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Thread Statistics | Show CCP posts - 5 post(s) |
ilammy
1
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Posted - 2012.05.13 17:42:00 -
[841] - Quote
Andy Landen wrote:Hyperspace drive I-want-to-surpass-gatecamps-in-anything-except-freighters-even-without-sacrificing-a-cyno-or-bringing-a-titan module? |
Olodn
The Scope Gallente Federation
0
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Posted - 2012.05.13 22:22:00 -
[842] - Quote
Modules with modifiable variables. Variables could be set either at manufacturing stage or at fitting.
ex: x mm plate with F(x) powergrid and CPU requirements. Something similar for shield extenders.
ex: x MN afterburner with F(x) thrust and mass addition.
The general idea should be obvious enough.
If im going to take this further:
Modules with parts made out of mineral alloys with different tech and rarity. The alloy's properties would decide the properties of the part.
This would fit inn with the market oriented aspect of eve, and we would perhaps see a use for alloys. It would also be a nice addition for those who like to spend time fitting their ship.
I guess this could spawn the module fitting tool.
The reason i like this idea is it would give industrialists a chance to compete on the market on a design level. Since the alloys would need processing, resources, know-how(tech) and a design philosophy much like a ship design. It would also give pilots with some science skills something interesting to do. |
Gavin Darklighter
Ministry of War Amarr Empire
0
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Posted - 2012.05.14 11:48:00 -
[843] - Quote
I want a new set of rigs that let me sacrifice one of my module slots to gain a module slot of a different power level. |
Andy Landen
Tartarus Ventures Surely You're Joking
21
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Posted - 2012.05.14 13:24:00 -
[844] - Quote
Scout probe I Probe extends the ship's directional scanner range. Can jump through stargates, jump gates, jump drive wormholes, and natural wormholes, and can jump back through for retrieval. Transmits scan results to a separate section on the directional scanner when the ship's directional scanner is activated. Has the same timer as other probes. Equips to Core and combat probe launchers. Same volume as a core probe. |
Lostinthesofa
Raptus-Regaliter EntroPraetorian Aegis
0
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Posted - 2012.05.14 15:04:00 -
[845] - Quote
I would like to have a dedicated defender missile launcher
how i envssiage it to work is as a module you activate and that uses charges(the defender missiles) when activated fires missiles automatically when there is enemy missiles incoming (including missilies aimed at your corp/fleet/alliance members) also have a limitation on it to 1 pr ship. would have a quick refire rate same as the rocket launcher.
an idea for a specialised ship can be made from this preferably a destroyer sice ship that can fit multiple of the defender missile launcher and can serve as a missilie shield in fleet engagements. |
DaReaper
Perpetua Umbra Interstellar Alcohol Conglomerate
0
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Posted - 2012.05.14 15:08:00 -
[846] - Quote
tl:dr
my .02:
Stasis Webifier Script: Essentially a script for the HIC warp distrupter that turns it into a giant webification bubble.
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Ron Deau
Nerds Inc.
0
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Posted - 2012.05.14 15:08:00 -
[847] - Quote
Active Scanner I & II
Mid-Slot module that takes into account your ship's sensor strength and scan resolution to determine a maximum scan range. When activated it would continously monitor the surrounding area (like automatically d-scanning for you) within your determined maximum scan range...sort of like an active radar for the D-Scan capability, but not requiring you to click every 5 seconds.
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RaptorXL
Tax Evasion R US Joint Alliance Blue
0
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Posted - 2012.05.14 15:12:00 -
[848] - Quote
Far too many mods have negative effects on shields, including some of the new announced with inferno. Like the Cap boost for shield recharge and now the CPU boost for shield recharge. All this does is force more and more people to use armor tanking ships for pvp. Why not start making mods which boost a stat at a cost of armor repair rate or armor resistance? Like jack some energy from the nano boots to increase your power gird? Or mod that takes hull/armor hp for cpu or power? Replace those bulkheads with cables.
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Ron Deau
Nerds Inc.
0
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Posted - 2012.05.14 15:21:00 -
[849] - Quote
Wormhole Analyzer I & II
New Skill requirement for this module: Wormhole Harmonics
Description: Mid-Slot module that, when activated, scans a targeted wormhole and gives you progressively more detailed information based on your Wormhole Harmonics skill.
