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Thread Statistics | Show CCP posts - 41 post(s) |
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CCP Fallout
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Posted - 2010.04.20 20:29:00 -
[1]
What's the 411 on Planetary Interaction? Read CCP Soundwave's blog to find out!
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
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CCP Manifest
C C P
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Posted - 2010.04.20 20:44:00 -
[2]
Awww, I love that picture of the CCP managers bringing holiday cheer to one of the CCP meeting rooms!
LOOK AT ALL THAT CHEER! LOOK AT IT!**
**Internet spaceships are serious business. --CCP Manifest-- |
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:21:00 -
[3]
Originally by: Aurelie DeChoisi Sounds awesome...
'If you for some reason are unable to use your spaceport, your command center will provide an alternative launch option; the rocket can' -> some reason like flashy red space-badasses camping out there? Can we shoot each others planets?
Will there be Tesla coils?
epic space + top down lording = win
Sorry, no shooting rockets full long limbed roes at people.
It's basically the "smugglers route" if you have issues using the conventional way of getting your wares to space.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:22:00 -
[4]
Originally by: Jack bubu No Trade agreements on planets with other players nor Population control? :(
allways the same with FanFest announcement :-/
expectations gone from "omfg awesome" to "ok ill try it"
There is so much awesome stuff to do with this feature, that's why one team is going to continue working on it for another release.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:25:00 -
[5]
Originally by: Jimer Lins Are planets exclusive resources? Are the amounts unlimited? How do you compete with other players or do you? Can the structures and so forth be destroyed?
This is good stuff, but details are pretty thin on the ground.
Planets won't be exclusive; lots of players will be able to build in the same area. Amounts that can be "mined" are somewhat unlimited, but will deplete if mined by high amounts of players in the same area.
You cannot currently destroy other peoples structures. For now.......
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:36:00 -
[6]
Originally by: Regat Kozovv Thanks for the update!
Can you tell us if any skills will be required? If so, can you tell us what the pre-reqs will be?
Thanks!
There will be skills for both scanning and basebuilding, I'd prefer to not list the pre-reqs yet as they are a part of our current development cycle.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:37:00 -
[7]
Originally by: Casiella Truza Forgive me for saying so, but we've heard this line about "we'll continue to expand it" before. Not only the nullsec stuff in Dominion (which doesn't really affect me directly), but the new exploration system from last year, and the biggie, factional warfare.
I mean, Tyrannis excites me for what it is, and I plan for this to become a major (if not THE major) part of my gameplay. But I'm not actually expecting major add-ons to it in anything like the near future, any more than I am for FW or even seeing Incarna before my children go to uni.
You've never hear us promise a development team that continues iterating for a release. If so, I missed it.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:39:00 -
[8]
Originally by: 0oO0oOoOo0o Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:55:00 -
[9]
Originally by: Senor Fuzz What about w-space planets? I haven't seen (or missed) any mention that players will be able to utilize these planets.
You'll be able to use them too!
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 21:56:00 -
[10]
Originally by: Zions Child
Originally by: CCP Soundwave
Originally by: 0oO0oOoOo0o Sorry that I'm so stupid, but I still did not understand what the end-product will be. Is it something that will affect the spaceships, a new module or t4 ships or what ? Or do we get something, that already exists, such as minerals ? What will be the end product, after it has been refined, transported and so on ?
The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
So when will they be removed off market, when you feel a sufficient amount is being produced by players, gradually, at the same time as the release, or is it going to be a stealth pull?
We have a plan for this, but I'm not entirely sure I can go into it publically.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 22:34:00 -
[11]
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 22:42:00 -
[12]
Originally by: Armoured C a very intresting blog on your development process. A few of us in our games design class are actually discussing the scrum method of development and it interesting to see how it is effecting the process of this expansion.
Even though most of the people in my class don't play eve they still see the potential benefits of how your producing with scrum compared to other game developers.
Would love to see it in pratice someday
Yeah, we actually used scrum for development when I was in university, so I've used it for game production both profesionally and academically. One thing I've learned is that it's a great way of doing things if you use it properly. There's no doubt that making an MMO expansion and a filing system for lawfirm is widely different, and as long as you adjust the approach to your project, it's a great tool. Come to fanfest and let's talk scrum over a beer!
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 22:46:00 -
[13]
Originally by: iP0D
Originally by: CCP Soundwave
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
Well, considering implant and other technology, you could program them. At that point only food is something to keep in mind.
