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Thread Statistics | Show CCP posts - 3 post(s) |

Eilene Fernite
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Posted - 2006.06.23 07:51:00 -
[61]
Please implement some sort of 'repackage for transport' that doesn't destroy rigs. If we can't move rigged ships in freighters, we'll soon be back to the logistics nightmare we had before freighters were introduced.
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Setenta
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Posted - 2006.06.23 07:58:00 -
[62]
Edited by: Setenta on 23/06/2006 08:00:50
Quote: There is a new solar system view where scanning and exploration takes place and you can scale your view from zoomed in to your ship out through the system view all the way to the F10 map. The effect is amazing and really helps to show your place in the universe and give a sense of scale.
Sounds like GoogleEVE to me.  |

Tachy
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Posted - 2006.06.23 08:23:00 -
[63]
WTB Minmatar Ship with free mid slots of analyser and/or codebreaker. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |

Infrared Raven
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Posted - 2006.06.23 08:33:00 -
[64]
Oh and how is a salvager going to be able to distinguish regular minmatar ships from "smoldering wrecks" he can salvage?
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fairimear
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Posted - 2006.06.23 08:42:00 -
[65]
Originally by: Infrared Raven Oh and how is a salvager going to be able to distinguish regular minmatar ships from "smoldering wrecks" he can salvage?
second best post ever
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Joerd Toastius
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Posted - 2006.06.23 08:43:00 -
[66]
On the point of "T2 baseline", I think the realistic outcome in this direction is just that the really expensive T2 stuff becomes more manageable, particularly ships, covops devices etc. If this is balanced reasonably, cheaper T2 stuff (which pretty much everyone already uses anyway) won't shift much because the margins being made are relatively small and thus Invention won't allow you to compete on prices (or volume). It's only stuff like ships (and in particular the better HACs), covops cloaks, the possible expander IIs, some types of T2 ammo etc that should be affected, and that effect should just be to bring them down to "sane" levels, like 75-125m for a good HAC for example. This is still 75-125m of uninsured ships, so they won't replace T1 ships in any way, shape or form, but they will be more viable for general useage for people who don't already own BPOs. I think this is a good thing, personally.
On the salvage front, here's a thought: tie in the yields somehow to the amount of overkill delivered to a ship. Thus, ganking with Massive Damage results in little-to-nothing, while a close-fought 1-on-1 duel will give you a near-spotless wreck. It makes sense, it prevents people starting one-sided fights for components, it reduces the number of wrecks (or at least, of good wrecks if lag isn't an issue) in fleet battles and rewards people for picking fairer fights.
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FireFoxx80
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Posted - 2006.06.23 08:44:00 -
[67]
After that video... my eyes! 
Anyway, I would have thought at the simplest level; factional warfare could simply be working for the individual race's navies. Set them at permanent war to other navies or something.
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James Duar
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Posted - 2006.06.23 10:13:00 -
[68]
I for one hope salvaging gives fleet battles a much more involved and sporadic nature. The main engagement would take place, with losses on both sides. Once that was resolved though, the salvagers would run to clean up the wreckage, bringing escorts from both sides and a second battle would happen as people tried to recover what they could while stop the other guy doing the same, or gank the ships carrying recovered components as they try to leave the system.
I for one think this would be awesome - a major fleet battle resulting in dozens of pitched smaller battles for the unique resources afforded from the wreckage - and swarms of freelance corps and individuals trying to swoop in and take what they can before the alliances notice.
--- Encrypted Client Side Bookmarks! Raise YOUR voice to CCP. Let's end slow copy times and bookmark lag for good! |

Zopha
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Posted - 2006.06.23 10:44:00 -
[69]
Quote: Player Corp. Securities Market û IÆve bee.....
How about corp divisional wallets to go with that?
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Zarch AlDain
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Posted - 2006.06.23 10:50:00 -
[70]
Tractor beams would need to work on wrecks.
I would expect NPC ships to turn into wrecks - but not to have too many valuable components in them.
Zarch AlDain The Blackwater Brigade Huzzah Federation
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Uther Doull
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Posted - 2006.06.23 10:52:00 -
[71]
dunno if it's been posted before, but here's the simpsons powers of ten :) Linkage
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Sensor Error
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Posted - 2006.06.23 10:53:00 -
[72]
Originally by: Bean Doodle Edited by: Bean Doodle on 22/06/2006 19:12:08 hmm....this Rigging thing kinda bugs me, what's there to prevent two corpmates from blasting each other ships just to farm these things, because if they can, then all such upgrades won't be worth crap, and salvaging wont be a reasonable career unless youre a thotaaal farmar
edit: and hammer totaelly splet efficiency wrogn!!1! leik wtf! no crudabileteh
I'm thinking sized modules and maybe even tech modules here...
Obviously for frigs, wasting a few frigs to get the rigs isn't too bad, but, would you reaaaaly waste a couple of hundred million just to get say a +5% cpu bonus on something?
RABBLE RABBLE RABBLE!!!
------------------------------------------ Dev Responses to common questions |