Wormhole Harmonics Level 1: Can learn the last time targeted wormhole was activated (deviation within a few hours, accuracy improves with skill increase) Level 2: increased accuracy for last time activated ability Level 3: Opens ability to learn the approximate mass used on the wormhole (deviation within 10-100 million mass, accuracy improves with skill increase) Level 4: increased accuracy for approximate mass used/last time activated Level 5: Opens ability to learn the approximate time left on the wormhole/increased accuracy for last time activated and mass used
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Daedalus II
The Oasis Group Combat Mining and Logistics
120
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Posted - 2012.05.14 15:23:00 -
[850] - Quote
This is a pretty far reaching idea that I think could change the way battles in nullsec are waged, but hopefully in a positive way.
The module in itself is simple; a shield bubble module that you fit to carriers. However in contrast to for example POS shield bubbles, these bubbles won't keep enemies out, they are only there to provide an incoming fire barrier between ships on the inside and ships on the outside.
The idea is that each carrier can provide a small safe haven for a couple of friendly ships that can snipe other ships at range. All incoming damage will be taken by the bubble, but outgoing damage will go though. The downside is that enemy close range ships can get inside the bubble and destroy everything from within.
Having the battlefield dotted with bubbles of safe havens here and there I think could make the battles much more tactical and also gives a wider variety of sub capital ships a purpose to be there. Positioning on the battlefield would be much more important. |
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Garnoo
Eternity INC. Goonswarm Federation
42
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Posted - 2012.05.14 15:43:00 -
[851] - Quote
aoe module: hi-slot module able to interfere with cloaks (it will decloaks) in 5km (mayby t2 version 7.5km) radius usable only on electronic attack frigates (yes, a t2 EAF would be nice, as they arent too popular atm) and/or new drones able to decloak targets in small range (about 3-5km radius)
ewar new electronic subsystem for tech3 with bonus to ewar drones, drone configs arent too popular atm
drones fighter-sized drones (rep, ewar)
tech 2 capital mods People are going to try to ruin your day. Get together with others, ruin their day back - this is EvE |
Lordess Trader
Phoenix Evolved Part Duo
0
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Posted - 2012.05.14 15:52:00 -
[852] - Quote
MOBILE CYNO JAMMER: Would really like to see a cyno jammer fittable to ships, but that would have a really bad negative effect like your ship showing up on overview and not being able to warp...
Just IMAGINE THE surprise system in the hands a compitent fleet, either on the defense or offense of a system, or even in an Awox situation lol just seems like it would be epic.
Cloaking Field Generator: have recommedned it MANY MANY TIMES, a anchorable bubble that cloaks all ships within the bubble, but no shooting inside of it, in addition jus tlike normal cloaks anyone comes within the bubble after the bubble is onlined and the bubble offlines...
Interdictor Style Cloaking Bubbles, fitabble to dictors perhaps but the ability to launch a bubble and cloak a fleet, same premise as above if u break the bubble the entire fleet is exposed, no shooting from inside the bubble etc....
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Lordess Trader
Phoenix Evolved Part Duo
0
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Posted - 2012.05.14 15:54:00 -
[853] - Quote
Daedalus II wrote:This is a pretty far reaching idea that I think could change the way battles in nullsec are waged, but hopefully in a positive way.
The module in itself is simple; a shield bubble module that you fit to carriers. However in contrast to for example POS shield bubbles, these bubbles won't keep enemies out, they are only there to provide an incoming fire barrier between ships on the inside and ships on the outside. .
Really like this idea, perhaps make it so its only activateable in an active triage cycle....
And that the t1 version would absorb 50% of all incoming damage to all ships within X range of the carrier, and t2 version absorb 75% or something like that....
And that the more damage ships inside the field take the quicker the bubble collapses |
Lordess Trader
Phoenix Evolved Part Duo
0
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Posted - 2012.05.14 15:55:00 -
[854] - Quote
DaReaper wrote:tl:dr
my .02:
Stasis Webifier Script: Essentially a script for the HIC warp distrupter that turns it into a giant webification bubble.
I LIKEY as it hics aren't used enough on small roams, would give them a nice usage beyond just bringing sabres on roams. |
Lordess Trader
Phoenix Evolved Part Duo
0
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Posted - 2012.05.14 15:57:00 -
[855] - Quote
Gavin Darklighter wrote:I want a new set of rigs that let me sacrifice one of my module slots to gain a module slot of a different power level.
