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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Nova Fox
Novafox Shipyards
2767
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Posted - 2012.01.16 18:01:00 -
[1] - Quote
Remote Heat Sinks, Takes heat from one ship and slumps it into itself, uses coolant as ammo.
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Nova Fox
Novafox Shipyards
2767
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Posted - 2012.01.16 18:05:00 -
[2] - Quote
Fire and Forget Missiles /w Launchers
Fire and Forgets are fast foward firing missiles best when used in chasing other speed targets. Size of target biggest factor on damage conveyance (so a battleship will do diddly squat against a frigate with these) FaFs also exhibit FoF behavior in a forward cone anything out of the forward cone will not be hit.
High damage Low Magazine Space Slow refire
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Nova Fox
Novafox Shipyards
2768
|
Posted - 2012.01.16 18:07:00 -
[3] - Quote
Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
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Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:11:00 -
[4] - Quote
Suicide Drones aka mines.
These are one shot high damage drones with low hp.
They require drone bandwidth and doing anything that disconnects the drone would still apply so the 'mine' layer must be in range and on grid uncloaked.
New ships may be needed to have large drone bays to deploy as a main weapon.
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Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:13:00 -
[5] - Quote
Heat Slump
This module asorbs all heat generated, taking damage to itself. Once the heat on this module hits critical it self ejects destroying itself in the process after which normal heat begins to be applied.
Works for only the rack its installed on. This module is self destructing.
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Nova Fox
Novafox Shipyards
2768
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Posted - 2012.01.16 18:16:00 -
[6] - Quote
Field Generator
This is a scripted module,
Counts as a gang link.
This generator produces various field effects to anything inside the effect of the field.
Scripts include but not limited too.
Stealthing (reduces siganture radius) Force Field (temporary protective barrier this destroys script on use) Sensor Boost Webifier Field Various WH type effects.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:17:00 -
[7] - Quote
Improved FoFs
These laser guided FoFs will pirotize any painted target within range. If the painted target is outside the painters optrimal range the FoFs revert back to FoF behavior.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:19:00 -
[8] - Quote
Stealth Plating
This mid slot module reduces signature size by a small percentage. Consumes more CPU than usual modules would.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:22:00 -
[9] - Quote
Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
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Nova Fox
Novafox Shipyards
2769
|
Posted - 2012.01.16 18:23:00 -
[10] - Quote
Emergency Repairs.
This module consume hull to bring forward as either armor or shields and additional resistances.
If left on too long it will self destruct the ship.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:24:00 -
[11] - Quote
Drone Bay Expanders.
Consumes a moderate amount of cargo for drone bay space. (about 5m3 cargo for 1m3 drones) Does not increase bandwidth.
Do not offer a bandwidth increasing module if this where to be offered.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:29:00 -
[12] - Quote
Improved Defender System.
This is a midslot system that intercepts inbound materials and counters some forms of warfare. Proper ammo has to be used. Allow 'smart loading' of ammo where the module automatically picks ammo it needs based on the current threats. Limited magazine space means it has to reload often thus allowing breaks in the defenses. Limit 1
Chaff - Counter Target Painter Flare - Counter Missile Flurry - Counter Target Jammer Flack - Counter Drone Fog - Counter Dampener Ghost - Counter Destab
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:31:00 -
[13] - Quote
Iris Bravemount wrote:Nova Fox wrote:Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
This sounds like an Amarr-denied extra overheat. i don't like it. We have enough gank in here.
Lasers will get a predetermined amount of 'heat sinking' for the types of guns.
Also forgot to mention that the guns must all be group for it to work and it only works on one group at a time. So if you have guns and missiles on the same boat is going to pick the first group you activated.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:33:00 -
[14] - Quote
Spinal Mount Weapons
These wepons require the entire ship to be pointed at the target thus ships agility = its tracking speed. Long Range Damage equatable from a size up. Long refire rates. of course horrible tracking and difficult use against moving targets.
Not available of cap ships.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:35:00 -
[15] - Quote
Command Bi-processor.
Boost another command links performance of similar name by additional percen(s)t. Counts against the command link limit.
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Nova Fox
Novafox Shipyards
2769
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Posted - 2012.01.16 18:37:00 -
[16] - Quote
Digital Fortress.
This one shot midslot when activated provides electronic warfare immunity at the cost of jamming host ship and offlining all other modules.
Does not work against interdiction aoe methoods.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:39:00 -
[17] - Quote
Armor/Shield Warfare/Information/Foreman/Seige/Skirmish Link Operational Standards.
Scripted modules
These modules sprovide a very specific system boosts instead of broad ranged ones like thier cousins. May come at a cost of degrading others not selected.
Counts as a command link.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:43:00 -
[18] - Quote
Medium Tractor Beams
Able to target abandoned drones and pulls them automatically into cargo bay if there is room.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:45:00 -
[19] - Quote
Target Designator.
High Slot Counts as a command link Is an electronic warfare.
Targets hit by the target designator receive an additional 1% damage and is automaticlaly marked as primary target to the fleet.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:47:00 -
[20] - Quote
Drone Jammer.
Mid slot self AOE emitter.
Prevents deployment of any drones within range of this ship this includes logistics or combat drones.
Fighters/Fighter Bombers are not effected. Sentries out fo the field effect are not effected. Friendly and self drones can be effected if they are within the field.
Drones that enter the field lose all commands and returns to the host ship.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:49:00 -
[21] - Quote
Plasma Burner
Increases heat on a nearby target ship. Increases heat on own ship. This module once activated cannot be deactivated. This module is self destructive.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:52:00 -
[22] - Quote
Defense Grid
Capitol ship module
Provides a damaging screen of flack fire against all allowed targets within range.
Mostly effective against bombs missiles and drones.
Does not target other ships.
Adds in cool factor and capitol ship feeling.
Racially themed. (clustered lasers for amarr, flack fire for minmatar, depth charges for caldari, plasma flak for gallente)
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:54:00 -
[23] - Quote
Armored Missiles.
Larger and slighlty more expensive than normal missiles. (fewer in magazine meaning more reloads) Same damage capabilities. Takes additional damage before being killed.
Multidrive Missiles
Larger and more expnesive than normal missiles. Samd damage capabilities Goes faster in the same distance preventing shot down by gun type methoods.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:57:00 -
[24] - Quote
Nanotanks
Low slow module
When activated it self destructs
Repairs all modules back to full health at end of cycle.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 18:59:00 -
[25] - Quote
Resistance Batteries. Resistance Pumps.
Flavored Batteries (or pumps) for shields/armor
Once activated adds an additional reistances with stacking penalties.
Outperforms normal resistance modules.
Once depleted the module is destroyed.
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Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:01:00 -
[26] - Quote
Shield Imulsion Generator
A hybrid shield reistance amp and booster.
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
Armor seathing coater.
A hybrid amror repair and resistance plate
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:03:00 -
[27] - Quote
Targeting Complex
Warfare Command Link
Increases a type of weapons damage (missiles/hybrid/drone/projectile/laser)
One module for each type
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Nova Fox
Novafox Shipyards
2770
|
Posted - 2012.01.16 19:05:00 -
[28] - Quote
Extrenal Jump Drives.
Fits in a highslot or multiple high slots.
Is destroyed upon jump.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:05:00 -
[29] - Quote
Extrenal Capacitors
Fits in a highslot
is destroyed/ejected upon activation
Fully recharges the entire capacitor.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:07:00 -
[30] - Quote
External Armor Plating.
Provides much more additional armor by percents.
If armor dips below contributing top percent the module is then destroyed.
External Shield Generators
Provides much more additional shielding by percents.
IF shields drop below contributing top percents the module is then destroyed.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:10:00 -
[31] - Quote
Exteneral Drone Bay.
Provides ship with the nessecary bandwidth to control a flight of drones for its ship size. Prestores the drones inside itself.
