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CCP Fallout

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Posted - 2009.02.15 16:14:00 -
[1]
Now that you know all about Tech 3 ships and the new fitting screen, it's time to learn how to actually build the things. CCP Chronotis' new blog does just that!
Fallout Associate Community Manager CCP Hf, EVE Online
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MuffinsRevenger
EmpiresMod
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Posted - 2009.02.15 16:15:00 -
[2]
Edited by: MuffinsRevenger on 15/02/2009 16:15:37 Le First!!
Also, will the arrays and silos require certin sec status, or can you do them in say, 0.5 space? |

Steve Thomas
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Posted - 2009.02.15 16:19:00 -
[3]
Quote: Ancient relics are found in wormhole space where you need to reverse engineer them in a research job at an experimental laboratory starbase structure or the Caldari research outpost.
OK so we HAVE to set up poses in Wspace then just to do this or was this poorly worded?
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CCP Dionysus

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Posted - 2009.02.15 16:23:00 -
[4]
Originally by: Steve Thomas
Quote: Ancient relics are found in wormhole space where you need to reverse engineer them in a research job at an experimental laboratory starbase structure or the Caldari research outpost.
OK so we HAVE to set up poses in Wspace then just to do this or was this poorly worded?
a) Ancient relics are found in wormhole space b) Ancient relics need to be reverse engineered in experimental labs and caldari outposts
The location of those labs/outposts is not important
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Niara Takeva
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Posted - 2009.02.15 16:25:00 -
[5]
Originally by: Steve Thomas
Quote: Ancient relics are found in wormhole space where you need to reverse engineer them in a research job at an experimental laboratory starbase structure or the Caldari research outpost.
OK so we HAVE to set up poses in Wspace then just to do this or was this poorly worded?
its clearly described, you need a caldari outpost a the pos-module "experimental lab", no word about that the reverse engineering has to be done in W-Space
to the Dev-Blog: please, make the whole thing worth the work. Let the NPCs drop enough, so that profits go up and T3 prices go down, if not, I doubt that Tech3 will be useful then.
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Janus Ovellian
Minmatar Calpolli Namtz' aar K'in
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Posted - 2009.02.15 16:26:00 -
[6]
Edited by: Janus Ovellian on 15/02/2009 16:26:19 Looks good. Now we just need to be able to get to w-space to be able to test the process :P
Interesting times await... |

Caiman Graystock
Caldari
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Posted - 2009.02.15 16:31:00 -
[7]
Devblog on a sunday. Epic.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.02.15 16:31:00 -
[8]
Edited by: Dr Resheph on 15/02/2009 16:32:32 It sounds like you guys couldn't do anything interesting, mechanics-wise, so you threw together a mix of salvaging, gas mining and standard npc whacking. Tech 3 is booster and rig production combined.
And while it sounds complex, you've made it so there's no limited resource to compete over. The rewards are always going to be proportional to the time spent grinding, and distributed evenly by the number of participants. More participants? More NPCs farmed. Tech 3 margins are guaranteed to crash under this system because the price is a combination of fixed costs, raw resource value and manpower. Which is going to devalue standard NPCing considerably.
This entire Tech level is a sad extension of what we already have, both in combat and in industry.
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iudex
Caldari State Protectorate
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Posted - 2009.02.15 16:35:00 -
[9]
Ok this sounds nice, but will there be Tech 3 battleship hulls as well ? I don't like small ships, my ego doesn't fit in a ship smaller than a battlecruiser. Any chance there will be some big Tech 3 stuff in future ? _________________________________________ Faction Standings: Serpentis +7.81 // Angel Cartel +7.60 // Minmatar Republic -8.68 // Gallente Federation -9.88
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Treelox
Amarr Seppuku Warriors
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Posted - 2009.02.15 16:43:00 -
[10]
I hope that CCP will take this opportunity to remove some isk from the game, by making those skillbooks and new POS modules that are availble from the NPC market, expensive. Not in the Billions, but definetly in the 100s of millions each.
Otherwise what was in the blog looks intresting, and I look forward to see further details as we near M10. --
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Akor Flandres
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Posted - 2009.02.15 16:43:00 -
[11]
Originally by: Dr Resheph Edited by: Dr Resheph on 15/02/2009 16:32:32 It sounds like you guys couldn't do anything interesting, mechanics-wise, so you threw together a mix of salvaging, gas mining and standard npc whacking. Tech 3 is booster and rig production combined.
And while it sounds complex, you've made it so there's no limited resource to compete over. The rewards are always going to be proportional to the time spent grinding, and distributed evenly by the number of participants. More participants? More NPCs farmed. Tech 3 margins are guaranteed to crash under this system because the price is a combination of fixed costs, raw resource value and manpower. Which is going to devalue standard NPCing considerably.
This entire Tech level is a sad extension of what we already have, both in combat and in industry.
What would you have done differently, genius?
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2009.02.15 16:48:00 -
[12]
Industrial looooooove.
Secure 3rd party service |
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Pattern Clarc
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Posted - 2009.02.15 16:53:00 -
[13]
Are the ore minerals and gas required to produce polymeres unique to w-space? ____
My Blog Is Awesome
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Aydjile
Amarr The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.02.15 17:00:00 -
[14]
can you please explain why they called "strategic" and not "tactical"?
here wiki -
Military tactics (Greek: Taktikē, the art of organizing an army) are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics.
and here too -
strategy is a plan of action designed to achieve a particular goal.
Strategy is profoundly different from tactics. In military terms, tactics is concerned with the conduct of an engagement while strategy is concerned with how different engagements are linked. In other words, how a battle is fought is a matter of tactics: whether it should be fought at all is a matter of strategy.
Strategy is relevant to many areas of life, from getting the right date for the school disco to running a business. For example, the goal of a company may be to increase profits: the strategy chosen might be to undertake an advertising campaign; invest in a new computer system; or adjust pricing.
Reality exist only in our imagination. |

