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Thread Statistics | Show CCP posts - 1 post(s) |

CppMan
|
Posted - 2004.08.05 04:25:00 -
[91]
I know! - Dron repir module How about a module that can repair drones that are in your drone bay. I can be such a pain to take your drons back to a station and try to repair them all. So just strap on a drone repair modure and it will fix them all.
CppMan |

CppMan
|
Posted - 2004.08.05 04:25:00 -
[92]
I know! - Dron repir module How about a module that can repair drones that are in your drone bay. I can be such a pain to take your drons back to a station and try to repair them all. So just strap on a drone repair modure and it will fix them all.
CppMan |

Roshandari
|
Posted - 2004.08.07 10:32:00 -
[93]
Edited by: Roshandari on 07/08/2004 10:38:19 Got a couple of ideas here;
Deconstruction Laser Various sizes (small/med/large) Fitting Reqs : To be on par with turret based weaponry for damage/range comparison Skill Reqs : Gunnery 4, Mining 5 Effect : These lasers would be effective for deconstructing the hull and armor of the target at varrying rates and varrying costs in terms of cap and yielding the minerals that went into constructing the ship. Given the ability to fit Frequency Crystals to change the amount of EM damage for penetrating the shields, the only other effect of these lasers would be a slow amount of damage to armor and hull. Overall damage over time would be lower than someone using standard weapons with average skills (rank 3 in respective weapon) by about 30%. Goal : People who dedicate their learning to Mining would have a means of defence, if feeble. Besides, if a Mining Laser can disassemble a roid at the molecular level and beam it to the cargo hold along the laser, why can't it disassemble a hull that's free of impurities already?
New Weapons : Sorry for the broad suggestion here. What I'm going for is larger weapons that emulate smaller weapons with the range of weapons the same size. Example, say we have a "Long Barreled 200mm AC" that is a Large slot. It has turret tracking speeds and damage/power consumption levels similar to the standard 200mm AC, but it's weapon range is on par with a large, or at least Medium autocannon. This would give a battleship pilot who's willing to sacrifice the battleship hitting power of his 1400mm Artillery cannons the ability to do a little bit better job at hitting small targets without needing them to be in range of small guns that can track them. Fitting requirements would need to be higher to prevent frigates from fitting them, but as far as activation cost, it could be identical to the 200mm.
Not a module idea, I know: Tech 2 Shuttles Top Speed 1200m/s Shield/Armor/Hull 50% of Tech 1 shuttle Sig-Radius about that of a large frigate Resource cost to nearly equal a medium sized frigate Repackage into a unit small enough to fit in a 500m3 space. 1.0m3 cargo space
Goal: High speed, easy to repackage shuttles that cost more than current shuttles for this advantage. The sig-radius boost might be a bit much, but if it's easier to lock and destroy thanks to fewer hp/ap/sp, it might add sufficient risk to it's use. The smaller cargo space would also guarantee it couldn't be use for transporting anything larger than skills.
Mechanic Drone Size 250m3 Required Skills: Drones 5, Repair Drone 1 Required Items: Tritanium in cargo bay Effect: While at less than 10m/s, this drone will circle your ship using tritanium from your cargo bay to repair modules, hull and armor at a slow to quick rate based on level of drone (basic, standard, advance, improved, elite) and corrosponding level of Repair Drone Skill.
Pro: This could free up the Hull and Armor repairer slots. Con: If no Tri is available in the cargo hold, the Repair Drone takes damage as it uses it's own parts to do the job.
Module: Robotic Assault Bay High Slot, Missile Bay Required Skills: Drones 5, Boarding Actions 1/3/5 CPU 45/125/250 PG 18/160/4000 Recycle time - 90 seconds Max Uses - 5 times before repair is needed Max Range - 2500meters
Effect: When targeted ship loses shields and is below 20% armor, webbed and scrambled, the controlling player may launch attack drones that attempt to board the target and either go for a kill blow by attacking the reactor from inside or ousting the pilot and commandeering the ship which you can command to go one place and dock. As a balancing effect for, if Concord catches you using these devices, you will be marked as a criminal and attacked. Having them isn't a crime, and using them against NPC's other than Concord isn't a crime. Also, when flying a stolen Concord Ship, you are always marked as -5.0 to Concord for the duration of the flight. Those who would steal a Concord Ship probably won't care anyway, but the kill on sight might discourage others from trying to nab a Concord Ship just for kicks. Perhaps Sec-Status drop would be more than double what it would have been if the vessle were destroyed for all factions and standings. Stolen NPC ships could be marked as not being sellable / escrowable, and yielding significantly less resources than player constructed ships when recycled. This would prevent it from ruining the market for people who build ships, and perhaps it would give yet another item for Black Market Trading once the skill works, as well as new missions for criminals. "Hey, I need a concord interceptor. Go steal one and fly it here personally for a nice cash bonus"
Pros: More ship diversity for players. Sick of stock ships? Go nab a nice NPC ship you've seen in a particular system.
Cons- This would require a lot of work from the Devs to build stats for other aspects of all The key to living in a sci-fi universe: Never wear a redshirt with an blank nametag...they always die first. |

