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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Ralmar Kimnot
Okorer
39
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Posted - 2013.11.13 14:02:00 -
[91] - Quote
DrLSpaceman wrote:Webbing Structures akin to Stasis Towers would make gate camps just a little more interesting...
I web bubble variation on the warp bubble would be better than a structure. |
Abdiel Kavash
Paladin Order Fidelas Constans
1681
|
Posted - 2013.11.13 14:04:00 -
[92] - Quote
Hmm, here's an incredibly evil idea. I'm not sure how feasible it would be to implement though.
Call it a Cynosural Jump Disruptor. Deploy it anywhere within a system. The CJD projects a sphere of influence several LY in diameter around the system it's in. If any ship using a jump drive passes through this sphere (i.e. a straight line from the origin to the destination system intersects it), the jumping ship is ejected at a random point within the system with the CJD. The CJD has no effect on ships jumping directly to the system it's in though.
Limited to one per system. Visible on the overview from anywhere in the system. Has about battleship-level of EHP. No reinforcement timers. Not scoopable.
The CJD and its sphere of influence would be visible on the starmap with no delay, this way you can check for them before you jump. This would ideally come with a simple tool to plot lines on the map to see if you actually go through the CJD bubble or avoid it.
This would make it possible to cut off capital or titan bridge reinforcements from a system if you know where your enemy is staging. If you want to bring your caps to battle, you would need to either plot a course around the CJD, or send a skirmish fleet to destroy it. It would also make people more aware of the 3D nature of the EVE world, not just a set of systems connected by gates. |
Jack Haydn
Valar Morghulis. Goonswarm Federation
39
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Posted - 2013.11.13 14:04:00 -
[93] - Quote
Use this to finally "fix" POS by replacing them with mobile structures. Introduce mobile stuff which resembles the things POS can currently do and once you cover all current POS features, you can just nuke the POS code (slight simplification in the statement here). |
Rayzilla Zaraki
Tandokuno
179
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Posted - 2013.11.13 14:07:00 -
[94] - Quote
Lord Valian wrote:Cloak Disruption Unit, a deployable that works systemwide, when deployed it will disrupt the cloak of all ships in the system for 1 hour and will then "burn itself out" (self destruct).
Why not the whole constellation? Gate campers are just Carebears with anger issues. |
Smoking Blunts
ZC Industries Dark Stripes
672
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Posted - 2013.11.13 14:07:00 -
[95] - Quote
A deployable bubble like structure that nullifies the interdiction nullifier effect. aka as an old school bubble pre t3/interceptor
OMG when can i get a pic here
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Marc Callan
Interstellar Steel Templis Dragonaors
333
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Posted - 2013.11.13 14:08:00 -
[96] - Quote
Jump Portal Tracker: will create bookmarks for the in-system location of any cynosural field deployed within its scan range (scan range can vary by meta type, with T1M0 default anywhere between 0.5 AU and 2 AU), and create bookmarks of any system (but not the location within that system) from which an incoming jump portal has been created, eg: where the capital, supercap, or jump freighter jumped from, or where the Titan opening the bridge was located.
Will not track covert cynos or portals. Battlecruiser-sized scan signature, frigate HP. "Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred..." - Niccolo Machiavelli-á |
Ivana Twinkle
GoonWaffe Goonswarm Federation
422
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Posted - 2013.11.13 14:08:00 -
[97] - Quote
Lord Valian wrote:Cloak Disruption Unit, a deployable that works systemwide, when deployed it will disrupt the cloak of all ships in the system for 1 hour and will then "burn itself out" (self destruct).
No system wide crap. It should maximum be 100km |
Demonos Silentium
Nictus X Initiative Mercenaries
5
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Posted - 2013.11.13 14:08:00 -
[98] - Quote
- Decloaking pulse generator
Sends out a decloaking pulse every 5 minutes that decloaks everything on grid. or perhaps shorter cycletime for shorter radius. like 2mins and 100km or so.
- Mining Protection Unit
Deployable mod that needs fuel (cap booster charges and/or an energy transfer feed perhaps) and acts as a defensive mod for mining fleet. DPS is based on the size of the cap booster charge, with navy 800s + energy transfer giving enough punch to kill the highest level nullsec spawn. Does not target players. Only tanks belt-sized spawns to prevent use in other sites and/or has a long onlining time suitable to the (usual) long on-grid times of miners.
- Bomb Defense Unit
Structure that gives specialist defense options against bombing runs. Uses the almost obsolete Defender missiles as ammo and autofires on bombs (not bombers). Optional: have it operated by a player, who has to initiate the module's defensive options when bombers uncloak for their run (similar to "turning the key" on a real life air defence destroyer to put it in full auto mode). Several of these are anchorable on a grid, with one of them able to kill about 1 squad of bombs. Significant reload cycle. |
Anderton Faln
GoonWaffe Goonswarm Federation
16
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Posted - 2013.11.13 14:09:00 -
[99] - Quote
Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc. |
Jacque Custeau
Knights of the Minmatar Republic
5
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Posted - 2013.11.13 14:10:00 -
[100] - Quote
Mobile Sentry guns. You drop them in a belt and if an enemy or pirate appears, they shoot him. They should have a range equal to that of a siphon, and when attacked they go into reinforcement mode for 48 hours. |
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Thomas Hurt
Scorpii Cartel
177
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Posted - 2013.11.13 14:10:00 -
[101] - Quote
Anderton Faln wrote:Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc.