Disables internal drone bays if installed.
Drones launched from external cannot be recovered via drone bay and have to be either abandoned or scooped up into cargo.
Module has to be reloaded in a maitenance envrionment.
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Nova Fox
Novafox Shipyards
2770
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Posted - 2012.01.16 19:24:00 -
[32] - Quote
Missile Pods
These drones take a launchers worth of missiles and deploys itself like a sentry turret against targets. Once depleted the drones die. They are large and may take an entire flights worth of space.
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:25:00 -
[33] - Quote
Presto Smartbomb
This is a massively ranged AOE smartbomb that barely does any damage.
Best used against cloaks.
Not best used in high sec.
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:27:00 -
[34] - Quote
External Booster Rockets.
This is a powerful speed enhancing module that ejected once its internal fuel is depleted.
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:32:00 -
[35] - Quote
Charge Bank.
This midslot module will delay the rate of fire slighlty (1.5x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often.
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:35:00 -
[36] - Quote
You said modules only but I am seeing more and more ships getting suggested.
I present this for ships and modules concerning explroation, archeology, hacking, and salvaging. Sorry if its a long read but basically give other factions thier version of ORE and racially sort them out into thier own full sized professions.
Legionairs ORE Sisters Tribesmne profession expnasion (lost)
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Nova Fox
Novafox Shipyards
2771
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Posted - 2012.01.16 19:38:00 -
[37] - Quote
Jump Bombs.
Fits on capitol ships only.
Works in seige mode only.
Allows Dreadnaughts to AOE bombard though a star gate clearing it of any potential obstacles.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:39:00 -
[38] - Quote
Fireworks Launcher
Shoots a harmless firework display at or near targets or no targets in particular.
Pertty please for summer holidays?
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:41:00 -
[39] - Quote
Electronic Warfare Smartbombs.
Basically those that dont have their AOE versions should have them.
Tracking distruptors, turret ranges ect ect.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:43:00 -
[40] - Quote
Lypmh/Tick Drones.
These suicidal drones when they attach to a target will reveal the ships location to the entire solar system for the next minute until its batteries run out regardless where the ship runs off too.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:45:00 -
[41] - Quote
Resistance Reduction Emmitters
These high slot electronic warfare work by reducing the resistances of the parent and target ship at the same time. These will be non scripted and are modulated to one type at a time. there should be no rainbow flavor either.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:47:00 -
[42] - Quote
Other variants of weapon upgrades.
Instead of just increasing RoF and Damage.
How about Tracking and Damage?
Or magazine and damage
or capacitor use and damage?
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:50:00 -
[43] - Quote
External (insert e-war module here)
These external modules will activate against a ship and are rather powerful due to the affoded size allowed externally. Once they cycle out after a minute or so of operation they are depleted and self eject.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:53:00 -
[44] - Quote
New Electronic Warfare.
Frictional Amplifier
Scripted Decreases the cycle times of a rack of modules on target ship. Regardless of what script is used the stacking penalty applies.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:55:00 -
[45] - Quote
New Electronic Remote Warfare.
Frictionaless Amplifier.
Scripted
Increases the cycle times of rack of modules on target ships. Can be used offensively to cap out the opponent Can be used defensively to improve defenses or friendly offensive abilities.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 19:57:00 -
[46] - Quote
Belt Feed Module
Multislot Mid Low
Weapon Modules directly feed from the cargo bay thus may only requre a reload when swapping out ammo. May have a second bonus to make up for eating two slots.
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Nova Fox
Novafox Shipyards
2776
|
Posted - 2012.01.16 19:59:00 -
[47] - Quote
Emergency Warp System.
This module consumes the HP of every module to 0 (but repairable) to initate an emergency warp
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 20:01:00 -
[48] - Quote
Warp Field Amplifier.
Increases AU/s on warp drives.
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Nova Fox
Novafox Shipyards
2776
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Posted - 2012.01.16 20:03:00 -
[49] - Quote
AOE Tractor Pulse.
Pulls all wrecks closer to host ship.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:04:00 -
[50] - Quote
Can Launcher.
This HIgh slot module allows loading of non anchorable loaded cans to be shot at a target to be scooped up by the target.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:07:00 -
[51] - Quote
Corvettes
A large pod piloted controlled fighter.
Gives bonuses to fighters/fighter bombers and future fighter types that are assigned to it.
Receives bonuses from those fighters for itself to be slighlty tougher.
Requires Frigate to V and Fighters to I.
Cannot be fitted comes with all modules built in
Cannot use Gates, Cannot use Jump Portals.
Fits well in a carrier or super carrier.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:10:00 -
[52] - Quote
Directional Shield Emitter/Armor Bulk Surge.
This is a form of electronic warfare. Uses a level slot above the tanking level its designed for. Decreases damage from an incomming zone direction of pointed target it is pointed at. Increases damage from any other angle. Multiple modules allowed.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:12:00 -
[53] - Quote
Weapon Shield Relay.
Multi module High slot Mid slot.
This module consumes host ships shields to give all weapons additional damage regardless if said weapon system doenst require power in the first place.
If inactive the bonus is a set number When activated the shileds are then unrepaired to give even more damage bonus. If left on for too long the shields will be depleted entirley.
Cannot run without shields. Passive bonus will still be ineffect.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:14:00 -
[54] - Quote
Armor Polarizer
Multi Module Low Slot Mid Slot
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
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Nova Fox
Novafox Shipyards
2792
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Posted - 2012.01.16 20:18:00 -
[55] - Quote
Reinforced Weapon Mounts.
Multimodule Low slot High Slot
This module consumes armor to provide more damage. When inactive armor loss provides additional damage at a set number. When activated armor is then consume for additional bonuses to damage. If left on for too long it will consume all of the armor.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:26:00 -
[56] - Quote
Ionized Shields.
Multi Module
High Medium
This module reduces maxium amount of shields to increase capacitor amount. When activated will consume shields to boost capacitor. Requires shields to boost capacitor. If there are no shields module will deactivate.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:27:00 -
[57] - Quote
Capaciated Armor.
Multi Module
Mid Low
This module reduces amxium amount of armor to provide additional capacitor When actiaveted will consume armor to boost capacitor. Requires armor to activate If ther eare no more armor left will deactivate.
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Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:30:00 -
[58] - Quote
External Fire Control.
High Slot.
This module provides the effect of a multiple platofrm weapons upgrade. After completing its cycle the module is ejected.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:33:00 -
[59] - Quote
Rig - External Mount
Rig Slot.
This rigging allows a mid slot to allow an 'external' ejection module to be fitted into it. Consumes either armor or powergrid.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:38:00 -
[60] - Quote
External Force Field.
When activated the ship ejects this module which deploys an array of force field emitters protecting the ship for a few seconds.
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Nova Fox
Novafox Shipyards
2796
|
Posted - 2012.01.16 20:39:00 -
[61] - Quote
Vizvayu Koga wrote:Guys PLEASE consolidate your ideas on a single post! This thread is becoming unreadable... I know I'm off-topic somehow and I apologize for that, but really, please consolidate your posts, one post per char would be better ;)
Does not like wall of text. Does not like tower of text either.
Definetly scattered brained at the moment.
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Nova Fox
Novafox Shipyards
2796
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Posted - 2012.01.16 20:42:00 -
[62] - Quote
Warp Inhibitor (long range)
Midslot
This warp inhibitor depending on the type will inhibit warp on a target at range.
Does not work on closer ranged targets.
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Nova Fox
Novafox Shipyards
2801
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Posted - 2012.01.16 20:48:00 -
[63] - Quote
Remote Module Repair.
Consumes nanite paste to efficently repair target's modules.
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Nova Fox
Novafox Shipyards
2801
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Posted - 2012.01.16 20:50:00 -
[64] - Quote
Remote Resistance amplifier.
This module consumes one ships own resistances to give to anther.