Hon Kovell
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Posted - 2006.06.23 11:13:00 -
[73]
Since T2 ships are already more specialised and modified it would make more sense for them to have less modification slots, not more. It would also make balancing easier since the already more powerful ships would get less of a boost. |

Idara
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Posted - 2006.06.23 11:33:00 -
[74]
From what I read I'm assuming that you can loot wrecks, both NPC and player, normally for the normal modules you get now. But to get the special goodies from the wreck, you need that salvaging skill.
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Silent Hero
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Posted - 2006.06.23 12:01:00 -
[75]
Hmm Rigs, like Runes in Diablo 
Can we also make Rig Words ? 
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darkmancer
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Posted - 2006.06.23 12:52:00 -
[76]
All this sounds good but i do have a few worries;
Wrecks - laaggggg, also wont they be a pain in the ass to navigation? imangine a stargate or station with 30 wrecks around it, you jump thou/ undock, lag out while the wrecks have fun with you gfx card, then you ship flaps around like a fish on dry land cuz it cliped a wreck while trying to warp align. The snipers are gonna have a field day.
Securities Market - What happens when somebody stops playing the game while having tons of shares in your corp? It's gonna screw with corp votes and be a massive isk drain if you pay out dividends, etc. Perhapes when a account goes inactive all the share should be declared void until they reactivate they're account?
Rigs - perhapes you should not allow rigs to boost range, damage, or ROF, else your inevitably gonna get super gank ships. This still allows speed/cap drain/ resists etc, and would prolong combat like you've been aiming to do.
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darkmancer
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Posted - 2006.06.23 13:02:00 -
[77]
Originally by: Joerd Toastius On the salvage front, here's a thought: tie in the yields somehow to the amount of overkill delivered to a ship. Thus, ganking with Massive Damage results in little-to-nothing, while a close-fought 1-on-1 duel will give you a near-spotless wreck. It makes sense, it prevents people starting one-sided fights for components, it reduces the number of wrecks (or at least, of good wrecks if lag isn't an issue) in fleet battles and rewards people for picking fairer fights.
I like this idea, maybe instead of a ship unlocking when it's destroyed, make it stay locked, so when players destory a ship they have to be careful when to stop firing else they'll damage/destroy the wreck, but if they stop firing too soon (damage control ftw). This might balance out blobing a bit too.
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Vosi
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Posted - 2006.06.23 13:19:00 -
[78]
Edited by: Vosi on 23/06/2006 13:19:23 Please post a quick vid of the seamless map how its running on the test server :D
We wants to see, even if it comes with with a warning that its not final :)
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Waut
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Posted - 2006.06.23 13:20:00 -
[79]
"When your ship blows up a smoldering wreck will be left behind. The wreck will have a few modules intact of course but will also have other items of value only extractable by a skilled salvager. These new items such as Fluid Chips and Diagnostics Circuits are used to build Rigs. Rigs work like implants do but for ships. "
Awesome baby!
In Soviet EVE, roids pop YOU <-- Future God Emperor of EvE |

Deakin Frost
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Posted - 2006.06.23 13:24:00 -
[80]
I guess that "testing server" where the seamless map went in isn't SiSi, right?
When it'll go into public testing?
Sig removed, maximum allowed image dimensions are 400x120 and maximum allowed size is 24,000 bytes. Please contact [email protected] for more info (including a copy of your picture!) |

Jet Collins
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Posted - 2006.06.23 13:26:00 -
[81]
Originally by: darkmancer All this sounds good but i do have a few worries;
Wrecks - laaggggg, also wont they be a pain in the ass to navigation? imangine a stargate or station with 30 wrecks around it, you jump thou/ undock, lag out while the wrecks have fun with you gfx card, then you ship flaps around like a fish on dry land cuz it cliped a wreck while trying to warp align. The snipers are gonna have a field day.
quote]
Yes this worries me to. Although Rig should cool I'm not sure if I live the whole ship wrecks idea. With CC's they disapear once you get the Loot. Now you get the Loot and a ship wreck is left over. Isn;t this going to creat lag? This could make navigation difficult and flying clocked could become oboslite.
Also newb systems may get very crouded with people with the skills salvaging ships that newbs left behind.
So how long do these ship wrecks last?
Just some concerns.
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DanMck
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Posted - 2006.06.23 13:40:00 -
[82]
Edited by: DanMck on 23/06/2006 13:41:16
Originally by: darkmancer All this sounds good but i do have a few worries;
Wrecks - laaggggg, also wont they be a pain in the ass to navigation? imangine a stargate or station with 30 wrecks around it, you jump thou/ undock, lag out while the wrecks have fun with you gfx card, then you ship flaps around like a fish on dry land cuz it cliped a wreck while trying to warp align. The snipers are gonna have a field day.
Securities Market - What happens when somebody stops playing the game while having tons of shares in your corp? It's gonna screw with corp votes and be a massive isk drain if you pay out dividends, etc. Perhapes when a account goes inactive all the share should be declared void until they reactivate they're account?
Rigs - perhapes you should not allow rigs to boost range, damage, or ROF, else your inevitably gonna get super gank ships. This still allows speed/cap drain/ resists etc, and would prolong combat like you've been aiming to do.
i agree about rigs , it's going to make it twice as hard to balance ships , so many posts on this forum are about uber ships? and this is giving you the option to make ships that may already be over powered, stronger

