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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Tau Cabalander
Retirement Retreat Working Stiffs
2239
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Posted - 2013.11.13 21:17:00 -
[391] - Quote
Mobile Beacon : one-time use, persistent duration, creates a warp-able system-wide beacon that anyone can warp to.
Mobile Cloak Disruptor : one-time use, lasts one hour, prevents cloaking within 100 km. On second thought, no, would render Blockade Runners useless with no counter.
Mobile Graviton Generator : one-time use, lasts one hour, reduces the velocity of all ships by 60% within 100 km. |
Marsan
Caldari Provisions
132
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Posted - 2013.11.13 21:24:00 -
[392] - Quote
Guns'N'Ammo wrote: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.
I love this idea!!
Former forum cheerleader CCP, now just a hopeful small portion of the community. |
Abdiel Kavash
Paladin Order Fidelas Constans
1758
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Posted - 2013.11.13 21:24:00 -
[393] - Quote
I want a structure that I can anchor in a thread, and it will automatically delete any duplicate suggestions.
Seriously, this thread has maybe 5 pages of unique content. |
Nero Pantera
Whale Girth Disavowed.
18
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Posted - 2013.11.13 21:26:00 -
[394] - Quote
A structure for WH's let's call it Neutrino Echo device When deployed it tells you how many wormholes are in the system your in and what class of system each lead to. It also tells you how many wormholes are in each adjacent system but no details other than there are x amount of wh's in those. |
Gamer4liff
GoonWaffe Goonswarm Federation
62
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Posted - 2013.11.13 21:31:00 -
[395] - Quote
At first I'd say new anchorable manufacturing and research modules, but really CCP should just focus on making the ones at POSes useable by the public. After all the trouble of setting up an empire pos on an alt to manufacture and research at faster rates, it would be a copout to introduce as-good replacement systems that were not as hard to get. That said, maybe have lesser anchorable modules be not as good as POS slots with less overall slots and slower manufacturing/research? I could see a two tier system with optimal and specialized public POS slots vs general public anchored slots working well.
Regardless, being able to sell slots from player installations in empire to the public would be pretty great.
Also please make the advanced ship manufacturing POS arrays not garbage. |
Liam Inkuras
Red Federation RvB - RED Federation
566
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Posted - 2013.11.13 21:32:00 -
[396] - Quote
Mobile Gravity Well Unit. Pulls any ship within 35km towards it at an easily counterable rate, but still enough to screw up an orbit. I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |
The Grendalo
Brave Newbies Inc. Brave Collective
0
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Posted - 2013.11.13 21:41:00 -
[397] - Quote
- A 3 second POS shield (varying sizes) consumed upon activation, effectively ejecting reds from the immediate field and launching them outward as when a POS shield is first activated.
- A deployable micro-wormhole vortex that sucks everyone in at varying strengths related to how close they are to the event horizon, depositing everyone consumed by the vortex at random locations within the same system.
- A pirate beacon that, depending on size/kind, calls various pirate NPCs to the location for a set duration or until the beacon is destroyed. The cost of the beacon would need to equal or outweigh the bounties on the rats so the beacon wouldn't be used simply for farming.
- A deployable that once activated will return all who activated it to it's location via "jump" after a set duration specified by the person deploying... maybe within system or even constellation range.
- Wormhole re-router deployable placed at the desired exit location in-system, causing a specific WH in system to no longer point to it's destination but to wherever the deployable is placed. (potentially turbulent balance issues, but fun idea) |
Liu Ellens
Blame The Bunny The Dark Nation
102
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Posted - 2013.11.13 21:41:00 -
[398] - Quote
Addition/Augmented siphon unit that targets customs offices. Owner of CO should be informed about lost income.