I had always thought about this, but less of a rig and more of new type of slot "Shunts" power shunts, so it would be possible to shunt power from a medium power slot to a low power slot, or 2 lows to 1 mid, or 2 mids to 1 high, would be interesting to say the least :) |
Sarah Britania
State War Academy Caldari State
0
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Posted - 2012.05.14 15:57:00 -
[856] - Quote
it will be nice to have subsysteme module that we could load on T1, T2 ships.
How many time i sware to unable fit missile launcher on my favorit ship : Talos.
Or, if this could occure unbalanced , implant much more T3 ship with differents design. |
Ugleb
Sarz'na Khumatari Ushra'Khan
189
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Posted - 2012.05.14 16:16:00 -
[857] - Quote
Its probably out there, but...HEAT RAY OF DOOM!
Allows a ship to transfer heat that it has already built up to a target. So in order to use this, you must first overheat your own ship and risk module damage. But, it obviously gives the advantage of allowing you to overload your modules for longer and maybe even burn out the opponent.
Also... THE AMAZING COOLING BEAM!
A remote repair style module that reduces heat build up on the target. Could be particularly useful to support T3 ships with.
And possibly... THE RE-CONFIGURATOR!
A module that allows for a ship to act as if it had a ship maintenance array so that other ships can refit from it. Probably a niche use for this though. http://uglebsjournal.wordpress.com/ |
Beta Stryker
Trinity Operations Aurora Irae
1
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Posted - 2012.05.14 16:30:00 -
[858] - Quote
Instead of making tracking disruptors affect missiles, how about editing the use/effects of the defender missiles? Generally, missile users already have lower dps than gun boats, why are you countering them now with both defender missiles (which are dumb as they are now) AND tracking disruptors? |
Badden Powell
Future Dynamics Needless Friends
1
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Posted - 2012.05.14 16:37:00 -
[859] - Quote
Yophant wrote:Area of Effect: Can Looter I
With introducing "Loot all" button it became much simplier for carebear to salvage/loot all wrecks in mission/anomaly, but now it's pure "double-click party" when number of wrecks reaches 50-70. I've even bought a special mouse with hardware "doubleclick" button. It would be great if such module could loot all "safe" (only white/blue) cans within 2-2.5 km from a ship. Maybe such module should restricted to be fit only on Noctis.
^^ This. make it a mid slot so I know what to replace the sensor booster on my noctis with |
Hyperforce99
LoneStar Development Corp
1
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Posted - 2012.05.14 16:42:00 -
[860] - Quote
Resistance boosting field.
Capital ship module, can be fitted to carriers and mother ships, slows down ship and prevents warp while active.
Boosts the resistance of all non-capital ships surrounding the user. Effect contain strong stacking penalties or doesn't stack at all with additional resistance field boosters. Effect is applied to ALL ships withing vicinity, this includes friend, foe and neutral non-capital ships.
Desired Effect:
- Puts carriers on the front line alongside the non-capital ships.
- Makes non-capital ships more resilient against capital ships.
- Creates areas of effect similar to Warp disruption bubbles.
- Entices enemy forces to move in closer to even the playing field or deploy their own resistance boosting field for longer range engagements. |
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Traug
nul-li-fy RED.OverLord
0
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Posted - 2012.05.14 17:10:00 -
[861] - Quote
heat sink for overheating modules rig? high slot? high slot would work nice since a lot of fits do not use that slot for turrets
module for extra drone capacity or extra drone bandwidth - still only 5 drones(?) |
Abramul
StarFleet Enterprises Red Alliance
5
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Posted - 2012.05.14 17:22:00 -
[862] - Quote
I would strongly favor reworking the invention system to allow a far wider range of alterations than just T1->T2, to the point where you could, say, have a cap power relay with shield HP penalty instead of boost, or a module with same attributes as T1 but substantially reduced fitting costs. Of course, "choose-your-own-penalties" would require MAJOR balancing, but it would make invention a lot closer to what I, and probably quite a few others, hoped it would be when we got into it.
For added fun, restrict module usage to the inventor unless a substantial fee is paid to Concord for something or other, probably monthly.