Roshandari
|
Posted - 2004.08.07 10:32:00 -
[94]
Edited by: Roshandari on 07/08/2004 10:38:19 Got a couple of ideas here;
Deconstruction Laser Various sizes (small/med/large) Fitting Reqs : To be on par with turret based weaponry for damage/range comparison Skill Reqs : Gunnery 4, Mining 5 Effect : These lasers would be effective for deconstructing the hull and armor of the target at varrying rates and varrying costs in terms of cap and yielding the minerals that went into constructing the ship. Given the ability to fit Frequency Crystals to change the amount of EM damage for penetrating the shields, the only other effect of these lasers would be a slow amount of damage to armor and hull. Overall damage over time would be lower than someone using standard weapons with average skills (rank 3 in respective weapon) by about 30%. Goal : People who dedicate their learning to Mining would have a means of defence, if feeble. Besides, if a Mining Laser can disassemble a roid at the molecular level and beam it to the cargo hold along the laser, why can't it disassemble a hull that's free of impurities already?
New Weapons : Sorry for the broad suggestion here. What I'm going for is larger weapons that emulate smaller weapons with the range of weapons the same size. Example, say we have a "Long Barreled 200mm AC" that is a Large slot. It has turret tracking speeds and damage/power consumption levels similar to the standard 200mm AC, but it's weapon range is on par with a large, or at least Medium autocannon. This would give a battleship pilot who's willing to sacrifice the battleship hitting power of his 1400mm Artillery cannons the ability to do a little bit better job at hitting small targets without needing them to be in range of small guns that can track them. Fitting requirements would need to be higher to prevent frigates from fitting them, but as far as activation cost, it could be identical to the 200mm.
Not a module idea, I know: Tech 2 Shuttles Top Speed 1200m/s Shield/Armor/Hull 50% of Tech 1 shuttle Sig-Radius about that of a large frigate Resource cost to nearly equal a medium sized frigate Repackage into a unit small enough to fit in a 500m3 space. 1.0m3 cargo space
Goal: High speed, easy to repackage shuttles that cost more than current shuttles for this advantage. The sig-radius boost might be a bit much, but if it's easier to lock and destroy thanks to fewer hp/ap/sp, it might add sufficient risk to it's use. The smaller cargo space would also guarantee it couldn't be use for transporting anything larger than skills.
Mechanic Drone Size 250m3 Required Skills: Drones 5, Repair Drone 1 Required Items: Tritanium in cargo bay Effect: While at less than 10m/s, this drone will circle your ship using tritanium from your cargo bay to repair modules, hull and armor at a slow to quick rate based on level of drone (basic, standard, advance, improved, elite) and corrosponding level of Repair Drone Skill.
Pro: This could free up the Hull and Armor repairer slots. Con: If no Tri is available in the cargo hold, the Repair Drone takes damage as it uses it's own parts to do the job.
Module: Robotic Assault Bay High Slot, Missile Bay Required Skills: Drones 5, Boarding Actions 1/3/5 CPU 45/125/250 PG 18/160/4000 Recycle time - 90 seconds Max Uses - 5 times before repair is needed Max Range - 2500meters
Effect: When targeted ship loses shields and is below 20% armor, webbed and scrambled, the controlling player may launch attack drones that attempt to board the target and either go for a kill blow by attacking the reactor from inside or ousting the pilot and commandeering the ship which you can command to go one place and dock. As a balancing effect for, if Concord catches you using these devices, you will be marked as a criminal and attacked. Having them isn't a crime, and using them against NPC's other than Concord isn't a crime. Also, when flying a stolen Concord Ship, you are always marked as -5.0 to Concord for the duration of the flight. Those who would steal a Concord Ship probably won't care anyway, but the kill on sight might discourage others from trying to nab a Concord Ship just for kicks. Perhaps Sec-Status drop would be more than double what it would have been if the vessle were destroyed for all factions and standings. Stolen NPC ships could be marked as not being sellable / escrowable, and yielding significantly less resources than player constructed ships when recycled. This would prevent it from ruining the market for people who build ships, and perhaps it would give yet another item for Black Market Trading once the skill works, as well as new missions for criminals. "Hey, I need a concord interceptor. Go steal one and fly it here personally for a nice cash bonus"
Pros: More ship diversity for players. Sick of stock ships? Go nab a nice NPC ship you've seen in a particular system.
Cons- This would require a lot of work from the Devs to build stats for other aspects of all The key to living in a sci-fi universe: Never wear a redshirt with an blank nametag...they always die first. |

