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Level4
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Posted - 2005.01.06 13:11:00 -
[241]
how about loot collecting drones, for us slow battleships lol..
------oOOo--------- Greed is for amateurs. Disorder, chaos, anarchy: now that's fun!
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Xeoria
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Posted - 2005.01.07 08:32:00 -
[242]
Not a module but i think its time for a new battle ship for each race. Tech 1, lvl 3 BS skill required. This will give the devs more base ships to play with when they get around to tech 2 BS's. 
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Icarus Starkiller
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Posted - 2005.01.09 22:32:00 -
[243]
Originally by: Qore
Thoughts?, do the devs actually review these threads?
Hmmm, what do you think? 
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Dawnstar
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Posted - 2005.01.12 00:48:00 -
[244]
Q-Ship Cloak
This should have skill and power costs derived from a regular cloaking device. This may require some additional modules which modify the power/CPU needs of the Q-Ship cloak down to something approaching reasonable for a normal ship.
The basic idea here is to let you disguise your ship by changing the model it uses to that of another ship type. The deception should be potentially counterable depending on the electronics and scanning capabilities of the ships involved. -D
Proposal for Overhauling Manufacturing. |

Shidhe
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Posted - 2005.01.12 03:40:00 -
[245]
Cargo Stealer:
High slot (think of a fitting on an indy?) Target is a webbed and scrambled ship. Range: 100m Time taken: 2 minutes, or until target logs out (??) Effect: Moves cargo from targets hold to agressors hold
Game purpose: To give pirates another option rather than killing a ship or threatening ransom, both of which upset players and create problems. In days of old pirates took cargo as a means of making a living, killing people just created more problems for them (more naval units hunting them without increasing profitability). They would be able to completely empty a ship, given enough cargo space and time.
The constraints on the module are there to stop someone trying to syphon off a ship's ammunition in battle! The action is completed if the target logs off to prevent deliberate logoff tactics by the victim.
The security hits for using the module would be significaltly less than that for destroying a ship (this is to be used as a more friendly alternative to ganking, so it should be encouraged, relatively speaking).
Optional sound effect `Send a boarding party strip them of their last dubloon, me hearties!!' (just kidding there, but you get the idea... )
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phillip duncan
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Posted - 2005.01.13 06:49:00 -
[246]
Given the problems with using secure contaion in high sec space and the number of complaints about ore theft
two idea's A module that takes a low /mid slot or a drone that projects a containment field around an area equal to ships (cargo haul/3*drone volume) * (ship/drone skill level)for the non owning player to access the field a password is needed. The drone can last for two hours before it power run out, can be recharged by scooping to drone bay.
OR allowing a version of the security can to be used in high sec space. The can is collapsible* taking up 1/3 is space in the ships cargo hold. The large collapsed one is10000(a large indy cargo space). Due to it collapsible nature it looses 5% of it structure per hour, this would give a max life of less than a day. They can be repaired in station at the cost of 1 isk per m3 (uncompressed space) per percent of the structure that has been lost. This would stop can being permenanty deployed as they would need to be collected two time per day and would cost money to have sitting in space.
* the use of bigger collapsible cans was not my idea but I liked it. But thought that the use of a can that lasted more then two like secury cans do.
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Matanga
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Posted - 2005.01.13 18:48:00 -
[247]
Shield Capacity Transfer (high slot)
Transfers part of the shield capacity of one ship to another
Micro transfers 50 shield Small transfers 100 shield Medium transfers 300 shield Large transfers 1000 shield
Cap,fitting and range req equals to the Shield Transfer module of the same size NOTE: Maybe this module should use a little more cap than the Shield Transfer
How it works
On activation it gives XXX of your shield capacity to the targeted ship. The ship receives the shield fully loaded And the targeting ships looses XXX shield capacity
On deactivation the Targeted ship looses the extra shield and the targeting regains it's normal shield capacity (but not loaded)
Restrictions: Only one module of that type active on the ship (you can only give shield to 1 ship and you can only receive shield from one ship)
Uses:
To protect mining barges and indies while mining in 0.0 To escort indies If the support ships are given bonuses (range above all) for this module it can give shield to frigs during fleet battles
"ÆIn accordance with the principles of double-think it does not matter if the war is not real. For when it is, victory is not possible. The war is not meant to be won, but it is meant to be continuous.Æö George Orwell ô1984ö |

Buck Starchaser
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Posted - 2005.01.14 21:23:00 -
[248]
Edited by: Buck Starchaser on 14/01/2005 23:03:40 Tech 3 Mods (Tunable Mods)
BPO: Drops from R&D agents like T2 does Construction: 1 T2 mod, 1 T3 BP, and construction components
Skills required: The same skills to use the T2 mod it was made from plus a new skill called 'tuning' eg, T3 cruiser pulse laser would require the same skills as it's T2 counterpart and 'laser tuning lvl2' (lvl2 for cruiser sized)
Use: The module is basicaly a T2 module with 1 or more slots depending on the level of T3 it is. You put 'tuning plugins' into the slots to slightly modify it's attributes. Multiple levels of each T3 item could exist which would make multi-slot versions incredably valuable. In the module's slots you would put various things like something to raise rate of fire or tracking. eg, for a T3 cruiser laser you could plug in a beam splitter device in it's slot to make it hit frigs easier (tracking) but since the beam is now unfocused it would not do so much dammage but more than a frig gun and at better range. It would now be 'tuned' to hit frigs. A T3 MWD could use 'tuning plugins' to go a little faster or use a bit less cap, or even deflect some of it's signature radius.
