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korrey
Taurus Inc
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Posted - 2007.04.03 18:00:00 -
[1]
Edited by: korrey on 03/04/2007 18:22:04 If you go on the EvE main page (eve-online.com for those of you who only use the forums, like me) you will see the first article with a link. Go to the ling and go to page 6 I believe and you will see a head CCP developer talking about Tech III items.
How would this play into any form of balance CCP is striving for now? Would it be even higher resistances and 2 more bonuses?
Although I wouldnt mind a 99/99/99/95% resisted Command ship, it would slightly dampen the fun of eve. With that said, what would be the role of T3 items? It really cant have any more resistances, and Im sure the developers at CCP are slowly running out of good bonuses to give ships...so what will be in store?
Link- Hammerhead
Hammerhead "You can already see the impact of the ancient races in current exploration sites. Eventually, when Tech III ships are released, you will see their full influence." ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

korrey
Taurus Inc
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Posted - 2007.04.03 18:00:00 -
[2]
Edited by: korrey on 03/04/2007 18:22:04 If you go on the EvE main page (eve-online.com for those of you who only use the forums, like me) you will see the first article with a link. Go to the ling and go to page 6 I believe and you will see a head CCP developer talking about Tech III items.
How would this play into any form of balance CCP is striving for now? Would it be even higher resistances and 2 more bonuses?
Although I wouldnt mind a 99/99/99/95% resisted Command ship, it would slightly dampen the fun of eve. With that said, what would be the role of T3 items? It really cant have any more resistances, and Im sure the developers at CCP are slowly running out of good bonuses to give ships...so what will be in store?
Link- Hammerhead
Hammerhead "You can already see the impact of the ancient races in current exploration sites. Eventually, when Tech III ships are released, you will see their full influence." ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.04.03 18:22:00 -
[3]
I can't find the article you are referring to. Please link it.
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VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.04.03 18:22:00 -
[4]
I can't find the article you are referring to. Please link it.
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korrey
Taurus Inc
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Posted - 2007.04.03 18:24:00 -
[5]
Edited by: korrey on 03/04/2007 18:24:01 Ah sorry, updated. At the bottom of the bottom paragraph, last sentence. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

korrey
Taurus Inc
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Posted - 2007.04.03 18:24:00 -
[6]
Edited by: korrey on 03/04/2007 18:24:01 Ah sorry, updated. At the bottom of the bottom paragraph, last sentence. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Ortu Konsinni
KIA Corp KIA Alliance
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Posted - 2007.04.03 18:29:00 -
[7]
If I remember right, it was always said that the purpose of Tech III is to take things in a different/new direction, i.e. moving away from the "bigger/better" logic that is inherent to Tech II, i.e. not rehash what's already been done. That's as accurate as the info coming from CCP on Tech III has ever been. Patience, patience. Wait and see. --- High quality pics of ALL EVE ships!
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Ortu Konsinni
KIA Corp KIA Alliance
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Posted - 2007.04.03 18:29:00 -
[8]
If I remember right, it was always said that the purpose of Tech III is to take things in a different/new direction, i.e. moving away from the "bigger/better" logic that is inherent to Tech II, i.e. not rehash what's already been done. That's as accurate as the info coming from CCP on Tech III has ever been. Patience, patience. Wait and see. --- High quality pics of ALL EVE ships!
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VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.04.03 19:03:00 -
[9]
Originally by: korrey Edited by: korrey on 03/04/2007 18:24:01 Ah sorry, updated. At the bottom of the bottom paragraph, last sentence.
The page has multiple sections with multiple bottoms and multiple bottom paragraphs. I can't see what you're referring to. But then again, I'm an idiot. So please humor me and just link the damn thing.
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Kill Sasuke
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Posted - 2007.04.03 19:25:00 -
[10]
Edited by: Kill Sasuke on 03/04/2007 19:25:05 Edited by: Kill Sasuke on 03/04/2007 19:24:52 I would imagine, oversize or undersized mods would be a good place to take T3.