Felysta Sandorn
coracao ardente Triumvirate.
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Posted - 2009.02.15 17:01:00 -
[15]
So you need Sleeper Salvage to create these things... Fair enough... But what will the Sleepers actually drop that is unique to the game? I can't imagine a Sleeper NPC that's not seen New Eden in hundreds of millenia dropping a Cruise Missile Launcher I and 1000 Phalanx Rockets...?
/me dons the roleplay hat
Can we have some new named items in game? Sleeper items? Possibly a new range of faction weaponry? Say you kill a Sleeper BS, you get a 'Sleeper Cruise Missile Launcher' which is that little bit better than an Arbalest...? Or going the faction route, it's a chance to introduce faction items that currently don't exist in the game! Such as faction Mining Lasers or faction Drones ('Sleeper Medium Drone'? EM and Explosive damage drones that are as fast as Valkyries and as hard hitting as Hammerheads with the hitpoints of Acolytes?)...
Think about it...
:)
.: A Vagabond's Requiem (Blog) :.
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Karrade Krise
Galatic P0RN Starz
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Posted - 2009.02.15 17:02:00 -
[16]
Originally by: Dr Resheph Edited by: Dr Resheph on 15/02/2009 16:32:32 It sounds like you guys couldn't do anything interesting, mechanics-wise, so you threw together a mix of salvaging, gas mining and standard npc whacking. Tech 3 is booster and rig production combined.
And while it sounds complex, you've made it so there's no limited resource to compete over. The rewards are always going to be proportional to the time spent grinding, and distributed evenly by the number of participants. More participants? More NPCs farmed. Tech 3 margins are guaranteed to crash under this system because the price is a combination of fixed costs, raw resource value and manpower. Which is going to devalue standard NPCing considerably.
This entire Tech level is a sad extension of what we already have, both in combat and in industry.
Arrogance overload! Abandon ship!
Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file siz of 24000 bytes. Signatures should also be relevant to EVE Online. Navigator Apoctasy > unfortunately, Concord does not reimburse citizens for their own stupidity
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.02.15 17:03:00 -
[17]
Further explanations (based on the test server)
At the moment the construction of tech 3 ships involved gas harvesting in wormhole space.
There are (at current design which might change!) 9 different types of gas, some more common and more used in the production steps than others. These 9 gas types can be grouped into 3 groups.
These are the gas types:
1) C50, C60, C70 2) C28, C72, C84 3) C32, C320, C540
There exist 16 different reactions which need between one and two types of gas as well as always some minerals. The gas is then reacted into polymers.
As example look at the Nanotori Polymers reaction: this reaction needs 250 units of C50, 50 units of C84 and 20 megacyte to create 20 Nanotori Polymers.
As said, there are 16 different reactions in total at the moment and these reactions can be run only at a pos in 0.3 security space or below at the moment.
The remaining part of the assembling is quite straight forward. Assemble the necessary components from the different polymers and ancient sleeper stuff. Then build from these components the subsystems and the hull.
Gas reactions can be only found at wormhole space sites. Components blueprints can also only be found at profession sites. Subsystem and hull blueprints needs to be created by reverse engineering.
Comments
I like it!
This is a highly complex manufacturing chain. Quite interesting, I just hope it won't drive prices to insane levels. I like it.
I hope you keep the many different types of gas so that people are really encouraged to trade with the different types of gas.
The possible different results from reverse engineering sound very promising. The boolean success/failure will be past with reverse engineering then. Great idea!
Questions
Gas harversters. It was hinted that you will seed a gas harvester bpo. Can you please comment about that? Please don't seed bpo! It would be much much better if you increase the drop rate of harvesters or if you put harvester bpc into exploration sites.
Reverse engineering interfaces, where will we get them from? Will they be seeded in wormhole space sites or will there be blueprint copies and we need to build them from sleeper materials?
Looks so far fine, though maybe the t3 ships might get a tad bit expensive depending on all the numbers though.
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Kalib Stark
Sebiestor tribe
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Posted - 2009.02.15 17:11:00 -
[18]
Edited by: Kalib Stark on 15/02/2009 17:15:01 I love POS system, best part of the game ever! And not just me, POS management is why people like to play EVE, all new features should be centered around POS!!!! Go POS!!! Go POS!!
New lab? New assembly lines? New silo?
Only thing that could make it better is More Grinding!!!! 
oooh, and hauling, more hauling!!! LOTS more hauling!!!!
╚KS╝ |

Armoured C
Gallente Federation of Freedom Fighters Executive Outcomes
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Posted - 2009.02.15 17:13:00 -
[19]
c-c-c-c-c-combo braker
is wormholes space actually open in sis now and first page
This week EvE Life: Wormhole Wars 01/Feb
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.15 17:20:00 -
[20]
500m-isk cruisers? I'll take 5 o/ ... and I really think they should boost T2 plate HP.
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An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.15 17:25:00 -
[21]
Originally by: Aydjile can you please explain why they called "strategic" and not "tactical"?
here wiki -
Military tactics (Greek: Taktikē, the art of organizing an army) are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics.
and here too -
strategy is a plan of action designed to achieve a particular goal.
Strategy is profoundly different from tactics. In military terms, tactics is concerned with the conduct of an engagement while strategy is concerned with how different engagements are linked. In other words, how a battle is fought is a matter of tactics: whether it should be fought at all is a matter of strategy.
Strategy is relevant to many areas of life, from getting the right date for the school disco to running a business. For example, the goal of a company may be to increase profits: the strategy chosen might be to undertake an advertising campaign; invest in a new computer system; or adjust pricing.
Perhaps we should just call them Uselessly Semantic Cruisers.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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Braaage
Ministry of Craft
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Posted - 2009.02.15 17:31:00 -
[22]
I take it the new reactor will be like the current ones and only be anchorable in 0.3 and below? --
POSs, Outposts, Exploration, Mining, Invention, Boosters, EA EVE Database, Character Generator & more |

Gnulpie
Minmatar Miner Tech
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Posted - 2009.02.15 17:31:00 -
[23]
Originally by: Kalib Stark I want to come out of wormhole space 31 jumps from my POS!!!! EVERY TIME!!!! Oh please, please,....
Then buy the polymers from the market? 
Or just setup your pos in wormspace for a while. Did you have a look at the numbers? Do you know how much is necessary? Maybe you only need a few days reacting gas to have enough polymers ready for many tech3 subsystems/hulls. Maybe you can get filthy rich from these polymers if you do the reaction at a pos in wormspace - no risk, no reward.
I see many great opportunities for those who want to risk something. For those who whine how complicated and difficult everything is, well, they won't get any share from this new big cake. And that is how it should be.
Questions
How rare will these gas sites be? And how much gas will be in there? Will it be random amount? Fixed amount? Will have every system some gas clouds? Will there be tough npc resistance at those gas clouds? Do we need to scan those clouds out with the probes or will they be visible on overview like roid belts?
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Manfred Rickenbocker
The Elliance
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Posted - 2009.02.15 17:41:00 -
[24]
Hooray for more information! Thanks CCP! ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Tsabrock
Gallente Circle of Friends
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Posted - 2009.02.15 17:51:00 -
[25]
My biggest question that was not answered is what Security Level will all of these new structures be able to be anchored in? Traditionally, reactors have only been deployable in low-sec space, but since all of the equipment necessary for Tech III are new facilities, does this mean that they will be usable in high-sec space? --- AMD 64 4400+ X2 (Dual-Core) 4GB Corsair XMS Memory (2336) ASUS A8N-SLI Premium (1.09 Bios) GeForce 7800GTX 256 Megs; eVGA brand Windows XP Pro and Vista Ultimate 64-bit (Dual-Boot) |

keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.15 17:58:00 -
[26]
Killing sleepers must provide more isk/hr than killing normal NPCs, including bounty, salvage and modules. If income goes below people will stop doing it until its worth the extra hassle again.
On top of this, the stuff that must be acquired from W-Space exploration has to be worth pretty hefty piles of isk, or people will not be fitting those midslot modules.
Mining fullerene gases must worth more isk/hr than mining ABCs. These NPCs are Uber, bringing an alt in a domi to tank the belt ain't gonna cut it. If at any point they don't risk/reward and supply:demand comes into play again.
Now, take all of that, add in markup for the reaction/component makers, markup for the reverse engineers, markup for the assemblers.
All the above determines the floor for T3 prices. Demand will drive them higher.
For example, if it takes 1 hour of hulk-mining fullerenes, and one hour of sleeper ratting to get enough to build a T3 cruiser, you're looking at a floor of about 100m isk.
As I said, I welcome our new 500-million-isk cruiser overlords. ... and I really think they should boost T2 plate HP.
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.02.15 17:59:00 -
[27]
Originally by: Tsabrock My biggest question that was not answered is what Security Level will all of these new structures be able to be anchored in? Traditionally, reactors have only been deployable in low-sec space, but since all of the equipment necessary for Tech III are new facilities, does this mean that they will be usable in high-sec space?
In some other thread it was stated that those reactors cannot be anchored in high sec, same like the known moon-material reactors.
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Kalib Stark
Sebiestor tribe
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Posted - 2009.02.15 18:03:00 -
[28]
Originally by: Gnulpie
Originally by: Kalib Stark I want to come out of wormhole space 31 jumps from my POS!!!! EVERY TIME!!!! Oh please, please,....
Then buy the polymers from the market? 
Or just setup your pos in wormspace for a while. Did you have a look at the numbers? Do you know how much is necessary? Maybe you only need a few days reacting gas to have enough polymers ready for many tech3 subsystems/hulls. Maybe you can get filthy rich from these polymers if you do the reaction at a pos in wormspace - no risk, no reward.
That is why CCP will put all gas types needed in one system for you!!! so you can bring a POS and get rich! But even if you believe this, you would still come out 31 jumps from your K-POS, only with polymers not gas to haul for next stage of production!
Hauling is best part of POS mechanic, only thing it lacked was a random starting point! But now it is truly complete!!!!
╚KS╝ |
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CCP Dropbear

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Posted - 2009.02.15 18:23:00 -
[29]
Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
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Haniblecter Teg
F.R.E.E. Explorer Wildly Inappropriate.
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Posted - 2009.02.15 18:31:00 -
[30]
Edited by: Haniblecter Teg on 15/02/2009 18:31:48 I love teh complexity because it puts a doorstop in any one organization's ability to control every step of the t3 market. The addition of chance based for discovering the components from drops or relics from profession sites is a nice step.
Quote:
It sounds like you guys couldn't do anything interesting, mechanics-wise, so you threw together a mix of salvaging, gas mining and standard npc whacking. Tech 3 is booster and rig production combined.
And while it sounds complex, you've made it so there's no limited resource to compete over. The rewards are always going to be proportional to the time spent grinding, and distributed evenly by the number of participants. More participants? More NPCs farmed. Tech 3 margins are guaranteed to crash under this system because the price is a combination of fixed costs, raw resource value and manpower. Which is going to devalue standard NPCing considerably.
This entire Tech level is a sad extension of what we already have, both in combat and in industry.
As to this loser, eat it! This gives more substance to the "professions" (archeologyn hacker), gives more challenge and substance to ratters, and requires huuge logistical constraints that'll make the production of a single cruiser all the more unique, and interesting. ----------------- Friends Forever |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2009.02.15 18:32:00 -
[31]
So, question... if you want feedback and all that jazz for fine-tuning, can we assume you already have an INTENDED end-user pricetag, at least the rough order of magnitude ? And if yes, how large is it ?
I mean, sure, we could complain that they will cost too much or too little, and everybody will cry either way, but if we at least know how much they're SUPPOSED to cost, we can give better suggestions for fixes/tweaks.
_ Create a character || Fit a ship || Get some ISK |

Pattern Clarc
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Posted - 2009.02.15 18:32:00 -
[32]
Originally by: CCP Dropbear Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
It's missing ore minerals.
And are there going to be new w-space specific ore's?? ____
My Blog Is Awesome
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Miniturret
Amarr Mining Under the influence of Sugar Pals
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Posted - 2009.02.15 18:34:00 -
[33]
so far seems pretty straight forward we'll see once it's released how well it actually works.
Another note what does it take to get some dev love in the actual thread about the T3 cruisers?
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.15 18:45:00 -
[34]
Originally by: Miniturret Once the ship is assembled and is blown up for w/e reason will the modular portions of the ship have a chance to drop as loot?
IE the hull is blown up but the defensive system and propulsion system survive to be looted.
That's how it is on sisi currently. ... and I really think they should boost T2 plate HP.
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Last Wolf
Umbra Wing
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Posted - 2009.02.15 18:46:00 -
[35]
Edited by: Last Wolf on 15/02/2009 18:46:46
Originally by: CCP Dropbear Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
Now I'm even more confused. Oh well. I'll be the one blowing them up, not building them  Besides, I'm never gonna give you up, never gonna let you down |
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CCP Dropbear

