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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 11:55:00 -
[1081] - Quote
Mobile Propaganda Generator : Will probably not make its way into the game but...
Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil. Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?). Cannot be anchored in high sec.
Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it.
How awesome is it ? G££ <= Me |
marVLs
563
|
Posted - 2014.01.09 12:03:00 -
[1082] - Quote
I would like to see structures that will allow eve players to play game in way of those fb games ;) i mean lots of eve players are farmers (missions, mining etc), hell most of players everywhere are farmers, and grinders, that incredible addicting type of gameplay (see WoT grinding, farmville or viking gone wild on fb).
It could be something new, fresh in eve world. Something like automatic mining structures that will mine veeeeery slowly, and they need to be emptied every few hours (not reusable, can be shooted by others etc) with other structures that can refine on grid, or even produce some stuff, all of this upgradeble with many levels etc.
Whole idea is around giving players something to grind, that's the most addicting thing, so they will need to log in at least every day, and not only to click some stuff but actually transport, resuply etc. they will have their own part of space.
Well i don't have time so i describe it all bad and those grammatik, language errors... |
Altrue
Exploration Frontier inc Brave Collective
825
|
Posted - 2014.01.09 12:37:00 -
[1083] - Quote
Mobile Anomaly Propagator : Can only be anchored near wormholes, in the W-space side. Propagates the Wormhole system anomaly into the Known space system the wormhole connects to.
Wears off if the structure is destroyed or if the wormhole is closed. Once dropped, can only be scooped if the wormhole is closed. (Owner cannot deactivate the effect at will)
A structure quite expensive (~100mil), no decay (or something like 30 days but the point is that it stays as long as the wormhole is open), affects the whole known-space system regardless of the distance with the WH.
Does not provide any indication of where the wormhole is if you do not have probes. Creates a permanent covert-jump-bridge-like lighting effect around the wormhole in which there is the Anomaly Propagator on the other side.
It's a structure with Battleship EHP and 50% resistances. (so, same EHP than a structure without resist, but with less raw HP)
Bonus interesting point : And since you anchor it on the W-space side, it works in high sec ! (Generates faction police inside the wormhole around the structure that tries to destroy it. Strength of the police dependant of the sec status of the target system). Police quickly respawn if destroyed. Can be an interesting conflict driver to force high-sec player to unite and go fight people trying to put an anomaly into their system. Can give an interesting strategic value to wormhole for K-space FCs if you are able to control in which system the engagement will take place in low sec or null sec. Because then you can scout wormholes around your staging system, looking for anomalies, then try to force the engagement into the system that holds a nice anom for your fleet.
Bonus effect if you are a Wormhole Space fleet : Makes you feel a bit like Sansha Kuvakei. G££ <= Me |
mr roadkill
Deep Core Mining Inc. Caldari State
17
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Posted - 2014.01.09 13:00:00 -
[1084] - Quote
Altrue wrote:Mobile Propaganda Generator :Will probably not make its way into the game but... Can be anchored, scooped at any moment by owner, and destroyed without reinforced timer. (Cruiser EHP) Cheap cost: 1 mil. Deploys 20km above (up) the structure a 10kmx10km holographic image of the corp or alliance logo (Two variations of the module?). Cannot be anchored in high sec. Can be anchored everywhere including at stations and gates in null-sec, W-space, low-sec. In low sec, gives suspect timer when you shoot it. Cannot be anchored at less than 250km of another Propaganda Generator. How awesome is it ?
For a minute I thought this was going to be a module that automatically posted smack about an alliances members to local, and could be configured to do so to certain forums as well. |
Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 13:20:00 -
[1085] - Quote
(haha :D)
Mobile Location Manager : An efficient way to share bookmarks with your alliance !
Cheap (1mil) cannot be anchored at less than 250km of the same structure. Decay after 24hours without interaction. Does not decay if inside a POS shield. Put bookmarks in its cargo, every player can access the structure and receive in its people and places a copy of one or multiple or every bookmarks that are present inside the structure. Less can spamming if you need to give locations to people. Less stupid copy of locations in people and places to then jettison them. 50m3
Note : Bookmarks are now called Locations, in game. But I'm a bittervet. G££ <= Me |
Altrue
Exploration Frontier inc Brave Collective
826
|
Posted - 2014.01.09 13:52:00 -
[1086] - Quote
Let's make some area of effect structures !
Mobile Disruption Reflector Field:
Creates a special bubble where every ship receiving or emitting E-war effects inside the field, sees these effects also affecting the person activating them.