Also: interns can take care of the maintenance imo.
I suggested hiring monkeys once, but CCP t0rfifrans told me that they are actually relatively expensive and while it's a fun idea it's not very cost effective. True story.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 22:49:00 -
[14]
Originally by: Manfred Rickenbocker Edited by: Manfred Rickenbocker on 20/04/2010 22:19:14 CCP Art = WIN! Hahaha...
On a heavier note: In testing, it seems to be a tad difficult and a lot of tweaking to get all the rates and flows to work seamlessly, particularly when you have deposits continually exhausting themselves like they do. Making sure that enough of materials A and B get to a factory for production is exceedingly tricky. I like micromanaging, but its a bit much.
Yeah, the production chain in it's current state is not at all final. We're currently doing the balance on them, so it should change shortly.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 22:58:00 -
[15]
Originally by: TheCursedWriter AWESOME! Awesome for 3 things- 1) Some of the market floors are going to be removed. 2) A new profession that fills a new niche and is useable by everyone is comeing out. (I think it super awesome, being an industrial player, to get some industry love.) 3) A CCP'er is pressing F5 along with us!!!!!! <- biggest foward movement since i started!
I would like to hear however on the ability to expand the pcc (if its possible) and info on pricing and max plants. (includeing if we will be able to delete pccs if this is the case)
-peacekeeper
I'm F5ing slowly right now because I'm playing EVE
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CCP Atropos
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Posted - 2010.04.20 23:05:00 -
[16]
Originally by: Mashie Saldana
Originally by: Solo Player No production of trade goods, then?
Here I was really hoping something would finally be done with them...
You can produce livestock on SiSi which I don't think is used for anything outside of trade and possibly more complex PI products.
mmm... hamburgers...
Software Engineer Core Engineering |
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.20 23:15:00 -
[17]
Originally by: Jardine Khan I've not been on SISI so I'm not sure exactly what's going down, but what I see looks good. But there are some questions:
1. What planets? All of them, i.e. empire, low and null sec, and WH? 2. How do you decide on where and on what planet you can harvest? Is it assigned to the player, and if so, is it random or is there a method to the madness? Or does the player get to pick the spot and planet? 3. Getting stuff to space: it seems there are two methods, one being a glorified jet can, the other being a "spaceport". How does the spaceport help get stuff off the planet? Do you get to fly an industrial or freighter planetside to pick up the stuff or does it do the teleport to cargohold ala Star Trek? As for the glorified jet can, is it just as vulnerable to theft as a normal jet can or is it protected somehow? 4. Are there advantages for PI when in a corp/alliance? Or does the player being in a corp/alliance have no revelance on PI?
1. There will be some planets that will be barred, but as a general rule, yes, all areas. 2. You fly out, pick a spot :) 3. There is a post off the planet where you can pick your stuff up. Like a small stationary object. 4. Well 0.0 space will have the highest rewards, so there will be an advantage to being in a sov holding alliance.
Now back to playing EVE.
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CCP Nimbus
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Posted - 2010.04.20 23:21:00 -
[18]
Originally by: Deva Blackfire
Originally by: Ankhesentapemkah I've heard this "we'll update it!" before, namely in Empyrean Age (factional warfare) and Apocrypha (T3 ships/subsystems, more content in wormholes, epic failarcs, etc).
This.
Quote:
When are the FW exploits going to be fixed? When will FW actually be featurecomplete, for that matter? Where are our dozens of branching epic mission arcs? Where is the rest of T3? What happened to the industrial expansion? Where are the storefronts? When will we get that expansion that would make large alliances actually use their 0.0 space, and force players to spread out to to capture a system instead of bringing one massive blob? Where are the treaties? What's up with the lag?
And this.
Sorry but saying now that "You've never hear us promise a development team that continues iterating for a release. If so, I missed it." is just bull****. So next time be sure not to false advertise stuff like 5x5x5x5x5 subsystems for t3s(we are still lacking 2101 possibilities per every strat cruiser = around 8400 combinations that were promised but never appeared in game), COSMOS in every solar system or loads of epic arcs ok?
I'm on Team Pi - the team which (somewhere between all the pictures of dubious quality) CCP Soundwave mentioned in his devblog would be continuing to work on planetary interaction. We have already begun laying down some goals and plans for what we want to achieve in the next release - so yes, we really are going to be continuing to develop the feature. Having said that, we are leaving plenty of room in our plans for the feedback we get from you guys after we release, and it's something we are really looking forward to doing.