Mr Box
|
Posted - 2004.08.08 01:06:00 -
[95]
1) High slot armor/hull repairers. Rather than repair your ship these could be fitted to repair other ships.
2) High slot shield hardners. Hardens the shields of the target ship, by say 35-45%.
3) Point defence, auto targeter. A mid slot item that automaticly fires your ships weapons at any missles or drones that threaten your target. You target a ally and activate it, whilst active your turrets will effectivly defend it.
4) Mimic drones. Drones have no weapons. Although they do target enemy ships when you do. Drones would have a holographic emiter and would pretend to be you. Would have your name and the look of your ship. Drones would not fly to attack but would try to fly in formation close to you.
5) Enhanced sensors. High slot item that needs to be fitted to a BS. BS would not be able fit any guns whilst this is added as it should take up most of BS's powergrid. Sensors should have a range of 1000km and should enable gang warping to enemy ships/structures.
|

Mr Box
|
Posted - 2004.08.08 01:06:00 -
[96]
1) High slot armor/hull repairers. Rather than repair your ship these could be fitted to repair other ships.
2) High slot shield hardners. Hardens the shields of the target ship, by say 35-45%.
3) Point defence, auto targeter. A mid slot item that automaticly fires your ships weapons at any missles or drones that threaten your target. You target a ally and activate it, whilst active your turrets will effectivly defend it.
4) Mimic drones. Drones have no weapons. Although they do target enemy ships when you do. Drones would have a holographic emiter and would pretend to be you. Would have your name and the look of your ship. Drones would not fly to attack but would try to fly in formation close to you.
5) Enhanced sensors. High slot item that needs to be fitted to a BS. BS would not be able fit any guns whilst this is added as it should take up most of BS's powergrid. Sensors should have a range of 1000km and should enable gang warping to enemy ships/structures.
|

slaker
|
Posted - 2004.08.08 02:23:00 -
[97]
how about an estimated eta to destination on the auto pilot so you can have an estimate to how long it will take you to get there depending on your ship speed and so forth.
|

slaker
|
Posted - 2004.08.08 02:23:00 -
[98]
how about an estimated eta to destination on the auto pilot so you can have an estimate to how long it will take you to get there depending on your ship speed and so forth.
|

Boonaki
|
Posted - 2004.08.08 10:40:00 -
[99]
Hi slot mods used to debuff the target ships resistance. Have 1 mod for each type, em debuff for shield, em debuff for armor, explosive debuff for shield, explosive debuff for armor. It would have a higher power req due to limiting their use on frigates. It would bring new life into cruisers for PVP warfare. I wouldn't allow negatives, and using more then 1 type reduces the effect just like the shield hardners.
Thermal Shield Debuff 50 CPU 100 power grid -40% to shield thermal resistance 20k range 100 cap duration 30 seconds
Fear the Ibis of doom. |

Boonaki
|
Posted - 2004.08.08 10:40:00 -
[100]
Hi slot mods used to debuff the target ships resistance. Have 1 mod for each type, em debuff for shield, em debuff for armor, explosive debuff for shield, explosive debuff for armor. It would have a higher power req due to limiting their use on frigates. It would bring new life into cruisers for PVP warfare. I wouldn't allow negatives, and using more then 1 type reduces the effect just like the shield hardners.
Thermal Shield Debuff 50 CPU 100 power grid -40% to shield thermal resistance 20k range 100 cap duration 30 seconds
Fear the Ibis of doom. |

Gungankllr
|
Posted - 2004.08.08 17:38:00 -
[101]
'Cargo Drones'
I'd like to see a drone class that can be set to either fetch items up to your scout drone range from cargo cans, (perhaps 5 m3 would be good, larger items would require more drones to lock and carry) or move relatively small amounts of ore from your cargohold to another selected destination.
It would give players something they have been drooling about since Eve was established, more control over their environment.
In addition, it is environmentally friendly as the drones looooove the space junk floating around =)
www.hadean.org
|

