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Sobeseki Pawi
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Posted - 2005.05.27 17:06:00 -
[1]
I have been wondering...just how far CCP thinks they can stretch the skill system to encompass Tech 5.
Tech 2 alone maxes much of the current skills...so do they plan 12x 1400 V with a 3.68 RoF or something?
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Soros
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Posted - 2005.05.27 17:09:00 -
[2]
I doubt it :p
Not yet any way :p
-= Soros =-
= Firmux Ixion =
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Sobeseki Pawi
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Posted - 2005.05.27 17:11:00 -
[3]
Well I know it will be a very long time...but I cant imagine how long it would take to train for whatever skills they come up with lol.
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Nifel
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Posted - 2005.05.27 17:12:00 -
[4]
They've said tech3 will take a different direction than tech2. Tech2 was more damage, better tracking etc, so pick a guess to what tech3 will do =].
"We wield swords for the sound of laughter that used to be there long ago." |

Sobeseki Pawi
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Posted - 2005.05.27 17:13:00 -
[5]
Defense? Efficiency?
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Darmed Khan
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Posted - 2005.05.27 17:39:00 -
[6]
For tech 3 I think they were planning to make ships and modules more customisable. E.g. each alliance/corp would be able to tweak their blueprints so that the items produced have slightly different attributes, and then place their name on the resulting item. Kind of like faction items, but player designed and built 
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SirSpectre
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Posted - 2005.05.27 17:39:00 -
[7]
Fittings...that would be something good, tech II damage with less than tech I fittings
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Sobeseki Pawi
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Posted - 2005.05.27 17:51:00 -
[8]
Originally by: Darmed Khan For tech 3 I think they were planning to make ships and modules more customisable. E.g. each alliance/corp would be able to tweak their blueprints so that the items produced have slightly different attributes, and then place their name on the resulting item. Kind of like faction items, but player designed and built 
That would be nice, then I could loot lots of Stain Lifter Shield Repairer IIIs.
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Frost88
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Posted - 2005.05.27 18:08:00 -
[9]
Originally by: SirSpectre Fittings...that would be something good, tech II damage with less than tech I fittings
I think T3 will be going in the opposite direction to T2, so T1 damage, but with much lower fittings. ------------------------------------------------ I've always owned Kehmor, cheap as chips off Ebay
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Sangxianc
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Posted - 2005.05.27 18:41:00 -
[10]
I don't think Tech 5 would really work. I mean, if you were a newbie and you entered the game and it was like "you'll be fine, just spend two months training learning skills, then two months training all the vital skills you must have to be effective in any ship, then two months training for tech 2 ships, then four months training for 3 three ships, then six months training for tech 4 ships, then 8 months training for tech 5 ships, and you'll start being sort of comptetative! That's only, like, two years!", I don't think I'd stick around.
- Any man's death diminishes me, as I am involved in mankinde; And therefore never send to know for whom the bell tolls; It tolls for thee. |

Deakgu
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Posted - 2005.05.27 18:43:00 -
[11]
Edited by: Deakgu on 27/05/2005 18:43:20 I dont think that there will still be Eve by the time we would be ready for tech 5.. at least not how it is today . By then the graphics will be outdated and too many other Mmorpg's that outclass eve.
So my guess is there will be something like a tech II eve-online by then (thats what I hope at least)
I have seen mark 5 equipment in beta though, but that was way too imbalanced to go by and funny names too.. stuff like 'mega eximer beam IV' and others
Im hoping for t3 to be more along the lines of 'specialised modules', not just 'upgraded' but modules that excell in one specific area (or more), past t2 ofcourse that would at least allow t2 and t1 to keep pace with t3 and not unbalance the game.
Cheers, Deakgu
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Sobeseki Pawi
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Posted - 2005.05.27 18:44:00 -
[12]
Right, that is my thought too...so what is CCP thinking in regards to this?
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Amargan Nagil
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Posted - 2005.05.27 18:55:00 -
[13]
tech 3 would be vastly reduced CPU and grid requirements i bet-as some of the BS ships etc-cant fit exactly everything that they want into all thier slots-also probly stuff like less reloading to do with guns etc...
this way you could fit more into frigates also etc.. SPACE NOOB:
heh-keep checking that wallet for me! (\_/) (O.o) (> <) yeah its my bunny! all mine! |