The effect does not stack.
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Nova Fox
Novafox Shipyards
2801
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Posted - 2012.01.16 20:51:00 -
[65] - Quote
External Seige Battery.
Midslot
Turns a battleship into a seige platform for five minutes. When the module is exhuasted its then ejected.
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Nova Fox
Novafox Shipyards
2802
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Posted - 2012.01.16 21:16:00 -
[66] - Quote
Make ECM Jammers a bit more of a play on race.
Caldari provides true target loss. Gallente Provides false targets. Minamtar Diverts targeting eleswhere. Amarr prevents locking anything new.
You can also give an ecm that reduces the max number of targets. If number of locked exceeeds the reduction the first object locked becomes lost.
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Nova Fox
Novafox Shipyards
2804
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Posted - 2012.01.16 21:24:00 -
[67] - Quote
Lets see.
Emitters
These are bomb like launched probes that fly foward then stop to emit whatever electronic warfare effect. they only last for a minute and have limited range and can be destroyed.
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Nova Fox
Novafox Shipyards
2805
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Posted - 2012.01.16 21:41:00 -
[68] - Quote
Ewar Missiles.
These loaded missiles provide a temporary effect of an electronic warfare over a large area.
due to thier size reloading these missiles happens more frequently and rate of fire is not as high.
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Nova Fox
Novafox Shipyards
2805
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Posted - 2012.01.16 21:45:00 -
[69] - Quote
Drone Decoy.
This drone attracts the attention of drones sent against host ship, Lasts until destroyed. can be sent to attack distant targets to further them away.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:48:00 -
[70] - Quote
Fighter Intercept
These are anti frgiate and anti drone fighters able to dog fight other fighters. They have lesser HP than standard fighters and are reliant on high speed for self protection.
Deployable by carriers only.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:50:00 -
[71] - Quote
Shield Drones.
These sacrifical drones surround guarded/attacked targets with themselves intercepting and preventing damage to the target until they die.
Unlike most drones these activly repair themselves but it slow to repair and potentially defeatable.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:53:00 -
[72] - Quote
Specialized Cargo Cans.
Booby Trap Can This can attacks anyone that accesses it after its anchored. Cannot be anchored in high sec.
Cryo Cans used to preserve expirable goods.
Armored Cans These cans are more likley to survie ship explosion.
Life Support Cans Allows storage of biologicals.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:53:00 -
[73] - Quote
XL Rigs for capitol ships only get them out of the battleship supply market.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.17 00:03:00 -
[74] - Quote
Cargo Bay Parition.
Allows a division in the cargo bay.
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Nova Fox
Novafox Shipyards
2812
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Posted - 2012.01.17 02:01:00 -
[75] - Quote
Re: Savannah Zateki
I am not here to argue balance, Ill leave ccp to that they're asking for inspiration and bascially I just blizted a metric tonn of ideas real quick and Ill let them feed off that and come to thier own conculsions. If I where to sit down I can come up with various balance measures.
Improved FoFs have a fatal flaw I forgot to mention. If launching ship is painted guess where the missile is going? Or if launching ship's logistics partner was also painted and its much closer to the intended target of the launching ship.
External Magazines are one use only though interrupt the firing by any means and bye bye module and it eats up a high slot and probably enough cpu and pg to prevent a triple WUM upgrades. This is more designed for smash and bash fleets.
Digital Fortress only works on the host ship, it only clears out current effects applied to the and provides a temporary protection. Turning on a Fortress on while being alphaed is a bad idea becuase this thing turns off all of your remote support and self buffer tanks. Also the effect is temproary and only once. Its meant more of an disengamgent means i fyou think you can risk the temporary vunerability it brings to your ship and escape go ahead and press it. This is more of a skirmish and industrial module than a fleet module. Also the fact it eats up a mid slot for one use only where more useful modules can find itself there.
Pumps and Batteries, Yes it would its your fault for not seeing the external pumps and batteries at least on said bait ship (all exteneral modules should have models as well) They're also one use shot. if you see him activate it run away and then come back after it depeletes. These modules cannot be turned off and self destroyed. It also eats up a high slot as well.
It seems you dont fly covert ops all that often too many times have I slipped by some very busy gate camps before. I just want something that would get somone away from the keyboard, just like afk miners afk cloakers need to die just as easily. This wouldnt work on an active scout or somone at controls at all. But you're right could be a bad thing who knows.
And people accused me of being a care bear...
Ewarp systems are self destroying one shot systems only as well if you catch the guy again thats it for him and best of all he cant shoot back either, I want to evovle gate camps into system camps.
What part of self destructing modules you dont you understand?
Could remove the passive portion and make it consume this level of tanking only. Also this is a multislot module it eats two slots at once.
I consider none of you guys stupid, but I do forget you dont read minds either so if I am too vague tell me.
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Nova Fox
Novafox Shipyards
2814
|
Posted - 2012.01.17 03:50:00 -
[76] - Quote
iFoFs are not for fleet war thats for darn sure. Either way the iFoFs are much more reliable than regular fofs at least you have an idea who the missile will be hitting and if you stay out of thier painters optimal thier missiles reverte back to standard FoF behavior anyways so if the fleets start mixing it up point blank its going to be choatic regardless and in skirmish warfare not everyone fits to counter EVERYTHING.
Suicide Gankers already can kill thier targets regardless of what thier targets do, Why not make it arbitarly a bit more expensive skill point and material wise at least?
Becuase its a one shot chance risk of either losing ship or escape. ECM burst is less likely to save one's rear hide as this thing.
Well we can prevent it from activating on grid with any massive object in it. such as accel gates, planets, moons, stations, star gates that restriction is possible.
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Nova Fox
Novafox Shipyards
2814
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Posted - 2012.01.17 03:58:00 -
[77] - Quote
I already explained ccp is just harvesting things to poke with chances are theyll like a certain portion of an idea and toss it around the office tweak it to something they like then impliment it themselves.
Right now I am blitzing ideas not letting them stew or brew as ccp is more likely to be cooking the final products and anything suggested in this thread wont be final or anywhere near what we originally imagined them to be.
Impact for some of these ideas are nearly immasurable community will find ways even after ccp hammers it out.
Idea per post is more economical allows for ccp to toss specific post links and instead of getting a 8000 character idea they get a short sweet message they can work with. Im sorry this isnt easy on your eyes patience or expectance but the way ccp works they toss posts at each other and sometimes read the whole thread either way the are busier and dont have time to swim though wall of text or towers of text just for a small fragment of an idea somone suggested in that 8000 character post while trying to get past the stuff they are not interested in.
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Nova Fox
Novafox Shipyards
2818
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Posted - 2012.01.17 04:29:00 -
[78] - Quote
Somone gave me a jolt cola today... sorry...
I am also going apologize tommarow isnt looking good either as I am going to sleep on some of these ideas and come up with even more messed up things for tommarow. :(
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Nova Fox
Novafox Shipyards
2818
|
Posted - 2012.01.17 04:36:00 -
[79] - Quote
doombreed52 wrote:just go to bed or something jeez let ppl read it with it never ending. and some of your ideas are stupidly op.
I wished I could I guess I could go find myself a gate camp to go harass in alt's my covert ops go orbit something at a random far off distance and blast the eve music to full and lull myself to sleep with that.
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Nova Fox
Novafox Shipyards
2823
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Posted - 2012.01.17 06:42:00 -
[80] - Quote
I rather post in this thread than bury it by bumping every other thread within the last five pages which I am more than capable of doing. Since this non sticked thread isnt top page retaining.
I have to also agree there are some modules that need more love they're not common scene enough.
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Nova Fox
Novafox Shipyards
2830
|
Posted - 2012.01.17 07:44:00 -
[81] - Quote
Planetary Goods Cargo Partition Rig Grants a bay that only accepts planetary goods consumes half of the existing cargo bay. Does not work with similar exisitng bays.