It would certainly open up new ways of fitting ships.
Basically: T2 for high performance but high requirements (PG/CPU/Cap).
T3 is low performance but much lower requirements (Compared to T1/Named of the same class)
T1 is middle of the road for both performance and PG/CPU/Cap requirement.
What that does is that allows you to (Maybe) fit large mods on a BC/Cruiser, medium mods on a Frigate/Destroyer. The balance comes from the fact that having oversize weapons/mods doesn't work well when fighting something of equal or lower class, thus preserving the traditional roles of the Frigate and Cruiser.
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Aston Gulliver
Gallente Kudzu Collective
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Posted - 2007.04.03 20:09:00 -
[11]
Personally I think it would be cool to see new abilities from the tech III ships. Maybe a destroyer variant that launches a web bubble? Or a drone ship that *gasp* can use fighters. 
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Ishina Fel
Caldari Synergy. Imperial Republic Of the North
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Posted - 2007.04.04 01:55:00 -
[12]
I think I've heard one of the Devs say on EVE-TV during the last tournament that they are considering to give tech 3 ships significant bonuses in dealing with Heat, and/or making tech3 items produce less Heat than others. I.e. they won't be better than tech 2 on the base, but you can crank them much further up.
But then again, there's no guarantee they actually go with that concept.
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Marquis Dean
The Last Thing You'll Ever See
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Posted - 2007.04.04 01:58:00 -
[13]
Is T3 even on the drawing board? I wouldn't hold your breath.
---
Originally by: CCP Sharkbait will explain when i have the time i promise
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korrey
Taurus Inc
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Posted - 2007.04.04 02:44:00 -
[14]
Originally by: VJ Maverick
Originally by: korrey Edited by: korrey on 03/04/2007 18:24:01 Ah sorry, updated. At the bottom of the bottom paragraph, last sentence.
The page has multiple sections with multiple bottoms and multiple bottom paragraphs. I can't see what you're referring to. But then again, I'm an idiot. So please humor me and just link the damn thing.
Its on the original post, my bad. I mean once you go to the link you will find the statement on the last sentence of the last paragraph. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Mo adib
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Posted - 2007.04.04 05:47:00 -
[15]
Edited by: Mo adib on 04/04/2007 05:45:23 in the interview on the german fansite, the one that is linked and why the op is asking the question, hammerhead mentions
"If youÆre talking about new playable races then IÆm going to have to disappoint you and say no. No new playable races are planned in the foreseeable future. We are, however, working on populating the world with art assets from the ancient races (Sleepers, Takmahl, Talocan and Yan Jung). These races have a rich history that the players will be able to uncover through exploration. You can already see the impact of the ancient races in current exploration sites. Eventually, when Tech III ships are released, you will see their full influence."
so you are talking about technology that comes to us from ancient and forgotten civilizations, and as with any good scifi item an ancient civilization has incredible technology that no one even considered etc etc.
now it has been said that eve doesnt need more ships because all roles are filled(I disagree completely as how can you tell there are no more roles to fill.....) anyhow asuming ccp agrees and decides to correct the problem by adding new game mechanics and ships to fulfil them, best example I can think of with my limited imagination is a stealthy cruiser or smaller class ship with the ability to jump from one systems sun to a neighboring systems sun, avoiding the jump gate, or perhaps ships with a form of ecm that jams up tanking modules, perhaps another that reprograms enemy drones to fire on their owner or their owners friend(taking an old bug and making it a feature, now that is turning a frown upside down )
anywho point is I wouldnt expect to see improvements on things you know but be looking for things you havent yet thought up
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Soren
PAK
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Posted - 2007.04.04 06:21:00 -
[16]
You know there was plans to tech 5? Don't know if we'll ever see past T3, but u can bet it won't be 99% res...
Think very specialized ships / mods. (and heat!) ☠-->-->--
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Yakia TovilToba
Halliburton Inc.