Mobile Hyperspatial Acceleration Field:
Any ship inside the Acceleration field initiating warp will see its warp speed doubled. A tool for ambushes off grid ! And people could even try to put a network of these to accelerate travel inside their space. Thus, can be anchored near stargates.
Mobile Capacitor Consumption FIeld:
Any ship inside the field requires twice more capacitor to fuel its modules.
All field structures are anchorable and unanchorable like mobile warp disruption bubbles. Forbidden in low and high sec. G££ <= Me |
stoicfaux
3801
|
Posted - 2014.01.09 15:52:00 -
[1087] - Quote
Space Beer Keg Dispenser - anyone who clicks on the SBKD becomes inebriated. The higher the state of inebriation, the more likely it is that when you press a key, the UI instead 'presses' a different key, e.g. you press F1 for guns and instead the UI turns off your shield hardener or off-lines your guns.
WASABI: -áWarp Speed Module
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stoicfaux
3801
|
Posted - 2014.01.09 15:55:00 -
[1088] - Quote
The Machine That Goes Ping - A deployable that goes "PING!" in local.
WASABI: -áWarp Speed Module
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stoicfaux
3801
|
Posted - 2014.01.09 15:59:00 -
[1089] - Quote
Scan Probe Bookmark - Drop this long term deployable and it creates a "bookmark" for your scanning probes. From the probe interface you can tell your probes to deploy around this "bookmark". WASABI: -áWarp Speed Module
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Hasala Xi
Raumpatrouille Orion Avaricious Cartel
0
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Posted - 2014.01.09 17:32:00 -
[1090] - Quote
Mobile Cloaking Devise Interruptor
A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.
I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem. |
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mr roadkill
Deep Core Mining Inc. Caldari State
17
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Posted - 2014.01.09 20:21:00 -
[1091] - Quote
Hasala Xi wrote:Mobile Cloaking Devise Interruptor
A mobile Unit, that can send a "ping" in the whole system. Every active cloaking devise gets deactivated by this ping.
I need no delay for the cloaking device, it can be reactivated at the next moment, no problem - but if EVERY cloaking device in the system gets deactivated and has to be reactivated manually, the afk-cloaky-camping gets impossible. And the active-cloaky-camping is still possible. I thinks, thats a good way, to solve the problem.
*nice idea, however I must assume your ratters are all AFK in station because of the AFK cloaker (otherwise they would be out ratting with backup to kill said cloaker when he stops being AFK right?.... right?). So what good would this do if your all AFK as well?
Anyway sorry for the highjack lol
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Gizznitt Malikite
Agony Unleashed Agony Empire
3348
|
Posted - 2014.01.09 22:59:00 -
[1092] - Quote
I'd really love to see a Mobile Logistics Inhibitor.
Single use module, 2 hr duration, 5 minute anchor time, moderate 100k or less EHP, Grid-wide effect.
Every Ship on field cannot receive remote assistance (Remote Shield Transfers, Remote Armor Reps, Remote Energy Transfers, Remote Sensor Boosting, Remote ECCM, etc).
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I enjoy Watermelons
DPS Direct
0
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Posted - 2014.01.10 02:23:00 -
[1093] - Quote
Mobile drone nerf.
Prevents asisiting of drones within range. |
Nav Shadow
Honestly We didnt know Surely You're Joking
0
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Posted - 2014.01.10 11:34:00 -
[1094] - Quote
I would like to see this structure in Wormhole:
MOBILE WORMHOLE STABILIZER
1) U launch it near the wh. It has shields, armor... 2) It needs some kind of fuel for: a) to prevent wh from collapsing or b) to increase mass for passing ships c) easly destroyable(without reinforced mode)?
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Altrue
Exploration Frontier inc Brave Collective
828
|
Posted - 2014.01.10 13:09:00 -
[1095] - Quote
Nav Shadow wrote:I would like to see this structure in Wormhole:
MOBILE WORMHOLE STABILIZER
1) U launch it near the wh. It has shields, armor... 2) It needs some kind of fuel for: a) to prevent wh from collapsing or b) to increase mass for passing ships c) easly destroyable(without reinforced mode)?
It has already been proposed. A version without mass increase, a version with mass increase.
G££ <= Me |
Hairpins Blueprint
Paragraph 22 Aureus Alae
29
|
Posted - 2014.01.10 13:27:00 -
[1096] - Quote
DarklordKarn wrote:Giant mobile disco ball, that plays random sci-fi theme tunes, while shooting disco lasers and fireworks !!
with build cost of a titan, that would be fun :D |
Dracvlad
Taishi Combine Pirate Nation.
