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Thread Statistics | Show CCP posts - 22 post(s) |
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CCP Chronotis
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Posted - 2009.03.02 09:00:00 -
[181]
Originally by: Roemy Schneider i've just been to this "unsecured frontier trinary hub" and the warp-in pop-up had the analyzer symbol, so i'm guessing this falls under "profession site"?
Originally by: devblog 623 You will need to get your hands on component blueprint copies from profession sites
what exactly would be the profession; it had spawn containers in them but i could simply open and loot them without any extra module...? (nor did i have to kill the rats ^^)
thanks, this has been fixed internally!
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Tigaro Spiritor
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Posted - 2009.03.02 12:14:00 -
[182]
Originally by: CCP Chronotis ... We are debating adding relatively expensive low sec station reverse engineering and manufacturing assembly lines (where the costs would be higher than equivalent starbase costs) and would like feedback on that aspect.
I haven't really had the time to take part in the testing, so I've been browsing the forum and sitting on the fence whether to take part in T3.
As a part-time player who doesn't really have the time or commitment to run a POS, allowing players to research & manufacture T3 from a low-sec NPC station would encourage more solo manufacturers to take part in T3 manufacture.
This would generate a carrot-on-a-stick for travelling to low-sec more often. The logistics involved in shifting resources for manufacturing would create more traffic () and develop the low-sec raw material markets to a degree (); including other supporting markets.
Just don't price the slots so that you nullify the profit/risk ratio.
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Mr Ignitious
R.E.C.O.N. Dara Cothrom
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Posted - 2009.03.02 17:29:00 -
[183]
Originally by: Morrigan Shaikorth Edited by: Morrigan Shaikorth on 01/03/2009 05:55:18 Previously Posted Assumptions Held Here
...this yields a cruiser that costs the people producing it 720 Million ISK. This DOES NOT include reverse engineering or POS costs for reactions. A rough guess on the cost of the POS reactor and reverse engineering nets you an AT COST price of 800 Million ISK...
if those prices hold true i'm gonna be very disappointed... The previous post saying 90mil for a complete was far more encouraging. Hell, i'd settle for 200m but 500+ is far too much.
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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General Xenophon
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2009.03.03 05:30:00 -
[184]
Edited by: General Xenophon on 03/03/2009 05:30:56 "Polymers are made via reactions in a new reactor array which will be seeded on the NPC market. The reactions themselves have to be found in wormhole space at profession sites. They require ore minerals and fullerenes (types of gas) as inputs and output some quantity of polymers. You will need an ordinary silo and a biochemical silo as input silos and a polymer silo as output along with a polymer reactor to facilitate the reactions." (taken from the blog at http://www.eveonline.com/devblog.asp?a=blog&bid=623)
I'm still a little unclear how the gases are harvested in WH space. Is this a new moon mineral or is it mined or taken from rats or by destroying structures? If someone could clarify for me that would be sweet! :D thanks! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men." - Boondock Saints |
Horchan
Gallente
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Posted - 2009.03.03 05:54:00 -
[185]
Originally by: General Xenophon I'm still a little unclear how the gases are harvested in WH space. Is this a new moon mineral or is it mined or taken from rats or by destroying structures? If someone could clarify for me that would be sweet! :D thanks!
1) Equip Gas Cloud Harvesters on your ship. 2) Warp to a Gas Cloud site in W-space. 3) "Harvest" fullerite gas. 4) ??? 5) Profit! ---
DesuSigs |
Sigras
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Posted - 2009.03.03 06:19:00 -
[186]
is it true that they're looking into doubling the output of the fullerenes reactions?
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Legionos McGuiros
Caldari Catch Twenty Two
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Posted - 2009.03.03 17:52:00 -
[187]
Originally by: Horchan 1) Equip Gas Cloud Harvesters on your ship. 2) Warp to a Gas Cloud site in W-space. 3) Be ganked by Sleepers [/quote
Fixed that for you :) The devs have said the Sleepers will be guarding the fullerite gases so its going to be a major operation
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Javonite
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Posted - 2009.03.03 21:27:00 -
[188]
I've finally managed to get the Scene2 graphics working, and been able to meddle around a bit.
Here are my thoughts on Reverse Engineering (build 82857).