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Posted - 2007.04.04 06:36:00 -
[17]
I want to see tech 2 battelships first. And 90% resistance for tech 3 would be nice aswell, it does not ahve to be 99%. If the ships will be much more expensive then tech 2 ships were before invention, and if the skill requirements will be much higher as for tech2, thos who manage to have both should be awarded with something that is very hard to kill. Don't see a problem here.
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Soren
PAK
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Posted - 2007.04.04 07:14:00 -
[18]
Originally by: Yakia TovilToba I want to see tech 2 battelships first. And 90% resistance for tech 3 would be nice aswell, it does not ahve to be 99%. If the ships will be much more expensive then tech 2 ships were before invention, and if the skill requirements will be much higher as for tech2, thos who manage to have both should be awarded with something that is very hard to kill. Don't see a problem here.
Resists won't be 90% either, T3 won't focus on more resist / dmg.
CCP will have to think different for Tech 3, and I don't expect to see any until they've figured out what this "different" is.
One possibility would be better heat dissipation allowing you to "over clock" your modules better/longer. ☠-->-->--
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Riho
Gallente Magnificent Beavers Exquisite Malevolence
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Posted - 2007.04.04 09:20:00 -
[19]
Originally by: Marquis Dean Is T3 even on the drawing board? I wouldn't hold your breath.
not as far as i know and have seen --------------------------------------- Sig killed by MODs.... reworking it Great being Gallente... aint it ? ----------------- YARRRR, sig hijack! -HornFrog ----------------- |

Phoenicia
Eidolon Exploration and Exploitation
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Posted - 2007.04.04 09:28:00 -
[20]
Originally by: Kill Sasuke
What that does is that allows you to (Maybe) fit large mods on a BC/Cruiser, medium mods on a Frigate/Destroyer. The balance comes from the fact that having oversize weapons/mods doesn't work well when fighting something of equal or lower class, thus preserving the traditional roles of the Frigate and Cruiser.
HI: 6x Citadel Launcher, 2x Heavy NOS MID: 1x 100mn MWD II, 1x Sensor Booster, 1x Warp Disruptor, 2x Target Painter, 1x Webifier. LOW: 1x LAR II, 2x Hardener, 2x Signal Amp II
Drones: Painters/Webbers
I'd like that. Yes I would.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.04 09:33:00 -
[21]
Think if T2 already specialized enough, look at T2 ammo for example, T3 will be either even further down the 'one usage - one module' road or will just give bigger versatility. ---
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2007.04.04 09:57:00 -
[22]
How about rotating slots for Tech3 :p. 3 medslots on the Absolution for example. 1 rotating slot allowing for a 4th module to be switched back and forth between one of the 3 active slots ^^.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: Sama |

Spaced Skunk
D00M. Triumvirate.
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Posted - 2007.04.04 10:01:00 -
[23]
Edited by: Spaced Skunk on 04/04/2007 09:58:20 There was something about tech III I think just before the end of 06 on EvE-TV.
It will be focusing on 'Dissipation', so you can alter the levels of some modules, but have to keep it so it doesnt overheat, by balancing it out.
I.E turn your guns up a notch for full gank, however to balance it, reduce the tank.
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.04 11:10:00 -
[24]
Originally by: Nifel How about rotating slots for Tech3 :p. 3 medslots on the Absolution for example. 1 rotating slot allowing for a 4th module to be switched back and forth between one of the 3 active slots ^^.
Sorry I dont get it, more extensive explanation plz ---
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korrey
Taurus Inc
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Posted - 2007.04.04 11:38:00 -
[25]
Er guys....the 99% resistance thing was more or less a joke... ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Lat Sao
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Posted - 2007.04.04 11:39:00 -
[26]
I think he means a "reserve" slot, so u have 3 active slots but 4 in total.. u go to station fit all 4 Slots and go do what ever u are up to. Then in midflight u decide u need a MWD over a AB so u rotate the reserve slot with a activ one. Or.. u have 8guns installed on alets say Maelstorm. Ur FC asks if someone can make a Cyno for the Capitals.. u just switch 1 gun to a prefitted Cyno.gen......