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CCP Greyscale
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Posted - 2010.04.20 23:28:00 -
[19]
Originally by: CCP Soundwave
Originally by: iP0D
Originally by: CCP Soundwave Sadly we canÆt clone ourselves (YET).
Why make it so difficult, keep it simple. You've got plenty men and women working at the offices. Doesn't take a genius to suggest some, um, other options ...
I think you're overestimating the cost/benefit rewards of having kids.
Didn't we ban all EVE staff from building or owning children last month?
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CCP Nimbus
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Posted - 2010.04.20 23:31:00 -
[20]
Originally by: Radgette Edited by: Radgette on 20/04/2010 23:02:51 how much can CCP soundwave avoid the difficult ( and only questions we really want answered ) questions about :
1 ) what was said at fanfest compared to what we got. ie districts
2 ) how currently the effort/reward ratio is completely out of whack.
3 ) if we require a skill to exploit multiple planets will the amount of industry we can utilize on each planet be increased so i don't need an army of alts to go from stage 1 through 6
and the other pertinent queries in this thread regarding the somewhat screwed current version.
i'm relatively new to eve and already i have low expectations as to recent CCP product quality compared to what i have seen has been released previously and thats not really a great sign.
1) No districts for Tyrannis - we simply couldn't have done it justice. This certainly doesn't mean they are never going to come, though. As Soundwave mentioned in his devblog, we're going to continue to work on and improve planetary interaction.
2) The Team Pi and Team Best Friends Forever designers are still working on balancing many of the details of planetary interaction. We're keeping them on a program of bad 80s music to try to increase productivity.
3) Again, still being balanced - but there will be ways to expand your colony size.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 00:00:00 -
[21]
Originally by: Nauplius Slaves are an NPC good used in the building of Amarr Outpost stuff. Are we going to be able to manufacture Slaves on planets, too? (You'd make a lot of RP people happy if you could....)
No, but if we introduce population and labor, they are an obvious choice there.
Anyway, passing 12 at night here, I'm going to sleep a little before work tomorrow.
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CCP TomB
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Posted - 2010.04.21 09:44:00 -
[22]
Originally by: Fearless M0F0
Quote: We decided to co-locate the primary gameplay teams, so the first thing that happened was Team Pi and Team Best Friends Forever (Best Pie Forever?) moved into a cozy new work area, setting up sofas, ôscrumö walls (named after our development methodology), cases of beer, workstations and then fired up their engines.
As a certified SCRUMmaster, I read this and went /o\
You guys are doing a great job with SCRUM but are falling in the trap of "reinventing the wheel" modifying and complicating a very simple process. I recommend you seriously consider hiring a SCRUM consultant to check on your process (no, not me , an expert such as Mike Cohn)
I posted a few days ago about the fact of deploying incomplete features such as missing graphics in sisi was a sign of not doing SCRUM properly.... I was right . I hope you guys manage to get it done on time.
Is it the beer?
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 09:51:00 -
[23]
Originally by: Imbosol Norand @CCP Devs working on this project.
I have had the occasion to do a little testing of the new features and so far i am liking it. I do however have one complaint and that is the scanning overlays.
Can there be an option for BLOCK colours when scanning a resource. As someone who has severe colour blindness, seeing some of those see though colours is very hard, to the point where on certain planets like ice and gas giants, i cannot see the overlays at all on certain resources.
I am sure that other colour and visually impaired peoples will find this is hard to see at times also.
Thanks.
We're aware of these issues and are trying to solve them. I can't promise anything but we're looking into a button that makes the view more colour blind friendly.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 10:42:00 -
[24]
Originally by: gorak cz Main purpous will be to make things and sell to NPC !!!! Im kinda worried about infation spirale goin mad, am I only one ? Does any "economic (not ekoterorist) dev" looked deeper into numbers and such
You should not be able to sell these commodities to NPC, it's designed to be player to player trade.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 11:20:00 -
[25]
Originally by: Draco Argen As I begun reading the blog I thought "Ugh, another brand spanking new idea that will become obscure and neglected by the next two releases"...and you listened....by the time i got half way throught the blog lol.
Team PI carrying on for next release, not just post release namby patching we have seen before, is an excellent move. I think you need to go a lot further in committing to your existing babies (POSes, FW, WH, scanning, fittings window, skill-que, and many more I'm sure even I have forgotten) But this is an excellent start.
