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kieron

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Posted - 2005.11.16 17:17:00 -
[1]
The Red Moon of War is on the rise. Content and programming efforts have increased. New items and changes are appearing on Singularity with each passing day for testing. As content is added or changed on Singularity, a need for new information and updates is apparent.
As stated in Oveur's FanFest presentation, in a number of Blogs, forum posts, etc., changes are being made to the NPC system, and TomB is the man in the charge. What's changing, you might ask? Well, your questions have been answered. You can read all about it in TomB's new NPC Dev Blog.
Redundancy has been a bit busy himself. The Sovereignty system has been in need of an overhaul and the ability to expand around a bit. Redundancy has been working on this system and details some of the potential changes to the Sovereignty system that have been added to Singularity for testing. These changes can be found in his new Dev Blog. Please keep in mind that these changes are not set in stone and may be changed, depending on player feedback.
So, what are you waiting for? Read the Blogs, log in to Sisi, test out the new stuff and leave your thoughts. Help us make RMR better.
kieron Community Manager, EVE Online
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Finix Jaeger
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Posted - 2005.11.16 17:24:00 -
[2]
Edited by: Finix Jaeger on 16/11/2005 17:24:25 Looks nice...
*quickly edited to avoid deletion  -------------------------
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Malthros Zenobia
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Posted - 2005.11.16 17:28:00 -
[3]
Edited by: Malthros Zenobia on 16/11/2005 17:30:06 Oh god I can't wait.
*bounces off of the walls*

2nd 
edit: Gotta say that it's going to get rough when Guristas start target jamming. You're going to have to team up on missions simply because the tank will be perma-jammed. ------------------------------------ Your Civilian Gatling Railgun perfectly strikes Choke Slam [CAIN], wrecking for 6.0 damage. |

keepiru
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Posted - 2005.11.16 17:33:00 -
[4]
It wouldnt be this worrying if the sensor backup arrays were actually worth the time spent refining them, let alone a slot... ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Franken Slammer
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Posted - 2005.11.16 18:03:00 -
[5]
Edited by: Franken Slammer on 16/11/2005 18:03:33 ok, question: pos towers in *high* sec, but with no moon mining or refining abilities.... why then? manufacturing? offices? somewhere to hide in case of war? please can i have constructive replies to this. i've dabbled with a pos before adn mon mining was all it was good for, adn refining in system.
edit. oops
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Rawne Karrde
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Posted - 2005.11.16 18:18:00 -
[6]
Yeah it seems that as has been stated they are bringing out shipyard modules for the pos's which will give bonus's in the area's of materials used and a reduced cycle time for production. they also mentioned that it will mostly likely be that a shipyard can use a bp within x amount of range of the shipyard so a HAC bpo owner doesn't need to keep a 20 bil isk asset in a pos.
the benefit, corps like naga who need reliable continuous manufacturing access to maintain production will be able to setup operations in more secure space, and they will be able to build ships etc quicker.
depending how htis works it might help reduce some of those nasty looking HAC waiting lists.
** I know there is more than just HACS to talk about but to me it was the most glaring expample. However personnally these kidns of benefits would also be beneficial for those who engage in the construction of capital ships as I wouldn't mind shaving of some more time of constructin providing the fuel cost < increase in revenue created by lower waste and faster production.
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Hakera
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Posted - 2005.11.16 18:22:00 -
[7]
Coolies Red, I think everyone has been waiting for better POS roles for yonks. I like the sovereignty changes, will stop the indies full of small pos and the pos wars that are going on currently.
Though i may ask, is there any intention to provide more bonuses to for eg engaging an enemy in your own sovereignty such as inability to hide midspace due to powerful deep space scanning arrays POS can equipor a defensive bonus of some sort.
I am not totally sure why someone would want a POS in safe space if they cant use it to mine, but I suppose if its a simple change to do, what little demand there is for it is useful I suppose. Just have to get used to in empire wars being careful of following people to moons.
Dumbledore - Eve-I.com |