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Posted - 2009.02.15 18:48:00 -
[36]
Originally by: Pattern Clarc
Originally by: CCP Dropbear Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
It's missing ore minerals.
And are there going to be new w-space specific ore's??
It does actually mention the involvement of minerals during the polymer reaction. I didn't chart it in as there are numerous sources for them and acquiring minerals is a process people are already familiar with.
As for the other question. I haven't seen any new w-space specific ores in the design and I'm very confident that the only new "harvestable materials" are the fullerites to be found in gas clouds. I don't work in design, however, so I can't state that definitively. I'll leave it to Chronotis et al to field those kinds of questions, I just wanted to drop in with that diagram. 
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zacuis
Great Big Research
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Posted - 2009.02.15 18:50:00 -
[37]
i would very much like to know what is the rought ball park figure ccp hope these ships will retail at.
( mainly so i know who to ***** at in 6 months time when that figure is way out LOL )
personally i`d think in the 1-2 billin isk region for cruiser and a full change of clothes so to speak.
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keepiru
Omega Fleet Enterprises Executive Outcomes
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Posted - 2009.02.15 18:52:00 -
[38]
Originally by: zacuis personally i`d think in the 1-2 billin isk region for cruiser and a full change of clothes so to speak.
Considering how long it takes to gather enough mats for a single rig - OHAI, werent we supposed to get size-variant rigs and material conversions in this patch? - that figure is not entirely unlikely. ... and I really think they should boost T2 plate HP.
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Red 7
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Posted - 2009.02.15 18:54:00 -
[39]
Edited by: Red 7 on 15/02/2009 18:55:28 Edited by: Red 7 on 15/02/2009 18:54:41 While it all depends on drop rates and yield - based on the current salvage system for rigs & using their drop rate as a baseline - then T3 cruisers should be around the 150-250m ISK mark (assuming maturity - gold rush is likely to make the prices much higher initially).
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.15 19:05:00 -
[40]
Originally by: keepiru OHAI, werent we supposed to get size-variant rigs and material conversions in this patch?
It sure sounded like that a few months ago, but there's no sign of it in the current version of Apocrypha on Sisi. ------------------ Ironfleet.com |

Laszlo Ozawa
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Posted - 2009.02.15 19:10:00 -
[41]
Originally by: Pattern Clarc Are the ore minerals and gas required to produce polymeres unique to w-space?
how does a person without rudimentary reading comprehension skills get elected to the csm?
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Rellik Sadab
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Posted - 2009.02.15 19:29:00 -
[42]
Does this mean that you can target the different systems in the Tech III ships individually?
Once I shoot though the shields can I then focus fire on the propulsion system? Weapons? If I can will it be only on Tech III ships or will that work on all ships?
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Kyra Felann
Gallente Noctis Fleet Technologies
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Posted - 2009.02.15 19:49:00 -
[43]
Sounds cool.
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Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.15 19:49:00 -
[44]
Originally by: Red 7
While it all depends on drop rates and yield - based on the current salvage system for rigs & using their drop rate as a baseline - then T3 cruisers should be around the 150-250m ISK mark (assuming maturity - gold rush is likely to make the prices much higher initially).
That looks like a very low estimate. The resource harvesting for T3 requires traditional harvesting methods (minerals) but also more exotic resources for which there is not a current profusion of player gatherers - e.g gas cloud harvesting. Also almost all the resources are in a high risk environment (WH Space).
As a guide to T3 production we should look towards the Combat Booster market, where resources and producers are limited. I think we can expect initial gold rush prices to be at or around the 1 - 2bil mark, falling over a few months until stabilising at around the 500mil mark (slightly more for high demand subsystems).
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Manfred Rickenbocker
The Elliance
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Posted - 2009.02.15 19:51:00 -
[45]
Wow, just, wow. After reading it again and looking at the flow chart, two things come to mind:
1) This stuff will be extremely expensive and complicated, so much so that POSes with T3 material stuff will be targets of assault.
2) The mass limits on wormholes may not be sufficient to allow enough people/equipment into a system in order to make anything meaningful. This would need to be playtested though. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Tareen Kashaar
Jericho Fraction The Star Fraction
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Posted - 2009.02.15 19:55:00 -
[46]
Edited by: Tareen Kashaar on 15/02/2009 19:55:38 I just hope there will be plenty of wormholes, an plenty of sites in each wormhole system - thinking kind of like the average number of asteroid belts in k-space. Otherwise, combined with the incredibly unhandy new scanning system, this will be one hell of a frustrating grind. ____________
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Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.15 20:04:00 -
[47]
Originally by: Tareen Kashaar Edited by: Tareen Kashaar on 15/02/2009 19:55:38 I just hope there will be plenty of wormholes, an plenty of sites in each wormhole system - thinking kind of like the average number of asteroid belts in k-space. Otherwise, combined with the incredibly unhandy new scanning system, this will be one hell of a frustrating grind.
With about 45% more systems (that's around the 2500 mark) wormholes should spawn at a rate of 1 every 3 systems or there abouts. Depends really upon how difficult they are to scan down - Ive not encountered any real problems with the new scanning system, its quite straight forward once you get to grips with it - and much less of a grind than watching that terrible timer.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Kel Zon
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Posted - 2009.02.15 20:19:00 -
[48]
All this work for a really expensive cruiser that makes you lose SP you have trained in it when you go pop? They had better be pretty fing uber otherwise no one will go through the trouble. Remember all this is dependent on someone actually wanting to fly them rather than a HAC.
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MOOstradamus
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Posted - 2009.02.15 20:50:00 -
[49]
Total suck 
However if you promise not to ruin Tech IV by forcing POS grind on us then this rubbish is fair enough I guess 
MOOCIFER Emerald/Alpha Oldtimer |

Arte
Damage over Time
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Posted - 2009.02.15 21:02:00 -
[50]
I wonder if any of the devs or players doing decent testing can give us further details on the balance of the resource gathering.
Right now its reasonable speculation that you can get into W-space and, so long as the wormhole bandwidth doesn't get abused, get out quick enough to make use of your findings/rewards.
- Is the abundance of the resources (better sleeper salvage, more gas clouds, better quality BPCs, etc) higher in deeper W-Space?
This would increase risk Vs reward of course, in the knowledge that you might not be able to get back to make use of what ever you find. (0r even (if reports are to be believed) stand a chance of survival against the Deep-W-Space Sleepers who I've read are kinda "OmgwtfBBQ-Pwnmobiles ").
Will better equipped/skilled/grouped players find benefits of exploring deeper or will everyone be just as well off hanging around in the first W-Space system they find? This kinda leads on to my second question...
- Is it the intention that the mechanics of W-Space will be balanced so that (given time) T3CH will be reasonably abundant, even if it's not ever likely to be on the scale of T2?
|