I think so too. One of the things you benefit from when you've been around for a few years, is learning from your mistakes. I think you'll see, over the next few years, a much healthier approach to the way we make games. This is the first time we've set aside a team to keep working on something before it's even released and it's awesome.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 11:22:00 -
[26]
Originally by: Aynen Will there be a tuturial agent who explains to new players how PI works, just like for the other aspects of the game?
We don't have a specific tutorial for PI in this release, which is a shame. We're developing a wikipedia page, and you'll get some hints on how to get started, but not a stand-alone tutorial. Hopefully in the future, because this feature really deserves it.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 16:30:00 -
[27]
Originally by: ElvenLord
Originally by: CCP Soundwave Part of the feedback we get from the CSM (and many of you), is that we donÆt put enough development time into features after they are released. In some cases, you are right, weÆre stuck between the evolution of EVE and the rebuilding of feature infrastructure to help it grow. Sadly we canÆt clone ourselves (YET).
Originally by: CCP Soundwave The end rewards will come off the NPC market. Basically you'll be able to build POS structures, sov structures, POS fuel (the NPC seeded parts), T2 components (the NPC seeded parts again), station components and nanite repair paste. Might be forgetting something, but that's it I think.
Its nice to be heard. Both development part and final product where a big part of our discussion on this expansion during CCP-CSM summit.
Would be nice if you would share info on/if there is ability to disrupt someones production (orbital bombardment) and stuff like that + link to Dust ...
Yeah. Mostly the issue is that our product is very shaped by our development. We'll find ideas that worked less well in practice, have to cut things out because of time constraints, or simply come up with better solutions down the road. Some people in this thread have pointed to what we showed as our vision at fanfest for example. The inherent risk we have, everytime we talk about the future, is that a product will never turn out in the exact shape and form it has in our heads x months before development.
So we could certainly share our current thoughts on disruption, but those are subject to change the closer we get to working on them :)
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 16:39:00 -
[28]
Originally by: Liorah ... And what is the purpose of planetary interaction, anyway?
Is it really only a POS on the surface of a planet intended to accomplish specific tasks (such as eliminating some NPC-seeded market goods), or is it intended to be a building block for something much more complex? Please be honest. Because from what I've read so far, it really sounds like you only intend this to be a way to produce NPC items and be a tie-in to DUST514, and that's all.
If you are honestly interested in expanding this concept to allow it to reach its full potential, there are MANY ways this can be used to enhance the overall game, not just the small subset that it appears to affect right now.
We're going to expand on it. This is round one, and come our next expansion, Team PI will deliver round two for you. DUST514 speculation I can't really comment on in any way, shape or form I'm afraid.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 17:00:00 -
[29]
Originally by: Tres Farmer
Originally by: CCP Soundwave ... We're going to expand on it. This is round one, and come our next expansion, Team PI will deliver round two for you. DUST514 speculation I can't really comment on in any way, shape or form I'm afraid.
CCP Soundwave.. can you comment on how CCPs wants to move PI from instanced to non-consensual interaction mode later on, please?
I mean.. there is nothing except for our hangars in eve that is instanced. That's important for us.. ehrm.. me.. it's one world, one cold harsh world.. we.. erhm.. well I don't want instances here.
I cannot tell you specifics, other than that there will be conflict over PI in the future.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 17:04:00 -
[30]
Originally by: fuxinos And what about rockets?
There will be rockets.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 17:35:00 -
[31]
Originally by: Kidney Seller Can you confirm that PI in Tyrannis (on TQ) will be instanced like on SiSi ? While im pretty sure the answer is yes, I'd like to hear it from someone with blue bars :)
I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 18:24:00 -
[32]
Originally by: Liorah
Originally by: CCP Soundwave I'm not entirely sure what you mean by instanced? They all tap into the same resource reserve, hopefully you'll be able to trade directly with other colonies in the future and really want some conflict in there too.
What seems to be the biggest concern is the fact that in the beginning, no one will see anyone else's installations. Does that mean:
1) You will try to build in a spot and be told "no, you can't build there"?
2) You can build anywhere, potentially on top of someone else's infrastructure.
In situation #1, that is non-instanced. There is one world, and two ground structures cannot occupy the same space in the same world.
In situation #2, that is instanced. You have your own little copy of the world, you can build what you want wherever you want, regardless of what anyone else does. The coordinates locating your installation in your instance could be the same coordinates someone else (or a hundred others) use in their instance; ie: many structures occupying the same space in multiple copies of the world.