Winterblink
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Posted - 2005.11.16 18:37:00 -
[8]
Edited by: Winterblink on 16/11/2005 18:39:02 Please tell me the guns in highsec-deployed starbases won't be as aggressive as the ones are currently. There is no message warning newer players that innocently warping to a moon might end their ship in the blink of an eye.
It's not SO bad right now given the fact you can't put them up above 0.3, but after these changes if you're going to allow guns at those stations some thought should be put into that aspect.
EDIT: Nevermind, you added to the dev blog. :) Good boy!
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Darmed Khan
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Posted - 2005.11.16 18:44:00 -
[9]
Bah, they're tweaking Angel damage types! Now us minmatars won't be able to boast about how uber we are for fighting the toughest rats in game 
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Somatic Neuron
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Posted - 2005.11.16 19:22:00 -
[10]
hopefully the bonuses for manufacturing specilized goods will outweigh the cost of operating the POS solely for manufacturing in Empire...otherwise there is no point in them being in Empire, as they cannot moon mine (which doesn't make sense...they should be allowed to mine the moons for the most common items (atmospheric gases, etc.) and process any materials, that can be brought into Empire, in a reactor... ---------- |

infused
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Posted - 2005.11.16 19:45:00 -
[11]
Might be able to make some decent money ratting now.
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The Wizz117
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Posted - 2005.11.16 20:33:00 -
[12]
Edited by: The Wizz117 on 16/11/2005 20:35:11
Originally by: infused Might be able to make some decent money ratting now.
where can i get the 3739 patch 
EDIT: nvm the 9 apears to be a 8 
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HippoKing
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Posted - 2005.11.16 21:14:00 -
[13]
errr. scuse for not realising, but if they can't shoot people unless they warp there, they don't moon mine, they can't use reactors, and they cost more to run, WHAT is the point in high sec POSes?
just to build titans at?
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Hllaxiu
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Posted - 2005.11.16 22:01:00 -
[14]
Originally by: HippoKing
just to build titans at?
That would actually be a pretty good reason to have them. 
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babylonstew
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Posted - 2005.11.17 00:18:00 -
[15]
Originally by: Malthros Zenobia Edited by: Malthros Zenobia on 16/11/2005 17:30:06 Oh god I can't wait.
*bounces off of the walls*

2nd 
edit: Gotta say that it's going to get rough when Guristas start target jamming. You're going to have to team up on missions simply because the tank will be perma-jammed.
they dont jam much at all , neen testing them a fair bit, and they seam very weak jamming my cerburus \o/
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Kyguard
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Posted - 2005.11.17 01:52:00 -
[16]
Some very useful and much overdue changes here. Good to see these things ready to hit us like a ton of bricks from orbit.
As for the TJ done by Guristas, I don't think it's going to be to the level where a BS won't be able to lock any targets for more than 10 seconds.
I think... --
God is on the side with the best artillery |

sableye
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Posted - 2005.11.17 01:59:00 -
[17]
I must say I;ve been testing the new spawns alot on test server and really like the new districyution method finally it makes alot more 0.0 more worthwhile but the better systems still get an advatage just not as much.
ORC is recruiting players now !! |