---
More on topic? - Give passive targeters a script that drops them down to one max target (Maybe 2 for T2), but entirely suppresses lock alert rather than just one cycle. - Look at meta/T2 ECCM, and other modules where T2 is in no way, including price, superior to meta 4. |
Malen Nenokal
HEX Reconnaissance and Reclamation
6
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Posted - 2012.05.14 17:39:00 -
[863] - Quote
[ Shield Generator ]
Misc: - Can only be fit to Logistics hulls - Cycle time is 30 seconds - Highslot
Effects on the Logistics ship when active: - Resists are reduced to zero - Velocity is reduced to zero - Shields HP becomes ~500,000 - Signature radius becomes 3km
When active the module generated a 10km area bubble that has the following effects on nearby ships: - Attempting to target any ship within the bubble from outside of it will result in targeting the Logistics ship instead. or - Any incoming damage to ships within the bubble is redirected to the Logistics ship instead. - If damage is dealt to the Logistics ship from within the bubble, the shield layer is bypassed, making it much easier to kill
Why? While this would be a boon to sniper fleets, the real hero here is that to counter it you need fast skirmish ships. Mixing up how people approach larger fleet strategy
___________________________
[ Ship Incursion Drone ]
Misc: - 25m3 Drone, 25mb/s Bandwidth - Graphically looks like a small transport
How it works: - The drone is quite slow, so the pilot will want to deploy it close to the ship they want to use it on. - Once the drone is "attacking" the target ship's cargo is accessible much like a cargo can. - The attacking pilot can then start taking items as long as they are 2500m from the target ship. - When an item is taken, it doesn't officially transfer until a timer finishes, this timer is based on the size of the item - The timer is about 1 second per m3
Why? Because piracy needs some new toys, and being able to board and loot a ship without destroying it would be badass. |
Dex Nederland
Lai Dai Infinity Systems The Fourth District
38
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Posted - 2012.05.14 17:40:00 -
[864] - Quote
ECM Change
4 Types of ECM modules with 5 types of scripts
Modules
- Burst: projects a blast of ECM to a particular radius at high strength
- High-Strength: max strength ~20, range <20km
- Versatile: max skills, max strength ~15, range 30-70km - similar to current modules
- Long-Range: max strength ~10, range 100+ km
Scripts
- Multi - provides jamming for all types, max strength -15%
- Racial - provides jamming in only one* type, max strength +20%
*Racial ECMs currently have a very low strength for the other 3 types.
This would make the setup of an ECM ship dependent on how it is going to be used and not who it might face. A ECM ship setup to take on Gallente ships is useless against other ship types. Lai Dai Infinity Systems |
Vallutaja122
Enterprise Estonia Northern Coalition.
0
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Posted - 2012.05.14 18:02:00 -
[865] - Quote
Please salvage drones? |
Dusan Kautsuo
Two Legendary Ducks
0
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Posted - 2012.05.14 18:02:00 -
[866] - Quote
I thought about something like a FOF missile but with an AOE effect, ofc not having close to the damage output of a bomb but with the immense advantage of 100% hit chance (if the target isn't fast as **** that is ;) )
Possibly some more skill requirements than normal FOF's (but nothing huge) Both missile, Cruise missle and Torpedo variants (Not siege though!!) |
Kukei
Killa Kreation
0
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Posted - 2012.05.14 19:05:00 -
[867] - Quote
A grapple hook / ship to ship tractor beam. Top Slot Same dynamics as a turret in terms of tracking and usage. Can mess with a ships alignment point subtly or its orbit slightly. Ranged to approx 15km? If used right it can be used to pull ships off gates slightly (as most players is bad at bumping), such as running a fly by then shoot and using a ships mass as a weight to pull. Can be effected by speed, mass, trajectory of origin and target ship Requires ammo (grapple hooks/charges) |
GeeShizzle MacCloud
142
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Posted - 2012.05.14 19:51:00 -
[868] - Quote
Light versions of sentry drones that are tractorable (ie u can lock on to them and pull them around with you with a small tractor beam.
Tech 2 bombs to go with the terribad tech 2 bomb launcher (to hopefully not make it so bad)
Passive module a bit like the resist shifting module but shifts the resists to be higher towards the actively selected locked target, and has a tracking value so that positional play on a batttlefield isnt only a range war. |
Singoth
Blue Republic RvB - BLUE Republic
15
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Posted - 2012.05.14 19:56:00 -
[869] - Quote
Low slot:
More armor tank modules are needed, as armor tanking is inferior to shield tanking in pvp due to the ability of shields to be much better repaired and/or recharged. We've all seen it, and still see more caldari and minmatar shield-tanked ships in PvP than amarr/gallente armor tanked ships. Why? because shield tanking is so much more flexible.