How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have. |
Juliette Asanari
Saeder-Krupp Trading Division
33
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Posted - 2013.11.13 14:12:00 -
[102] - Quote
Deployable Shield-generator
One time use (like the cynojammer), limited time - upon deployment generates a 10km-ish shield bubble with similar effects as a POS-Shield: Nothing inside can target/damage anything outside and vice versa, only the owning pilot can leave or enter at will. Shield can be attacked (will flag the attacker suspect) and destroyed (no reinforcement) HP of a Battleship.
I leave the tactical implications to everyones imagination :) |
Rayzilla Zaraki
Tandokuno
179
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Posted - 2013.11.13 14:13:00 -
[103] - Quote
A unit that cloaks and also inserts a falsified player into local chat to make the scarebears knees go all wobbly.
Call it the Cloaky Camper Post.
Added fun, allow anything up to a cruiser to dock in it and be protected under it's cloak.
Alternately, a player docked in this unit would be hidden from local while still being able to monitor it. Great observation post for gathering intel prior to fleet attacks. Gate campers are just Carebears with anger issues. |
Abdiel Kavash
Paladin Order Fidelas Constans
1682
|
Posted - 2013.11.13 14:16:00 -
[104] - Quote
Anderton Faln wrote:Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc. I've been thinking about something similar actually. However if it's too cheap, it would obsolete actual cyno modules on ships. If it's too expensive, it would be easier to just selfdestruct a noobship with a cyno on it.
Moreover, it would also allow ratters or small gangs to cyno in reinforcements without having to sacrifice a high slot and significant fitting. (In big fleet this is not so much of an issue as it's easy to sacrifice a gun on a couple of ships for a cyno.) |
Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 14:16:00 -
[105] - Quote
mobile cloak detector / prohibitor / disabler working within very small radius (40 km?)
mobile logistic station (outside of combat only - not working when timers are up) - recharges shield / armor / structure / capacitor
mobile cloning vat for wormholes
mobile syphon for other types of goods from poses manufacturing AND POCOs
mobile warp interception unit - working similar to warp bubble, but instead of using this on grid, You use it off-grid between gates / poses / stations / etc to intercept ships warping trough it
mobile cyno / covert cyno
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
xttz
GoonWaffe Goonswarm Federation
288
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Posted - 2013.11.13 14:17:00 -
[106] - Quote
An Infinite Improbability Generator.
When anchored in orbit of a planet, it randomly generates sperm whales and bowls of petunias. |
Robert J Niewiadomski
NULLIMPEX INC
8
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Posted - 2013.11.13 14:18:00 -
[107] - Quote
1) Micro trade hub with storage area. Small provision goes to the owner of the place. Limited parking space. Sentry guns. Needs some permits fees in hi (low?) space to operate.
2) Food outlet selling food and drinks. Items "consumed" there temporarily boost customers' attributes and thus boosts training sans implants. Needs PI stuff (like livestock, proteins, microorganism, biomass etc) to prepare meals and drinks. Limited parking space. Can be burned to the ground. WIS, table chat and brawls enabled Needs some permits fees in hi (low?) space to operate. F.E.A.R. stands for False Expectations Assumed Real http://www.mannymolecular.com/mind-emotion/42-exploring-fear |
Speedkermit Damo
Demonic Retribution Nullsec Ninjas
143
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Posted - 2013.11.13 14:19:00 -
[108] - Quote
Mobile decloaking structure - prevents cloaks from activating and shuts down any active cloaks within it's radius. 20-30km should do it. Don't Panic.
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Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.13 14:19:00 -
[109] - Quote
Thomas Hurt wrote:Anderton Faln wrote:Probably an idiotic idea but what about some kind of consumable cyno beacon mobile structure? Not too dissimilar from the current cyno beacons that require sov but these would be temporary (something like 15 minutes), show up system-wide on overview, etc. They would need to be somewhat expensive considering the utility of them. The cost/consumable aspect of it should be far greater than what is required to get the required sov level, deploy ihub, etc. How about a deployable structure that would house le Mittani's ego? It would be very expensive considering the cargo capacity it would have to have.
You sir just won The Internet :) +1 Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Mashie Saldana
BFG Tech
788
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Posted - 2013.11.13 14:20:00 -
[110] - Quote
Unstable wormhole generator, anything on grid when the device goes active will get teleported to a random system in EVE. Mashie Saldana Dominique Vasilkovsky
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Vesan Terakol
Sad Face Enterprises
20
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Posted - 2013.11.13 14:21:00 -
[111] - Quote
I would like to further iterate on the aforementioned module, that would provide intel on system entry in place of local.