Skills Overall I think it's pretty nice. What bugs me the most are the required skills, and matching datacores. Here's the current list of skills required:
- Defensive Subsystem Technology
Mechanical Engineering Electromagnetic Physics
- Electronic Subsystem Technology
Electronic Engineering Electronic Engineering
- Engineering Subsystem Technology
Mechanical Engineering Mechanical Engineering
- Offensive Subsystem Technology
High Energy Physics Plasma Physics
- Propulsion Subsystem Technology
Graviton Physics Rocket Science
- hull reverse engineering (no skill)
Mechanical Engineering Plasma Physics
The first skill after the * Subsystem Technology is the prerequisite for the subsystem skill, and the other required to reverse engineer corresponding Ancient Relic. A datacore of the second type will also be required.
So what I don't like is that Mechanical Engineering pops up 4 times as required skill, and twice as datacore. Plasma Physics twice as skill, twice as datacore. (Electronic Engineering twice as skill). While some other science skills are left out completely.
As a minimal fix, I'd like to remove one of the Plasma Physics and one Mechanical Engineering (the datacore ones).
However I'll go one step further and propose the following changes (underlined):
- Defensive Subsystem Technology
Nanite Engineering Hydromagnetic Physics
- Electronic Subsystem Technology
Electronic Engineering Electromagnetic Physics
- Engineering Subsystem Technology
High Energy Physics Quantum Physics
- Offensive Subsystem Technology
High Energy Physics (?) Plasma Physics
- Propulsion Subsystem Technology
Graviton Physics Rocket Science
- hull reverse engineering (no skill)
Mechanical Engineering Molecular Engineering
Comparing with tech II research fields, I think this makes a bit more sense. A few more skills get attention, and no datacore duplicates.
I would like to remove the High Energy Physics skill under Offensive Subsystems, but I don't really know which skill would be most fitting. (Depends on the Sleepers prefered weapon type, of which I have no clue.)
Finally, I hope that higher skill levels in the various reverse engineering skills will have a significant effect, and that the bonuses are clearly written out somewhere (e.g. in the skill description).
Other thoughts "R.A.M Hybrid Technology", should probably be named "R.A.M.- Hybrid Technolgy". It's a bit confusing that you can't build these as you can with the rest of the R.A.M.'s but way better than naming them interface.
As posted earlier in the thread, non-consumable decryptors is a bit confusing.
Bugs
- I managed to queue up reverse engineering jobs, even though I lacked the skills.
- When right clicking on an installation in Science & Industry window, choosing Install Job; the reverse engineering dialog defaults to personal hangars.
- Ancient Relic window title bar says, Talocan * instead of Sleeper *.
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General Xenophon
Caldari Infinite Improbability Inc Mostly Harmless
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Posted - 2009.03.03 22:27:00 -
[189]
Originally by: Horchan
Originally by: General Xenophon I'm still a little unclear how the gases are harvested in WH space. Is this a new moon mineral or is it mined or taken from rats or by destroying structures? If someone could clarify for me that would be sweet! :D thanks!
1) Equip Gas Cloud Harvesters on your ship. 2) Warp to a Gas Cloud site in W-space. 3) "Harvest" fullerite gas. 4) ??? 5) Profit!
Thanks!
And lol at the other one's edit. Didn't think it would be so 'easy' to get new gas. I may just stick to eating burritos and beans! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men." - Boondock Saints |
Morrigan Shaikorth
GoonFleet GoonSwarm
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Posted - 2009.03.04 07:34:00 -
[190]
Edited by: Morrigan Shaikorth on 04/03/2009 07:34:00 TIII Price Estimates for Version 6.10.83409 Updated to reflect new prices on subsystems and other goodies.
Subsystem costs based on the component prices:
- Ship Hull: 151,175,914 ISK
- Defensive Subsystems: 20,233,803 ISK
- Electronic Subsystems: 28,279,358 ISK
- Engineering Subsystems: 34,550,479 ISK
- Offensive Subsystems: 20,128,719 ISK
- Propulsion Subsystems: 20,233,803 ISK
There are still no differences in material requirements between the three races' hulls and the three variants of each subsystem.
Total hull cost using new formulas, 18 mil per hour mining fullerenes, and 225k salvage cost is: 275 Million ISK
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Jack Jombardo
Amarr Alternative Realities
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Posted - 2009.03.04 09:49:00 -
[191]
Originally by: Morrigan Shaikorth Edited by: Morrigan Shaikorth on 04/03/2009 07:37:51 Edited by: Morrigan Shaikorth on 04/03/2009 07:34:00 TIII Price Estimates for Version 6.10.83409 Updated to reflect new prices on subsystems and other goodies.