Medical Clone Storage: Good for one use (pops you out in a starter frigate) -- good for WH life, no? eve-kino - create machinimas with EVE assets in the browser eve-upro - an online browser application to support navigation in New Eden and beyond. |
Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
2
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Posted - 2013.11.13 21:46:00 -
[399] - Quote
Emergency assembly line
A structure with five(or maybe just one) manufacturing lines that allows, for considerably increased cost (and potentially time, all subject to balance), to produce T1 modules and/or ammo without the need of a blueprint original. The idea can be further expanded to T2 modules, again without the need of T2 BPC, but with significantly higher material cost (and time). You load up minerals, preferably minerals only, select the output product, click 'yes' and wait.
Why this? To provide an access to modules you need while being cut-out from traditional trading hubs and sources (i.e. in a wormhole, deep in null, ect). The module should not be efficient nor it should serve to supply the module market. Think of it as a last resort when you are short on for example Heat sinks :). |
Gerrand Barrick
University of Caille Gallente Federation
0
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Posted - 2013.11.13 21:51:00 -
[400] - Quote
How's about em smoke, mirror and daggers?
Have a deployable unit that, for a period of time, takes on the illusion of a player in a starship. This would entail 4 attributes: 1) Say 2 minute activation, lasts for two hour. 2) Is activated stealthed and it's life span decays at double rate while stealthed. 3) Can either by unstealthed normally or unstealthed with the illusion of warping (or captial jumping) to that location 4) Can be customised pre-activation to appear as an actual player. This includes showing up in general chat with a name, possibly letting people respond in general chat on behalf of this "floating structure" and appearing as an actual ship - possibly even appearing to be mining or shooting despite not actually being able to do so.
Obviously the amount of preprocessing required to set up this illusion structure could be immense (unless there be different blueprints for a holo-mining vessel, a holo-battleship and (dare I say it) a holo-capital.
And the point?
Revenge; Panic; and the wolf in sheep's clothing finding his fellow sheeps are not sheeps either...
Some examples of the use being to set a fake mining ship up in null space and sitting cloaked to wait for some foolish ganker to attack it. Appearing to be amassing a fleet in one system - when most of the ships are hoaxes. Appearing to suddenly have a large support fleet warp into the middle of a medium sized fleet battle.
And all of these tricks are pretty obvious. Aren't they? So simple to spot, to dismiss. Exept perhaps for where they aren't. Is that a fool mining in low sec, a trap or a decoy? Oh my, how the shadow of doubt descends.
And obviously, there are people by far more creative then me :)
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Tau Cabalander
Retirement Retreat Working Stiffs
2239
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Posted - 2013.11.13 21:56:00 -
[401] - Quote
Takari wrote:Bug-Out Box (A.K.A. Mobile ECM Burst Module A.k.a. Mobile Rage Inducer)
200km NoDeploy range to keep the area someone clean. Deploys with 30 second spool up timer No shield or armor, not a lot of structure. Deploys with no owner.
At the end of 30 seconds: ECM burst on all frequencies to all targets within 100km equal to having a Griffin throw out one jam for each racial type to everyone in range. Goes into reinforcement mode for 5 minutes then self-destructs.
If structure reaches 0 before timer reaches 0, no ECM burst, 5 minute reinforcement, to keep from rapid-fire module dropping.
Although I like the idea of a Mobile ECM Burst, it should have a relatively long cycle time, like once per minute, and a range of no more than 50 km. I'm thinking of a jam strength of like 30. One-time use, and duration of one hour. |
Torval Shank
Hidden Agenda Deep Space Engineering
0
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Posted - 2013.11.13 21:59:00 -
[402] - Quote
I'm sure this has been brought up, but some sort of "scan shielding" object?
Something that blocks anything within it's area of effect from being seen on D-scan, or with probes. Or perhaps two different kinds, one that covers D-scan and one that covers probes.
They would have to have some downside, for balance purposes...no modules active while inside, or something like that. It'd be cool if you anchor the space yurts inside them, too.
Would be a bit overpowered in WH space, (with no Local,) although about the same as somebody sitting in a cloaky ship.