Important notes: (1) This is not suposed to make the next 'uber mod' but to allow the user to 'tune' atributes of his mod for a specific use. (2) At any given time there will be more T3 items built than used (on market etc) and so this will raise sales of T2 mods. (3) To build them you not only need the T2 mod but ingredients... just like to build a T2 mod. this will increase demand for T2 ingredients thus helping the whole moon mining thing along. (4) It allready takes a long time to train to use T2 mods, especialy the larger weapons. That is why I propose that you only need one skill book for all types of T2 lasers, one for all launchers, one for MWD etc. (5) the 'tuning plugins' don't make the mod 'uber' they just tune one specific attribute and most likely hurt another one. That way I don't have to hunt 1000 rats to find the plugin I need to make me 'earn' it. I can just go to the local store and buy one from a player who was lucky enough to get the T3 tuning plugin BPO I need. (6) If R&D agents have to drop T3 module BPOs, each with varying amounts of plugin slots and the actual plugin BPOs then we can afford to have more total BPOs drop from R&D agents. This makes researchers happy :)
There you go. A short list of things that can be improved with a helping hand from technology
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Buck Starchaser
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Posted - 2005.01.14 22:43:00 -
[249]
NPC Distributers
With these new trade skills it doesn't pay to build everything in the game and try to sell it everywhere... So to setup my ship I have to go to several stations in several systems, causing me to take more time flying around bored out of my mind than doing missions and complexes with my buddies.
I propose putting NPC distributers in most every station. This is how it would work. (1)Right click on a stack of one item type in your hanger and select sell thru distributer (2) the distributer gives a quote on fees and what they will sell it for or an error if there is not enough. Also an option for range (system,constelation,#jumps), raise or lower the price from regional average, and how often to shift supplies( 3) after you accept the item dissapears and then reapears on the market in every station within the range you specified in equal quantities to add up to the total amount you put up for distribution (4)when the time (that you set) occurs to shift supplies the agent will then take supplies from the stations that have not sold any items and move them to the stations that have sold the most. The distributer will then charge you a fee for the move because it's a pain in the butt to move supplies all over and put them on the market... or else you would be doing it. (and to decrease server load) (5) depending on your settings this could happen once a month and only take supplies from stations that didn't sell any. That way you may only shift supplies once and never get charged again. (6) You can modify the price for the supplies but they will be on the market indefinately. If you cancel the distribution order you get another fee and all the items come off the market and into the hanger of one station in each system that had some supplies... this places a burden on the order cancel'er and doesnt detonate his assets menu and thus puts less burden on the buyers having to deal with 'here today gone tomorow' supplies. (7) most important. When the sellor wants to put up more of the same supplies for distribution he follows the same procedures but now has an option to 'add to existing distribution contract'. This way people are encouraged to keep feeding the market with needed supplies by the simple selection button that adds their new stock to the places that are allready selling well for only 1 fee instead of putting it in every station and then having to shift it later on.