Subsystem costs based on the component prices:
- Ship Hull: 138 mil ISK
- Defensive Subsystems: 24 mil ISK
- Electronic Subsystems: 18 mil ISK
- Engineering Subsystems: 18 mil ISK
- Offensive Subsystems: 29 mil ISK
- Propulsion Subsystems: 18 mil ISK
There are still no differences in material requirements between the three races' hulls and the three variants of each subsystem.
Total hull cost using new formulas, 18 mil per hour mining fullerenes, and 225k salvage cost is: 245 Million ISK
See my sig and recalculate your prices.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
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Javonite
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Posted - 2009.03.04 09:59:00 -
[192]
Build 6.10.83409 I realised that decryptors aren't tied up, once you queue up a job. Meaning you can use a single decryptor to queue up very many jobs.
I agree that decryptors should be consumed to create a demand, otherwise they'll become practically redundant once everyone has a couple.
But if you make them non-consumable, I would like to at least see them tied up during a job.
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.03.04 15:15:00 -
[193]
I don't know what is already tweaked, but i found one unbalanced thing as i think. And that is:
Carbon-86 Epoxy Resin Reaction
Ok so what do we have. It need Fullerene 32 and Fullerene 320 in total it is 2000 m3 of fullerenes to produce only 8 Carbon-86.
Everything would be ok if T3 hull + subsystems did not need 54 of Carbon-86.
There are 2 unbalanced things.
First of all. Here is number how much components u need fo hull + subsystems (t3 ship to be shorter) and how much u get from reaction:
C3-FTM Acid Reaction2per reaction5needed for t3 ship Carbon-86 Epoxy Resin Reaction8per reaction54needed for t3 ship Fullerene Intercalated Graphite Reaction120per reaction48needed for t3 ship Fulleroferrocene Reaction1000per reaction1320needed for t3 ship Graphene Nanoribbons Reaction30per reaction25needed for t3 ship Lanthanum Metallofullerene Reaction60per reaction35needed for t3 ship Methanofullerene Reaction80per reaction90needed for t3 ship PPD Fullerene Fibers Reaction250per reaction295needed for t3 ship Scandium Metallofullerene Reaction40per reaction50needed for t3 ship
So what is the reason for that. Most of components are geted in 1-2 reaction (2.5 for C3-FTM that is needed only for hull, so it ok) But u'll need 7 (!!!) reactions for Carbon-86... Just why is it so?
And the second thing is connected to Fullerenes. According to what we have now on testserver we need 21000 m3 of different fullerenes (that is ok it's only 2 hours and 20 minutes of gas harvesting with 5 t2 gas cloud harvesters) But why does Carbon-86 need 13500 of that 21000 (almost 65%), that's wierd... Not counting that with such scheme u'll have price of Fullerenes 32 and 320 sky-high.
Is that made by reason or accidently??? ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Steve Thomas
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Posted - 2009.03.04 19:20:00 -
[194]
Originally by: Jack Jombardo See my sig and recalculate your prices.
Looks like we have yet another person who dranke the "Devs are gods" koolaid
the Developers have proven repetedly that they have no clue as to how the economy of EVE works.
They even Admited it when they hired there so called Economic guru to help them keep an eye on the eve economy.
He in the mean time has proven that he is as bloody clueless as the rest of the dev staff when he was blindsided by the POS explot that had people in MD wondering what the <<ARROW>> was happening long before someone finaly sent in a bug/exploit report that they did not simply ignore.
Now you have people who ARE NOT economist, but some of the most dedicated producers in EvE saying the math adds up this way.
I dont know about you but personaly I have a stockpile of minerals valued at ~500m isk that I will through manuracturing. I built that pile up the old fasioned way.
I mine, I produced, I sell for profit, I play the market and use buy orders to replace expended minerals including a chunk of the profits from each production cycle, run missions and mine some more. in the end my profits dont realy exist because im always havine to build up stocks and BPs and everyfreaking thing else for the next big thing that lands in my lap.
what we are telling the developers when we say the BASE COSTS for a ship will be 245 million ISK is that is what it is. and even that price is somewhat low. after all its based on 18 M/hour (wich frankly is low because you can make 40-50 m hour mining in 0.0)
look at it this way.