Idara
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Posted - 2005.11.17 03:26:00 -
[18]
Hmm....I forget, how do we go about testing belt spawns for the NPC changes? I'm flying around and there aren't any rats on scan or in any belts I go to... -------------------------------------------------------- Lance Corporal BSC Military
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Kerosene
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Posted - 2005.11.17 06:12:00 -
[19]
I've been testing Guristas in a -1.0 sec system for a little over 4 hours now in my ishtar on Sisi. My ishtar used to be able to use 14 drones. These are my observations.
1. On my 3rd spawn I got a 12.75m Dread Guristas spawn with just 2 battlecruisers accompanying. He was soloable with just drones, no guns. 2. None of the rats MicroWarpDrive any more to their optimal range. 3. The optimal range on all Guristas seems to have increased 4. I've been target jammed only once. I was able to relock pretty quickly. I left that spawn shooting at me for 25 minutes, I never got target jammed again. 5. A lot of the larger rats hit for 0.0 with their turrents all the time. Only damage I receive is from missiles (Guristas Inferno is an example which springs to mind) 6. Missile damage is now a mixture of thermal and kinetics 7. One rat in any spawn NEVER locks onto me until I shoot one round of ammo into him first. Makes drones a bit tricky. 8. Many rats don't drop cans at all now (I presume this is because the loot tables haven't been written) 9. Many of the new rats don't have icon artwork yet (again, I presume the art department is drawing happily away) 10. I'm quite happy with the smaller, but tougher spawns. Makes managing my drones a lot easier. 11. However I don't seem to get as many spawns. In a system with 9 belts, I'm lucky if I get 2 spawns on the whole run down the belts.
__
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Valrandir
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Posted - 2005.11.17 06:35:00 -
[20]
Very well done
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Lady Rage
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Posted - 2005.11.17 09:03:00 -
[21]
Edited by: Lady Rage on 17/11/2005 09:04:12
Originally by: Kerosene I've been testing Guristas in a -1.0 sec system for a little over 4 hours now in my ishtar on Sisi. My ishtar used to be able to use 14 drones. These are my observations.
1. On my 3rd spawn I got a 12.75m Dread Guristas spawn with just 2 battlecruisers accompanying. He was soloable with just drones, no guns. 2. None of the rats MicroWarpDrive any more to their optimal range. 3. The optimal range on all Guristas seems to have increased 4. I've been target jammed only once. I was able to relock pretty quickly. I left that spawn shooting at me for 25 minutes, I never got target jammed again. 5. A lot of the larger rats hit for 0.0 with their turrents all the time. Only damage I receive is from missiles (Guristas Inferno is an example which springs to mind) 6. Missile damage is now a mixture of thermal and kinetics 7. One rat in any spawn NEVER locks onto me until I shoot one round of ammo into him first. Makes drones a bit tricky. 8. Many rats don't drop cans at all now (I presume this is because the loot tables haven't been written) 9. Many of the new rats don't have icon artwork yet (again, I presume the art department is drawing happily away) 10. I'm quite happy with the smaller, but tougher spawns. Makes managing my drones a lot easier. 11. However I don't seem to get as many spawns. In a system with 9 belts, I'm lucky if I get 2 spawns on the whole run down the belts.
Experienced pretty much excatly the same problems when testing last night, although i did have a spawn on nearly every belt... Loving the new spawns though. More BS ftw!!
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sonofollo
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Posted - 2005.11.17 10:24:00 -
[22]
enjoy em while they last - the nerf - or the boosting bat will come out within a month as well. SO shoot the smalelr ones as well if u can CCP wont be as willing to nerf the big ones then
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Kipkruide
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Posted - 2005.11.17 14:05:00 -
[23]
ooh ooh, yeah on the player owned structures, read my outpost post during your coffee break and tell me what you think, which dev is in charge of it anywayz 
outposts
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Rafein
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Posted - 2005.11.17 16:18:00 -
[24]
main reason to have POS in Empire, i would think, is for additional building.
With the research and manufacture changes, sometimes it would be to your advantage to have a few factories no one can jam up. As well as tech 2 production, though they will still be vulnerable.
And as the blog says, high sec guns will only auto-attack someone at war with you. So it will be a useful change, even without moon mining
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Dionysus Davinci
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Posted - 2005.11.17 16:29:00 -
[25]
I guess Red Alliance might actually have to fight now
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HippoKing
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Posted - 2005.11.17 18:47:00 -
[26]
Originally by: Hllaxiu
Originally by: HippoKing
just to build titans at?
That would actually be a pretty good reason to have them. 
but not gonna be commmon occurence i think...
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Idara
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Posted - 2005.11.17 19:12:00 -
[27]
I guess it isn't just my luck, but 3 systems in Syndicate and I've found 1 double 950k BS spawn, and 2 spawns with 2 BC's and 3 Frigs each. One system, uh....NG-C6Y I think has quite a few belts, but no rats at all present. I'm AFKing out to Outer Ring or another deeper 0.0 region to test my luck there.
Also, this is true for a reason, but the new NPC types aren't rendering, at least the Serpentis Squad Leaders, which I'm assuming to be BS's and the Serpentis Artillery Frigates are not. -------------------------------------------------------- Lance Corporal BSC Military
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Calderio
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Posted - 2005.11.17 21:21:00 -
[28]
the npc changes seem fun :D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
let Nafri bring back her old sigs, the ones with peach's and stuff |

Dal Rath
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Posted - 2005.11.17 21:38:00 -
[29]
As part of RMR please, please, please may we have the NPC data in spreadsheet form and/or added to the Item Database? With the passing of eve-i and its excellent object explorer, it's going to be difficult keeping track of all the new NPCs and their damage/vulnerabilities etc. Of course some would say that's part of the fun, but I prefer to know what I'm up against.
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Ralitge boyter
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Posted - 2005.11.18 07:28:00 -
[30]
Probebly the wrong place but still...
The plan to make a small tower not impact anything when some joker drops a medium tower in place and then the have the same happen when the next guy drops a large tower in the system is well not very solid if you ask me.
This would mean that small towers would soon lose their worth because they can simply be nullified by a single bigger version. Even though it is more work for CCP make the point system it can be quite simple as shown below.
1 Large tower = 2 Medium towers 1 Medium tower = 2 Small towers
The number will need some tweaking but it would stop people from not bothering with a tower until they can deploy at least one or two large towers as anything else will be useless as soon as someone else comes along and drops a large tower in place.
I understand the need for rapid development but I cannot understand why this would justify a dirty fix like proposed in the DEV blog by: Redundancy (no harm meant I just totaly disagree with your logic thats all)
------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |
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