Nyphur
Pillowsoft
|
Posted - 2009.02.15 21:19:00 -
[51]
What I'd love to see closer to release time is a little bit about the background to Strategic Cruisers. What the design philosophy is behind them, what they are intended to be used for (presumably PvP?) and how common they are intended to be.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2009.02.15 21:23:00 -
[52]
hmmm..... sounds expensive, better start mining that veldspar.
Originally by: keepiru Killing sleepers must provide more isk/hr than killing normal NPCs, including bounty, salvage and modules. If income goes below people will stop doing it until its worth the extra hassle again.
On top of this, the stuff that must be acquired from W-Space exploration has to be worth pretty hefty piles of isk, or people will not be fitting those midslot modules.
Mining fullerene gases must worth more isk/hr than mining ABCs. These NPCs are Uber, bringing an alt in a domi to tank the belt ain't gonna cut it. If at any point they don't risk/reward and supply:demand comes into play again.
Now, take all of that, add in markup for the reaction/component makers, markup for the reverse engineers, markup for the assemblers.
All the above determines the floor for T3 prices. Demand will drive them higher.
For example, if it takes 1 hour of hulk-mining fullerenes, and one hour of sleeper ratting to get enough to build a T3 cruiser, you're looking at a floor of about 100m isk.
As I said, I welcome our new 500-million-isk cruiser overlords.
your floor figure doesn't even account for pos running fees, and hauling time.
cant wait to see how the t3 market looks in a few months.
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Halycon Gamma
Caldari The Flying Tigers United Front Alliance
|
Posted - 2009.02.15 21:24:00 -
[53]
Originally by: Arte
This kinda leads on to my second question...
- Is it the intention that the mechanics of W-Space will be balanced so that (given time) T3CH will be reasonably abundant, even if it's not ever likely to be on the scale of T2?
Give the arms race nature of the game. It'll kinda half to be. Currently we get tech3 cruisers. Give it another 1-3 years and we'll have tech3 frigates, battlecruisers, battleships, and all the wonderful stuff we want. Once CCP opens the door for tech3, you can't really stop with a single ship class. And for w-space to be able to front that sort of industry. It sorta needs to be reasonable abundant.
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Garthran
Gallente CINDER INDUSTRIALS United Outworlders
|
Posted - 2009.02.15 22:16:00 -
[54]
Originally by: keepiru Killing sleepers must provide more isk/hr than killing normal NPCs, including bounty, salvage and modules. If income goes below people will stop doing it until its worth the extra hassle again.
On top of this, the stuff that must be acquired from W-Space exploration has to be worth pretty hefty piles of isk, or people will not be fitting those midslot modules.
Mining fullerene gases must worth more isk/hr than mining ABCs. These NPCs are Uber, bringing an alt in a domi to tank the belt ain't gonna cut it. If at any point they don't risk/reward and supply:demand comes into play again.
Now, take all of that, add in markup for the reaction/component makers, markup for the reverse engineers, markup for the assemblers.
All the above determines the floor for T3 prices. Demand will drive them higher.
For example, if it takes 1 hour of hulk-mining fullerenes, and one hour of sleeper ratting to get enough to build a T3 cruiser, you're looking at a floor of about 100m isk.
As I said, I welcome our new 500-million-isk cruiser overlords.
I agree. If there is not significant incentive for someone to intentionally seek out and gather the resources necessary for t3ch production (or an incredible abundance of easily accessible resources), we're looking at another rich kid's toy whose production is dominated by already well-established organizations.
Basically... I think the resources will need to be easy to get (almost over-available) in order to keep costs down. Or this'll just be an under-utilized novelty.
|

Steve Thomas
|
Posted - 2009.02.15 22:25:00 -
[55]
Originally by: Pattern Clarc
Originally by: CCP Dropbear Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
It's missing ore minerals.
And are there going to be new w-space specific ore's??
you also forgot to add in balloons for ???? and Profit.
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Wendre
|
Posted - 2009.02.15 22:26:00 -
[56]
Originally by: CCP Dropbear Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
Data cores, not date cores, unless T3 is the super-secret 'love production' mechanism for WiS....
|

Steve Thomas
|
Posted - 2009.02.15 22:30:00 -
[57]
Originally by: Akita T So, question... if you want feedback and all that jazz for fine-tuning, can we assume you already have an INTENDED end-user pricetag, at least the rough order of magnitude ? And if yes, how large is it ?
I mean, sure, we could complain that they will cost too much or too little, and everybody will cry either way, but if we at least know how much they're SUPPOSED to cost, we can give better suggestions for fixes/tweaks.
Ive gotten the impresion that they themselves cant ever quite agree on what things should cost for T2 and named drop items.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.02.15 22:57:00 -
[58]
My my.. seems I hit a nerve when I pointed out how this was the same gameplay we already have.
Here's a protip, but if the designers want to do something special with Tech 3 manufacturing, they need to make the resources unique on the game mechanics front. Such that it doesn't simply serve as a means to an end, but serves as an important dynamic in WH space, relevant to PVE and PVP.
If the gas harvesting is as lame as fitting a module and waiting till your hold is full, then there's no hope for the other steps in the chain.
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vvizard NOR
|
Posted - 2009.02.15 23:02:00 -
[59]
Originally by: Aydjile can you please explain why they called "strategic" and not "tactical"?
here wiki -
Military tactics (Greek: Taktikē, the art of organizing an army) are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics.
and here too -
strategy is a plan of action designed to achieve a particular goal.
Strategy is profoundly different from tactics. In military terms, tactics is concerned with the conduct of an engagement while strategy is concerned with how different engagements are linked. In other words, how a battle is fought is a matter of tactics: whether it should be fought at all is a matter of strategy.
Strategy is relevant to many areas of life, from getting the right date for the school disco to running a business. For example, the goal of a company may be to increase profits: the strategy chosen might be to undertake an advertising campaign; invest in a new computer system; or adjust pricing.
From my experience (some years in active military duty) I tend to sum up the whole strategic/tactical discussion like this, when trying to explain military strategy/tactics to other people in the military:
"Strategic decisions are long-term decisions, taken by generals or politicians, and might change the outcome of a war. Tactical decisions are short-term decisions taken by various brigade, battalion, company, platoon and squad leaders (or by the private rifleman himself), and might change weather you and the guys next to you survive this battle or not.
Deciding what toys (hardware) you send into war is a strategic decision. Deciding how you actually use them during battle is a tactical decision for commanders lower on the food chain.
I would simply say that T3 cruisers can be said to have a "strategic" effect if one alliance is able to produce them on a much larger scale than their opponents, and in turn give that alliance a weapon the enemy cant find an effective counter against.
On the other hand, they could have a "tactical effect" by being warped into the middle of a battle, and securing a victory for one of the sides, because the opposing force wasn't prepared to fight against them.
Which one it will be, only time will tell I guess.
My perception of strategy vs. tactical decisions is a "dumbed down" version I've just found easy for people to grasp. Military experts are calling this a "grunt explanation".
|