MINERALS ARE NOT FREE JUST BECAUSE YOU MINE THEM YOURSELF
EVERYTHING in EvE has an oportunity cost.
I literaly earn more running missions than I do mining
I earn more running missions than I do produceing
quite bluntly I would be a <<ARROW>> Idiot to try to produced a T3 ship and sell it at a price based on a prod cost of 245m per. based on the current information we have on them.
and gas miners would be <<ARROW>> idiots to take 18m/hour for the work they put in given the risks involved.
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developerd did 5 years and more ago no longer make sence. |
Morrigan Shaikorth
GoonFleet GoonSwarm
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Posted - 2009.03.04 23:56:00 -
[195]
Originally by: Steve Thomas
MINERALS ARE NOT FREE JUST BECAUSE YOU MINE THEM YOURSELF
EVERYTHING in EvE has an oportunity cost.
If I wasn't such a huge selfish jew, I'd post some of my spreadsheets for the T3 production. The problem with them right now is so much of the pricing data is speculative. without a rough idea what the salvage goes for, the prices can vary wildly from a 250 mil ship to a 550 mil ship. And if you include the mining as well, that adds another layer of uncertainty to the mix. I doubt people will be willing to mine fullerides in some dangerous W-space system for the pittance 18 mil/hour would buy you when you're blown to **** by rats or ganked by recons and HACs that show up in system while you're chilling at a gas belt.
Worst case is the W-space is so difficult for the empire dwelling CNR pilots to face that they don't ever go out there, and the corresponding prices for salvage and fullerides makes the ships cost 700 mil a piece. Best case is everyone sets up semi-permanent little camps in borderland systems and just farm all the stuff they can. Then the ships will be cheap as hell, probably sub-200 mil.
It all depends on supply and demand. Until patch day, there is no way to accurately gauge the costs involved. Best we can do is make wild assed guesses and go from there.
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Steve Thomas
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Posted - 2009.03.05 00:02:00 -
[196]
Ethnic slur aside, im glad someone else in the thread bloody gets it. With all the "Tweeks" the developers have been doing its painfully obvious they dont. not if they keep insisting that the price should be roughly what a T2 ship is.
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developerd did 5 years and more ago no longer make sence. |
Protheroe
UMEC
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Posted - 2009.03.05 02:15:00 -
[197]
Originally by: CCP Chronotis Polymer volumes have also been changed so the harvesting rate for the more common gases should be faster.
Originally by: CCP Chronotis The fullerite gas volume, polymer volume and polymer silo capacity have been changed along with the reaction output quantities.
Could you tell us how much correlation there is between fullerite volume and rarity? For example, in the current build there are three fullerites with a volume of 1m3, three at 4m3 and three at 10m3.
Will the 4m3 fullerites be approximately four times rarer than the 1m3, and the 10m3 two and a half times rarer than the 4m3, or is a higher volume just a rough indication of rarity? |
Wulfnor
Caldari Roving Guns Inc. RAZOR Alliance
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Posted - 2009.03.05 02:21:00 -
[198]
Originally by: CCP Chronotis We are debating adding relatively expensive low sec station reverse engineering and manufacturing assembly lines (where the costs would be higher than equivalent starbase costs) and would like feedback on that aspect.
Add RE labs to the existing POS lab modules and increase the amount of RE labs in a Caldari outpost. Adding to existing mods will likely decrease the rate new POS will increase. Allowing a Caldari Lab Outpost, whose major function is lab work, to have only one more lab than a maxd out POS seems silly. Go live with that. If more labs are needed, then add low sec labs.
If you cant add function to the labs that are presently there, shoot the developer that made them that way and add the low sec labs for go live.
Handle the assembly lines in the same way.
POS mods to handle the t3 functions should exist so that if one desires it can be produced outside of empire/stations but forcing things beyond first rank moon mineral/gas reactions will push Eve too far towards EpVoEs. Cripes we have web apps developed for dozens of people just so they can handle hundreds of POSs. Add functionality to the POS mods and player made outposts before you require/add more POS mods to be placed in space.
I would add that I have also noticed the Carbon86 anomaly regarding reactor cycles required and proportion of gas volume that is required for each t3 ship compared to the other polymers. Just pointing it out so you can verify it was intended.
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CCP Chronotis
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Posted - 2009.03.05 16:43:00 -
[199]
Thanks for the feedback, the most recent changes to T3 production are some switching of prerequisite skills around on some of the technology skills and datacore requirements on some of the relics. We fixed the bug where skills were not being checked when installing a reverse engineering job.