Palentary Goods Cargo Expander. Increases Bay size of the Planetary Goods Bay and provides more space than standard expanders
Magazine Partition Rig Grants a bay that only accepts ammo, scripts, drones, charges and like items conusme half of existing bay. Does not work with existing bays.
Magazine Expanders. Increases Bay szie for Munitions at a more effective rate than standard expanders.
Mineral Partion Rig Grants a bay that only accepts refined minerals consumes half of existing bay. Does not work with existing bays.
Mineral Bay Expander increases Mineral bay size.
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Nova Fox
Novafox Shipyards
2830
|
Posted - 2012.01.17 07:52:00 -
[82] - Quote
Armor Rigs
Remote Repair Accelerator.
This rig will increase the speed at which remote armor repairs cycle at the cost of ship speed. Stacking Penalty to be included.
Remote Repair Nanopump
This rig will increase the amount at which remote armor repairs restore per cycle at the cost of ship speed. Stacking penalty to be included.
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Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:17:00 -
[83] - Quote
CCP SoniClover wrote: Conditional effects Dual-function modules Reactive modules Damage over time Chain effects Deployable terrain
Thanks again guys for all your great input.
Eye Twitches...
Ill be back!
Wake Field Detonators.
Special Mine Launcher that can only be activated with mwd and afterbuerners on. These kicked out self-breaking mines are short lived short ranged high speed mines that chase after other MWD and AB signatures that behind the deployers own after burner and mwd signature. Mines are size dependent for thier explosion damage. Can be used offesensivly if target being orbited has ab or mwd on.
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Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:21:00 -
[84] - Quote
Catalyst Dynamo
Depending on the ammo used this module will either destroy drain or transfer capacitor. Rates are competitive with other modules but are ammo reliant, the ammo used is just as cumbersome as capacitor batteries.
Ammo icons will be vivid and very sure of what kind is in the dynamo to prevent 'accidents'
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Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:24:00 -
[85] - Quote
Harpoon Missiles.
These massive missiles slam a generator into the surface of the ship embedding a disruptive field of damage. This effect stacks up to X number of times. This effect lasts for x amount of time for each generator. Munitions of this kind are extremly heavy and take up much more room in launchers over standard missiles, expect to reload frequently.
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Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:25:00 -
[86] - Quote
Leech Drones.
These suicidal drones will attach themselves onto a target and cause consistent damage over time until removed or abandoned. A large number of defense systems can counter it including the classic smart bomb.
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Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:28:00 -
[87] - Quote
Reactor Rounds.
This special ammo for minmatar projectiles slams radioactive reactor cores into opposing ships causing bleed damage to the ship until radiation is depleted even if the target where to warp off its possible the target can die from it. These are high damage short lived dots. Due to thier size they take up much more room in the gun than normal and requires frequent reloading and fire much more slowly than standard rounds.
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Nova Fox
Novafox Shipyards
2845
|
Posted - 2012.01.17 15:30:00 -
[88] - Quote
Shredder Rounds.
This speical ammo for gallente blasters that pellets the target with a self shredding shell that evelops the target in a magnetized plasma cloud. This effect is long burning but lower damage but stacking causes the damage to go up and the effect becomes 'refreshed' when reapplied by a fresh round, becuase of the complicated arming and shredding devices these rounds are much bigger and take longer to refire.
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Nova Fox
Novafox Shipyards
2846
|
Posted - 2012.01.17 15:33:00 -
[89] - Quote
Unfiltered Lense.
This special lense allows the lasing rods to release normally harmful radiation down beam in a focused manner irradiating the target in very harmful em radiation. The damage over time is low and short lived but stacks largely allowing for much more damage. Due to the self shielding required and slumping of extra heat these lenses cannot be stressed as much in rate of fire and requires much more capacitor than normal.
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Nova Fox
Novafox Shipyards
2846
|
Posted - 2012.01.17 17:47:00 -
[90] - Quote
DoTs and HoTs are easily explainable in a science fiction setting unfourutnately I am a bit more worried about applications and what fors then verses the traditional means of doing business.
One set of things I already suggested was more of a damage it now and watch it die later if it tries or does escape.
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Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.17 21:36:00 -
[91] - Quote
'Bleed off repair modules'
Nanomist Funnel.
High Slot. Chain Effect. Logistics
Any armor overrepairs recieve by this ship by self or remotes are then transfered else where.
Ossolation Dissultioner
High Slot. Chain Effect. Logistics
Any overcharge shields recieved by this ship by self or remotes are then transfered else where.
Venting Capacitor. High Slot. Chain Effect. Logistics
Any overcharge to the capacitor recieved by this ship by self or remotes are then transfered else where.
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Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.17 21:41:00 -
[92] - Quote
'Revenge' modules.
(Instert Electronic Warfare Name here) Reflector / Avenger / Vengance / Pay back module. High Slot Reactive Module Counter Electronic Warfare
These specific modules will amplify the received electronic warfare back at the assailant at a stronger rate than being received.
Modules are specific and are not fit all situation or scripted.
Module Host ship is still effected by the electronic warfare being transmitted back.
Does not require lock to work.
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Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.18 00:08:00 -
[93] - Quote
Havok Surge Projector
Ewar High Slot DoT module
This module hits the target with a surge that destabilizes the target's capactior for a perioud of time until onboard diagnostic systems recover a minute or so later, stacking is penalized.
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Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.18 00:26:00 -
[94] - Quote
Code Breaker
Data Harvest Module High Slot
This module analyzes wrecks for software vunerbilites the ship previously had. Destroys wreck in the process. Leaves loot container if there is stuff in the wreck's cargo bay. Used in construction of scritps and advanced scripts and other possible future software.
Tech 2 Scripts
These advanced scripts begin to barrow form the ship or triats that are nomrally nulled traits beyond tech 1 limits to boost intended effect. For example RoF penalty is incurred for additional tracking.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:38:00 -
[95] - Quote
Impaler Missiles
"Ewar" Ammunition Missile Charge DoT Ammo
These long range missiles drive themselves into the ship hull then starts to counter reacting the mass of the ship slowing it down partially until thier batteries run out. The effect stacks up to a limit. Effect of each individual stack is independent and does not refresh if a new stack is applied.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:48:00 -
[96] - Quote
Sentry Cannons.
Fighter Drone Sentry Type
These large self unpacking platforms are deployed by carrier platforms to provide long range sniping support.
Once deployed they exit thier packaged state and unfurl into anchored guns designed for long range attacks and bombardment.
They cannot be returned to the drone bay by normal commands and have to be picked up, reclaimed, repackaged and reserviced before being allowed to be deployed again.
Aside the inability to return they behave as normal sentry drones do and can be repaired, gain bonuses, and destroyed.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:59:00 -
[97] - Quote
Isogen Reactor Boiler
Heat Related Low Slot Engineering Reactive
Isogen Reactor Boilers are powered by ship heat and provide an extremly large amount of capacitor for as long as the ship has heat on any rack level. However becuase its a low slot the high rack heat contributes the least amount of energy while middile and low racks are the best contributors.
This boiler helps consumes heat as well but the module is more likely to be victim of heat damage than any other module in its rack.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:06:00 -
[98] - Quote
Target Scrambler
Electronic Warfare Mid Slot ECM Replacment
Reduces the max number of targets on the victim. Sensor strength of the victim increases for every target removed. Oldest target on the victims list (first locked) is removed once the max number is reduced beyond the number of currently locked targets.
Countered by Autotargeters and Targeting arrays which increase the max number of targets.
Does not replace ECM burst or Projected EMC burst.
Back up Sensors.
Counter-Electronic Warfare Mid SLot ECCM Replacment Reactive Module
Strengthens Sensors to prevent jamming and target loss. If target loss is suffered the amount the sensors go up is increased significantly over normal behavior.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:14:00 -
[99] - Quote
Flagships
Capitol Remote Support and Ewar Capitol Ship.