OR, maybe this is something that CAN be seen from D-scan, but is impossible to scan down with probes. So people will know you are there, and what you are flying, but will be unable to probe you out. That's not quite so unbalanced.
Thoughts? |
Michael Harari
Genos Occidere HYDRA RELOADED
908
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Posted - 2013.11.13 22:01:00 -
[403] - Quote
Fake wormhole - anchor in space, and to probe/overview it looks like a wh. On activation by a ship, it sends its owner a message with the activating ship's type, corp, alliance and pilot.
Oh, and it then explodes. |
Joseph Cash
Stardust Drifters
0
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Posted - 2013.11.13 22:02:00 -
[404] - Quote
How about a mobile scanner jammer which would hide you and maybe some corp/alliance/fleet members within a certain radius from d-scan and probes temporarily, and possibly make you disappear from local as well. You would still show up in overview, but if you get stuck in a system with a bunch of unfriendlies you could warp to a safe or a celestial body and hide out for a while. Or you could always use it to set up an ambush. |
Amarisen Gream
Triton Innovations
4
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Posted - 2013.11.13 22:02:00 -
[405] - Quote
1: A mining unit- requires drones- cannot be moved once placed. usable by anyone who comes by.
2: A scanner relay unit- Allow say a max of 5 - it shows the active anomalies in a system (ore/ice/rats) as long as you are in a systes with a relay unit. i.e. U have a Unit in system A, B, D, E, F. So while u are in system A or B you could see system A and Bs active visible anomalies. while in System D, E or F, you could see those... So the scanner relays would have to be connected by jump gates.
3: Mobile shuttle unit - could tie this into the mining unit as well as the relay units. Provides a ore hauling service from mining units (ships gathered ore if not collected) to a selected station linked by scanner units. Player would have to supply an industrial to the unit, which would then fly during the DT timer (last hour of game time each day). Only player who set up the mining unit can have a mobile shuttle unit --Might seem overpowered, but as the mining units are open to anyone to harvest, they could come through and collect the ore before than. As well as the ship could be attacked (no concord) and the ore would be dropped.
So all together, it allows players a nice steady stream of mined ore > which can be shipped via a provided Mobile Shuttle Unit (one per system or taking by other players) > all while their Scanner relay system is working.
xoxo Amarisen Gream
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Tora Hamaji
Republic University Minmatar Republic
10
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Posted - 2013.11.13 22:06:00 -
[406] - Quote
smartbomb traps, in a non-lag causing method
- Those should have a large radius of say 30 km radius - prohibit deployment of other similar structures within 100km radius (to avoid people spam deploying them on the whole grid) - one time use - can be triggered multiple times like a smart bomb without the server creating additional objects (such as mines or missiles) - trigger once per ship (would be interesting when a big gang jumps through) - trigger only on and around the target ship - expensive, and have a short lifetime and large volume. deploying those should be a strategic choice not one by default when an ibis jumps through - it will give smaller gangs a better chance against bigger ones
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Tara Tyrael
Big Game Ind.
110
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Posted - 2013.11.13 22:06:00 -
[407] - 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!
Personal POS, personal labs?
Personal SMA that can be put inside shield of wormhole POS?
************************************************ |
Michael Harari
Genos Occidere HYDRA RELOADED
908
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Posted - 2013.11.13 22:07:00 -
[408] - Quote
Player owned stargates to replace jumpbridges ofc. Deployable in sov null, usable by anyone. |
Tora Hamaji
Republic University Minmatar Republic
10
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Posted - 2013.11.13 22:07:00 -
[409] - Quote
POS revmap to the new system, complete, and has all the currently functionality. the aim is that players now deploy the new POS system instead of the old one, and the old system slowly decays and dies on it's own. |
Haulmon
Brutor Tribe Minmatar Republic
0
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Posted - 2013.11.13 22:10:00 -
[410] - Quote
**Mobile Trap** Automatically targets a hostile ship and Traps it so it cannot move more then 40km from it. It has a reverse pos effect so if you hit the edge of the bubble, you bounce back IN. it can trap players within a 40km radius until the tether is destroyed.
