-slot layout. The result is that the trade-off between range and damage remains, but it becomes harder for players to tell what the exact threat of someone's turrets are and opens more possibilities for players.
The idea may also be limited to only Tech3 cruisers and require the player to fit a specific offensive subsystem to use Tech3 turrets. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Ranger 1
Ranger Corp
4371
|
Posted - 2013.07.17 21:58:00 -
[1908] - Quote
Probably far too late, and already mentioned, but I'd like to see a true "Heat Sink" introduced.
A limited use or single use module that takes heat damage first instead of modules that are overheated. Only after this module is "burned out" does an over heated module begin taking normal damage.
Obviously the more modules that are over heated the fast this module would burn out.
Potentially you could have it's effect limited to either High, Medium, or Low slot modules depending on which rack you have installed it in, although that would probably reduce it's appeal significantly compared to other modules you could put in those same slots.
If they could be fit in any rack however, that would be awesome, and give use to what are now often unused utility high slots.
This module should not be repairable, even if only partially damaged. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Me ofcourse
Koa Mai Hoku Nulli Secunda
85
|
Posted - 2013.07.18 01:49:00 -
[1909] - Quote
Keyword: Fitting
Point-Defence turret
basically something in the line of a Smartbomb/ friend or foe, however the difference is that this will run off ammunition and instead of damaging everything in range, it will target something which you base your standings off of and shoots a single target at a time. so it will act as an anti-drone/missile weapon. Will be a high slot module of course, powergrid and CPU will be based off of the ship which fits it, that also affects the damage that is dealt by the module |

scarify ardonn
The First Kiss
7
|
Posted - 2013.07.18 08:12:00 -
[1910] - Quote
just do something with cyno :-) I understand why people hotdroping even 2 frigates with 20 blackops, it is because they are so noob to make kills another way.
So, in this topic are plenty of ideas about cyno jamming. I like few of them.
Best anti-cyno idea:
Personal cyno jammer : module with +-50km range, mid-slot, effect: targeted ship cant light a cyno <---CCP pls do this
or second good idea:
add cyno jam ability to all bulles - interdictor, HIC, mobile,
third good idea:
mobile cyno disruptor : same as mobile warp disruptor, but in range cant be used cyno
PS: for love o god add new Accessorier item : stopwatch (avarage programmer can make and implements stopwatch in 1 hour)
thx |

Ellendras Silver
The Scope Gallente Federation
63
|
Posted - 2013.07.18 10:19:00 -
[1911] - Quote
scarify ardonn wrote:just do something with cyno :-) I understand why people hotdroping even 2 frigates with 20 blackops, it is because they are so noob to make kills another way. So, in this topic are plenty of ideas about cyno jamming. I like few of them. Best anti-cyno idea:  Personal cyno jammer : module with +-50km range, mid-slot, effect: targeted ship cant light a cyno <---CCP pls do this or second good idea:  add cyno jam ability to all bulles - interdictor, HIC, mobile, third good idea:  mobile cyno disruptor : same as mobile warp disruptor, but in range cant be used cyno PS: for love o god add new Accessorier item : stopwatch (avarage programmer can make and implements stopwatch in 1 hour) thx
no if you wanna get rid of a cyno kill it... if you dont you ran out of luck |

Goar Arran
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.07.18 12:32:00 -
[1912] - Quote
boost legion ship please |

gawrshmapooo
Es and Whizz Hedonistic Imperative
12
|
Posted - 2013.07.18 15:59:00 -
[1913] - Quote
Hell I'll give it a try.
Webifier scripts: Range script: range of the webber goes up in exchange for smaller speed penalty of the target ship. Velocity penalty script: Higher velocity penalty for a dramatic reduction in range.
MWD scripts: Speed script: greater speed for massive sig radius penalty increase. Sig radius penalty script: Large speed nerf for a smaller sig radius.
(I really like scripts.)
Single use module: Targeted energy de-stabilizer : a highslot module that can hold one charge at a time, that when used on the targeted ship, drains a moderate amount of cap instantly. Can only be reloaded in stations and has a long universal cooldown.
I really like the scripted armor hardeners idea.
|

Swiftstrike1
Interfector INC. Fade 2 Black
105
|
Posted - 2013.07.18 18:39:00 -
[1914] - Quote
Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself.
- You'd light it up and your ship would be disabled.
- It would last for 10 minutes and show up on the OV for all to see.
- In addition, the "fuel" would have an extended reload time e.g. 15 minutes.
I have lots of ideas. -áThey're not always well thought through, but they are always well intentioned. -á |

Ellendras Silver
No Self Esteem ShAdOw PoLiTiCs
70
|
Posted - 2013.07.25 18:54:00 -
[1915] - Quote
Goar Arran wrote:boost legion ship please since when is a legion a module  |