Weak offense limited attack options. Stronger defense Provides minature fleet bonus.
Is a regular capitol ship.
Fits and is bonused for many of the mentioned in this thread capitol ewar/remote modules.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:35:00 -
[100] - Quote
Prism Beam
Multi Module Must be mounted in 8 Highs of any type. Seige Module Battleship Module. Spinal Mount.
Prism Beam Weapon system allows multiple allies to fire with laser weapons into the prisim to output a powerful seige beam. Ship in question must deploy first once the prism beam begisn firing using the ships own capacitor other nearby ships can join in increasing the prism beams performance to beyond the ships invovled.
There is a limit to how many can contribute the ship loses all mobility and massive amount of agility. If the module is offlined or the cycle ends the damage the ship should be taking will then resume as normal so careful attention must be paided or allies may be ganking an allied ship.
Once cycle is complete the prism must cooldown for just as long as it was firing for before its ready for use again.
Magnetic Vortex Hybrid version of the Prism Beam.
Metalstorm Projectile version of the Prism Beam. Animation will be an altered version of the guns firing on the metalstorms targetas its seems less sensible than hybrid or prism beam.
Trail Blazer Missile Version, similar to projectiles animation, the missile animation will be firing on Trail Blazer's target in a modified manner.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:44:00 -
[101] - Quote
Junker Modules.
Heavily Modified version of various modules for additional perofrmance over similar cousins. Has much less HP than regular modules and are not suited for overheating or being heated from other sources.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 03:35:00 -
[102] - Quote
Mars Theran wrote:Please. Someone stop suggesting we develop modules that take multiple slots; beterr: Everyone stop suggesting it.
Hardpoints are exactly that; a limited amount of space and structural support for mounting something. You want the benefit of 5000mm plate using a 2 slot requirement; then get two 2500mm plates for cripes sake.
The idea is to add the cost of the slot as a fitting requirement especially for ships that are very fat on thier fitting abilities (that you can almost shove anything you want on it as well as allow for slighlty bit more outragous models that behave as two or more modules at once while helping prevent wreckless loading on such modules without thought.
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Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 03:55:00 -
[103] - Quote
Meh I am sure ccp is going to come up wtih something different than what I suggested if they go this route.
Though few of the modules would suggest that it would fit minmatar thoery a bit better, destroy self to do more damage.
and no I havent had an energy drink today.
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Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 16:48:00 -
[104] - Quote
T.A.G. (Targeted Ampflied Guidance) System
High Slot Ewar Chain Efffect Requires Tag Shot Ammo
This Gun 'tags' targets making their signature larger than usual. This effect stacks. This effects counters any module assisted stealthing completely nullifying it for the duration of the tag. This effect doesnt counter rig, skill, ship based stealthing. In low stacks not as effective as painter. Requires multitude of stacks to outperform target painters. This effect has stacking penalties. Prevents Cloaking in the event of escape. Individual stacks are individually timed and do not refresh if a new stack is applied. Stacks wear off eventually.
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Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:01:00 -
[105] - Quote
Disinfectant Launcher
Sanitizer Beam
Logistics High Slot
These systems actively remove any lingering effects on targeted ship preventing downed systems, detatching shield or hull leeches and restabilizing systems.
Launcher system is long ranged option but only removes 1 effect per hit.
Beam systems are short ranged but removes several effects per cycled attempt.
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Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:32:00 -
[106] - Quote
Nanomist Launchers Energized Nanomist Missile Polarized Nanomist Missile Magnetized Nanomist Missile
AOE Logistics Missile Launcher Long Range HoT
Launcher does not auto refire. Reloads much quicker than standard launchers, limited magazine.
This is a long ranged logistics option that come in a form of missiles which deliver a mist of nanobots which attach themselves to nearby objects of targeted ship.
Magnetized Nanomist missile repairs armor over a period of time and reduces the chance of being hit within the cloud.
Polarizied Nanomist missile repairs shields over a period of time and reduces the signature size of targets splashed by the cloud.
Energized Nanomist missiles restores capacitor over a period of time and reduces the effect of electronic warfare against effect targets but does not neutralize them.
Effect does not stack. Rehitting the target refreshes the effect. Can hit hostile targets wihtin range of original target.
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Nova Fox
Novafox Shipyards
2857
|
Posted - 2012.01.18 17:43:00 -
[107] - Quote
Emergency Bulkheads.
Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated.
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Nova Fox
Novafox Shipyards
2865
|
Posted - 2012.01.18 19:39:00 -
[108] - Quote
Nestara Aldent wrote:There are so many bad ideas here, that are either silly or just OP. Module to shut down the enemy ship completely? OMG!
Why dont you fix them?
Also going back to edit all of my ideas to be a bit more.... Clear and uniform I guess before I start my next round of ideas.
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Nova Fox
Novafox Shipyards
2865
|
Posted - 2012.01.19 00:02:00 -
[109] - Quote
John Maynard Keynes wrote:Nova Fox wrote:Emergency Bulkheads.
Emergency Series Consumable Module Reactive. Low Slot. Local Logistic.
These emergency bulkheads use explosive bolts into install themselves into place offering precious few more seconds of additional protection. Restores a 25% of armor. Reduces Hull by 50% This module activates once hull starts to take damage. Module self destroyes entirely when activated. Or you simply use an armor plate.
I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module.
What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far?
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Nova Fox
Novafox Shipyards
2871
|
Posted - 2012.01.19 03:59:00 -
[110] - Quote
John Maynard Keynes wrote:Nova Fox wrote:John Maynard Keynes wrote:Nova Fox wrote:
Stuff about an emergy armor restore
Or you simply use an armor plate. I havent sat down to do notes yet. It could be buffed much more than 25% but I felt that granting 50% back would be a bit too much and I am leaving room for skills to effect this module. What if there was an Emergy Systems skill that increases effectiveness and reduces damage done by them as is the theme with all Emergency Systems I've suggested so far? Like overheating
Well if overloaded switched on, it would just add ALOT of heat for its one shot use which can be inconveint if it was activated since its a activate on hull damage and you are overheating something else at the same time. I havent consider overheat for these modules yet. Hmm interesting notions here. But yeah one shot systems I would find having 100% effective increase or duration of effect and emergency systems could suffer less of a penalty when activated.
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Nova Fox
Novafox Shipyards
2872
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Posted - 2012.01.19 04:54:00 -
[111] - Quote
External Gun Pod
External Series Pod Type Self Destructive Consumable Module Weapon System
This Pod contains several preloaded gun platforms which attack all current targets of the host ship until they are emptied or destroyed. If host warps off or is destroy the guns as a group will continue to attack the current targets until they are exhausted or no more targets remain.
These guns do not benifit from gunnery skills or drone skills. They add a temporary boost to firepower or provide hit an runs.
Module is ejected and thus unfitted from the ship when activated, to use again one must get a replacment module and refit it.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:11:00 -
[112] - Quote
Anti-Emission System
Weapon Upgrade System Reactive Module Low Slot Counter EWAR Limit 1
Helps protect host ship from electronic warfare attack by passivly locking onto source of warfares and firing the weapons back at the target if activated regardless if ship has a targeting solution or not. If multiple sources exist closest source will be piroritzed. Also provides a marginal resistance against all forms of electronic warfare.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:16:00 -
[113] - Quote
Emergency Booster
Emergency Series Activated Module Consumable Module Self Destructive Navigation
These emergency use boosters causes damage to modules hull armor and shields and generates a considerable amount of heat to boost the ship to extremly fast speeds in an attempt to get away from inderdiction methoods. Agility however is nearly nullified during the process as well making the ship entirely unturnable during the burnout. Warp command cannot be given for as long as its active which half operating on the burn and half colldown before ejection. Once internal module fuel tanks are exhausted the module is then ejected thus unfitting it and requires a replacment module to be fitted in order to be used again.
