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Thread Statistics | Show CCP posts - 4 post(s) |
Nekopyat
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Posted - 2008.11.10 17:07:00 -
[61]
My big question about T3 is what it will take to assemble these ships? Is this going to be something anyone can do in their hanger at no notice (essentially like modules and rigs) or something that will require specialized skills/manufacturing lines/etc?
And how will this tie into blueprints? Will T3 configurations be packaged into a blueprint for manufacturing?
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2008.11.10 17:17:00 -
[62]
Originally by: Nekopyat My big question about T3 is what it will take to assemble these ships? Is this going to be something anyone can do in their hanger at no notice (essentially like modules and rigs) or something that will require specialized skills/manufacturing lines/etc?
And how will this tie into blueprints? Will T3 configurations be packaged into a blueprint for manufacturing?
I'm going to pull out a Crystal Ball here and guess that you can create/find/research BPCs for the ship modules and that with the right skills you can assemble those into ships. (those skills may not be required to fly them, which could give ship-builders a boost)
Fully assembled ships will probably be available through the Store Fronts they'll hopefully have finished by then. If a player has the necessary assembly skills to patch together a ship from modules, then purchasing the individual components is also an option.
But as I said, just guessing here, we'll have to wait for CCP to deploy the stuff to SiSi or a Dev Blog before we get the first reliable glimpses at how T3 will work in detail.
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Prometheous Light
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Posted - 2008.11.15 22:27:00 -
[63]
Edited by: Prometheous Light on 15/11/2008 22:28:43 I think that this will add a substancial dimension to the game. We can already customise our modules, and to an extent modify the basic attributes of our ships, ie speed, power grid etc, but it confused me as to why when you purchase a ship it already had systems pre installed into it. I guess it may be because of technical limitations of the game. By providing these aditional modules it will make the game significantly more varied, and more varied means more server calculations. Or to make it easier to create ships, which I agree with at least for new players but not for more experianced players.
And it will be interesting how modules combine. At least in my opinion, for example, when you purchase a hull of a ship it may have an aerodynamic attribute from its design, which partly determines speed, and an agility attribute from its engine mountings, which partly determines how fast you turn, and then you have to combine the hull with a choice of engines, each with unique thrust and agility attributes to create strengths and weaknesses. These would combine and determine your overall maximum speed and maximum agility, however this is reduced as you add more modules, which adds more weight to your ship.
This would make customising your ship a much more involved process from the ground up, however I agree with previous posts that modules will have to be limited to certain ship so that battleship class modules do not end up on frigates, which is simple enough to do by classifying the modules to a particular class of ship. Another more interesting method would be to give the hull a total volume limit, and the modules volume requirements, and then if people are silly and place an oversized engine onto their ship, clearly out of their class, it will leave very little space for any other items.
Another feature I would like to see is an overhaul of the properties system for modules. I find that, for example, the Optimal Range, and Accuratcy Falloff properties for weapons so inadequate having unrealistic FIXED values, even if they are calculated in more detail on the server. I would like so see a graph detailing the weapons range and accuratcy, so I can see that at 5km my accuratcy is 87%, but at 10km if falls to 13%, and that at 3km its damage is twice that at 5km. This will allow people to customise their ships to match their styles of fighting. Another perfect example is for the asteroid mining modules. The description for all of the modules are inadequate, and as someone with little experiance with them I have no idea what the difference between them is, and the only way to find out would be to experiment. The only thing you can tell from looking at them are things like range, cpu usage, power useage, but it would be more useful to have clearer descriptions so that if one could mine a certain ore, but not a different ore, then you could see without purchasing it and testing it out.
It may seem like I complain a bit, but trueth be told I do love EVE, and while these are my ideas, and thusly (C) to me, I am just suggesting things that would make it more enjoyable to play. And while others may not like the ideas, or if there are better ones out there, or if there are limitations on the servers, then I understand, but if it could be done, why not? |
Kayosoni
Caldari Destructive Influence Band of Brothers
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Posted - 2008.11.15 23:18:00 -
[64]
Originally by: CCP Mephysto No, Wormholes and the systems they lead to are not instances.
can black ops jump bridge to them or is this a titans only thing? -----------------------------------
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Rivur'Tam
Fatality.
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Posted - 2008.11.15 23:32:00 -
[65]
No i think you will have to find them like u do rader sites etc. .. I like teh secs and teh boobies |
Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.11.15 23:46:00 -
[66]
Originally by: Nyphur How do you plan to avoid "golden pathing"? If you give people thousands of combinations, they'll quickly discover the optimum setups as they've done with ship module layouts and 90% of people will stick to a handful of setups. What's being done to combat this or is it actually seen as a positive aspect of the system?
Several ways they could easily do it:
1. Make the best ones much rarer/more expensive, so that most of the time people don't have to worry about encountering them.
2. Rock-paper-scissors; make sure that each trait can reliably defeat at least one other trait and reliably defeated by one other trait.
3. Severe stacking penalties, so that a highly skewed ship is weaker overall than a more balanced one. --- Can't afford that BPO? Look here. 20:1 mineral compression The EVE f@h team |
Rolly Polly
20th Legion
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Posted - 2008.11.15 23:51:00 -
[67]
There would have to be some sort of time delay for swapping sections out on a ship, perhaps a short stay in a shipyard or assembley array to stop people from being able to produce ships to act as perfect counters in whatever situation they're in at the drop of a hat.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2008.11.16 00:07:00 -
[68]
Originally by: Rolly Polly There would have to be some sort of time delay for swapping sections out on a ship, perhaps a short stay in a shipyard or assembley array to stop people from being able to produce ships to act as perfect counters in whatever situation they're in at the drop of a hat.
Hopefully ship modules will act like rigs, you can remove them, but if you do, they're destroyed. |
Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2008.11.16 01:06:00 -
[69]
Edited by: Typhado3 on 16/11/2008 01:13:21 7776 = 6^5
imo most likely you'll see about 20-50 of those combinations regularly used some just won't work (or won't work in a way worth the *** mil isk u spent on it) others will be more specialist that individual pilots will have to work out for themselves and you will get into a case of you reeaaally have nfi what that guy is flying and how it works.
damn it nozh beat me to 6^5 =s and I had to work it out from scratch. |
Max Hardcase
Art of War Exalted.
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Posted - 2008.11.16 09:38:00 -
[70]
I wonder why we need a new tier of materials just to make some ships, I mean we already have a 2 layered tier of materials to make em with.
Invention required to make the parts, sure by all means but yet more materials ? T3 invention of parts to build the ship components from makes more sense. Might also do include some of the less used salvage components.
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Freyya
GeoCorp. Paxton Federation
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Posted - 2008.11.16 10:30:00 -
[71]
One thing i'm wondering; Are there any transcipts around that detail EXACTLY what was said by the devs at fanfest? I've seen a couple of vids but i didn't get the complete picture of them so i would like to read (or see vids of high quality) about this in detail. |
djenghis jan
Amarr 24th Imperial Crusade
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Posted - 2008.11.16 10:38:00 -
[72]
This feature is truly great suppose you can make a hauler which is actually a super armored drone carrier complete with interdiction sphere and web. That would be cool :-) |
ThaDollaGenerale
The Priory
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Posted - 2008.11.16 11:38:00 -
[73]
Quote: However, I dont believe you'll be able to put amarr components on a caldari hull etc. though. (I havent seen the designs, so anything I say should be treated as hearsay. or possibly heresy.)
That would be epicly awesome. |
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