Notes: *The distributer is self-correcting. You won't see some smalltimer putting 1 antimater S in every station in the region because the fee would be huge (insert some formula that accounts for the number of stations and the hops to get there) and the distributer would be coded to require a minimum amount of each supply for each station (so no more '1 gun here 2 guns there'). *The distributer is just that. He hauls your stuff around for a fee and puts it all up on the market under your name using only 1 of your sell orders. That's it. The fees he needs are for his time and he's not a broker who wants a cut of each sale like the individual stations will want. *The costs of doing buisiness this way will require the price of the supplies to increase somewhat due to fees and will allow people to undercut if they want to transport it and use a market order for each place. That way the small timers still have a go at the market. *NPC haulers apearing for the haul are a question because they are easily shot down and if insurance is provided then people could easily loot their own stuff and cheat the system. I propose a time delay that increases as the jumps get farther out if that doesn't cause more server load.
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syncibarr
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Posted - 2005.01.15 03:53:00 -
[250]
Edited by: syncibarr on 15/01/2005 04:25:04 Mobile cloaking device
makes gates and fleets disappear
need lvl 5 on:
astrophysics electromagnetic physics quatum physics anchoring high energy physics graviton physics manufactoring research
but not all!
___________________________________________________________
Bounty Hunter Skill
I understand that its in the game.
But you can not go after them unless they are in a low security sector. This makes it hard to collect bountys on people with out getting sector security loss.
The skills needed would be basically lvl 5 in every social skill and a sec rating above 5.0.
This includes people who have cheated other players by selling a 10mil isk shuttles.
This allows empire to get rid of them damn player rats or pirates that have a bad habit of pirating off law abiding citizens of empire. This puts more of a real life scenerio to the game. Sorry, can not spell worth a damn.
__________________________________________________________
Make the interface for the map to have an option of using Book marks that were made to travel faster. If eve was a real life society i would have program my navigation computer to do this all ready. __________________________________________________________
Start making Pirate hideouts and equipment to have bountys for having them blowned up. __________________________________________________________
Have uncharted planets, moons, astroid belts, located in dead space.
With a occasional Black hole when ever someone uses scanner probes.
__________________________________________________________
Ok and maybe my last suggestion. when you land on a planet you interact with citizens. By buying land, investing in empire corparations. Go to war on planets. This would be fantastic. you may even get the first player war freaks to convert over. and make other games like Star wars empire, EQ and several others out the the thing of the past.
__________________________________________________________
         
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Caladen
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Posted - 2005.01.15 13:37:00 -
[251]
Name:Flack Cannon Type: Projectile Cannon
This would be a type of artillery that would fire specialized ammo. The ammo would explode when it came close to the locked target doing a varying degree of area damage. Accuracy wouldnÆt be very good and tracking speed would be bad, but hopefully the area damage would make up for it.
This would be good for drone removal and for softening up frigates, destroyers and cruisers as they rush a BS.
Skill levels could increase radius of blast or accuracy or damage.
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Usagi Yojimbo
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Posted - 2005.01.16 19:23:00 -
[252]
Edited by: Usagi Yojimbo on 16/01/2005 19:23:45 Frigate hangar bay for BS and the comming Titans
1 high slot with the max of bays depending on the Carrier skill lvl1=1 lvl3=2 lvl5=3...count double for titans so they can carry max 6 frigs...this would be effective for re arming and repairing frigates in combat
And it would give the frigate(and the new interceptors and cover-ops) a safe place when warping throug 0.0 Dont worry ...after all its just a game |

Mrissa Easeah
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Posted - 2005.01.17 23:03:00 -
[253]
Tracking Device/Launcher.
High slot, fires as a weapon, successful hit allows you to determine what system the target's ship is in until downtime occurs, or the tracker changes ships (whichever comes first) via a locator interface window. While tracking Device is active on the target, it halves scanning probe times.
Locates system the target is in even while the target is logged off.
Monitor Deployable 'mine like' device set up exactly the same way warp bubbles are. Duration of 1 hour, sits at a point and acts as a remote 'overview scanner' for the pilot that launched it. (seperate interface, or merged with the regular overview, say, beneath the Drones dropdown)
Deployable only in 0.0 space. Empires don't tolerate these cluttering their spacelanes 3 sizes 5k radius scanning range 25k radius scanning range 100k radius scanning range
Pod-a-Long Module that allows a pod-flying person to latch onto the outside of your ship and travel with you, essentially making his view the same as yours. Pod can disengage anywhere in flight except warp. Great for removing your pilots from a battlefield back to station, -OR- escorting ROS people from your empire quickly, keeping your eye on them the whole way.
F.O.F. Shells Tech II maybe, but have special, expensive ammo that functions as F.O.F. for projectiles.