This makes the ship rather vunerable to long range snipers and very fast intercepts, nullifies webifiers very well.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:22:00 -
[114] - Quote
Diverted Matrix
Dual Function Module Fitting Low Slot Module Group
This module provides additional CPU to the ship until activated. Once activated the module stops providing CPU to the ship and takes up several other subroutines improving various ship performances from navigation or to weapons or shields. Individual modules for each type of bonus or mix of bonuses.
This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier cpu is not required anymore this module can go on being useful elsewhere.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:32:00 -
[115] - Quote
Circuit Breaker
Dual Function Module Fitting Low Slot Module Group
This module provides additional Power Grid to the ship until activated. Once activated the module stops providing Power Grid to the ship and takes up several other subroutines improving various ship performances from capacitor to shields. Individual modules for each type of bonus or mix of bonuses.
This is an excellent module to help make the external, ejectable or consumable modules fit until they're used, once thier powergrid is not required anymore this module can go on being useful elsewhere.
As a safety percaution cannot be activated as long as there is a module that requires its cpu to be operational. Overheat overrides the saftey, causing heat damage and generated heat on the most Powergrid intense module currenlty fitted.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 15:44:00 -
[116] - Quote
Emergency Circuit Breaker
Emergency Series Evolving Module Consumable Module Self Destructive Low Slot Fitting Local Logistics
This emergency module turns into a fused emergency circuit breaker when thrown. This module generate heat and lowers shield max and recharge rate for additional capacitor power initally and for its duration of use increased capacitor recharge rate. This module leaves behind a fitted trash module which is worthless after it deactivates, cannot be reactivated, reprocesses for much less than original module. Can be unfitted. Penalty caused by the module are passive and do not go away after the cruicut breaker expires.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:03:00 -
[117] - Quote
Dual Function Module Thoery
I strongly belive that all the dual function modules must function in such a manner that it becomes a real choice to select its mode of operation and not just a matter of convience that is more of a scripted function than dual module.
For example a module that flips resistances back and forth I consider not a real choice.
However a module that exchanges resistances for attack performance I consider a much better dual function module choice.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:14:00 -
[118] - Quote
Armored Vent Thrusters.
Dual Function Navigation Local Logistic Mid-slot
This module provides 0.5MN 5MN and 50MN force for acceleration when activated. When not activated this module adds armor amount and increases max armor.
Shielded Thruster Vents
Dual Function Navigation Local Logistic Mid-slot
This module provides 0.5MN 5MN and 50MN force for acceleration when activated. When not activated this module add shield points amount and increases max shileds and improves recharge rates.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:28:00 -
[119] - Quote
(Photon, Projectile, Magnetic, Ballistic) Telemetry Calculator
Dual Function Module Weapon Upgrade Local Logistics Low Slot
This calculator takes complex measurements of the entire envrionment and when inactive dedicates itself to arranging defenses to better brace incomming shots making resistances much more effective. This effect stack penalized against similar effects. When activated this module then rediverts its calcuations into firing solutions providing optimal hit solutions improving accuracy and damage at the lost of resistance calculations.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 19:50:00 -
[120] - Quote
Emergency Surge Protector
Emergency Series Local Logistics Evolving Module Consumable Module Self Destructive Medium Slot
When this emergency module activates, it turns into a melted surge protector which provides a surge of shield points increases max shields and provides a reasonable amount of resistances while active at the cost of capacitor cap rate and max capaictor. Once cycle completes the module cannot be reactivated and does not autorepeat, penalties are passive. The melted surge protector is a trash module and nearly worthless and unfitting it is desired. Unfitting without a maintenance array or hangerbay will not be possible
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:27:00 -
[121] - Quote
Burst (Hybrid), Ricotche (Projectile), Fragmentation (Missile), Spark (Laser) Ammo
Long Range Ammo. Chain Effect Technology 2
These ammos have slightly less damage than comparable ammo of the same technology level, however they have a chance of hitting another target within the remaining optimal of the first hit object allowing the ammo to hit two targets at once with the second target having slightly lesser damage. Penalties are to the rate of fire as it has to cacluate how to angle the shot between the two targets.
Shots are very likely to hit friendly drones however.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:38:00 -
[122] - Quote
ECM Resonator
Ewar Midslot Chain Effect
This Jammer attempts to jam the primary target and if the primary target is receiving eccm support will attempt to bounce jammer waves off the original target onto the booster. Because of the new behavior calculations and effects this module is not as strong as standard ECM Jammers.
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Nova Fox
Novafox Shipyards
2877
|
Posted - 2012.01.19 20:39:00 -
[123] - Quote
Droxlyn wrote:I don't know if POS modules count but, System Naming Module for a POS. You anchor and online this simple module and in a 0.0 system that you have SOV/wormhole, the first one can rename the system. So instead of seeing J123456789 at the top of the screen, you would enter a name and see "AwesomeHome (J123456789)" where the system name appears.
The longest running naming module wins the naming right for the system.
I think allaince capitols get the right to be named and once approved the name is pernament.
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Nova Fox
Novafox Shipyards
2877
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Posted - 2012.01.19 20:50:00 -
[124] - Quote
External Logistics Pod
External Series Pod module High Slot Remote Logistics Consumable Module Self Destructive
This confitti pack of automated platforms provides logistics support to all targets of host ship when ejected. Unlike most pods these cannot be destroyed. As with all pods they are stupid and do not perform range or friendly checks thus its possible for targets to be out of range or even hostile targets.
These logistics pods repair shields armor capacitor and provides counter warfare effects (but does not provide remote assitance) and last until thier internal stores and supplies are exhausted. If launching host ship dies or leaves the pods as a group will continue to assist thier targets until they are all destroyed or die themselves. Only the host can assign newer targets or reassign targets by locking or unlocking targets of his choice.
As with all ejected modules this module becomes unfitted thus destroying it. In order to reuse one must get a replacment module and reinstall the module.
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Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 17:43:00 -
[125] - Quote
Stress Band-Armor Stress Field-Shield Stress Wave-Heat Remote Logistics Escort Chain Effect High Slot
These modules are last ditch attempts to save a ship in danger. They will share damage between the host ship and target ships. They only share damage with layer of tank being damage so armor can be damaged on a host ship even if his shields are max if the target is being brought down in armor. This does not share repair effects either local or remotes. This DOES share any emergency based damage or self inflicted damage.
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Nova Fox
Novafox Shipyards
2878
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Posted - 2012.01.20 19:13:00 -
[126] - Quote
Electronic Intercept
High Slot Counter Ewar Remote Logistics Chain Effect.
This module takes a single effect on target ship and move it to itself denying the effects on targeted ship. This is a short ranged system between host and target ship, does not effect the inflictor of original ewar on target ship's range. Can be used offensively to deny repairs. Can be used defensively to remove harmful effects on friendlies. If intercept is deactivated with the source effect still on, will be returned to the original target. Source Effect pilots who are attentive can quickly disable and renable system on thier target to cancel the theft effect. Altneratively if a undesried effect was stolen the host pilot can deactivate and then reactivate to steal another one at random. This makes ia bit wonky to work with.
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Nova Fox
Novafox Shipyards
2878
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Posted - 2012.01.20 19:17:00 -
[127] - Quote
Modulating Shield Hardener Modular Armor Energized Adaptive Nanomembrane
Tanking Low - Armor Mid - Shields Scripted
These modules allow rapid resistance changes on the fly and provides a small boost to shield and armor hps when installed. They are however are not as strong in performance against invunerability fields of similar levels. When a specific script is installed they do offer almost competitive resitances to other cap activated modules of similar function.