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Dopefish
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Posted - 2006.06.23 14:28:00 -
[83]
Wrecks - What happens to insurance? T2 as new baseline? yay now noobs will suck even more cus every joe will have a hac.
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Jak'ai
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Posted - 2006.06.23 15:28:00 -
[84]
Factional Warfare. It may be on the backburner now, but TBH it should stay there permanently unless it is a Huge Change. Anything less is a waste of coding time IMO.
Factional Warfare has to be the ultimate power to the players tool. That is what EVE is known for, and that is what is missing from basically all MMO's to date. "World PVP" is generally nothing more than a points system with no global effects. To fulfill the promise inherrent in Factional Warfare, I believe there has to be no half measures - give it all to the players to decide.
If the players (through action or inaction) decide that the Gallente Federation should be wiped off the map, that should be possible. Not easy by any stretch, but possible. If it inconveniences other players somewhat by moving agents or changing the way the world works in their area - so be it, either pick up a gun and defend your home or get out.
Frankly, there are a couple of little systems that are needed to pave the way for meaningful warfare.
- territorial control (fortification of gates with gun platforms and minefields, preventing free movement in enemy territory and giving jump drives an advantage - something that applies globally to Empire and 0.0)
- soverignty (if Empire war is as good as it should be, there needs to be cross pollination to 0.0 to make sure there's benefit for being out there. 0.0 alliances should be able to affect their claimed areas by either increasing or decreasing the security of their regions. Little clusters of Empire-like space or little dens of pirate strength should be possible)
- POS mechanics (right now POS siege warfare is the dullest and most painful system ever implemented. Pounding down the shields of a starbase is just not engaging. Can some more thought be put into this one? More logistical set-up maybe, with shorter time spent just watching your guns and tank?)
To answe the question though, were I to join an Empire military, I'd expect one of two situations:
1) I join the Minmatar Fleet as an individual. I can get missions given to me by agents that take me into harms way in enemy territory (whoever I'm at war with) destroying NPC fleets, delivering supplies, etc. My missions give me personal points that I can use to requisition faction equipment and ships. My missions also contribute to the state of the war in some small way - so that if I'm doing missions and the other side is not, my side has a small advantage (more NPC defence of systems maybe?). I'm flagged as at war to anyone on the other side, and I'm restricted as to what other Empire places I can go (no soldiers in other soverign empires for instance).
2) My corp joins the Fleet as auxilliaries. Just like joining an alliance we're now more expensive to make war on, and we're all flagged at war with everyone on the other side. We can participate in actual physical claiming of systems that lie between my empire and the enemy's. If we do well or the other side does poorly, I'd expect to be able to be part of taking over all the enemy's space and winning the war. The enemy stations become blockaded, the enemy mission runners find it more difficult, but we have to maintain some kind of awareness or the enemy would be able to rebuild their forces and claim back their systems.
I'd also expect to be able to use all the neat toys reserved currently for 0.0 space as long as I was at war. Warp bubbles, capital ships, everything. Plus some new things too - in system artillery support from anchored guns for instance.
Factional warfare is EVE's chance to stand head and shoulders above the crowd. No other MMO is brave enough to let the players dynamically mold the world they play in to any serious extent. If that's not the plan - frankly just save the effort and work on planetary flight, it's not worth the time to have existing Empire war mechanics with just a little more shine.
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Minthos
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Posted - 2006.06.23 16:04:00 -
[85]
Originally by: Grimpak isn't anyone relatively worried how would a 100vs100 battlefield ended up when you blow both fleets apart?
...other than that, cool
I'm more concerned about how a 100v100 bs fight would actually take place without paralyzing at least half the players due to server overload like what happened the last few times I tried anything even remotely resembling it..
On a more constructive note, I love the idea of salvaging and ship modding. I do hope though, that salvaged items appear depending on which items were actually destroyed, so that a t2 module drops fatter loot than its t1 version et cetera, and I'm slightly concerned about insurance payouts being exploitable if ship hulls (and not just modules) drop loot (as they realistically would). To be perfectly honest, I think insurance payouts for t1 ships should be lowered to allow for more salvage without creating loopholes in economy.
Also, for factional warfare.. to be honest I have almost no clue what you guys mean when you say factional warfare, but to attempt to answer your question, Hammer: The fleet commander of the corp/group/whatever that accepts a factional warfare mission assigns or has assigned in advance ranks/roles for each member, and he or his CEO or whatever decides how high the "salary" for each rank/role is. Then, depending on this "salary", shares are calculated from the final payout depending on participation in activities that contribute towards the goal in question. Fleet commander clicks a button to let the game know "this fleet op is to achieve this and that objective", and when the objective is reached, reward is paid out depending on participation, rank, possibly bonuses for individuals who sacrifice/achieve a little extra, anything the fleet commander or ceo or whatever thinks is appropriate.
If I missed the mark completely, it's because I'm tired and utterly clueless so stfu already :)
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CCP Hammer