Ellendras Silver
No Self Esteem ShAdOw PoLiTiCs
70
|
Posted - 2013.07.25 18:59:00 -
[1916] - Quote
Swiftstrike1 wrote:Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself.
- You'd light it up and your ship would be disabled.
- It would last for 10 minutes and show up on the OV for all to see.
- In addition, the "fuel" would have an extended reload time e.g. 15 minutes.
there is no need for a cyno fix because there is no problem
the ship is imobile for 10 min cant move cant logoff nothing its a sitting duck all you have to do is kill it
FFS if you have that much issues with it move to high sec |

Marwolaeth Arglwydd
The Crabbit Dead Terrorists
25
|
Posted - 2013.07.25 19:22:00 -
[1917] - Quote
Not really a new module, but I would like to see a lot more of the high-slot modules on the outside of the ships. Like how Missile turrets are now. Or if nothing else at least the ones that affect other players like vamps and nos and reppers. |

Vayn Baxtor
Ultra High Ping Crew Tribal Band
70
|
Posted - 2013.07.25 20:58:00 -
[1918] - Quote
Quote:or second good idea: cyno jam ability to all bulles - interdictor, HIC, mobile,
I like this one - for Interictors and HICs. Lives up to the name. Using tablet, typoes are common and I'm not going to fix them all. |

Orakkus
Winds of Dawn Kraken.
108
|
Posted - 2013.07.25 22:04:00 -
[1919] - Quote
First off, and its probably been mentioned already, but this is two parts:
First: Change the useless Defender missiles to be more like, Decoy missiles. You shoot one and for say 5 to 10 seconds, all ships have a 30% less chance of hitting your ship, or maybe your signature radius is dropped by 50%.
Second: Give the new Decoy Missiles a seperate launcher. You can only carry one on any ship, and it has a long rate of fire, say 3 to 6 times the duration of the Decoy missile.
A variant of this is to allow for mutiple fast firing launchers, but for each missile to only do a small reduction in signature.
Anyway, tear it up. |

Phaade
Debitum Naturae WHY so Seri0Us
20
|
Posted - 2013.07.25 22:32:00 -
[1920] - Quote
Fleet support anti-missile / drone weapon system
functionality similar to that of the close-in weapon system (CIWS) designed to engage anti-ship missiles (rockets to torps) and fixed wing aircraft (drones) at close ranges.
High-Slot weapons system Does not require lock (drones) Light damage, high ROF Cannot fire on larger targets conventionally Mountable on Destroyer class ships Operational range: 8KM
Other point defense systems that work on rails / projectiles would be awesome. Lasers too, but that could get funky, how do you beat a laser to it's destination? Perhaps with MORE LAZORS |

sprototles Ganzo
Eternal Darkness. Fatal Ascension
1
|
Posted - 2013.09.22 07:25:00 -
[1921] - Quote
I think EVE is not realistic in this way...
I really dont like that capital ships are weak against group of small/medium ships.... I know that only stupid players will face solo in titan against 50 frigates but it may happened :D
Thats why i would like to see DEFENSIVE RIGS of medium, large and capital size
Lets compare titan with something really big from real world.... maybe with battleship Yamato Both have big guns that can kill everythink in few seconds... but Titan cant face small ships, Yamato can because it have lots of turrets that can defense him
This ship modification is designed to increase a ship's defense at the expense of the ship's CPU capacity, POWERGRID capacity and CAPACITOR capacity. (Drawback -10 % to all) DEFENSIVE RIGS will allow you add another group turrets/launchhers on your ship this way:
CAPITAL DEFENSIVE RIGS 2 large turrets/launchers or 4 medium turrets/launchers or 8 small turrets/launchers
LARGE DEFENSIVE RIGS 2 medium turrets/launchers or 4 small turrets/launchers
MEDIUM DEFENSIVE RIGS 2 small turrets/launchers
your skills (like torpedo skills or whatever) will not boost damage of this rigs you can choose only TECH1 modules and TECH1 ammo
Like or improve my idea if you like it :) (Sorry for incorrect english )
... or maybe it may be good as subsystem to every ship...depend on YOU !  |

Caleb Seremshur
Angel of War Game 0f Tears
90
|
Posted - 2013.09.22 10:23:00 -
[1922] - Quote
Ellendras Silver wrote:Swiftstrike1 wrote:Don't recall if I already posted in here or not. I like the anti-cyno theme, but most ideas put forward are too powerful imo. My version of a "cyno-jammer" would be based on the cyno module itself.
- You'd light it up and your ship would be disabled.
- It would last for 10 minutes and show up on the OV for all to see.
- In addition, the "fuel" would have an extended reload time e.g. 15 minutes.
there is no need for a cyno fix because there is no problem the ship is imobile for 10 min cant move cant logoff nothing its a sitting duck all you have to do is kill it FFS if you have that much issues with it move to high sec
your rebuttal ignores super tanked battleships and capitals.
maybe make cyno have a spool up time for the ship doing the jump? sort of like MJD and set the base time to like 10s and after all 5 skill 7.5s. In this way a defending force can guarantee itself an opportunity to pop a cyno frigate.
In my humble opinion one of the many balance issues this game has is the disparities between ship classes. Small ships can compete with larger ships even at times where they have no right to. It's a matter of isk commitment. Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

dusted007
CHOAM Research. The Brotherhood Alliance
0
|
Posted - 2013.09.22 12:08:00 -
[1923] - Quote
Finish the logistic drone, add cap transfert and hull rep drones |

