Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. These four structures open up a lot of amazing possibilities for EVE players, but they’re intended to be just the start.

This summer we asked the CSM to help us brainstorm ideas for potential mobile structures in Rubicon and beyond. We’ve also been brainstorming internally and finding good ideas posted in this forum. We’ve already decided which new mobile structures we will be adding in Rubicon 1.1, but we’d like to open up the brainstorming to all of you to help come up with great ideas for the future expansions!

Would you like to see a mobile drug lab with a meta version called the ‘Winnebago’? A decoy structure that imitates a specific ship on probe and d-scan? A vending machine that allows you to sell mining laser crystals to random people in a belt?

Let us know what you’d like to see out of the future of our new space structures!

– CCP Fozzie

[ Original Dev Post ]

  • I just do not know

    For a start I would like to see the stats for the personal structure, can they be scanned, how much space they take up etc., so far zilch!

    • I just do not know

      OK have those details, 50m3 to move, once deployed has 3000m3 cargo, 17,500 EHP and has a 48 hour timer in reinfoced once it goes below 25% shield, comes out of reinforced at 0%. And they can be scanned down… The good thing is that they cost below 1m.
      Nice, this means I can set up a can with 78 of them in, fun times at last!!!

      • NullsecTrader

        IMO price point is too low should be 5-7 mil for it so at to not make them disposiable

  • Digby

    Mobile gate guns for 0.0 .. that can be anchored regardless of system ownership 🙂

    Already thinking about dropping them on a gates, to catch some ratters, industrials and miners :)) and perhaps some unlucky pvp’er 🙂

    • GFY

      Isnt that what ships are for? Sounds like youre jusy looking for a puzzy way to score kills.

      • Digby

        absolutely, but give it a little thought 🙂

        You and mates out roaming, get blue-balled (95% of the time), you say “f*&% you” and drop mobile guns on gate.

    • santa

      undock and stop spinnig your ship…

  • NullsecTrader

    Deployable defence towers, Stealth field generators (AOE), Sensor Damp Generator (AOE effects everybody), Scan Probe Distortion Array (reduces scanability of ships in in AOE), Cyno Beacon Generator, Wormhole generator (single use), Wormhole stabilizer (adds mass or time) Local Chat jammer, On grid decloak pulse generator. To name a few

    • sir types alot

      local chat jammer??? lol WTF??

      • NullsecTrader

        I’m brainstorming here 🙂 its not a terrible idea though.. maybe make it consumable and only limited duration. It could add some interesting dynamics..

    • Chris

      Cynos already exist 😛

  • Nullsecguy

    mobile jump bridge…deploy two of them (start and finish). That change null sec a little bit I figure. could move ihubs easier

  • breaking bad

    Looks like someone looked to much breaking bad xD

  • Adam

    Why cant I attatch corpses to my succubus yet? I mean, we all have thought about it. So make that happen CCP.

  • GSection

    Mobile black hole creator. Works like a bubble but sends your ship to a random system. Good for laughs.

  • Gsy

    Declocker, 30 sec spool up, instant on grid decloak, disable re cloaking in system for 10 mins, only see it effecting afk cloakers, if not afk and snagged, can just warp off and keep bouncing until 10 mins over, jump into system, will not effect you with the spoil up if travelling without some lucky timing and still will be able to cloak, align and warp. TBH could even make that a module?

    • some dude

      nah…just make it the normal cool down for cloak, but it could be fun…

  • Gsy

    Do like the deployable gate guns, only allowable in sov held system, maybe the dps and tracking of a bs, max of 4-5 per gate. Would even up home defence fleet for smaller alliances, no effect for sov warfare and provide additional variables for those dastardly roaming gang fc’s, particularly if they were cloakable with large delay on recloak, make them expensive though and obviously poppable, maybe 400 ehp.