Player Dogtags Something besides a body that can drop from a player if you kill a member of an Alliance. Levels may be determined by total skillpoints perhaps, or total skillpoints of Gunnery + Starship fields combined. NPC's could add these to their list of wants for overpriced 'offers', but only if the alliance has a sizeable number of members at the time (500+).
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ArcticFox
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Posted - 2005.01.18 02:13:00 -
[254]
Edited by: ArcticFox on 18/01/2005 02:33:40 Edited by: ArcticFox on 18/01/2005 02:14:13 Ok, so this is not my own original idea but I felt it needed to be in here because it would solve a lot of the problems in pvp with people running and logging as soon as it looks like their enemy could win. Not sure about the percentages, they probably need tweaking.
Tracking Beacon Launcher This launcher fires a small tracking beacon at the target ship which has a 75% chance to attach to the hull of the target ship and broadcast it's location to the firing ship (and it's gang, possibly) for twenty minutes over a range of 2 jumps from the launching ship (not from the launch point, from whatever point the ship receiving the tracking signal is). The signal will be terminated if the target ship moves out of range but can still be regained within the operation duration if the target ship moves back in range.
Note: The ship may still be warped to and destroyed even if the player has logged off (yes, I know it's harsh, but if you're getting yourself in a situation where you can be tagged you should be ready to lose your ship anyway, and if you wanna run, don't take the easy way out, just get your ass to a station or out of the agressor's scan range).
Launch Rate: 60 Seconds
Required Skills: Electronics V Astrometrics III Tracking Probes I
Skill: Tracking Probes Allows the use of tracking beacon launchers and tracking beacons which attach themselves to a target ship and broadcast its location to the owner of the tracking beacon. Each level increases the chance of successfully attaching a beacon by 5% and the tracking range by one jump.
That's it, there's probably something I'm forgetting, and multiple skills might be useful (skills that increase tracking time or the launch rate perhaps).
EDIT: Didn't see the other post similar to this one right above, hehe. But the ideas are somewhat different so I'll leave this. ----------------------------------
"There's no +6 Sword of WTFPWN in Eve." - Er... Some person on the forum... |

Mancer
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Posted - 2005.01.18 05:39:00 -
[255]
Training Laser ============== Not exactly going to be in great demand economically wise, however a training lazer would allow pilots to "Paint ball" in the sense that they could have Training exercises in combat without killing the opponent.
Drawback to suggestion: Probably would need a scoring mod to track "Non-Lethal" kills, and would only work in internal "gang" fights, like dog fighting people in your gang. (I'm guessing that the modification to script would out weight it's use)
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crosshair
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Posted - 2005.01.18 05:55:00 -
[256]
Tracking Device !!! dont like someone wanna know where they are going ? try a tracking device wanna know where someone is doing there dirty work trya tracking device its easy simple would req skill for it and would have to find it from either high ranking spy, and or pirate scum.
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Mr Wodogo
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Posted - 2005.01.18 07:12:00 -
[257]
Maybe there could be launchers that fire volleys rather than 1 rocket at a time:
Instead of 1 rocket, maybe 5 will leave the launcher in very close succession, then take a longer time to fire again.
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Tractor Beams
Im unsure of good stats for a mod like this You would be able to pull cargo pods, drones, or even smaller ships with this.
I dunno guess im a bit unprepared, but they are just my ideas
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Sentry Gun
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Posted - 2005.01.20 12:41:00 -
[258]
If have an idea for a implant...
An implant used for gathering intelligence (spying) When used; it temporary erases your employement history and birthdate
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Dark Big
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Posted - 2005.01.21 10:30:00 -
[259]
Originally by: Zaldiri Anti missle turrets.
Takes up a high slot and a turret slot. Power 6 Cpu 30 No more effective than defenders. Takes up specialised ammo.
This would balance the missle defenses out a bit. After all if your the Gallente and your bane is Caldiri missles. Your going to invent a counter rather than the caldiri. And the Gallentes speciality is turrets so the counter going to be a turret.
i think thats a really good idea would be good for gun ships that have no louncher slot
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Dark Big
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Posted - 2005.01.21 10:32:00 -
[260]
Edited by: Dark Big on 21/01/2005 10:33:14 Mobile worp disrupters for empire.. that only afect those you are at war with. and also your own corp or allience
must be vary small only to be used to stop insta jumpers and such
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Mancer
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Posted - 2005.01.30 04:40:00 -
[261]
Loot Drones (For Both Ships and Stations) ============ The idea is that a loot drone can be sent out after a battle to pick up and loot thats left strewn around the battlefield (or asteroid belt). They would work a bit like a Miner Drone returning the goods to the ships hold.