Make it so such a module needs to "lock" its target in order to provide detailed intel. E.G:
1 - A cruiser jumps in and aligns away - the structure "locks" the cruiser and genrates a mesage: "X has entered the system XM-PL1 at hh:mm." There is also a link, that contains all the scanned ships in a window, similar than those, generate by survey scanner - ship class, ship name.
2 - X jumps again in the sysem, but has 6 buddies with him - Y, Z, J,H,K. The basic scanner you've placed has a maximum of 5 locked targets at once, so it will generate the message: "X,Y,Z,J,H and one more have entered the system XM-PL1" If K sticks around the gate for a given period (lets say 15 secs), the module will initiate a new scan and add K to the list"
3 - 2 minutes before X, the scout A and scout in training B have passed through the same gate, both in covops ships. A is quick on the cloak and engages it before the structure manages to pick him up. B gets distracted, so the scanner detects his presence, but doesn't manage to get a lock. The message reads "1 unknown ship has entered the system XM-PL1"
Now, those examples cover a few more advanced concepts - basic detection, rescan timers and intel update and covops ship grace period before scanning.
Basic detection occurs when the station initiates a lock attempt on the target. If the lock fails, the ship will be listed as unknown. Rescan and update will trigger at a set amount of time (lets use 15 secs as example). Instead of classical lock system, where a new target can be locked as soon as one dissapears, the target logic allocates a a set amount of time (15 secs) to each locked target. The "slot" remains closed for 15 secs, regardless of whether lock is maintained or not. If a new ship gets locked within a minute of the generated report, it will be added to the already existing list, keeping the generated intel less messy.
Covops ships, being sneaky, get a limited grace period, allowing for the swap between gate cloak and their own cloak, during which a lock attempt will not commence. its worth noticing, that a lock attempt can commence while a target is untargetable - jumping away - and it will generate an "unknown" entry.
Now, after all this message stuff, you would wonder, where all that data will be dumped - when the structure is activated, the owner is prompted to input a chat name - the structure would dump all intel generated in the chat, to which it is attached. |
Jack Ringo
Native Freshfood Minmatar Republic
0
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Posted - 2013.11.13 14:24:00 -
[112] - Quote
Mobile Security/Intel Structure.
This structure reports intel of uncloaked ships that enter its field of range. Name, Corp, Alliance, Shiptype of neutral or bad standing pilots which can be reported to a specific chat channel set by the owner.
These structures can be covert/not covert and can be either fueled/charged (using Cap charges as batteriesfor example) or limited by time.
These structures could be set near pos's to help pos owners to detect ships that might be deploying siphoning, etc.
They could be set at gates to help secure systems. I could see mining systems having the structures deploy on neighboring system gates as security devices to provide their miners advanced warning from incoming ships.
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D S K
Never Ignorant Gettin' Goals Accomplished
0
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Posted - 2013.11.13 14:27:00 -
[113] - Quote
* - Anchorable pulsing decloaker
* - Anchorable gate locker
* - Anchorable local chat cloaker
* - Anchorable ccp_fozzie hologram |
Mercer Nen
School of Applied Knowledge Caldari State
0
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Posted - 2013.11.13 14:29:00 -
[114] - Quote
Deployable Slaver Pens. Turns tourists and janitors into slaves.
and conversely Slave Re-education Centres. Free the slaves!
Also,
Black market trading centre. Mini-markets immune from taxes. If captured/destroyed everything on the market drops. Surely there must be a way to do something like this?
Pointless ideas, but possibly fun nonetheless. |
Max Kolonko
High Voltage Industries Ash Alliance
356
|
Posted - 2013.11.13 14:33:00 -
[115] - Quote
Mobile CORPORATE/FLEET tracking unit / syphone / depot / etc...
CORPORATE/FLEET - so anyone withing corp / fleet or whatever can use then
Mobile .... alliance bookmarks.. :P Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Kismeteer
GoonWaffe Goonswarm Federation
533
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Posted - 2013.11.13 14:34:00 -
[116] - Quote
A capital Mobile Warp Disruption bubble, that can stand up to super firepower. |
Powers Sa
721
|
Posted - 2013.11.13 14:37:00 -
[117] - Quote
Kismeteer wrote:A capital Mobile Warp Disruption bubble, that can stand up to super firepower. anchorable mobile neut batteries. lol |
Weaselior
GoonWaffe Goonswarm Federation
5472
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Posted - 2013.11.13 14:38:00 -
[118] - Quote
A wormhole stabilizer. "I can hire one-half of the working class to kill the other half." |
marVLs
507
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Posted - 2013.11.13 14:39:00 -
[119] - Quote
Mobile CCP Guard, when deployed it fly away in space with his fading scream like on Odyssey video |
Galmas
United System's Commonwealth
117
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Posted - 2013.11.13 14:40:00 -
[120] - Quote
none.
when will we finally see something happen to POS?
edit: i just did 32 jumps in a freighter, dont think i am anywhere close to being positive about Rubicon... |
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