If situation #2 is how things are going to work, so far the leading question has been: how will this be resolved when it comes to the point in time when we CAN see stuff belonging to others? A generic answer like "structures may be moved" or "the planet surface may be cleared/reset" is basically what people are looking for.
Unless of course you're trolling. And then the score is CCP Soundwave: 1, me: 0
We may be misunderstanding each other. When I think about instances in game terms, I think of myself in an isolated space that no one else can influence. The game environment is unique to me and can be copied multiple times over for other users.
That is not how PI is currently works.
You are all in the same game space, but for a variety of reasons, some parts of your interaction will be gradually introduced. So at release for example, you should be able to browse parts, if not all, of another players network. This is important, as resources are shared, so multiple people harvesting the same spot will bring the value of that spot down. So you're not isolated, the more people you have close to you, the less value you may experience in the resource.
In the future, we will do more to facilitate trade, conflict and other forms of interaction. You will have some interaction tools but not a great deal at launch, but rest assured you are all in the same game environment. We will be adding more ways of looking, poking and blowing other peoples stuff along the way.
But you're not alone
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 22:24:00 -
[33]
Originally by: Sigras So I'm sure you guys are way ahead of me on this, but has any thought been put into the inflation this could create by cutting out a large isk sink from the system?
Could you share CCP's thoughts on the new outflows?
Yeah. We have a pretty thorough research and statistics department that has been following our development since the start. Currently, one of their employees is on our team monitoring the balancing and possible effects of this to make sure we're not venturing down any wrong paths.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.21 22:26:00 -
[34]
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.22 01:28:00 -
[35]
Originally by: Amida Ta
Originally by: CCP Soundwave
Originally by: Jongo Fett highest rewards should be in low sec tbh. Just to populate low sec that little bit more.
We've scaled it with 0.0 being the highest output.
Could you please explain why?
See my post above why imho this doesn't make sense.
Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.22 14:37:00 -
[36]
Originally by: Hirana Yoshida
Originally by: CCP Soundwave Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.
So you are basing it on theory-crafting?
Developed null-sec space can have more amenities than even high-sec and between bridges, freighters + other capitals and local manufacture logistics is a non issue for most areas. Only space being actively fought over or having been recently conquered (ie. fail-space) breaks this mold. Sure markets don't have all the crap available in Empire, but they have what you need at all times (provided it is not fail-space).
So yes, null-sec has the potential to be more of a hassle but rarely in in reality. Low-sec on the other hand is starved. Prices are 2-3 times high/null-sec due to risk involved and population has remained at the same low pathetic level since forever. Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.
I think we're just going to have to disagree on the hassle involved in living in 0.0.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.23 00:20:00 -
[37]
Originally by: Camios BTW thanks to CCP Soundwave for posting. It's good to have the proof that the devs are listening and the more devs explain their motivation the better.
:hfive!:
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.23 12:59:00 -
[38]
Originally by: Infinion Will planets give us the ability to build secure containers of all sizes? Large, huge, giant
No, but that's an interesting item for future additions to the production tree.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.23 13:07:00 -
[39]
Originally by: Matterick Boon I know you probably can't comment on much of the dust 514 connection to this as of yet but if we can colonize w-space planets how are dust war barges supposed to get there to launch an attack or defence? I know dusters will likely be able to clone jump from planet to planet but I can see how not having a war barge on scene might be a major disadvantage. just curious if you've thought this far ahead?
I can with almost 100% certainty say that anything involving dust or unannounced expansions cannot be commented on :(
Sorry dude.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.27 09:55:00 -
[40]
Originally by: Koryllian Sha If someone else has already brought this up...I apologize.But I'm wondering how the Eve economy is going to be impacted by the truly massive quantity of materials that will come on the market.For instance, I think you said we will be able to make POS fuel?So what happens to Ice mining? Will there even be a market for ice products anymore?....Wait, I hate Ice mining...bad example, never mind.But I think you get the point. Isn't this going to throw the whole market into chaos?
Ice mining won't be impacted. The POS fuel components PI is using comes from the NPC market, so we won't be competing with any existing feature.
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CCP Soundwave
C C P Alliance
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Posted - 2010.04.27 09:55:00 -
[41]
Originally by: Dmitri Harkonnen Edited by: Dmitri Harkonnen on 27/04/2010 05:27:25 One question I can't find answer on: what happens with the ship that is "scanning" the planet? Does it become invulnerable or can it still be attacked?
Can be attacked
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