Nyk0n
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Posted - 2005.05.27 19:13:00 -
[14]
Originally by: Deakgu Edited by: Deakgu on 27/05/2005 18:43:20 I dont think that there will still be Eve by the time we would be ready for tech 5.. at least not how it is today . By then the graphics will be outdated and too many other Mmorpg's that outclass eve.
So my guess is there will be something like a tech II eve-online by then (thats what I hope at least)
I have seen mark 5 equipment in beta though, but that was way too imbalanced to go by and funny names too.. stuff like 'mega eximer beam IV' and others
Im hoping for t3 to be more along the lines of 'specialised modules', not just 'upgraded' but modules that excell in one specific area (or more), past t2 ofcourse that would at least allow t2 and t1 to keep pace with t3 and not unbalance the game.
Cheers, Deakgu
I think alot of the above said "overpowered" modules became faction and officer loot, some of the complex items seem to have similar stats to better high tech leval meta mods if i remember rightly.
The higher leval tech items were once thought of as Player owned stations (rumoured to be tech 4) and titans (tech 5) tho the "crown jewel" items like titans and stations appear to be quite different in there deployment ideas than the were then.
At the current rate of tech leval deployment, remember "t2 hit tq" well over a year ago with the farce that was the miner 2, and we still as yet dont have all the t2 stuff in, continueing with this leval of release i dont think we will EVER see t5, at least in the context we forsaw back at release.
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Mrissa Easeah
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Posted - 2005.05.27 19:33:00 -
[15]
Another path they might go with Tech III
Since there's tonnes of hints (The whole 'damage control' module family - useful right now only as a scource of minerals on recycling) they -were- going to have systems damage that never got adequately implemented, weapons and equipment at tech III may start to target modules in attempt to cripple a ship without having to punch through three layers of shields, armor, structure and always just destroy a ship outright.
Guns never get shot off, but they have hitpoints and sometimes (rarely) need to be repaired after being recovered in someone else's loot.
Also, may get weapons that are charged/designed in such a manner as to ignore/reduce resistances of either shields or armor of the things they're fired at.
With other, non-damage related tech though, they'll have to be a bit more creative to keep it from just being boring 'same module, but slightly better stats, and you can build it instead of only find it in loot'.
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Cycerin Strikebeam
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Posted - 2005.05.27 20:05:00 -
[16]
Quote: For tech 3 I think they were planning to make ships and modules more customisable. E.g. each alliance/corp would be able to tweak their blueprints so that the items produced have slightly different attributes, and then place their name on the resulting item. Kind of like faction items, but player designed and built
PLEASE CCP. DO IMPLEMENT THIS.
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Drommy
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Posted - 2005.05.27 20:11:00 -
[17]
Originally by: Cycerin Strikebeam
Quote: For tech 3 I think they were planning to make ships and modules more customisable. E.g. each alliance/corp would be able to tweak their blueprints so that the items produced have slightly different attributes, and then place their name on the resulting item. Kind of like faction items, but player designed and built
PLEASE CCP. DO IMPLEMENT THIS.
hmm yeh, sounds like best idea ive heard in ages if u want to lag the place out that is :P if tech 3 is gonna go in another direction id like to bet it will use fitting requierments. however i aint read anything about tech 3 or it differing from tech 2's upgrade path _______________________________________________
A good leader takes their people where they want to go A great leader takes their people not where they necessarily want to go, but ought too. |

Griffin Smith
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Posted - 2005.05.27 20:39:00 -
[18]
i hope they will implement research so u can take 10 1400mm scouts and research a bp for them
i wouldn't mind seeing cheaper named mods!!
i'd like to destroy a raven's siege launchers first :) All that is truely urs, is whats in ur head. |

Ja'kar
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Posted - 2005.05.27 20:52:00 -
[19]
For tech 3 I think they were planning to make ships and modules more customisable. E.g. each alliance/corp would be able to tweak their blueprints so that the items produced have slightly different attributes, and then place their name on the resulting item. Kind of like faction items, but player designed and built
hehe- i have been saying that for ages

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Darmed Khan
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Posted - 2005.05.27 22:08:00 -
[20]
I'm pretty certain it was said in a dev blog/chat or something, but after a lot of searching couldn't find it. Maybe it's just a rumour Oveur started a long time ago to keep us interested in the game 
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