Regarding mobile labs vs outposts - this has always been a wider concern with the ability for starbase modules to outclass outposts for multiple reasons. I am not opposed to reviewing this and the upkeep costs of mobile labs generally in the future. The caldari research outpost could be easily made a lot better IMO.
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CCP Chronotis
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Posted - 2009.03.05 16:45:00 -
[200]
Originally by: Protheroe
Originally by: CCP Chronotis Polymer volumes have also been changed so the harvesting rate for the more common gases should be faster.
Originally by: CCP Chronotis The fullerite gas volume, polymer volume and polymer silo capacity have been changed along with the reaction output quantities.
Could you tell us how much correlation there is between fullerite volume and rarity? For example, in the current build there are three fullerites with a volume of 1m3, three at 4m3 and three at 10m3.
Will the 4m3 fullerites be approximately four times rarer than the 1m3, and the 10m3 two and a half times rarer than the 4m3, or is a higher volume just a rough indication of rarity?
It is not precise but the rarer/requires more effort fullerites are the bigger ones. This is to create a differentiation between resource locations within wormhole space.
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Javonite
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Posted - 2009.03.05 19:08:00 -
[201]
Build 6.10.83552
Reverse Engineering Bugs
- R.A.M Hybrid Technology isn't consumed. (Dmg/Job = 0%)
- Typographical error in Accept Quote window. Prints "0" in the Missing column for R.A.M Hybrid Technology, when none is missing. (Should be a blank.)
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Javonite
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Posted - 2009.03.05 20:41:00 -
[202]
Originally by: CCP Chronotis ... the most recent changes to T3 production are some switching of prerequisite skills around on some of the technology skills and datacore requirements on some of the relics. ...
If the changes were made in the last two days, they haven't propagated to the test server yet. The skill / datacore requirements for Reverse Engineering are the same in build 6.10.82857 and 6.10.83552.
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Steve Thomas
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Posted - 2009.03.06 05:51:00 -
[203]
Originally by: CCP Chronotis
Originally by: Protheroe
Originally by: CCP Chronotis Polymer volumes have also been changed so the harvesting rate for the more common gases should be faster.
Originally by: CCP Chronotis The fullerite gas volume, polymer volume and polymer silo capacity have been changed along with the reaction output quantities.
Could you tell us how much correlation there is between fullerite volume and rarity? For example, in the current build there are three fullerites with a volume of 1m3, three at 4m3 and three at 10m3.
Will the 4m3 fullerites be approximately four times rarer than the 1m3, and the 10m3 two and a half times rarer than the 4m3, or is a higher volume just a rough indication of rarity?
It is not precise but the rarer/requires more effort fullerites are the bigger ones. This is to create a differentiation between resource locations within wormhole space.
Im hopeing the comone ones are kind of distributed to the low sec access Wspace as well as the highsec Wspace because im not entirely convinced that you will see as many empire players sticking there nose into Wspace as you seem to be expecting, after all its all literaly Negative security space(0.0 without local) but we will see.
*.* *.* *.* *.* *.* *.* *.* *.*
Stop freaking worrying about why things the developerd did 5 years and more ago no longer make sence. |
Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.03.06 14:51:00 -
[204]
Originally by: Steve Thomas
Im hopeing the comone ones are kind of distributed to the low sec access Wspace as well as the highsec Wspace because im not entirely convinced that you will see as many empire players sticking there nose into Wspace as you seem to be expecting, after all its all literaly Negative security space(0.0 without local) but we will see.
Erm... IT seems like there is no lowsec W-space or highsec W-space. On test there could be found systems that could have 2 wormholes to 0.0 and highsec at the same time... So you can find a wormhole from highsec to quite hard W-space system. Just not so big chance then in 0.0 sec. ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
Saba Quiestador
Titan Industries Technology Team
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Posted - 2009.03.06 15:56:00 -
[205]
I may have missed it, but I sure hope that the objective is not for the T3 cruisers to be the same cost as T2 cruisers.
T3 cruisers are WAY better - we were playing on the test server, and had one configured to be pretty much equivalent to a Nighthawk in dps and tank, but with cruiser speed and agility.
If the T3 cruisers are the same price as T2, then why would anyone ever fly a HAC or combat recon, ever again? Or even a command ship, for that matter?