They would also be useful for picking up any goods dropped by would be station attackers, since that loot might get missed out on by players. (Either the goods would be stored at the station or "recycled" automatically)
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Fuze Rogue
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Posted - 2005.02.02 22:46:00 -
[262]
The slowbifier (for lack of a better name)
its basically the long range version of a webby, just like warp scramblers/disruptors.
Works up to 20-25km, uses more cap and only slows down the target ship by 40% or so (for the normal tech 1 version) .
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Progidy
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Posted - 2005.02.06 01:06:00 -
[263]
kami implant if u get poded killed with this implant in then it blows up as a large themal smart bomb T2 agents give up the bpo
frig bays for a indy every 2 low slots can be turned in to a frig bay which can suppot 2 frig sized ships with the indys cargo hold been cut in half every time. any frig docking to that ship should have it's hull armor and shields fully fixed with the indy flyer having the option to let people dock if in corp if in alliance or if they have a password same system that works on pos
tracking missiles that allow u to warp and shows up the person on the map like a option to show taged people can only be taken off if they ship docks to somthing. should be on a light missile or rocket so the only people to use it would be frigs. Could have a time wait on when u want to warp to the person e.g t1 u press warp to person and u have to wait 3 mins before u enter warp t2 is 2.5 mins and so on |

Gyce
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Posted - 2005.02.07 01:41:00 -
[264]
Can Magnet 10-30km mid slot anchoring (maybe)
that might solve your dirty can problems
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Tensa
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Posted - 2005.02.14 01:11:00 -
[265]
Covert Op surveillance line of gear. All the modules will require covert op 5 at least
Covert Op Targeting Computer Need Targetting lvl 5 Will be able target multiple targets up to your max amount of targets cloaked while this module is online. Medium passive slot. Range is as far as you can normally target
Covert Op Ship Scanner Need Scanners lvl 5 Will be able to scan ships for their capabilities while cloaked. Medium slot.
Covert Op Cargo Scanner Need Scanners Lvl 5 Will be able to scan ships cargos for their contents while cloaked.
Covert Op Cargo Container Blackmarketting lvl 5 Will be a 100m3 secure container. Will increase the chance of of custom agents not detecting what's inside of it. Also will keep the items protected from player cargo scans.
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Zothike
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Posted - 2005.02.15 15:33:00 -
[266]
-Remote hull repairer (with equivalent bonus for support cruiser to make them much more usefull) -pirate anchoring when you come close enought to a ship you 'grappling like' him and after the ship stick to him with effect to determine and how to escape the grapple to be determined -Armored cargo hold, when you get blown up, your cargo stay in a secure can container
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Makaera Koshito
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Posted - 2005.02.19 11:07:00 -
[267]
FoF Rockets: Same principle as FoF Missiles. Skill: Rockets II, FoF Missiles II.
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rcxdude
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Posted - 2005.02.21 15:05:00 -
[268]
Edited by: rcxdude on 21/02/2005 22:23:15 specialized CPU ad PG modules
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S'Daria
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Posted - 2005.02.23 19:32:00 -
[269]
Now that this post is unstickied...will we get at least a summary of what ideas the Devs will consider?
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Techie Zero
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Posted - 2005.02.24 16:51:00 -
[270]
WAVE MOTION GUN Takes 4 high turrent slots to mount---requires all of your cap to fire and then some---does massive damage piercing through all ships dumb enough to be behind each other in a small cone like wave...Ok so I watched this stupid anime when I was kid. But I loved how it was such a big deal for the Yamato to shoot the thing and then all of the Gammalons (sp?) where always lined up behind each other to get creamed.
THOLIAN WEB DEVICE Allow two ships to anchor some sort of bizzare looking "web" made up of...who the heck knows...it snared a ship and kept it in the bag! 
DOOMSDAY PLANET EATER AUTOMATON Yeah it's not a module but I can finally rid my enemies with this puppy as it is indestructable (unless you self destruct ships inside of it---just make sure you transport out THE LAST MILLISECOND), and eats everything...even ships...in their precious space. Buy one today!
Ok on a more serious note...
How about some sort of Aegis fire control system? Some way to take target boosting/enhancing to the next level in that a designated command ship will control what the targets will be for all the slaved ships? EVE-I.com~THE Info source |
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