Submissions (10)

Hunter's avatar
Hunter10/2/2024

$3

here are 3 things I want it to be boosted :
1 - As Explorer I always loved to go in a wormhole and look for relics and data site , I want that this sites are more abundant in WH systems .

2-In the same Exploration part of EVE online ,I think that small ships need more love then now , and perhaps new modules can do the job.

3-This one I think goes to drone lovers out there , yes sur they are overpowered but not all of them so buffing the weakest of them makes them not useless

yan57436's avatar
yan5743610/2/2024

$3

  1. Destroyers: I believe that the destroyers should be changed, since they ended up lagging behind the other options. Today I see them being slower, less resistant and even flashy, it's almost like traveling with a flashy glass ball haha. I think that a brief speed buff could have a big impact on their effectiveness.

  2. Short-Range Weapons: I think the game may have taken a more long-distance approach to confrontations, I can't say whether it was deliberate or not, but I would very much like to see an increase in the damage of shorter-range weapons (blasters, autocannons and others), perhaps providing some reward for their use.

  3. EAFs: They only work in theory, and I really dislike their fragility, which means that they will have to be replaced by better ships. Again, I'd like a buff to their resistance, making their use more viable.

JHenckes's avatar
JHenckes10/2/2024

$3

1. Electronic Attack Frigates: EAFs are in that category of ships that generally don't get flown simply because they scale poorly in large fleet engagements and just get overshadowed by Recon Ships or other support roles. A survivability buff or even an increase to the electronic warfare range would let them see more viability in small gang scenarios or add a few more strategic options in larger fleets. As it stands, their paper-thin tank makes them a poor risk for minimal reward.

2. Hybrid Turrets, and especially Blasters: Blasters deal very serious damage inside of 600 meters, but their extreme range limitations and bad tracking make them far less practical than either autocannons or pulse lasers, which can project better damage over range. A slight range or tracking buff to blasters would make them more competitive without breaking the balance of close-range combat.

3. Rewards for Faction Warfare Participation: Warfare doesn't feel rewarding enough for the amount of risk taken, particularly compared to other forms of PvP. Increasing the payouts or introducing new, exclusive rewards-like ships or modules-would give more life to that part of the game and more incentive for players to engage in smaller-scale, more approachable PvP content.

Sturmer's avatar
Sturmer10/2/2024

$3

After careful consideration, here are my picks:

  1. Svipul (T3 Destroyer) – This ship desperately needs some love. Back in 2016, it was the king of PvP, but after several nerfs, it’s been left behind. While it has broad fitting options—Shield Extenders, Oversized 10MN Afterburner, and even Dual Medium Ancillary Shield Boosters—it still underperforms in almost every category compared to other T3 destroyers. Even the Svipul’s align speed makes it nearly useless for solo play, as escaping gatecamps is almost impossible. The Hecate will catch and out-DPS it, the Jackdaw can kite it, and both the Jackdaw and Confessor outperform it as snipers. As iBeast mentioned, small Artillery needs a buff to compete with other small-range weapon systems.

    In PvE, the story is the same: in terms of DPS, gameplay comfort, tanking, and travel speed, both the Jackdaw and Hecate are far superior. While I understand it’s challenging to balance T3 destroyers, every hull should have pros and cons that make them viable in certain situations. Unfortunately, the Svipul is all cons, and for any task, there’s ALWAYS a better T3 destroyer to choose from. I'd started with a Minmatar signature stats - speed and align speed, maybe extra tracking bonus for guns, to increase quality of shots.

  2. Munin and Deimos – While my main focus is on the Munin, the Deimos deserves a mention here as well. I vividly remember dreaming about flying the Deimos back in 2004—it looked like the ultimate gunship. Sadly, both the Deimos and Munin are nearly useless in PvE. The main issue? No utility high slots. All five high slots are taken up by weapon systems, so there’s no room for essential tools like a tractor beam or probe launcher. We already have the Phobos and Broadsword for PvP, which are also useless in PvE, so why not make the Munin and Deimos viable for PvE?

    My suggestion: reduce the weapon hardpoints from five to four, but increase the damage bonus from 5% to 10% to offset the loss of a turret or launcher. For the Munin, I’d also consider changing the slot layout from 5-4-6 to 5-5-5, giving it a better balance between shield and armor tanking options, since four slots aren’t enough for a proper shield tank.

  3. Planetary Interaction (High-Sec) – As it stands, planetary interaction in high-security space is almost useless, especially when you consider the ISK and skill point investment required to make it viable. I think CCP should lower the entry barriers for this type of gameplay to make it more accessible for new players, broadening their engagement with the game. This could include lowering the skill ranks and the price of skill books. A dedicated tutorial for planetary interaction would also be helpful. While adjusting yields is an option, this is a danger area that should be approached cautiously. I cant make any suggestions here w/o seeing actual stats.

Eaglefirefly's avatar
Eaglefirefly10/1/2024

$3

Over the years of mining in large fleets I have always wondered the reason why this buff could not happen to the Orca. I propose the Autocompression Module.

  • Autocompression Module:

    • New module for the Orca to automatically compress ore.

    • All mining ships within a 50km radius benefit from the autocompression feature.

    • When ore enters a mining ship’s cargo hold, it is automatically compressed. While the module is active.

  • Fuel Requirement:

    • The module uses isotopes as fuel for the autocompression process.

  • Limited Use:

    • The module has its own fuel storage bay with a limited size to avoid exploitation or abuse and permanent compression.

    • Can only be used when a T2 Industrial Core is active

    • Only be able to train the skill with Industrial Command Ship 5 and supporting skills.

  • Gameplay Impact:

    • Reduces repetitive strain from manual ore compression in large mining fleets (joke)

    • Streamlines fleet operations by decreasing the time spent managing compression.

    • Increases risk as ships will need to be closer to the orca to use the benefit.

This buff would enhance quality of life for players, especially those engaged in large-scale mining operations. In large mining fleets the use of multiboxing and window switching is a difficult and lengthy process. I also believe that with this function it would reduce the bad actors of the game potentially using bots to do the same thing.

Win win all round :)