A fully-configured T3 ship *should* be 2x to 3x as much as a T2 cruiser. I think that 300-400M for a T3 ship is reasonable, and should be the target (with them coming in at 500-600M for the first month or so after the patch).
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Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2009.03.06 19:58:00 -
[206]
Edited by: Kytanos Termek on 06/03/2009 19:58:38
Originally by: Saba Quiestador I may have missed it, but I sure hope that the objective is not for the T3 cruisers to be the same cost as T2 cruisers.
T3 cruisers are WAY better - we were playing on the test server, and had one configured to be pretty much equivalent to a Nighthawk in dps and tank, but with cruiser speed and agility.
If the T3 cruisers are the same price as T2, then why would anyone ever fly a HAC or combat recon, ever again? Or even a command ship, for that matter?
A fully-configured T3 ship *should* be 2x to 3x as much as a T2 cruiser. I think that 300-400M for a T3 ship is reasonable, and should be the target (with them coming in at 500-600M for the first month or so after the patch).
I have to agree. Even though a dev stated something different.
Plans change. Look how much tech 3 ships have changed game mechanic wise from their original inception. In a game like this the players and player feedback are a major part of the development process. I think ships should be powerful and expensive. and if alot more people do. CCP will probably make it so. If alot of people think they should be tech 1.5 in power and a dime of dozen. CCP will probably make it so.
This is not world of warcraft. We do not sit up and stare at CCP wondering what they will grace our useless mortal lives with. They do not ignore player feedback with inevitable plans of how exactly the game will be. They listen, they understand, they change the game, And that is what makes CCP great.
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Luigi Vercotti
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Posted - 2009.03.06 22:52:00 -
[207]
Sorry if the question has been answered, but it is not jumping out at me. Are all 9 gases available within a pocket? I know that some are more rare and less easy to find, but can they all be scanned down eventually in that single pocket?
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.03.07 10:38:00 -
[208]
Edited by: Trimutius III on 07/03/2009 10:41:36
Originally by: Saba Quiestador I may have missed it, but I sure hope that the objective is not for the T3 cruisers to be the same cost as T2 cruisers.
T3 cruisers are WAY better - we were playing on the test server, and had one configured to be pretty much equivalent to a Nighthawk in dps and tank, but with cruiser speed and agility.
If the T3 cruisers are the same price as T2, then why would anyone ever fly a HAC or combat recon, ever again? Or even a command ship, for that matter?
A fully-configured T3 ship *should* be 2x to 3x as much as a T2 cruiser. I think that 300-400M for a T3 ship is reasonable, and should be the target (with them coming in at 500-600M for the first month or so after the patch).
First of all... Lossing SP with ship... Second, Legion will never be as effective as curse for Neutrilizing, so in fleet fights Curse is preferable. (So force recons and combat recons have much better bonuses for electronics) I don't know about HACs, t3 ships seems to be better then HACs. Third, Command Ship could fit Gang Links, but for those without many SP in Leadership i don't know. And at last, lets wait for 10th March and then think how it will look. All bonuses and attributes seems to be still not final...
Originally by: Luigi Vercotti Sorry if the question has been answered, but it is not jumping out at me. Are all 9 gases available within a pocket? I know that some are more rare and less easy to find, but can they all be scanned down eventually in that single pocket?
Somebody from my alliance managed to find a belt with all exsisting types of ore. (as he said, and even if there was no Mecoxit this is still quite interesting belt) So as i think why can't happen the same thing with gases? ------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |
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CCP Chronotis
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Posted - 2009.03.07 16:29:00 -
[209]
Originally by: Luigi Vercotti Sorry if the question has been answered, but it is not jumping out at me. Are all 9 gases available within a pocket? I know that some are more rare and less easy to find, but can they all be scanned down eventually in that single pocket?
no, you generally find 1-3 types of fullerite per pocket and some of the fullerites are only available in "bat country" wormhole space.
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IceAero
Amarr Shadow Company
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Posted - 2009.03.07 19:03:00 -
[210]
Originally by: CCP Chronotis
Originally by: Luigi Vercotti Sorry if the question has been answered, but it is not jumping out at me. Are all 9 gases available within a pocket? I know that some are more rare and less easy to find, but can they all be scanned down eventually in that single pocket?
no, you generally find 1-3 types of fullerite per pocket and some of the fullerites are only available in "bat country" wormhole space.
That made my day :)
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