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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Drak d'Amral
Full Contact Blinky Red Brotherhood
5
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Posted - 2013.11.13 18:28:00 -
[301] - Quote
mobile syphon unit t2 = > steals strontium and/or fuel form the tower :-P
edit: mobile thingy that allows you to manupulate the RF timer of things, maybe +/- 4 hours |
Gyroll
Sebiestor Tribe Minmatar Republic
1
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Posted - 2013.11.13 18:31:00 -
[302] - Quote
My suggestion
-Mobile Jump Bridge Jammer. Makes it so that no1 can use the a JB to jump into the system, similar to when a system has an incursion.
-Mobile Covert Cyno Beacon -A Covert cyno where only covert ops ships can jump/bridge to
Note:
Please do not introduce mobile structures that promote camping them, fights would turn into "why wont you fight me outside of your mobile structure range".
I'm referring to structures like, mobile stasis web, mobile warp disruptor, etc.
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Heinky
Viziam Amarr Empire
9
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Posted - 2013.11.13 18:33:00 -
[303] - Quote
A webifier unit that webify all ships in a specific area, 5km -30%, with no stacking penalty A anti NPC unit that keeps those pesky npc's of the gate when you are camping in destroyer sized hulls A cyno bakon unit where you can jump trough... jumping blind is fun :p A target painer unit that increased sig of anyone that is close
Stuff like that maybe some more ewar ect |
Zand Vor
Imbrium Clan
2
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Posted - 2013.11.13 18:33:00 -
[304] - Quote
A larger version of the new Mobile Refitting structure that allows anyone in your fleet to use it.
A personal medical/jump clone (Only you can establish and jump to a clone there).
A local-chat supression system. Disconnects everyone from local-chat in that system or area of effect.
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The Sinister
Sebiestor Tribe Minmatar Republic
27
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Posted - 2013.11.13 18:37:00 -
[305] - Quote
Mobile Probe Jammer!
Make safe spots really safe!
Deployed and active will make anything within that grid inmune to combat probes.
-OR-
Mobile Defensive Units!
Similar to POS sentry guns!
Will atack anithing thats not friendly to it or to its owner. witha wide variety of choises like Webbing, Scrambling, Neuting, and Guns.
If you are going to make a city in the middle of space u need defences!
Mobile Energy Pylon!
Will power up any other active mobile structures within its power radius! (take out the Energy Pylon and all defensive structures feeded by it will go inert)
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Iudicium Vastus
Federal Navy Academy Gallente Federation
157
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Posted - 2013.11.13 18:41:00 -
[306] - Quote
Something like the webbing tower you find in some missions would be pretty sweet. |
kano donn
Blueprint Haus Get Off My Lawn
7
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Posted - 2013.11.13 18:43:00 -
[307] - Quote
Mobile Web bubbles. 10km range, 40% flat reduction in speed. OR, +1sec align time. (Numbers Adjustable)
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Elfi Wolfe
University of Caille Gallente Federation
26
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Posted - 2013.11.13 18:44:00 -
[308] - Quote
Alpha Tenshi wrote:What I would love to have is a deployable remote repair module.
For those times when you are deep in low/null and no station in sight, you deploy this module/structure to boost up your shield repair armor and structure. Limitation is defianately needed for such a thing. Such as you cant have an aggression timer or limited engagement timer or anything.
So this is no pvp/pve mod but something you drop in your pos or if you are having an expedition and things go sour (if you survive that is).
What I also think is that the repp amnount should be of a t2 medium remote armor repairer, so that you are vulnerable to attack if someone sees you, and as soon as someone fires on you... you no longer gets repps from the mod since you have an engagement timer.
Just a thought ^_^
Alpha out o7
You can replicate this with a depot and some modules. That is one of the things I am going to do with depots. "Please point to the place on the doll where the carebear touched you." |
GeeShizzle MacCloud
384
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Posted - 2013.11.13 18:46:00 -
[309] - Quote
How about this:
Local Intel Mirage Generator - you can deploy it anywhere in a system, it communicates with the gates in the deployed system and starts randomly creating ghost local contacts in both the deployed-in system and the immediately surrounding systems, based on whos in the deployed and surrounding systems, spreading confusion amongst anyone trying to track or use local as 100% accurate and instant intel tool.
Placing 2 of these within 2 systems of each other has the ability to spread local contacts between each other over a 5 system area.