Smoke Adian
Caldari Northern Storm
|
Posted - 2009.02.15 23:19:00 -
[60]
Very nice!
It's too bad chemists gave Fullerene that such a lame name. A cool gas like that deserves better. :(
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Red 7
|
Posted - 2009.02.15 23:22:00 -
[61]
Originally by: Cailais
Originally by: Red 7
While it all depends on drop rates and yield - based on the current salvage system for rigs & using their drop rate as a baseline - then T3 cruisers should be around the 150-250m ISK mark (assuming maturity - gold rush is likely to make the prices much higher initially).
That looks like a very low estimate. The resource harvesting for T3 requires traditional harvesting methods (minerals) but also more exotic resources for which there is not a current profusion of player gatherers - e.g gas cloud harvesting. Also almost all the resources are in a high risk environment (WH Space).
As a guide to T3 production we should look towards the Combat Booster market, where resources and producers are limited. I think we can expect initial gold rush prices to be at or around the 1 - 2bil mark, falling over a few months until stabilising at around the 500mil mark (slightly more for high demand subsystems).
C.
Time will tell - and there are many factors but W-Space will be more accessible than the current gas-clouds (1 in 3 systems will have access) so the gas depends on the abundance of exploration sites within W-Space.
Initial observations on SISI show that the number of exploration sites per system has increased in K-Space (probably due to the new probe system being more granular).
|

Learol
|
Posted - 2009.02.15 23:29:00 -
[62]
Tech-B? |
|

CCP Dropbear

|
Posted - 2009.02.15 23:36:00 -
[63]
Originally by: Red 7 Initial observations on SISI show that the number of exploration sites per system has increased in K-Space (probably due to the new probe system being more granular).
That's actually due to us putting a whole lot more in. I'll be going into a bit more detail on that in an upcoming blog. 
|
|

Horchan
Gallente
|
Posted - 2009.02.15 23:43:00 -
[64]
Originally by: CCP Dropbear That's actually due to us putting a whole lot more in. I'll be going into a bit more detail on that in an upcoming blog. 
Any word on when a new build will be put on Sisi that has the full T3 production enabled? ---
DesuSigs |

Bartholomeus Crane
Gallente The Crane Family
|
Posted - 2009.02.16 00:02:00 -
[65]
It appears to me that W-space, and T3CH production revolves a lot around exploration and some of the neglected mini-professions like hacking and archaeology.
I say neglected here because currently these professions are not very lucrative compared to other activities.
What I see are missing are dedicated ships for these mini-professions. The lack of a dedicated salvager ship has already been noted, but the same holds for hacking and archaeology ships. Basically, a ship like that needs role bonuses, and extra high and mid slots. High slots for the probe launcher and a cloak (especially in low sec) and a mid slot for the hacking module and the archaeology analyser.
Wouldn't it be nice if some of those T3CH subsystems were dedicated to these functions?
Just a thought. -- Quis custodiet ipsos custodes? |

adriaans
Amarr Ankaa.
|
Posted - 2009.02.16 01:03:00 -
[66]
nice stuff! however it doesn't mention what sec status the new pos mods will be limited to... would be nice to know :) -sig- Support the introduction of Blaze M crystals for Amarr!
Originally by: UMEE if ure another fotm re-roller, then dont pvp. you'll fail.
QFT! |

Horchan
Gallente
|
Posted - 2009.02.16 01:25:00 -
[67]
Originally by: adriaans nice stuff! however it doesn't mention what sec status the new pos mods will be limited to... would be nice to know :)
The Polymer Reactor Array is of course limited to 0.3 and down, but the Experimental Mobile Lab and Subsystem Assembly Array have no limitations. ---
DesuSigs |

Jas Dor
Minmatar
|
Posted - 2009.02.16 01:50:00 -
[68]
Originally by: Kel Zon All this work for a really expensive cruiser that makes you lose SP you have trained in it when you go pop? They had better be pretty fing uber otherwise no one will go through the trouble. Remember all this is dependent on someone actually wanting to fly them rather than a HAC.
To be Uber enough to be worth 500m+ SP's they'd end up near the game breaking IWIN button level. TBH this seems like a continuation of CCP's general level of fail since FW. Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Kayn Otar
Samurai Syndicate
|
Posted - 2009.02.16 02:56:00 -
[69]
CCP Win! I'm surprised how many people are calling fail on CCP for Tech III, especially when they haven't seen it yet. Tech III is full of win. * It's simpler than Tech II, in terms of production steps. * It's more involved than Tech II, requiring participation from many more professions. * It's more accessible than Tech II, anybody can find a wormhole and bring back materials. * The end product is much better. Even if the ships are not 'uber the simple fact that they are customizable makes them super win.
Oh, and regarding loot, take a look at the flowchart: they are described as "Sleeper Drones".
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wert668
|
Posted - 2009.02.16 03:43:00 -
[70]
Will we have Strip Gas Cloud Harvester? To boost mining from Mining Barges and Exhumers. Or will you give bonuses to existing ships?
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Jordan Musgrat
H A V O C Minor Threat.
|
Posted - 2009.02.16 04:10:00 -
[71]
Out of curiosity, are we getting a fuel bay for this patch? It would not take much coding at all, and it would make a lot of us very happy. We were promised a fuel bay in black ops in the last patch, and without explanation, it just wasn't there when patch day came. Give black ops a 2k fuel bay, and be done with them, that balances them out nicely.
Don't ignore this. You said you would, now do it. -----------
Primary is family values, secondary is 0.0... |

Simo98
International House of PWNCakes B.L.A.C.K.
|
Posted - 2009.02.16 06:29:00 -
[72]
Question. (i hope it hasn't already been asked)
the ancient relics or whatever, when you reverse engineer them what happens? do they dissappear? have a set amount on 'uses'?
if they last forever, will they end up like T2 BPOs and all held by only a select few. cause that would kinda suck 
|
|

CCP Lemur

|
Posted - 2009.02.16 08:11:00 -
[73]
Originally by: Simo98 Question. (i hope it hasn't already been asked)
the ancient relics or whatever, when you reverse engineer them what happens? do they dissappear? have a set amount on 'uses'?
if they last forever, will they end up like T2 BPOs and all held by only a select few. cause that would kinda suck 
They will be consumed by the job. They have only one 'run'.
|
|

aka Ishur
Stormwolf Holdings LLC
|
Posted - 2009.02.16 09:32:00 -
[74]
One question, will it be possible to reverse engineer t2???   
|