- Regenerative Plating (change to current regen plates) > passively repairs armor instead of increasing armor HP with a percentage. passive repair rate is dependant on max armor hp. - Adaptive Armor Hardener (active). - Adaptive Resistance Amplifier (passive).
As well as a new drone control unit, which is able to be used best by some gallente ships, allowing more drones to be controlled, thus giving the gallente a real bonus to drone usage. A better drone bay is just useless. I'd rather have a limited drone bay good for 10 medium drones and able to launch all 10 of them, than have a drone bay good for 50,000 drones and only able to launch 5.
Medium slot: - Missile Stasis Field. Slows *all* missiles near you, including friendly. More fields = slower missiles = more flight time needed for missile to reach target = chance of explosion of missile before it hits the target. - Deflector. This device can deflect damage back to it's original target, based on the type of deflector and the type of damage. - Armor Power Relay > diverts power from the capacitor to the armor repair systems: regen plates and active reppers will get a bonus to repair rate.
High slot: - Cloaking Field. Limited to black ops ships, cloaks all friendly ships within 15km of your ship. Still allows them to use modules and such while cloaked. The Black Ops ship won't be cloaked though, and thus needs to be taken down first if you want to uncover the fleet it is hiding. Can not be used together with the other cloaking devices. - System Intel Jammer. Limited to black ops and command ships. Removes all pilots (friendly AND hostile) within 150km of ship from local chat. Except when they talk, then they will show up. - Mine Launcher + Mines. Limited to a new class of ships, called "Mine Layers". Mines are kind of like bombs and must be launched from a Mine Launcher, except they only explode when a hostile (wartarget or bad standing) is within 5km range. If it doesn't trigger within 60 minutes, it explodes out of itself. Due to regulations, stations and stargates will shoot them if they are within 20km range of the station/gate, and will always shoot them AND the mine layer if done in highsec. Mines are mostly invisible, but can not be placed when there is less than 5km distance between two mines. Mines have a timer of 10 seconds between detecting an enemy and exploding. They will always deal full damage, as long as the target is within range. Damage will be racial-based. So EM for Amarr mines, Kinetic for Caldari mines, Thermal for Gallente mines, and explosive for minmatar mines. - Tech 2 Doomsday weapons. Now with reinstated AoE.
Ships: - Jump Shuttle, new T2 ship, uses the shuttle hulls. Does what its name implies; used for fast travelling by jumpdrive using a shuttle. Due to its smaller mass and smaller jumpdrive, it can also lock on stars instead of just cynosural fields. Can actually be used in high-sec. Uses significantly less isotopes than other jump-capable ships. - Mine Layer, new T2 ship, uses destroyer hulls. Can fit mine launchers to place mines. - Tech 3 frigs. A nice step-up to the tech 3 cruisers we got. Later also add in the Tech 3 destroyers, battlecruisers, and battleships.
Abilities we really need: - Freewarp. - Orbital a celestial. - Mine the rings of the planets / make those rings look like fricking asteroids.
Dust 514 weapons: Just implement them already for ze lulz. - Orbital Bombardment weapons. (Dreadnaught weapons) - Planetary Strike Fighters/Bombers. (Carriers) - Dramatic Storyline Trigger. Can result in your pilot getting shot through the head by a hot babe.
Yeah, that's about it :P Sonic Rainboom! |
Lucian Ghorric
Urkrathos Corp LEGIO ASTARTES ARCANUM
0
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Posted - 2012.05.14 19:59:00 -
[870] - Quote
Dont know if this has already been suggested but i didnt want to read thru 44 pages of replys so here goes.
Damage over time ammo
T2 ammo type Less damage up front but added damage over time effect Max stacking debuff of lets say 3 to 5 stacks
Tweak it to your desire but this is something i truly believe EVE needs, every ammo type and or damage type in EVE is direct ONLY which makes tanking against it MUCH easier. Adding this would GREATLY change the way battles war and even possibly (think of the player farming possibilities) PVE are fought.
You could also add modules to counter this effect.. etc
example
Heavy incendiary Nova MIssle
Does x amount of explosive damage and then another 75% of total damage over 15 sec, stacks up to 5 times
just some food for thought |
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