Takes 1 minute to deploy, requires activation to start effect. Lasts 15 minutes until it expires Can be probed down by a ship with bonuses / bonusing modules Approximately 500m3 so it cannot be spammed by small ships Limited to 3 deployed per Character. Around 100,000 ehp
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George Boyter
Viziam Amarr Empire
0
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Posted - 2013.11.13 18:47:00 -
[310] - Quote
Here is my wishlist :-)
Mining laser enhancer to make mining lasers more efficient (think command module but anchor-able and with limited range say only on grid) A better version of a sentry drone that actually works for ships not dedicated to drones (read a mining ship) A ore compressor, make it so the highsec kids can get in on that compressed ore action
A wormehole anchor, making a wormehole stay open as long as it is fed enough fuel (can only be anchored in w-space) that should make for interesting debates in the w-space community
Of course a local cloaking unit allowing you and possibly others within range to hide your presence from scanners (but keeps you visible for those in range)
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1058
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Posted - 2013.11.13 18:47:00 -
[311] - Quote
An evolution of the mobile depot of some kind with an assembly line and a refinery.
ONE assembly line. Not two, not five, ONE assembly line. So that you can stay in hostile space without having to worry about where your ammunition / cap charges / drones will be coming from as long as you have the minerals to keep making them.
The refinery is obviously to let you grind up rocks and scrapmetal into the minerals for construction.
Make it corp/fleet accessible via user-selection like the Orca's bays are. |
Kw1jybo
Infinite Point Nulli Secunda
5
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Posted - 2013.11.13 18:47:00 -
[312] - Quote
- Mobile decloak field, 100km, last say 20 minutes. Decloaks all that enters.
- Stasis webber.
- Corpse gatherer.
- Wormhole generator. This would draw things into it, making them disappear. Great for denying wrecks to your enemy.
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Matthew Dust
NECROM0NGERS
6
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Posted - 2013.11.13 18:50:00 -
[313] - Quote
The mobile structure I would like to see the most? Satellites, satellites that display a real time map of what is going on the district my DUST MERCS are fighting on so I can provide real time intel to them. +10 if I can deploy them and simply chill in station and watch it in my captains quarters on the screen like in the trailer, http://www.youtube.com/watch?v=gRyXDlZKwgA |
Hibernator X
Bene Gesserit ChapterHouse Sanctuary Pact
6
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Posted - 2013.11.13 18:50:00 -
[314] - Quote
Giving a nod to RP and player created content:
The Player Owned Mobile Billboard Projector.
Instead of using named cans this item will allow players to create a short blurb or advertisement , possibly with the ability to select images such as corp or alliance logo, possibly player portraits, the applications are endless really. |
John Holt
Apollo Technologies Inc
15
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Posted - 2013.11.13 18:53:00 -
[315] - Quote
Mobile repair station for wormhole space especially. Pirates are scum, Null sec is full of blobs and unnecesary violence, so I'm just a Privateer wandering around High and Low Sec.
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Dredkeeper
Center for Advanced Studies Gallente Federation
1
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Posted - 2013.11.13 18:53:00 -
[316] - Quote
Mobile weapons platform configurable like a T3(but on a much smaller scale) High and medium slots only, using actual modules from the market. using the fitting much like ships and dusties with a limited amount of CPU/PG
with a limit to how many can be active with 50km of its anchor point(including other structures like a POS or bubble)
Weapons - Drone, Guns, Missiles or Electronic warfare Flight of 5 or 10 (Lights only) 1 Large gun/missile, 2 mediums and 3 or small Ewar would replace defense slots and be able to fit all modules accept short point
Defense - Cloak or shield Cloak so no one sees it before attempting a attack Shield defense so it could take some damage before being disabled
Mobility - Fixed or Moving Fixed would receive a increase in damage, range and tracking speed, but would be easier to kill Mobile would have a small signature radius
so why would we choose a mobile version? Mobile version could have an option to deploy mines or charges that could drain cap(De-cloaker \o/)
Materials would be a Mix of Salvage and PI with a small amount of trit |
McDodah
Five-0 Northern Associates.
5
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Posted - 2013.11.13 18:54:00 -
[317] - Quote
Abdiel Kavash wrote:[quote=Glasgow Dunlop][quote=Abdiel Kavash]A deployable beacon that anyone in system can warp to, for distress calls or for coordinating multiple fleets. Make it so that the user can configure who can see the beacon on their overview - fleet members, corporation, alliance, based on standings, or everyone.