  • Aj

    anti cloak

    • Sam

      I wish people would stop whinging about cloaked ships. When they’re cloaked the big bad pilots can’t hurt you. When they de-cloak they are in sub optimal combat ships. Stop moaning, start dealing.

    • santa

      How about auto-clone back to Jita for ButtHurt-By-Cloak Players

  • The Best

    TIDI Enhancer,,,,, for small gang pvp who cannot get access to TIDI.

  • Aricas

    Mines.

    Proximity, enemy homing, weapons-fire homing, cake-homing. Any or all of the above. Ideally deployable in groups, like a single structure that deploys x number of mines around it. Could be useful as a gate-camping tool, a “keep the peace” guarantee (fire weapons and suffer the wrath), a belt-mining defensive method, a crowd-control weapon when facing numerous enemies, and an ass-covering tactic when trying to retreat.

    Yeah, chase me if you want, buddy. But first you’ll have to avoid *these*.

  • Dumbcunt

    Deployable smartbomb arrays, obviuosly.

  • Thatguy

    I’d like to see some type of repair depot that can repair ships like a station service but may use that crappy scrap metal that you collected to do the repairs. Especially when your in a hostile system with your mods burnt out and hull damage. Could keep a group going.

    • somedude

      nice idea , though scrapmetal would only work for minmatar ships 😛

  • Shaldac

    Debris Field Generators. You deploy them and fill them with stuff, then after they online, they start filling the space around them with collidable stuff like rocks, jetcans, etc. You basically can pollute a large area of space making sub-light travel through it more difficult. It takes a while to bring them online, so you’d see them up in preparation for a battle and turn them on when the enemy fleet jumps in.

  • santa

    equivalente structures to pos modules + mobile shield genereator = new pos system

  • indy

    id like one which u can deploy in system and it would eject probes or scouting drones that would fly about and return info about moons in system particularily what resources can be harvested from them and whether there is a pos on them etc. maybe it could give u warpins in results and say what alliance has a pos there etc

    • indy

      also, in 0.5 systems if im not wrong u have these npc bunker things and like… guns on gates… I can’t see why null alliances shouldn’t be able to deploy stuff like that so that when your alliance or a blue has a sov in a system it is more difficult for random neuts to gatecamp in it and all the line/noob members of the alliance can feel safer in ‘their’ system.
      at the moment except being able to dock in stations and use jbs and the fact that it says that your alliance owns this system there isn’t much difference who actually owns the system to a player… yes, some guns on gates would be nice, guns that at could take down a battleship without any tank or armor plates or shield extenders on it before it enters warp once it decloaked near a friendly gate, and if the bs had a some tank on it the guns should be at least able to bring it into half armor before it warps. so that if u have a single blue bomber in a blue system camping gate, and u jump a battleship through the gate, provided that the gate guns are maxed up the bomber should have an advantage and not die in a direct incounter and also have a 50% or higher chance of tackling the bs before it enters warp
      this would not work on cloaky ships or anything smaller than bs, maybe a bs fited with stabs and interia stabilisers and such should also be able to survive this…
      the point is that it shouldn’t be as easy as it is now for small gangs of say 10 people to just come in to your home system and camp the gate…
      e.g. having sovreignty of hed should give the home team some sort of an advantage at the kebers gate, its often bubbled but that makes it easier for random neuts to camp it too… just seems that since A (in this case) owns the system they should get an additional handicap when fighting in it so that 5 huricanes of A will always be able to pop 5 hurricanes of the away team on gate (this should actually also be the case on stations just like on poses)
      the undesirable effect would be that it would make it more difficult for the underdog’s (non-goons [cfc]) but I think its stilll necessary to give the residents of a system a bit more security, so that when they are chased around by hostiles they can always get a bit of help from some sort of sentry guns at gates, stations like they do at poses.
      just thinking out loud here… what do You think?

      • indy

        also when hostiles anachor sbu on a gate that could make the gun vulnerable maybe? or maybe they could anachor their own… in any case… sentry guns for gates please