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Posted - 2006.06.23 16:34:00 -
[86]
Some random quick replies to various posts in this thread:
Rigs wonÆt change ship visuals, only stats.
Ingredients dropped by wrecks will never be worth so much that you can insure your ship and profit from blowing it up.
Only one of each type of Rig can be fitted at a time.
Wreck graphics are still a debated topic. The artists would like a unique wreck for each ship model. The programmers want some generic wreck. There is also the suggestion of a matrix of size and race.
It should always be more efficient to produce a module from a BPO than an invented BPC.
You will have to sell rigged ships via the new contract system because the market doesnÆt support selling unpackaged ships.
The research lottery for T2 BPOs will remain.
Divisional wallets are a planned feature and parts of it are already written. There are still some things that need to be programmed with regard to accounting.
I like beer.
IÆm rather fond of boobies as well.
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Arabian Goggle
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Posted - 2006.06.23 16:55:00 -
[87]
Originally by: Joerd Toastius
On the salvage front, here's a thought: tie in the yields somehow to the amount of overkill delivered to a ship. Thus, ganking with Massive Damage results in little-to-nothing, while a close-fought 1-on-1 duel will give you a near-spotless wreck. It makes sense, it prevents people starting one-sided fights for components, it reduces the number of wrecks (or at least, of good wrecks if lag isn't an issue) in fleet battles and rewards people for picking fairer fights.
This is a good idea, and might mitigate some of the issues with blobing and ganking.
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Faeden Pain
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Posted - 2006.06.23 17:07:00 -
[88]
Originally by: CCP Hammer Some random quick replies to various posts in this thread:
Rigs wonÆt change ship visuals, only stats.
Ingredients dropped by wrecks will never be worth so much that you can insure your ship and profit from blowing it up.
Only one of each type of Rig can be fitted at a time.
Wreck graphics are still a debated topic. The artists would like a unique wreck for each ship model. The programmers want some generic wreck. There is also the suggestion of a matrix of size and race.
It should always be more efficient to produce a module from a BPO than an invented BPC.
You will have to sell rigged ships via the new contract system because the market doesnÆt support selling unpackaged ships.
The research lottery for T2 BPOs will remain.
Divisional wallets are a planned feature and parts of it are already written. There are still some things that need to be programmed with regard to accounting.
I like beer.
IÆm rather fond of boobies as well.
Faeden Pain
If this is blue you are going way too fast!
I drank WHAT?!!?!.....Socrates |

Malthros Zenobia
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Posted - 2006.06.23 18:07:00 -
[89]
Originally by: Setenta Edited by: Setenta on 23/06/2006 08:00:50
Quote: There is a new solar system view where scanning and exploration takes place and you can scale your view from zoomed in to your ship out through the system view all the way to the F10 map. The effect is amazing and really helps to show your place in the universe and give a sense of scale.
Sounds like GoogleEVE to me. 
Hopefully it's not as buggy...
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Torin
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Posted - 2006.06.23 18:11:00 -
[90]
Originally by: CCP Hammer
Wreck graphics are still a debated topic. The artists would like a unique wreck for each ship model. The programmers want some generic wreck. There is also the suggestion of a matrix of size and race.
Looking through the models in the .stuff files, it appears that you have a great deal of model parts already. A possible compromise would be to have some of the destroyed ship's parts floating around a genericly wreck (sized to scale with the original ship destroyed), add some additional generic debris pieces already in the game, then add particle sprites of hull/chassis debris, sprinkle in ammo cans, cargo cans, electronics cans, etc. in the area and you got a cool wreck site. Does Eve's game engine instance? If so, I suspect the graphics load is less than one would imagine (I'm not game graphics expert by any stretch of the imagination).
Ideally, I would love to see one of several base ship specific wreakage as the core of the debris.
Then, give my ship a big flashlight beam to comb over the wreckage like the movie "The Abyss". :)
Red Bone Reborn |
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