315
|
Posted - 2014.01.10 13:50:00 -
[1097] - Quote
Mobile Cyno Gen Instead of having to sit in a ship and wait ten minutes for someone in a sabre to come along bubble up and blast you and your pod how about this:
A mobile cyno gen that is linked to the ship that launches it, it immediately lights the cyno, the Mobile Cyno Gen will only work while the person who laucnhed it is within 3km of it, if he moves out of that range or docks then the cyno ends and the MCG can be scooped. A person attacking the cyno can attack the ship next to it or the mobile cyno gen itself, make it so the module has the same EHP as a frigate. Linking it means that the current mechanic of jumping to the person in fleet works.
This will improve gameplay a huge amount, I absolutely detest the current mechanics which really is a pain in the butt and I waste a lot of time waiting for my cyno to finish. If you do not want LOCAL go to WH space,-áand those people who think that WH space is like 0.0 but without local,-álight a cyno and try jumping to it.-á-á There is a structural issue with Eve, based on accounts with no link, vast reserves of ISK-áand plex, which makes it too easy to metagame the destruction of small alliances. |
james Sotken
Brave Little Toaster. Brave Collective
0
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Posted - 2014.01.10 16:04:00 -
[1098] - Quote
CCP, you're looking at this the wrong way.
You must have some idea's yourself, and there's nothing wrong with asking the community for input, but each player knows hardly a fraction of the total play styles in the universe. If you really need player input, go ahead, but please get some focused feedback on how it will be used and some idea of stats before you go ahead and make it. That way if it's too OP as a basic idea you won't have to nerf it into uselessness to avoid admitting your mistake.
Also, please remember that anything that anything that aids traps, also discourages PvP since people will always know they are traps, or they will be hilariously OP. This includes anything that distorts local, D-scan, or Probes to some extent. These things need to be very carefully implemented so as not to clash with current mechanics and balanced to be dangerous to use if countered. The current iteration of the MSI works because it blocks outgoing D-scan too IMO and is now a good example of this balance. |
Wild Dreams
Perpetual Podding
11
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Posted - 2014.01.10 18:21:00 -
[1099] - Quote
Mobile mining station (can fit mining crystals as ammo)
Mobile salvage unit (works well with mobile tractor unit)
Mobile Lab (1x me 1x pe 1xc opy 1x invent and can activate like pos labs with bpo's/bpc's in station in same system with skill)
Mobile weapon platform (for mining defence)
Mobile jump bridge (for bs below and usable in highsec requires one in destination system)
Mobile repair units ( Armour shield and hull for u fellow gallant pilots)
Mobile probe scanner units ( uses pilots skill level and u need to fit probe launcher and probes auto scanns system slower than a player but allows you to do other things)
these are a few ideas i have some may of been posted already but oh well :P
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Super Stallion
Caldari Provisions Caldari State
8
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Posted - 2014.01.10 20:51:00 -
[1100] - Quote
I am told that one other mobile "structure" was once in the game but removed due to server load accompanied with many of them.
Since we are adding mobile structures, that can be placed in the cargo hold of almost any ship, I am assuming that this issue has been resolved. So, why not bring back mines?
can always make them take enough space that minor industrials need to be used, i dunno. |
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Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 00:59:00 -
[1101] - Quote
Automated expendable assembly line self-contained from mining ore in range to end product.
Automatically balanced since it needs a BPO (or BPC stack) and is limited by minerals in ore within range. Cost to reflect mining-refining-factory-storage machinery. Basic manufacturing skills for expendable required to load BPO (BPC).
Secured output storage vs looting from wreckage vs hacking storage. |
Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:10:00 -
[1102] - Quote
Super Stallion wrote:I am told that one other mobile "structure" was once in the game but removed due to server load accompanied with many of them.
Since we are adding mobile structures, that can be placed in the cargo hold of almost any ship, I am assuming that this issue has been resolved. So, why not bring back mines?
can always make them take enough space that minor industrials need to be used, i dunno.
mines aren't really a structure.
More importantly you can get similar effect without the server load trackign thousancs of objects in system space
by implementing rapid launch missile batteries (rocket, light, heavy, cruise) which fire a burst of missiles then need to be reloaded. There might be two types of reloading...reload ready to fire magazine from structure stores and also a limit on stored structure ammo requiring player reloads. At least the missiles are only in space for a short time when they have targets.