Gungankllr
|
Posted - 2004.08.08 17:38:00 -
[102]
'Cargo Drones'
I'd like to see a drone class that can be set to either fetch items up to your scout drone range from cargo cans, (perhaps 5 m3 would be good, larger items would require more drones to lock and carry) or move relatively small amounts of ore from your cargohold to another selected destination.
It would give players something they have been drooling about since Eve was established, more control over their environment.
In addition, it is environmentally friendly as the drones looooove the space junk floating around =)
www.hadean.org
|

Gungankllr
|
Posted - 2004.08.08 17:39:00 -
[103]
Originally by: slaker how about an estimated eta to destination on the auto pilot so you can have an estimate to how long it will take you to get there depending on your ship speed and so forth.
Spiffy idea.
www.hadean.org
|

Gungankllr
|
Posted - 2004.08.08 17:39:00 -
[104]
Originally by: slaker how about an estimated eta to destination on the auto pilot so you can have an estimate to how long it will take you to get there depending on your ship speed and so forth.
Spiffy idea.
www.hadean.org
|

Zegna Mirage
|
Posted - 2004.08.09 03:10:00 -
[105]
Originally by: Storm Mage
Tachyon Pulse Beam Laser 1/3 range of regular tach 1/2 pg of regular tach 1/2 cpu of regular tach 4.25x damage mod 47.5 activation energy 0.02 rad tracking
This is it. End of discussion. ------------------------------------
"..The power you need is hidden deep within your glorious blood, running through your veins.." -Mustafa Kemal Atat³rk
Ne mutlu T³rk³m diyene!
|

Zegna Mirage
|
Posted - 2004.08.09 03:10:00 -
[106]
Originally by: Storm Mage
Tachyon Pulse Beam Laser 1/3 range of regular tach 1/2 pg of regular tach 1/2 cpu of regular tach 4.25x damage mod 47.5 activation energy 0.02 rad tracking
This is it. End of discussion. ------------------------------------
"..The power you need is hidden deep within your glorious blood, running through your veins.." -Mustafa Kemal Atat³rk
Ne mutlu T³rk³m diyene!
|

sableye
|
Posted - 2004.08.10 01:37:00 -
[107]
a high slot tractor beam to bring cargo containers close to you, or maybe just transports the goods from the tainer's into your cargo hold.
or cargo getting drones.
|

sableye
|
Posted - 2004.08.10 01:37:00 -
[108]
a high slot tractor beam to bring cargo containers close to you, or maybe just transports the goods from the tainer's into your cargo hold.
or cargo getting drones.
|

Truthbringer
|
Posted - 2004.08.11 08:27:00 -
[109]
We already have cargo expanders, why not drone space expanders? It would allow our current drone carriers to be that much more versatile and carry bigger drones. |

Truthbringer
|
Posted - 2004.08.11 08:27:00 -
[110]
We already have cargo expanders, why not drone space expanders? It would allow our current drone carriers to be that much more versatile and carry bigger drones. |

Tsavong Lah
|
Posted - 2004.08.12 02:19:00 -
[111]
Mining Laser "Frequency" Crystals Used with: Miner II Skill Reqs: Varies depending on ore-type (veldspar version=Mining II + engineering I, arkonor version=astrogeo V + engineering V + DCM V) One for each ore type. Gives 10% increase in ore yield to specified ore (ie; Crokite), but reduces yield of other ores by 50% (this figure could be reduced by levelling up a high-rank skill by say, 5% per level with best possible at 25% loss). Crystal can only be changed in a station, to stop people switching for each 'roid (ie, won't use the "Load New Ammo" menu). OR.... Increases yield of specifies mineral by 2% per level of "Mining Specialisation - XXXXX" (one skill for each ore type, with rankings similar to reprocessing skills). Mining laser beam could be a different colour  Low-end ore focusing crystals would be manufactured using lowend minerals (maybe 250-500k isk-worth each), highend crystals would be very expensive (ie; 20-30M each). BPC's (limited-runs, lots of BPCs) to be given out by NPC agents (only from small npc corporations/pirate agents). ME/PE of BPC's varies. Types of crystal BPOs depend upon available ores in the agent's region (ie; only 0.0 pirate agents give out highend crystals, to encourage usage of pirate agents). Will also be available on black market once it's introduced.
Also, maybe a crystal (or skill) to reduce the time it takes for a mining laser to cycle (maybe by 2% per skill level, or maybe by 5% by using a crystal). |