Join my corp SPAM! Good idea... annoying in practice.
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Aleksey Diaklov
Caldari Provisions Caldari State
1
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Posted - 2013.11.13 18:56:00 -
[318] - Quote
With the continued theme of "Taking power from the empires" and "Scaled-down POS bits": Research Outpost Mobile Manufacturing Depot Basically like the POS equivalents of the Mobile Lab and Ammo/Component/Drone/Equipment Assembly Arrays but on the scale of the Mobile Depot, for use by single players. Cheaper for use by single players or small corporations to afford, but have only a couple of slots and slower than NPC stations. Of course, like the Mobile Depot, it could be attacked, reinforced, and then destroyed. Be careful with your BPs! If you scoop them up while in reinforcement, materials are lost for manufacturing and tons of time loss with the research lab.
Speaking of other structures to reinforce: Shield Emitter. Set it up around other structures, if they don't have reinforcement timers. The more structures it has to look over, it requires more fuel/hour to run.
In response to other ideas: D-scan jammer/D-scan decoy: These sound like fun. Drop a few decoys just to mess with people. Make d-scan jammers not show up on d-scan but they can be scanned down. Anyone that scans them down need to be cautious that anything being hidden from scan won't murder them into little pieces when they go to destroy the jammer.
Cloak disruptor: This would absolutely neuter cloaky ships. With a very small range, on the order of dictor bubbles, maybe. As for gate camps, the cloaky ships still have to warp and recloak while on the way away from a gate. |
Lifelongnoob
The Motley Crew Reborn End of Life
15
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Posted - 2013.11.13 18:58:00 -
[319] - Quote
CCP Fozzie wrote:Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they're intended to be just the start.
This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We've also been brainstorming internally and finding good ideas posted in this forum. We've already decided which new mobile structures we will be adding in Rubicon 1.1, but we'd like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!
Would you like to see a mobile drug lab with a meta version called the 'Winnebago'? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?
Let us know what you'd like to see out of the future of our new space structures!
i'd like to see mobile wormhole stabilzers. these are destroyable and require pos fuel cubes to run but double the lifetime but reduce the mass limit or increase the mass limit of a wormhole at the expense of halving the lifetime of the wormhole. |
Dasola
Rookie Empire Citizens Rookie Empire
215
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Posted - 2013.11.13 18:59:00 -
[320] - Quote
So many good ideas people have... Take a hint CCP...
Heres what i would like.. Deplyable structures to:
- Single manufacturing line with ability to manufacture up to large pos towers in it... And anything smaller... Could be slow, have big signature so easy to scan down... Large tower packaged is 8000 m3 so it rules out BS/BC manufacturing..
- Mobile miner support structure: Ore storage, refine, compress. Again slow, large ore storage, easy to scan down... or fast with small batch sizes, runs automatic. Solar powered.
- Mobile repair station: Slow but repairs are free, might help a bit i those hard missions by helping you stay alive, short range
- Personal research lab: single line that can do either me/pe research, copy or invention. Might not have time bonuses, maybe slower then npc stations?
- Deadspace pocket stabilizer: deploy to stabilize that mission pocket to have your own little safe haven, uses fuel of course
- Shield generator, eats any pos fuel to generate small shield bubble like around pos. 1/4 of hit points of small tower, super easy to scan down due massive electronic signature. Weak but gives extra protection to you small home...
- Mobile ship hangar, no refit service. Regular one upto destroyers, faction ones: cruisers/bc/bs sizes... 1-3 ships. large thingy, easy to scan down even by one day old noob
- Personal Sling accelerator: Single use structure to allow you to warp anywhere inside system withing the System boundaries, Up, down, left, right. Withing bookmarking range of systems central star. BTW this is thing we cant currently do. Since straight up docent have anything to warp into This structure would use small amount of fuel and lets you pick any direction in 3D space and range as mentioned above. You land within +- 0.5 AU of destination.