Can have different variations that range how many ships it can tether and how many hp it has.
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The Hamilton
Outer Ring Sleeper Collective Illusion of Solitude
54
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Posted - 2013.11.13 22:15:00 -
[411] - Quote
Batman flood light signals. Great for batphoning! |
Tora Hamaji
Republic University Minmatar Republic
10
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Posted - 2013.11.13 22:22:00 -
[412] - Quote
POS Fuel distribution station!
To lower the number of suicides among players in charge of pos logistics, this structure will be a common fuel storage for ALL the pos in that SYSTEM which belong to the same corp or alliance and are SET to be LINKED to that structure.
E.g
Alliance A has 5 POS in system ***
The setup - Fuel station is anchored in system and fuel is put in - pos 1-9 are set up and request link to the the fuel station - pos 10 is set to private and not linked - Fuel station is authorizes fuel distribution to pos 1-9
The Process - Fuel is put into the fuel distribution - it feeds every POS per hour - Pos 10 still has to be fueled manually - matter of DEBATE: once POS are linked to the station, a strontium bay is created for each POS, which can be fuelled from this station directly. then a manager can move the right quantity of strong to each bay as needed. -another matter of debate: POS input and output, reactions for example.
not exactly a mobile structure, but i had to throw this in here. |
Charlie Firpol
Noob Mercs Monkeys with Guns.
33
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Posted - 2013.11.13 22:26:00 -
[413] - Quote
Billboards. I love them in empire space, they add a lot to the landscape. Let me anchor them at my POS |
PAGAN585
Wildly Inappropriate Goonswarm Federation
2
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Posted - 2013.11.13 22:28:00 -
[414] - Quote
I would like security cameras that i can drop and leave system. Then when someone comes in and shows up on the security feed i know when to run back and shoot them for trespassing. Could be setup on gates to see who's coming, stations to see who's on undock, or spy on miners having sex in those ice belts.
Best things i've seen so far are the WH stabilizers, because its about time someone invented a way to fix those things from collapsing behind you, and they should be deployable on both sides of the WH. Then there was the mobile repair thingy, but that should only repair armor or hull. Screw the shields they already recharge themselves.
And fake signature mods are a bad idea, i would rather see a mobile scanner jammer. If something is going to be messing with my d-scan it should not show a false ship. I dont want to be warping to 500 fake titans only to find that the one guy in system is really an afk ibis. Talk about content killer. |
Fellhahn
Fell Research
0
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Posted - 2013.11.13 22:33:00 -
[415] - Quote
A deployable 100KM diameter bubble that makes you unscannable whilst inside, though not cloaked. You are still visible and targetable to anyone else who turns up on grid. You simply can't be found by D scan or scan probes. A one time use item with an hour or so burn out time, can't be rescooped. Should be low volume, 10/15m^3 or thereabouts. Low-sec/Null-sec explorers would want to carry a few I imagine. Would allow you to run a mission in peace, and would improve your chances of keeping an anom to yourself, though the anom would still be scannable by others in the normal fashion. Would also enable covops scouts to provide a safe-haven to other gang members for force mustering, without the rest of the gang having to fit cloaks. The item should NOT disguise a cyno being lit, else it just invalidates the advantages of covert cynos.
Secondly, something to mask or misdirect your presence in local chat. Either by "scrambling" local, adding multiple false identities into the member list, thereby making intelligence gathering and reliable number estimates difficult. Or by hiding you and perhaps other gang members from the channel completely (until you speak in local, ala WH space). It could utilize another bubble approach, those in the bubble vanish from local?
Thank you to Five-O and Supefriends for your time and efforts so far <3 Looking forward to using the depot and tractor modules.