Tsavong Lah
|
Posted - 2004.08.12 02:19:00 -
[112]
Mining Laser "Frequency" Crystals Used with: Miner II Skill Reqs: Varies depending on ore-type (veldspar version=Mining II + engineering I, arkonor version=astrogeo V + engineering V + DCM V) One for each ore type. Gives 10% increase in ore yield to specified ore (ie; Crokite), but reduces yield of other ores by 50% (this figure could be reduced by levelling up a high-rank skill by say, 5% per level with best possible at 25% loss). Crystal can only be changed in a station, to stop people switching for each 'roid (ie, won't use the "Load New Ammo" menu). OR.... Increases yield of specifies mineral by 2% per level of "Mining Specialisation - XXXXX" (one skill for each ore type, with rankings similar to reprocessing skills). Mining laser beam could be a different colour  Low-end ore focusing crystals would be manufactured using lowend minerals (maybe 250-500k isk-worth each), highend crystals would be very expensive (ie; 20-30M each). BPC's (limited-runs, lots of BPCs) to be given out by NPC agents (only from small npc corporations/pirate agents). ME/PE of BPC's varies. Types of crystal BPOs depend upon available ores in the agent's region (ie; only 0.0 pirate agents give out highend crystals, to encourage usage of pirate agents). Will also be available on black market once it's introduced.
Also, maybe a crystal (or skill) to reduce the time it takes for a mining laser to cycle (maybe by 2% per skill level, or maybe by 5% by using a crystal). |

Major Tarsis
|
Posted - 2004.08.12 09:28:00 -
[113]
How about a tracking device fired from a turret weapons, could be ammo or a new module.
You can then track the target on the map for either a duration of time dependent on the size or power of the tracking device used, or until the ship went into dock and used the repair center to remove the device.
|

Major Tarsis
|
Posted - 2004.08.12 09:28:00 -
[114]
How about a tracking device fired from a turret weapons, could be ammo or a new module.
You can then track the target on the map for either a duration of time dependent on the size or power of the tracking device used, or until the ship went into dock and used the repair center to remove the device.
|

sableye
|
Posted - 2004.08.12 09:52:00 -
[115]
I don't know if this is classed a sa module but how about some fof ammo for my hybrid guns.
|

sableye
|
Posted - 2004.08.12 09:52:00 -
[116]
I don't know if this is classed a sa module but how about some fof ammo for my hybrid guns.
|

Moridin
|
Posted - 2004.08.12 17:08:00 -
[117]
I liked the "defender drone" idea. how about a defender drone that takes like 10m¦ and does it best to collide with missiles. that way you can only use one per missile but a frig can carry some for protection |

Moridin
|
Posted - 2004.08.12 17:08:00 -
[118]
I liked the "defender drone" idea. how about a defender drone that takes like 10m¦ and does it best to collide with missiles. that way you can only use one per missile but a frig can carry some for protection |

Reatu Krentor
|
Posted - 2004.08.13 16:45:00 -
[119]
Well I can't really think of any new modules but i do have a suggestion to change some, namely the cap boosters. Change the charges first so there is only 1 type of charge, like a charge which is 1m¦ and adds 10 cap, then change the booster module so it takes a number of those and adds the cap they generate. Example: -Cap Booster Cell: Volume 1m¦ Capacitor bonus 10 Used with[Launchergroup] Capacitor Booster -Small Capacitor Booster: Capacity 50 m¦ Activation Time 15.00 sec Used with[Chargegroup] Capacitor Booster Cell Uses[Each Use] 10 m¦ -Heavy Capacitor Booster Capacity 320 m¦ Activation Time 15.00 sec Used with[Chargegroup] Capacitor Booster Cell Uses[Each Use] 64 m¦
This would result in each module having a certain amount of cap boosting instead of having the "ammo" decide the boost like now. Would help restrict the module used to the ship  ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Reatu Krentor
|
Posted - 2004.08.13 16:45:00 -
[120]
Well I can't really think of any new modules but i do have a suggestion to change some, namely the cap boosters. Change the charges first so there is only 1 type of charge, like a charge which is 1m¦ and adds 10 cap, then change the booster module so it takes a number of those and adds the cap they generate. Example: -Cap Booster Cell: Volume 1m¦ Capacitor bonus 10 Used with[Launchergroup] Capacitor Booster -Small Capacitor Booster: Capacity 50 m¦ Activation Time 15.00 sec Used with[Chargegroup] Capacitor Booster Cell Uses[Each Use] 10 m¦ -Heavy Capacitor Booster Capacity 320 m¦ Activation Time 15.00 sec Used with[Chargegroup] Capacitor Booster Cell Uses[Each Use] 64 m¦
This would result in each module having a certain amount of cap boosting instead of having the "ammo" decide the boost like now. Would help restrict the module used to the ship  ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |
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