And bossibilities are infinite.... expecially once we get the new pos system up... Could link some of these, so that group of players could come together and form temporary space colony by deploying individual structures and creating temporary links between structures... We are Minmatar, Our ship are made of scraps, but look what our scraps can do... |
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Matthew Dust
NECROM0NGERS
6
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Posted - 2013.11.13 19:00:00 -
[321] - Quote
[quote=Aleksey Diaklov] In response to other ideas: D-scan jammer/D-scan decoy: These sound like fun. Drop a few decoys just to mess with people. Make d-scan jammers not show up on d-scan but they can be scanned down. Anyone that scans them down need to be cautious that anything being hidden from scan won't murder them into little pieces when they go to destroy the jammer. [quote]
I like the idea of decoy, you set the mobile decoy to set up signals of certain ships, this way visual recon is better than D-Scan, this would be way more effective if local suddenly disappeared, but that will never happen. |
Guns'N'Ammo
The Dark Resistance
0
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Posted - 2013.11.13 19:02:00 -
[322] - Quote
Tyrendian Biohazard wrote:Azami Nevinyrall wrote:Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
^ This Though I was more thinking something that would send a pulse 50-100km out every 60-90 seconds and decloak ships within the radius
I've been toying with a similar idea for some time now but always wanted to see the anti-cloaking field come from a ship rather than a deployable object. Maybe something like a pos mod that does the same thing would be cool but i'd like to pitch a different idea for the anti cloaky issue that comes up so often.
Presenting the Cov-ops Battlecruiser.
These ships offer a new form of combat as well as a way to sniff out those pesky cloakers. they would have 2 major functions.
The 1st being a cloak disruptor that sends out a sonar like wave in a 100km radius that could either disrupt a cloak all together or just offer a ping with general direction as to a where a cloaked ship may be. (I'd prefer something that does not turn off a cloak unless it was setup where only being hit by this at a short range would kill the cloak, like 5km. Anything over 5km would just get the directional ping.) The biggest limitation would be that this canGÇÖt just be spammed on a gate much like the way smart bombs currently are limited. Cloaked ships should still have a change to jump systems and cloak up but being in a system with a cov-ops bc adds the risk that they could be caught.
The 2nd function of the cov-ops battlecruiser would be an area effect cloaking field. the cov-ops bc would be able to turn on a cloaking field that is able to cloak a group that is within the field. LetGÇÖs say the field would be a 5km radius around the cov-ops bc. The drawback to this would be that no ship is able to move or have any mods on otherwise it will disrupt the cloaking field. So if you have one guy turn on his damage control to get ready for a fight he would bring down the cloak prematurely and possibly screwing up an ambush. Anything that passes through the fields radius while it is in effect would also disrupt the cloaking field bringing it down.
The cov-ops battlecruiser is not able to warp while cloaked and like a black ops battleship does not use a covert ops cloak but can also fit a covert cyno like every other cov-ops ship. These would also not be used for high dps and might favor smaller guns to be effective against tackle and smaller ships.
Think of the new forms of guerrilla warfare and gameplay that could open up with the introduction of the cov-ops battlecruiser, and rather than a deployable object that does little to add content and would have many issues on where they are able to be placed. I believe there should be some option out there to track cloaking ships but a passive object doing the job for you doesnGÇÖt seem right. Risk that bc to ping those bombers on grid and send some frigs to try an decloak them.
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Weaselior
GoonWaffe Goonswarm Federation
5478
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Posted - 2013.11.13 19:03:00 -
[323] - Quote
I think there's a pretty clear consensus that wormhole stabilizers are the way to go. Obviously you'd have to make them cost something so they'd perhaps poof after X amount of m3 went through the hole, so you've got to spend money to really shove your fleet into that hole, but it's clearly the best proposed new unit. "I can hire one-half of the working class to kill the other half." |
GeeShizzle MacCloud
384
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Posted - 2013.11.13 19:06:00 -
[324] - Quote
Guns'N'Ammo wrote:Tyrendian Biohazard wrote:[quote=Azami Nevinyrall]Local cloak detector...
All cloaked ships within area of effect...let's say 150km...for arguments sake. Either uncloak or show up on overview...
'whole load of stuff thats waaaaaay off topic!'
keep it to deployables m8. |
Ranger 1
Ranger Corp
4841
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Posted - 2013.11.13 19:07:00 -
[325] - Quote
Obviously this mechanic should eventually replace POS's, allowing modular construction up to and including POS cities.
I also like the idea of a Distress Beacon that can be anchored in the same fashion. It should be clearly visible in space to anyone entering the system (after all, that is their function).