Sounds funny to me. Id also would love to see underscized gun-platforms. Or overscized. Maybe a BS with 8x3 Smallguns.. so in each High slot fits a T3-small gun wich acts like 3 T1(T2) guns but as a platform. Hit F1 and see 3laser guns acting like one but with the chance to hit each. So u get a BS with up to 24 small guns. Would for sure look awsome and will be a nice anti frig/cruiser platform while vulnerable to conventional BSs. Or a Cruiser with 3 Tec3 Large guns... Imagine a Munnin with up to 2k wrackings/gun like a Pest, so it can dish dmg half like a pest while beeing extremly vulnerable to small ships.
sorry for spelling :)
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Galen Silas
Gallente Mean Corp
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Posted - 2007.04.04 13:12:00 -
[27]
An idea for tech3 Would be requiring 3 main skills to use, so not just getting 4 ships bonus's like for a tech2 ship but instead get 6.
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valerydarcy
Pre-nerfed Tactics
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Posted - 2007.04.04 13:25:00 -
[28]
Theres not necessarily any need to make t3 items in any different format to that which has preceeded in t1/t2. ie, better performance and higher requirements. Thing is, a full t2 setup on your average f/c/bc/bs pretty much exhausts your fitting capabilities, often having to add rcu's or co-pros. A t3 hardner for example giving resists of say, 60%, would not be suitable for a standard ship because it would exhaust the fittings. However, situations in which such modules could be used, such as cap ships OR a very specifically fitted standard ship, ie, fitted for a very specific purpose/dmg type etc. This would also imply that the catalogue of t3 items could be very limited and specialised. Your signature exceeds the maximum allowed filesize of 24000 bytes -Hango ([email protected]) |

Vincent Almasy
Gallente The Underground
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Posted - 2007.04.04 14:37:00 -
[29]
I like that idea of T3 for flexibility then specialization.
Later they will have t4 which will be for damage but before that point there will be need for t1, t2 balance. all the best t1 needs to be less then or for or equal to the t2 type. If the top t1 = t2 then t2 would need a new subskill for only t2 to make it better.The reason for this is the skill requierment increase as well as the size increase.
T4, if it follows t2 will match or best faction gear but weaker then officer gear, but the skills would be larger then t2 goods, so: T1 < Named < T2 < Faction < T4 < Officer.
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Ifni
Developmental Neogenics Amalgamated
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Posted - 2007.04.04 14:48:00 -
[30]
Taken from the EON page:
Originally by: EON Issue #7 TURNING UP THE HEAT
"She can'nae take no more!" is a cry many have heard from a certain brusque faux-Scots engineer over the years, and it's one you may be screaming at your monitor when CCP introduces module overclocking, or rather, Heat. EVE TV's Ifni chats with Tuxford and Hammerhead on how combat might be affected and what the future course is for Tech III and, perhaps, beyond.
You take what is offered. And that must sometimes be enough. |

0raven0
Dark-Rising Fallen Souls
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Posted - 2007.04.04 14:55:00 -
[31]
About two years ago there was a thread on this and a Dev said that there were plans to go to tech 5 eventually but each new tech level would not be bigger and better it would be specialized in a different area.
I think he said T3 would probably be like the specs of T1 but with much much lower fitting requirements better than named even. ------ Your signature exceeds the maximum allowed filesize of 24000 bytes -Shufo ([email protected]) |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.04 15:30:00 -
[32]
Yep, best thing imo:
Tech 1 - everything Tech 2 - 75% of all Tech 3 - 40% of all(including T2) Tech 4 - 20% of all(including T2/T3) Tech 5 - 5-7% of all(including T2/T3/T4)
Making T5 modules for example extremelly skill intensive, extremelly situational usage. Like for example....a special module that affects only other special module. ---
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Kazaam
Deep Core Mining Inc.