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Nova Fox
Novafox Shipyards
2878
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Posted - 2012.01.20 19:21:00 -
[128] - Quote
Stinger/Pike/Imp/Ardent Drones
Consumable Drone Intercept Counter Drone Possible Counter Logistics
These sucidal drones will attack any inbound drone as an entire wing suiciding themselves against the drone. An entire flight is usually sufficent to destroy a drone of same size. They are smaller than normal attack drones and all other restrictions apply to them. Can be used to attack ships, behavior of these drones when ordered to will fly to the ship then target drones that are targeting the target ship within range. This drone is stupid and will attack friendly drones outside its flight wing. This drone is also useful for destroying logistic drones.
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Nova Fox
Novafox Shipyards
2878
|
Posted - 2012.01.20 19:25:00 -
[129] - Quote
Auxillary Support Drones
EWAR Drones
These drones provide any ship they attack/gaurd with an electronic support effects by flying to the ship and providing secondary cacluations to its systems thus improving any specific performance the drone is designed to support.
Effects such as sensor booster, turret tracking, remote eccms will be applied.
Skills required to match module performance is a bit more extensive from the point of being first usable, may require drone boats to match performance.
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Nova Fox
Novafox Shipyards
2878
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Posted - 2012.01.20 19:39:00 -
[130] - Quote
Catapult Class Weapon
Large or XLarge Weapon systems High Slot Possible Multislot Electronic Warfare Tag System Use. Grid to Grid weapon system
These cumbersome weapon systems allows launching of weapon systems from one grid to another in the same system. In order to avoid accidents they are not allowed in high or low security space.
When an off grid target is tagged by fire control systems or tag systems this module can then be activated on then activated on that target by hotting the gun then selecting the distant target on overview.
This process self tags the ship to the entire system for generating that much of an electronic foot print as the round is spooled which anchors the ship into place as it make the calcuations for the long range shot. The ship is also immune to remote support and cannot target anything else at the same time. Once the shot spooled up its then fired onto the target from off grid, then cycles down keeping the ship in place until the gun has cooled down sufficently enough.
Multiple systems can be grouped for single activation.
Would be useful in attempting to breaking up hostile fleets in order to deal with the 'firebase' or 'sniper nest'
These do high amounts of damage but leave the target vunerable and cannot attack anything within the same grid.
They can hit targets mid warp! All wrecks in warp however are destroyed instantly. Can be useful for destroying fleeing ships.
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Nova Fox
Novafox Shipyards
2880
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Posted - 2012.01.21 16:54:00 -
[131] - Quote
Scout Data Link
Fleet Warfare Module. Fleet Assisgned Role - Scout Module. Targeting High Slot Passive
This module requires a new overview option called remote overview. Fleet assigned scouts with this module will transmit thier entire fleet overview to the rest of the fleet that has the remote overview option enabled. Ships wihtout the scout role will not be allowed to transmit this information. Only works within system.
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Nova Fox
Novafox Shipyards
2880
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Posted - 2012.01.21 16:56:00 -
[132] - Quote
Gravity Explunger Probe
Anchorable Terrain Control Counter Navigation
This module severly destabilizes warpsheres that are active within range of the deployable depleting the capaictor entirely of any ship that warps into the effected area.
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Nova Fox
Novafox Shipyards
2880
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Posted - 2012.01.21 17:55:00 -
[133] - Quote
Gravitron Disharmony Probe
Anchorable Terrain Control Counter Navitation
This anchorable emitter causes so much powergrid disruption during formation of a warpsphere the ship will take damage if it warps or activates a microwarp drives off within its range of effect.
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Nova Fox
Novafox Shipyards
2886
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Posted - 2012.01.23 01:25:00 -
[134] - Quote
Argos\Valiant\Odynere\Zande Drone
Drone Multi-platform Attack
This extremly large drone function almost as a second ship and is outfitted with a variety of tools and self repair optionts which comes at the cost of needing all uplinks from the host ship thus a non capitol ship can only deploy one of certain size. Any spare link helps boost the effectiveness of the ship if there was any to spare for its size but it may not be as target effective as the ones for appropirate sizes lacking certain tools. For example smaller drones have the webifier and faster tracking guns, but the larger one would feature target avoidance more than to try to slow down the target.
edit page 2? how dare thay! After much consideration Ill be keeping more of the modules I designed and keep them as bumping tools until then theyll stay on paper.
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Nova Fox
Novafox Shipyards
2890
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Posted - 2012.01.23 17:08:00 -
[135] - Quote
Large Tractor Beam
Support Highslot Logistics.
These large beams are able to maintain thier tractoring effect though warp. Reduces AU/s if active. Disabling during warp destroys the canister. Industrial ships receive fitting bonuses for it. Effects any friendly/abandoned sized canister including the deployed warehouses.
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Nova Fox
Novafox Shipyards
2890
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Posted - 2012.01.23 17:15:00 -
[136] - Quote
Lallante wrote:My module Idea:
STFU Generator
High Slot
When activated, prevents Nova Fox from posting incredibly horrible module ideas to the Features & Ideas Forum
You know you could be infinitely more useful in shutting me up by posting better ideas or pointing out why some modules are bad even if they aren't mine.
Decoy Launcher
Consumable Drone Highslot Ewar Hull upgrade.
This module consumes the ships entire drone bay and converts it into a local magazine for the decoy launcher.
When activated this module consumes a drone to divert the targeting of one or more targeting ships onto the drone thus all weapon systems that where originally on the ship will also be transfered onto the decoy drone.
Drones have a short battery life, and can be easily destroyed with its massive signature thus easier to hit.
Effected Pilots can quickly relock the main ship and change targets back.
This behavior is not intelligent and will peel off friendly targeting. First to lock first to be pulled off. Does not grant host ship targeting immunity thus new lock on signals will work as normal until also peeled off.
Small Decoy 1 Targets Medium Decoy 2 Targets Large Decoy 5 Targets
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Nova Fox
Novafox Shipyards
2890
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Posted - 2012.01.23 17:30:00 -
[137] - Quote
Probe Jamming Emitter
Terrain Control AOE Navigation EWAR
This large AOE field generator creates an area of denial for probes any probes that enter this field are destroyed instantly. Any probes on grid as this generator also suffers a degrade in strength thus lowering the accuracy of warping to it.
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Nova Fox
Novafox Shipyards
2891
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Posted - 2012.01.23 19:13:00 -
[138] - Quote
XXSketchxx wrote:ITT Nova Fox spamming ideas
Most of which are terrible.
And you have how many ideas suggested so far? or contributed any post value to this thread?
I can easily go in and call every idea here terrible and come up with reasons why they are all terrible including my own suggestions and this will be more valueable than your posting.
Also the more you complain the more I will post and you can call it terrible all day, it holds no value becuase you don't point out the flaws with the ideas, if you havent been paying attention I am very capable of reworking ideas adjusting aand altering, I am not hard as rock or set in stone person. Why do you think I am overflowing with ideas? Becuase I drift all over the amarr damned place thats why.
I am seriously not trying to insult people here or thier level of intelligence by spelling out every little bit of detail, I am allowing the oppertunity for inspiration of anything else similar even from other posters or ccp.
If you where to critically think about this entire thread, its not a message board, its a Post-it Board. Ideas here will get glanced at and it sparks something it gets brought to the table and then discussed about in ways of how to best intergate this module or interate it. Some modules here I can see ships getting re-rolled to fullfill a purpose. Others requiring entirely new deployment methoods. Others boosting fleet war, some boosting skirmish, few boosting the space simulator envrionment.
I expect not a single module here to make it to TQ in the ways we imagined it, interated it, let alone suggested it as but I do expect inspired modules none the less.
I am about on border line to going back and 6k word every post and dont think its going to slow me down I have about 4 more written pages of ideas. I am even more tempted to review every module here one post at time if it makes you that upset, so stop tempting me or Ill drown you in a sea of text.