Ralitge boyter
Minmatar BrightSpark Alliance
|
Posted - 2009.02.16 10:02:00 -
[75]
It sounded to good to be true a new Tech level where the smaller corps could actually take part in. In the end the following is needed for any group to stand a chance in this market. A gang/fleet to harverst NPC's A gang/fleet to hack/dig exploration sites A group of dedicated scanner A group of invention and researcher A freighter load of ISK and at least 5 or six traders A set of at least two or three POS's for reactions One or more Caldari research outposts
Groups that can field this? Yes the 0.0 alliances with a stable income and enough people to send tens of them into the w-space systems (best once spawn in their back yard of course) to collect the stuff needed. Trader alts in high sec corps will do the rest. In short CCP has made yet another tool to make the rich far richer, to give them even better abilities to hold on to their claimed space as they have access to the T3 gear first and will be able to set the price they want for these items as no one else is able to get to their sites with enough reliable man power to make a business of it.
CCP this design is just wrong it is going to do to T3 what the (rigged) BPO lotery did to T2 it is going to make very few people hold a deciding share in the market ending it up in a strangle hold where prices are dictated by what these people feel like instead of actual costs.
Now Of course CCP has been "smart™" and given specific areas of 0.0 access to specific resources because that will cause more people to go to war over them... in short an alliance formarly known as BoB has the best resources the rest of the major alliances have pretty good stuff and the part where wars are actually fought by new alliances have pretty much nothing, causing no movement what so ever, leaving the lower ranked alliances to have to fight and commit major amounts of resources which is unsustainable due to lack of income in those areas that can still be claimed. Thus CCP will do nothing more then enforce the current political landscape freeze the current pin the current power houses down even further in their respective areas and make it even harder for new groups to try and move in to 0.0.
CCP are you guys and girls sure you want people to move to 0.0 it seems like you are doing everything in your power to just keep the status quo. Because if you really wanted to have people move into 0.0 you would have made resources shift, not just a few wormholes but also moon materials, complexes and high end ores, you would have made it possible for small alliances to generate enough income in 0.0 to be able to sustain them selfs in the fighting against the moajor power houses with the unlimited income and the nearly untoutchable industrial infrastructure... ------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |

Pottsey
Enheduanni Foundation
|
Posted - 2009.02.16 10:12:00 -
[76]
Assuming the S is to imply more the one and a single Fullerene is without the S and more then one Fullerene is Fullerenes then there is a major plot hole here. Basic Fullerene or Fullerenes when you have two or more is common throughout Eve used as superconductors and in the biotech industry. You don't need to go into Sleeper space to get it.
"Fullerene is a molecule composed entirely of carbon. It is usually spherical in shape and can be harmful to living organisms. Basic Fullerene is used as superconductors and in the biotech industry. Complex Fullerene is an advanced version of basic fullerene that only the Jovians know how to produce. It is much harder than basic fullerene and is indestructible by all conventional methods used by the other races and thus useless in the current technological environment. The force involved in breaking it into shards must have been staggering."
Now we have Fullerenes "Fullerenes are a new type of harvestable gas. "
So is Fullerene a gas or solid usually spherical in shape? Is Fullerene rare or common? If the two are different surely they should have a different name. Fullerene or Fullerenes when there is more than one is already common throughout Eve in the storyline. I already have lots of Fullerenes in my hanger.
____ Telltale sign of their presence is non-linear teleportation (www.eve-online.com/races/theodicy/Theodicy_All.pdf)
|

Rivqua
Caldari Omega Wing R.E.P.O.
|
Posted - 2009.02.16 10:18:00 -
[77]
Originally by: Ralitge boyter It sounded to good to be true a new Tech level where the smaller corps could actually take part in. In the end the following is needed for any group to stand a chance in this market. A gang/fleet to harverst NPC's A gang/fleet to hack/dig exploration sites A group of dedicated scanner A group of invention and researcher A freighter load of ISK and at least 5 or six traders A set of at least two or three POS's for reactions One or more Caldari research outposts
Groups that can field this? Yes the 0.0 alliances with a stable income and enough people to send tens of them into the w-space systems (best once spawn in their back yard of course) to collect the stuff needed. Trader alts in high sec corps will do the rest. In short CCP has made yet another tool to make the rich far richer, to give them even better abilities to hold on to their claimed space as they have access to the T3 gear first and will be able to set the price they want for these items as no one else is able to get to their sites with enough reliable man power to make a business of it.
CCP this design is just wrong it is going to do to T3 what the (rigged) BPO lotery did to T2 it is going to make very few people hold a deciding share in the market ending it up in a strangle hold where prices are dictated by what these people feel like instead of actual costs.
Now Of course CCP has been "smartÖ" and given specific areas of 0.0 access to specific resources because that will cause more people to go to war over them... in short an alliance formarly known as BoB has the best resources the rest of the major alliances have pretty good stuff and the part where wars are actually fought by new alliances have pretty much nothing, causing no movement what so ever, leaving the lower ranked alliances to have to fight and commit major amounts of resources which is unsustainable due to lack of income in those areas that can still be claimed. Thus CCP will do nothing more then enforce the current political landscape freeze the current pin the current power houses down even further in their respective areas and make it even harder for new groups to try and move in to 0.0.
CCP are you guys and girls sure you want people to move to 0.0 it seems like you are doing everything in your power to just keep the status quo. Because if you really wanted to have people move into 0.0 you would have made resources shift, not just a few wormholes but also moon materials, complexes and high end ores, you would have made it possible for small alliances to generate enough income in 0.0 to be able to sustain them selfs in the fighting against the moajor power houses with the unlimited income and the nearly untoutchable industrial infrastructure...
I don't see why any 10-man friends corp wouldn't be able to do this on a scale fitting their size? Of course they won't be able to make 100s of ships per month, but no one is expecting that. But I don't see any issues with them being able to set up the 2-3 required pos, and run them, and mean while collect the items needed and fill in the gaps by market orders?
/Riv
|
|