Smug face Makbema
Hedion University Amarr Empire
1
|
Posted - 2013.10.31 13:37:00 -
[1924] - Quote
Automated missile bays
Rig thatGÇÖs cuts the missile reload time
T1: would be 2 seconds shorter reload time T2: Would be 3 seconds shorter reload time
Benefits would be a tiny bit better overall DPS and the ability to save time switching ammo types for intense PVP use.
It would also help a `bit whit missile launchers having a small amount of ammunition loaded, and enhancing the usefulness of missile selectable ammo usage.
|

Denson022
Defiance LLC
4
|
Posted - 2013.11.03 01:19:00 -
[1925] - Quote
Smug face Makbema wrote:Automated missile bays
Rig thatGÇÖs cuts the missile reload time
T1: would be 2 seconds shorter reload time T2: Would be 3 seconds shorter reload time
Benefits would be a tiny bit better overall DPS and the ability to save time switching ammo types for intense PVP use.
It would also help a `bit whit missile launchers having a small amount of ammunition loaded, and enhancing the usefulness of missile selectable ammo usage.
+1 |

Soledad Chang
Apollos Armada
0
|
Posted - 2013.11.09 18:17:00 -
[1926] - Quote
I have been trying to come up with a reasonable Point-Defense System module for destroyer class and up. Frigs might be able to use this as a serious upgrade to dps, if the ability as limited, however, I think i have a workaround for that issue entirely:
make the pds AI-controlled.
Stats should be similar for each size, make it a high or mid-slot, and give it a low cap-drain factor. Should be a projectile turret I think, as these naturally have the lower cap needs, and higher rate of fire.
You could even make the turrets small enough that they would be the same for each class, yet increased ship size means increased number of turrets per module.
The AI would target drones, missles, and maybe even attempt to shoot Rail rounds. Totally ineffective against lasers, but there could be a reflective chaff-type system for reflecting lasers.
In theory, you could even take this a step further, and create a defensive ship designed specifically to counter wolf pack type attacks on larger ships. But, if this design were to be implemented, then it would need to be a cruiser/destroyer class vessel.
Possibly a PDS drone type? Targetable to guard specific friendly targets? |

Willaev
KINGS OF EDEN Sev3rance
21
|
Posted - 2014.01.29 14:35:00 -
[1927] - Quote
Small, Medium, Large Isotope Neutralizer/Nosferatu. Functionally similar to energy neuts/nos, but drains fuel isotopes from capital fuel bays.
1 or 2 would have little effect on a capital's ability to jump or use other modules (Titan Doomsday) in a reasonable amount of time, but dozen(s) would drain enough over time to decrease jump range or prevent a capital from jumping at all, or using other modules that require isotopes once dry.
The Isotope Nos would allow for the transfer of isotopes from one capital fuel bay (the target) to another.
|

Kadazer
GAZNOROCK Inc. GANOR INC.
45
|
Posted - 2014.01.30 22:55:00 -
[1928] - Quote
Missile barrage pod Fires a swarm of guided missiles at all targeted ships within range. It fires a maximum amount of missiles per ship and a maximum amount overall. It has to reload after one shot for a longer time. |

Kadazer
GAZNOROCK Inc. GANOR INC.
45
|
Posted - 2014.01.30 23:19:00 -
[1929] - Quote
Nanite Cannon Fires nanite loaded projectiles which explode on impact and release an aggressive nanite swarm. The initial damage is not very high but ships attacked by the nanites take constant damage. The nanite swarms fade over time. All active nanites attack the last by the cannon hit ship. Depending on the nanite type the damage type done differs. |

Corraidhin Farsaidh
Hello-There
156
|
Posted - 2014.01.30 23:37:00 -
[1930] - Quote
Example for meta I 200mm AoN Plate
Fitting: Low slot Power: 6 MW CPU: 26 tf
HP bonus: 200 HP Armour resist: 12.5% across the board
Mass addition: 80000 Kg
The idea of this module is that non-essential areas (crew quarters, passenger quarters, bits and pieces of superstructure, holdspace) etc) Have no impact on vessel performance in combat if they are perforated/incinerated. Armour plate and nano-membrane performance enhancements are concentrated purely over those critical areas most required.
Basic Principles: Total weight of armour is less as less plate is used Raw HP bonus is less as less plate is used Resistances are boosted as plate and nano-membranes are focused on critical areas.
This module does not perform as well as armour plate and EANM together, but has a lower mass, therefore impacts speed and agility less. |

sprototles Ganzo
Brutor Tribe Minmatar Republic
2
|
Posted - 2014.02.18 09:05:00 -
[1931] - Quote
OVERHEAT DRONES !!! My ideas....pls chceck them :) https://forums.eveonline.com/default.aspx?g=posts&m=3643317#post3643317 https://forums.eveonline.com/default.aspx?g=posts&m=2588345#post2588345 |
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