Tech 2 Ewar Ammo
Tech 2 Ammo Long Range Ewar
These specially crafted ammunitions apply electronic warfare effects onto thier targets. Electronic warfare effects applied by ammo cannot stack. Only the newest effect is applied. Ammo penalizes rate of fire, does comparable damage to thier technology 1 base ammo.
Resonating - Targeting Painting Ossilating - Sensor Range Dampen Reverberating - Sensor Speed Dampen Ionized - Turret Range Dampen Magnetized - Turret Tracking Dampen Surging - Capacitor Neutralizing (minor effect) Echoing - ECM
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Nova Fox
Novafox Shipyards
2921
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Posted - 2012.01.24 03:17:00 -
[139] - Quote
XXSketchxx wrote:Nova Fox wrote:[quote=XXSketchxx]ITT Nova Fox spamming ideas
Most of which are terrible. Almost every one of your ideas would be overpowered as hell and are just 'HEY GUYS WOULDNT IT BE COOL IF [INSERT RANDOM IDEA]' None of your ideas show an indepth analysis as to the potential effects. You are literally just spitting out anything that comes to mind. That is almost as useless as my posting.
Define Overpowered?
Last time I checked a bunch of numbers can make everything undesirable or the next FOTM if you been in eve long enough YOU"D KNOW THIS.
Try again.
The 6k post edition of any of these modules goes into analysis of use, misuse possible abuses, best sitations, worst situations, works well with the following modules, doesnt work all that well with the following modules, Counters, protections, counterprotections, ship peferred for fit, ships designed for and I know I wouldnt have enough room for the blueprint an exact attributes let alone the extrapolations I used to get to those numbers.
If you are that low in intelligence that if I have to spell everything out for your unimagitive mind go right ahead and keep spouting one liners.
These Ideas are not designed to be cool, awsome or anything, they're just there to spur ideas nothing more. But if you want me to make them awsome justified balanced and all that you are going to start wishing I kept posts simple.
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Nova Fox
Novafox Shipyards
2922
|
Posted - 2012.01.24 03:32:00 -
[140] - Quote
Thats it gloves off.
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Nova Fox
Novafox Shipyards
2922
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Posted - 2012.01.24 03:38:00 -
[141] - Quote
XXSketchxx wrote:If its any consolation, I think you're a hilarious poster otherwise.
Sea of Text Incomming.
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Nova Fox
Novafox Shipyards
2922
|
Posted - 2012.01.24 04:20:00 -
[142] - Quote
Modules updated
Remote Heat Sink https://forums.eveonline.com/default.aspx?g=posts&m=659415#post659415
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Nova Fox
Novafox Shipyards
2949
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Posted - 2012.01.25 16:56:00 -
[143] - Quote
Armored Guns Energized Guns
HighSlot Dual Function Weapon Systems Local Logistics
These guns consume a bit more fitting than normal guns and offer no performace advantage over similar models. However when not in use these guns retract and begin to reinforce the ship's defenses adding more HP to either shields or armor.
Also why isnt this Stickied?
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Nova Fox
Novafox Shipyards
2949
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Posted - 2012.01.25 20:50:00 -
[144] - Quote
Mines updated
https://forums.eveonline.com/default.aspx?g=posts&m=659458#post659458
Also
Resistance Fuses
Resistance Consumable Module Evolving Module Tank Slot Scripted Module Script Consuming
This module when activated devours the script and becomes pernament reistance passive module until its repaired. Scripts help pick which resistance wanted by the pilot before fusing the switch pernamently which damages it partially.
If repaired the switch is then reset to normal mode.
Resistances providable by this module is slightly less competitive than other non switchable modules.
This module also requires more fitting than other modules as well mostly in the grid deparment minorly in the cpu.
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Nova Fox
Novafox Shipyards
2950
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Posted - 2012.01.26 04:45:00 -
[145] - Quote
Rig Bus Bar
Tech 3 Fittings Rigs
This subsystem allows you to remove an entire rig set of a tech 3 ship for later use This also allows you to place an in an entirely empty rig bus bar Removing rigs form the bar still destroys them as normal so its better to use as a set changing for role swapping of the ship.
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Nova Fox
Novafox Shipyards
2973
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Posted - 2012.01.26 21:20:00 -
[146] - Quote
Hadez411 wrote:Rhealee wrote:Hadez411 wrote:MOAR CCP FEEDBACK!
Module: PVP: Tactical Tractor Beam. Tractical Beam? Having seen startrek in my time they're always getting grabbed by peoples tractor beams and pulled in to their doom. So when I initially started playing this game I assumed tractor beams would do the same, but to no avail. SOOOOO, what about a tactical tractor beam? Give it the same range as a scram or something and only allow the ship with more thrust to be the puller. Maybe make it so that if someone's webbed the tractor beam can be used on your own team to speed them up a little... or, alternatively, web your own team mate to anchor him down so he can pull in a heavier ship. That and multiple small ships could pull someone off a station or gate or maybe just latch on and get dragged alowebs ng and not require a propulsion mod so long as they can get that initial proximity and latch on. Endless possibilities. Webs do this. Bad troll or do you just not know how to read? Last I checked people werent using webifiers to pull things towards themselves, just to slow things down.
I am going have to agree with rhealee, webs already do this, star ship mass and counter reactives are too powerful to mount a tractor beam against it probably yank the tractor beam out of the mounting tearing nice hole in your own ship.
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Nova Fox
Novafox Shipyards
2984
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Posted - 2012.01.27 20:05:00 -
[147] - Quote
False Signature Drones.
Sensors Drones Electronic Warfare
These drones once deployed mimic ship signals over long range scanners. Ships that picked are random but in the same class as the host ship so the chance of somone seeing though the ruse is posisble. These drones are unable to attack or defend.
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Nova Fox
Novafox Shipyards
3027
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Posted - 2012.01.30 17:30:00 -
[148] - Quote
Electronic Warfare Upgrade.
Low Slot Upgrade CPU intensive.
This module improves performance of a electronic warfare systems and improves the cycle to an advantage (slower with warp scrambler faster jammers.)
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Nova Fox
Novafox Shipyards
3075
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Posted - 2012.02.03 08:48:00 -
[149] - Quote
Heat Soaking Rigs?
Make it cost capacitor possibly?
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Nova Fox
Novafox Shipyards
3221
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Posted - 2012.02.20 20:16:00 -
[150] - Quote
Electronic Warfare Batteries.
These series of modules do not consume capacitor but instead consume ammunition to inflict thier various effects onto the targets. Cargo space they consume will be the largest balancing hinge. Various types of ammo can alter range and strength of effect.
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Nova Fox
Novafox Shipyards
3221
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Posted - 2012.02.20 20:20:00 -
[151] - Quote
Candle Shields
This ammo fed module shoves a shield battery in to recharge shield amounts, it can up to a point over charge shields beyond normal capacity, which is then lost over time by inverse shield charge rate. Cycles very slowly takes several cycles to hit max over charge cap. This additional ammont has no resists and is not effected by resists.
Wic Shields
This ammo fed module shoves in a shield battery to increase the recharge rate of ship up to a max point, this module cycles quickly but takes a while to fully charge up to the max over charge. This additional amount of shields over 100% has no resists or is effected by modules.
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Nova Fox
Novafox Shipyards
3269
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Posted - 2012.02.23 06:15:00 -
[152] - Quote
External Bomb Launcher.
This preloaded launcher has enough propellant to send a bomb flying towards the alignemnt of the ship at 2km/s
These high slots are ejected after use and cnanot be reloaded without refitting.
Bombs loaded into these launchers are not as powerful as the ones launched by stelathbombers hoewver any ship with enough grid and cpu and a spare high slot can fit this.
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Nova Fox
Novafox Shipyards
3651
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Posted - 2012.04.04 23:27:00 -
[153] - Quote
I wont post anything until after inferno.
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