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Posted - 2007.04.04 16:48:00 -
[33]
Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ? _________________________________________
Originally by: Oveur EVE +NLINE - T+TALHELLDEAAATHHH !!
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Asestorian
Minmatar Sebiestor tribe
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Posted - 2007.04.04 16:59:00 -
[34]
Having just received EON today, and reading it had an article, I can say here that based on that, Tech III is most likely to be related to HeatÖ. Tech III modules will be "ancient tech" in a way, and will have a much higher tolerance for "overclocking" if you will. However, they will have around the same, or perhaps worse, base stats as the Tech II module.
All current modules will be able to be overcharged in this way, however they are far more likely to be destroyed or damaged than if you use Tech III.
--- Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) ---
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korrey
Taurus Inc
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Posted - 2007.04.04 17:38:00 -
[35]
Originally by: Kazaam Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ?
That would be amazing, but instead of ANOTHER 2% damage bonus per level, it should be a 2% RoF bonus for the mastery skill. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Horza Otho
Minmatar Infortunatus Eventus
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Posted - 2007.04.04 17:40:00 -
[36]
t3 won't be like t2. It will modify ships in a way t2 cant, in a sense t2 version 2.
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2007.04.04 17:54:00 -
[37]
Originally by: n0thing
Originally by: Nifel How about rotating slots for Tech3 :p. 3 medslots on the Absolution for example. 1 rotating slot allowing for a 4th module to be switched back and forth between one of the 3 active slots ^^.
Sorry I dont get it, more extensive explanation plz
You have 4 module slots, only 3 can be used at a time, you can switch the slots as you need the different modules. In essence, you'd get the ability to refit in space to a pre-determined module.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: Sama |

Jas Dor
Minmatar
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Posted - 2007.04.04 18:20:00 -
[38]
Originally by: Kazaam Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ?
tbh I'd be more interested in the skill then a 1bil railgun.
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Jas Dor
Minmatar
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Posted - 2007.04.04 18:20:00 -
[39]
Originally by: Kazaam Edited by: Kazaam on 04/04/2007 16:44:53
And then what kind of skills would be needed to fit T3 mods ?
I have an idea ( guns as example ) :
T1 - Small Hybrid Turret T2 - Small Blaster/Railgun Specialization T3 - Small Blaster/Railgun Mastery ?
tbh I'd be more interested in the skill then a 1bil railgun.
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.04 20:04:00 -
[40]
Originally by: Nifel
Originally by: n0thing
Originally by: Nifel How about rotating slots for Tech3 :p. 3 medslots on the Absolution for example. 1 rotating slot allowing for a 4th module to be switched back and forth between one of the 3 active slots ^^.
Sorry I dont get it, more extensive explanation plz
You have 4 module slots, only 3 can be used at a time, you can switch the slots as you need the different modules. In essence, you'd get the ability to refit in space to a pre-determined module.
That would be great thing to have then. Some ships that are already versatile will benefit even more from that. ---
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Auron Shadowbane
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Posted - 2007.04.04 20:29:00 -
[41]
I'd like to see very special, strong modules with heavy drawbacks.
like a t3 invul that grants 100% resists to all but deactivates your warpdrive, capacitor recharge and additionally suck as much capacitor as a xl-shieldbooster (maybe more) and deactivates all your weapons (your shield gets solid and doesnt let ANYTHING trough).
for armor tankers maybe active one-damage type hardeners that give a 100% bonus but do not deactivate your weapons and cap recharge, just give a -50% malus on cap recharge and rof.
these modules would also solve the DD problem fleets have as you can effectively shield yourself from the explosion by using this modules...
well just ideas for mods that are useing the current mechanics but have an unique and not perma-useable ability.
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rio danthorn
Gallente Dark Nebula Gallente Division Dark Nebula Gallactic Empire
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Posted - 2007.04.08 03:25:00 -
[42]
i think they would go down the specialization route. where you can fit the same ship in different ways that make them do entirly different things. like the invented fitting types we the players made up.
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