This beacon attracts NPC's (or better than normal NPC's) to it like a moth to a flame seeking helpless victims. Of course, since it is visible to everyone it will also attract players as well, for much the same reasons.
It should be deployable in all security levels of space, however if deployed and activated in high sec it will immediately draw a Concord response. They will destroy the source of the "false alarm" and then seek out and destroy the owner of the structure. This may actually be handy for delaying Concord response in high sec by a few seconds. 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. |
xKOMODOx
12
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Posted - 2013.11.13 19:09:00 -
[326] - Quote
"Komodo" Deployable Proximity Mine - ejected from the ship and fast deployment timer 2s using a High Slot Launcher... 4 variations that emits kin/therm/emp/exp (or even better a combination of different damage exp+emp) damage once a ship is in close proximity ~5k. |
Cap Render
Raven's Flight Nulli Secunda
0
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Posted - 2013.11.13 19:09:00 -
[327] - Quote
How about a deployable wormhole entry point, either (1) for a solo/small group to exploit or (2) to drop in the middle of a fleet battle? |
Bagehi
Sniggerdly Pandemic Legion
223
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Posted - 2013.11.13 19:11:00 -
[328] - Quote
Steve Ronuken wrote:Bagehi wrote:A cyno structure. Something with reasonable HP, unlike a noob ship or recon. No sov restrictions. Shows up on overview like a cyno. Eats fuel over time like a ship-based cyno. Is reasonably priced. Basically, something that allows alliance/coalition level cyno chains for move ops to be setup without breaking the EULA for account sharing. Because, the current system is little more than a workaround because of game mechanics. You see cynos because they're in your fleet, right? How would you see this? All people in the alliance see it as an option? Constantly running, or needing triggered? Because constantly running massively enhances power projection. No need to get a cyno chain in place, as it's already there. Interesting idea though
Like I said, needs fuel, so it can't run constantly. It would have to be continually refueled. It shouldn't have so many HP that it can't be taken out by a small gang of ships, but enough that those LR Nados that currently warp in on almost every cyno and insta-snipe them wouldn't be able to just warp in, pop it, then warp out seconds later. So, they would be clearable, but not clearable while a fleet is sitting on it. They would have to be flimsy enough that they wouldn't always be sitting around, so whether it was tied to a specific fleet (would make more sense) or across the alliance (could get messy, but I could see the benefits) doesn't really seem a big deal to me. I don't see it as enhancing power projection since there are piles of alliance cyno alts all over the game right now, with stockpiles of cynos, noobs ships, and LO accomplishing the same task. Since that isn't being policed as account sharing, I would assume CCP accepts the need for such a setup, so they should, in theory, be okay with an in-game-within-mechanics-solution to replace that. |
McDodah
Five-0 Northern Associates.
5
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Posted - 2013.11.13 19:13:00 -
[329] - Quote
When I first heard about the mobile depot I was stoked! Then I saw it on sisi and thought it was a joke or unfinished as I thought it was a toy (so tiny!) It seems useful dont get me wrong. I just had different expectations.
Anyways what I was HOPING it was, was a small personal station where an individual or small group could call home. So how about a similar depot skin X20 and putting a small shield around it with a small ship hanger (a few cruisers and down) With possibilities to anchor a few of these new deployables around it. IE small turrets, science lab, manufacturing, refining with no penalties (you could add specific skills so its not so easy to get around station refining penalties. Like modular personal depot refining!), Giant space advertisement board that I can plaster my lovely face to, etc...
Make it affordable to individual players with the option of expensive but useful deployables and internal moduals (with externally identifiable skins of course) to balance it out. So for instance the station is "cheap" but the turret expansion option would cost mucho ISK and SP!
Its all about the player wanting to feel like an individual and have their own "land" and a place to call home. As the current NPC stations offer little to no player interaction anyways. Hire me whenever you want to...
Fin |
Takari
Brave Newbies Inc. Brave Collective
312
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Posted - 2013.11.13 19:14:00 -
[330] - Quote
Mobile Drone Command Center:
-Contains 5 Scout Drones, assigns them to owner. -Cannot be deployed within 250km of each other. -If pilot leaves control area, drones return to deployable and are inactive until pilot is back on grid. -Either 1 time use with timer, or easily hacked, stolen, etc.
T2 variant can have T2 drones. "Roll the dice, don't think twice. This is the way of things.
Welcome to EVE." ~ CCP Falcon |
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