Room for many variants of lock speed and ammo capacity and firing speeds -- plus loading with many ammo types. Though maybe the lock speed and range could be driven by adding ordinary ship modules and scripts to slots on the structures. |
Ubat Batuk
Garoun Investment Bank Gallente Federation
114
|
Posted - 2014.01.11 01:23:00 -
[1103] - Quote
I would like a sun harvester installed on the sun orbit and an energy relay / distribution system to be deployed with the fleet either as deployable or in the form of mods, e.g. receiver and relay. This will provide limited or unlimited capacitor efficiency to the fleets of the alliance owner. A counter to this could be created too, perhaps an harvester jammer or something. |
Proddy Scun
Renfield Inc
46
|
Posted - 2014.01.11 01:28:00 -
[1104] - Quote
How about a structure that generates an Anti-cloaking Cloud?
An environmental effect centered on the structure that has sufficiently high density electrostatically suspended particles to disrupt cloaking - say a 20km RADIUS cloud for a small unit, 60km for medium and 150km Radius for a large
Or how about an even denser AMBUSH version? A structure generated cload that disables not only cloaks inside but also prevents all active sensing and visibility over 5km distance (as well as preventing warping if more than 5km inside) ...but which the owner can turn off and disperse in less than 5 seconds from anywhere on grid.
Is there a big fleet inside or just one ship or nothing at all? Borrowing a bit for some of the EVE PVE missions.
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Proddy Scun
Renfield Inc
46
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Posted - 2014.01.11 01:30:00 -
[1105] - Quote
Ubat Batuk wrote:I would like a sun harvester installed on the sun orbit and an energy relay / distribution system to be deployed with the fleet either as deployable or in the form of mods, e.g. receiver and relay. This will provide limited or unlimited capacitor efficiency to the fleets of the alliance owner. A counter to this could be created too, perhaps an harvester jammer or something.
The only counter needed would be DPS to the structure. Really its the only one that makes much sense too since otherwise you are erecting specific counter structures during a fleet battle. I assume the solar booster owners are defenders who set up there on purpose BEFORE the battle really gets going. |
Ubat Batuk
Garoun Investment Bank Gallente Federation
114
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Posted - 2014.01.11 01:33:00 -
[1106] - Quote
A star POS with special deployable components that will implode the sun into a neutron or antimatter star that:
1. will look stunning and give a new look to the solar system 2. it will enhance specific ships attributes and why not, make an ultra precious version version that increases your neural activity!
The structure will be self powered by the sun energy. If the structure is destroyed, the bonuses are lost until a new structure is deployed.
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Proddy Scun
Renfield Inc
46
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Posted - 2014.01.11 01:41:00 -
[1107] - Quote
Hmmm... how about a big sun harvester (array of mirrors) that shoots capital class OVERHEAT Beam adding thermal stress as if modules were overloaded ?
Or even structures firing capital lasers (big mirrors and lens arrays)?
Anything solar powered from the sun to remote location would have to enter battlefield via command ship fitted with a new type of control/warfare link as forward observer and computational controller....though maybe that ship could operate remote solar devices while stealth since the only required emissions from the ship are communication beams. I can see stealth bombers carpet bombing empty space if so.
I can only imagine that changing targets would be slow and tracking speeds terrible. |
Ubat Batuk
Garoun Investment Bank Gallente Federation
114
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Posted - 2014.01.11 01:44:00 -
[1108] - Quote
Even on earth drones are getting better over a very short period of time... how about EVE? Could we have a deployable drone hub? That would be loads of fun. You target and keyboard short-cut to deploy the drones... useful for mining fleets, and anything else... could even introduce a new type of hub-deployable-only-drones or reuse the existing, not a big deal. Maybe also require a special module that is the drone hub controller. |
Proddy Scun
Renfield Inc
46
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Posted - 2014.01.11 01:47:00 -
[1109] - Quote
Ubat Batuk wrote:Even on earth drones are getting better over a very short period of time... how about EVE? Could we have a deployable drone hub? That would be loads of fun. You target and keyboard short-cut to deploy the drones... useful for mining fleets, and anything else... could even introduce a new type of hub-deployable-only-drones or reuse the existing, not a big deal. Maybe also require a special module that is the drone hub controller.
Already suggested that. Plus drones being IFF automatic like POS defenses.
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Ubat Batuk
Garoun Investment Bank Gallente Federation
114
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Posted - 2014.01.11 01:55:00 -
[1110] - Quote
Deployable spatial cloak that can be used to cloak a POS, Station, roid belt or an entire fleet. Juicy... |
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