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The Machman
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Posted - 2003.07.28 10:58:00 -
[1]
Am I reading the new roleplaying on News to think that the new research project is going to lead to new technologies in EVE.
I think the game is in need of some more content so the sight of new Tech 2 items would be greatly received.
Anyone forsee how the new tech 2 items would appear ?
Would they be BP's or NPC items ?
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Entity
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Posted - 2003.07.28 11:03:00 -
[2]
Tech2 is already in the game actually... Things like Local Hull Conversion cargo/overdrives and Vortex stabilizer II's and other stuff called Type-D, Mark II, etc, is techlvl 2. Haven't seen tech 2 guns though, just non-offensive modules.
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Ganja
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Posted - 2003.07.28 11:03:00 -
[3]
Tech II Items are already ingame ;) Just look around..
As for the research in Crielere.. there are 2 things going on simotainiously..
The rings, and not far from them a "Jump Bouy" is the results of research for Jump Drives, and its technology (ability to jump from system to system w/o the use of Jumpgates).
The other thing, is either 'Advanced Battleships' (I'm thinking this because they would be able to handle the Jump Drives, but none of my database data includes any other Battleships in this game, except fo the Infested Dominix), or 'Elite Frigates' aka 'Hybrid Frigates' such as The Crow, and The Raptor, both being Caldari/Gallente mix; and possibly these frigates could handle jump drives.. who knows? We'll see...
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Varsuuk
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Posted - 2003.07.28 11:13:00 -
[4]
Actually... are you SURE about that?
I have some Pneumatic Stabilizer IIs but while they have way better stats that other mods and have 'II' in the name (vs the std 'I') they have the attributes section listing it as a 'Tech Level: 1' item.
Check your items.
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j0sephine
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Posted - 2003.07.28 11:19:00 -
[5]
"Actually... are you SURE about that?"
Yes; there's the whatchamacallit module for finetuning the reactor output that's available on the official market, and labelled as lvl.2 item.
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Jarjar
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Posted - 2003.07.28 11:25:00 -
[6]
Yes, it's name is "Reactor Control Unit I". The Tech2 are supposed to be, as stated above, Mark II, Type-D, II etc. The new weaponmods are tech level 2, which you'll see pretty quickly by comparing them at tti-nexus.com. |

Discorporation
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Posted - 2003.07.28 11:28:00 -
[7]
I ahve a Skadi coolant system II. That's TL2 ;)
[Heterocephalus glaber]
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Muaddid
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Posted - 2003.07.28 11:28:00 -
[8]
Reactor Control Unit I = tech 2 Power Diagnostic I = tech 2
its probably the "elite" frigates (hybrid frigates)
but we can always hope for something more interesting such as jump drives and player-owned space installations...
we can always hope 
On vacations (need a new sig too) |

Tharrn
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Posted - 2003.07.28 11:32:00 -
[9]
Looks like the hybrid frigs to me, too...
Mobile Reffineries, mobile factories, player owned stations - are they really ready to be released?
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Discorporation
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Posted - 2003.07.28 11:34:00 -
[10]
Power Diag I's aren't tech level 2 items. They are named tech lvl two because there's a 'basic' version of it. Since basic level equipment reads as tech level one, the game immediately thinks their normal versions are tech level 2, which they aren't.
I thought the same of my old power diags, till stavr0s proved me wrong =|
[Heterocephalus glaber]
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Barl Rathbone
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Posted - 2003.07.28 11:36:00 -
[11]
There may be some Tech 2 stuff out there but not enough to warrant us saying we are ina tech 2 environment.
If you look on the databases on sites there are Miner lasers up to Tech level 5 and we are all making do with CU vapors which are still a way off of miner II's.
I think it is imminent a lot more tech 2 items are coming hence the withdrawal of CU vapors which are now being offered up to 4 mil on TRADE !
I personally wont be buying any expensive specialist equipment for the time being as it will be money down the drain.
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Amarit Ska
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Posted - 2003.07.28 11:38:00 -
[12]
If TL2 items are to be more widely available I'd expect to see it first on Chaos.
Releasing a whole load of new modules without some kind of testing would be risky even by CCP standards ;)
So, one more reason for those of you who don't ever log on to the test server to give it a go!
AS
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Kaerider
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Posted - 2003.07.28 11:41:00 -
[13]
Edited by: Kaerider on 28/07/2003 11:43:13 well tbh jump modules wouldnt make much sense without player stations. why should someone jump to the region above polaris or the big junk of space east of it ? without stations those areas got hardly any worth (except for hunting, but thats **** as well so far off because of the cap bug and so on). Besides i doubt they are ready with the jove content, which obviously will be explored fast once jumping around is possible 
The DEV's said as well that tech 2 items wont make it ingame during the next 2 months (well producing them).
Advanced battleships been heared of the first time during the last CSM chat if i remember correctly (about a week ago) so i doubt they are already far enough to implent them soon.
They said as well during the CSM chat that player stations wont be in any time soon, they will introduce station modules first (like mobile refinery and similar).
=> which leads to the conclusion that it is either advanced frigates (the mixed race ones) and / or the first station modules, like mobile refinery, mobile emitter station (seems to be a deployable shield regenerator) or Sentry guns f.e. (which already got tested on chaos).
so not that many possibilities 
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Barl Rathbone
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Posted - 2003.07.28 11:50:00 -
[14]
Mobile refinerys sound cool.
That would help us a lot when we mine in systems without a station.
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j0sephine
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Posted - 2003.07.28 11:53:00 -
[15]
"The DEV's said as well that tech 2 items wont make it ingame during the next 2 months (well producing them)."
I think it was said they'd like to introduce soon some of most basic modules for the PC stations... which given all those alliances forming in 0.0 space would be right on cue.
... although personally i can't help but drool at the idea of beefed up Condor with higher base speed and extra low and medium slots. :s
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StealthNet
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Posted - 2003.07.28 11:53:00 -
[16]
In fact, not because a module has a "II" in it's name, and it would be a tech lvl2. But indeed, all modules mentioned by Entity are tech lvl 2 modules.
The first one I saw was a passive tac shield module, with 15%.
Ops, er, wait. That's a big problem that is leading all players to some great confusion: there are modules with the WRONG tech lvl listed. I don't know if they fixed the Power Diag System 1, but it used to be listed as tech lvl2, but I really think it's a tech lvl1 item. _______________________________________________
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