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zzrat
AQUILA INC
0
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Posted - 2013.11.13 22:34:00 -
[416] - Quote
Pirate Siphon unit:
Same stats as the normal one but, it siphons energy from the POS which in turns makes the POS use more fuel. Say 10 Siphon units will drain a large POS in 48 hours, Units need to be fueled by some PI. Units can be re-used. Dont hate me |
Gizznitt Malikite
Agony Unleashed Agony Empire
2834
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Posted - 2013.11.13 22:34:00 -
[417] - Quote
PAGAN585 wrote: If something is going to be messing with my d-scan it should not show a false ship. I dont want to be warping to 500 fake titans only to find that the one guy in system is really an afk ibis. Talk about content killer.
I think you misunderstand the content creation ability here. You warp in on the single Titan, Rorqual, whatever... and die a horrible death as it turns out to be a trap.
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Xaarous
Fleetworks Silent Infinity
6
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Posted - 2013.11.13 22:36:00 -
[418] - Quote
1. Wormhole stabilizer - extends the duration and/or mass allowance (the latter by reducing each jump's "effective mass" so it WILL still decay), possibly using POS fuel or some other 'fuel' resource. Better versions required based on the class of the wormhole or for a stronger effect (e.g. +50% duration for a cheap one up to triple duration?). While active this wormhole is also far easier to probe down (maybe even shows up on the built-in scanner).
2. Gate Control - in systems with player Sov, can be deployed near a gate to rate-limit traversal using a mass-per-unit-time mechanic. Structure scales to gate type, so small gates can be locked down pretty good but a region gate requires a large and fuel-hungry structure. No idea what the "interesting" limit range would be, but making it dangerously-slow for a 100+ man fleet (even of HACs) to move through hostile space - vs. taking the time to reinforce or destroy the gate control - would be awesome. Permanent with reinforcement timer (probably), but requires a fuel source and affects the sov bill.
3. CONCORD uplink - in systems of .1 or higher security rating, this multiplies bounty and/or security status gains within the effective range (say, 100km sphere) by establishing a real-time link with Concord. They pay more when the kills are verified! Works on anyone in range, not just the owner. You could have an alternate or improved version that also improves Concord response time (as an anti-gank mechanic). Either one should require Concord LP to obtain and are NOT reusable.
4. POS-less ship storage array - acts a lot like the mobile depot, has a pretty tight limit based on module size (e.g. following the ship size classes) - perhaps only one of the specified type. Gives you the freedom to own your own and place it anywhere (e.g. near your depot) but easier to take down than a full POS. Might need POS fuel for the larger sizes.
4. Someone else mentioned a structure that provides bonuses analogous to mindlinks - I think this is a fantastic idea but needs some kind of limit factor. A version that replicates wormhole effects within a limited radius would also be neat.
Also - how about enabling a harder-difficulty variant of the hacking mini-game to either accelerate or bypass the reinforcement timer on the mobile depot? Starting the hack would trigger a suspect flag so there'd be some risk in doing so. |
Elmore Jones
Nebula II
17
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Posted - 2013.11.13 22:36:00 -
[419] - Quote
How about , since i understand the current pos code is a nightmare, a full pos revamp based on these deployable structures? Scannable, fuelled, stronted as always, but not tied to 1 per moon. The 'tower' centerpiece is fuelled to maintain the structures attached past the 30 day limit; left unfuelled for 30 days it all despawns as the current new mobiles do to save space trash filling the 'verse.
+++ Reality Error 404 - Reboot Cosmos +++ |
GeeShizzle MacCloud
384
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Posted - 2013.11.13 22:39:00 -
[420] - Quote
Fellhahn wrote:
Secondly, something to mask or misdirect your presence in local chat. Either by "scrambling" local, adding multiple false identities into the member list, thereby making intelligence gathering and reliable number estimates difficult. Or by hiding you and perhaps other gang members from the channel completely (until you speak in local, ala WH space). It could utilize another bubble approach, those in the bubble vanish from local?
something a lil like this idea?
=) |
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