CCP Chronotis

|
Posted - 2009.02.16 10:38:00 -
[78]
General Information on starbase system security level anchoring restrictions
- The subsystem assembly array and experimental laboratory can be anchored anywhere
- The polymer reactor can only be anchored in 0.3 or below systems (as is the case with other reactors)
- The hybrid components can be manufactured at existing component assembly lines which includes stations in empire space
General comments on the supply/demand of resources
The quantity and types of materials will be changing considerably over the next few weeks on singularity as we gauge better the opportunity cost factors of spending time harvesting tech 3 materials against other professions and just where these ships sit in the power curves and balance the numbers.
1. There is a massive amount of wormhole space (2500 systems) with a good and open probability of most of you finding a wormhole for a wormhole op. Those systems have a lot of resources within them with a high regeneration rate. This is very similar to the rigs production as we have a widely distributed resource of salvage. There is little chance of scarcity in this sense so the price of the materials will really be dependant on how good overall Tech 3 ships are.
2. The current implementation uses a large number of different materials - this is intended so that there is a large amount of liquid trade around the materials and in the same vein as salvage and rig production where you have the materials sold on the market, then processed and manufactured by secondary and tertiary producers.
Questions on guide prices of Strategic Cruisers
Ultimately you will pay what you think the strategic cruisers are worth . Once we are past the new and shiny initial prices, the material prices will filter down from there and how much value T3 resource harvesting rates and wormhole ops will have.
However you can probably gauge yourselves how much you would be willing to pay for one and I personally would expect that price range to sit between 100-300 million for many people after the initial shiny phase is past.
Singularity testing and feedback thread
It would be good if specific feedback on the current singularity implementation and specific numbers could be kept in this thread and we keep high level concept and discussion here.
|
|

Umbriele
Gallente Natural Inventions
|
Posted - 2009.02.16 10:41:00 -
[79]
1) Make the new pos structures anchorable in high sec (0.5-0.7) or no ones will do that in low sec, only big allies will do T3 (epic fail like boosters) 2) Make the size of the gas, salvage, datacore, etc.. very small, and the polymers small too (1 mc like alchemy stuff). I cant imagine anyone entering a worhole, find the stuff, and have to go back to eve to unload just 1 unit because its too big, maybe 50 jumps away....
Those or T3 will be used as much as boosters.
|

Kaahles
n0thing Inc.
|
Posted - 2009.02.16 11:13:00 -
[80]
Originally by: Umbriele 1) Make the new pos structures anchorable in high sec (0.5-0.7) or no ones will do that in low sec, only big allies will do T3 (epic fail like boosters) 2) Make the size of the gas, salvage, datacore, etc.. very small, and the polymers small too (1 mc like alchemy stuff). I cant imagine anyone entering a worhole, find the stuff, and have to go back to eve to unload just 1 unit because its too big, maybe 50 jumps away....
Those or T3 will be used as much as boosters.
1) don't think that's gonna happen because in that point it's same game mechanic as T2 would be just "in line" with the rest of eve to put reactions into low sec. 2) If they are large enough to bring a couple of transport ships or an orca (maybe an orca like exploration based ship with the possibillity to "anchor" it at a planet/moon in the future would rock) it's not that of a issue. But we have to wait until wormholes open on sisi to get an idea of how often you've to unload and what you can bring into the systems. ----------------------------- OMG THE SKY IS FALLING! Contract me all your stuff so I can save it! |

Dracira Dracc
|
Posted - 2009.02.16 11:39:00 -
[81]
Originally by: CCP Chronotis
[yellow]Questions on guide prices of Strategic Cruisers
However you can probably gauge yourselves how much you would be willing to pay for one and I personally would expect that price range to sit between 100-300 million for many people after the initial shiny phase is past.
When i take a look at the production chain - i predict a price much higher then 300 Million per ship.
i bet 1 ISK for that :-)
|

Dracira Dracc
|
Posted - 2009.02.16 11:41:00 -
[82]
Originally by: Umbriele 1) Make the new pos structures anchorable in high sec (0.5-0.7) or no ones will do that in low sec, only big allies will do T3 (epic fail like boosters) 2) Make the size of the gas, salvage, datacore, etc.. very small, and the polymers small too (1 mc like alchemy stuff). I cant imagine anyone entering a worhole, find the stuff, and have to go back to eve to unload just 1 unit because its too big, maybe 50 jumps away....
Those or T3 will be used as much as boosters.
I agree, i think the Moon harvesting should be low sec/0.0 only - but all the reactions should be done in the Empire too...
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Davlin Lotz
Wild Cat Industries
|
Posted - 2009.02.16 11:57:00 -
[83]
Which materials (interfaces, datacores , decryptors etc) will be consumed during the manufacturing and reverse engineering process?
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Washell Olivaw
|
Posted - 2009.02.16 12:15:00 -
[84]
Originally by: Ralitge boyter In short CCP has made yet another tool to make the rich far richer,
Money makes money? OMG! Stop the presses!
It's impossible to create a system where people with established logistics, manpower and investment won't have an edge.
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
|

Washell Olivaw
|
Posted - 2009.02.16 12:17:00 -
[85]
Originally by: Dracira Dracc
Originally by: CCP Chronotis
[yellow]Questions on guide prices of Strategic Cruisers
However you can probably gauge yourselves how much you would be willing to pay for one and I personally would expect that price range to sit between 100-300 million for many people after the initial shiny phase is past.
When i take a look at the production chain - i predict a price much higher then 300 Million per ship.
i bet 1 ISK for that :-)
I predict that 6 months from now people will appeal to CCP to fix the prices because they said that cruisers would only be 100-300 million.
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
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Khan Soriano
Beyond Divinity Inc
|
Posted - 2009.02.16 12:57:00 -
[86]
Originally by: CCP Chronotis
However you can probably gauge yourselves how much you would be willing to pay for one and I personally would expect that price range to sit between 100-300 million for many people after the initial shiny phase is past.
This is a price for the whole ship (with subsystems included) or just the hull? If it's a whole ship then I guess 100m would be ok, 20-40m more than some T2 crusiers. But if it's just the hull, then the price will easily top the price for a command ship and that is not so ok ----- Arbitrator - Life & Death
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Masque Blanc
Small Gods
|
Posted - 2009.02.16 13:11:00 -
[87]
As an explorer/t2 inventor/producer, I shudder at the amount of effort this is going to take to produce.
We have 6 reactions bpcs, all at a random drop. Each bpc is going to be a limited runs so there is a good chance you will not have the right bpc to run the reaction materials you do have. So reactions will probably not be able to run 24/7 so expensive to operate as a manufacturer.
We have possibly 100 different alien artefacts (5 subsystems x 5 different ranks x 4 races) + alien artefacts for the t3 ships. These are all random drops and there is going to be a % change that reverse engineering will not work.
Each reverse engineer requires datacores and decryptors (correct race decryptor). Again random drop. Plus the interfaces which will be expensive initially.
To get together the correct components and the correct six reverse engineered bpcs (just to build the first ship) is going to be difficult. To get together extra subsystems to really use tech3 as designed is going to be very difficult.
To summarise
t3 is going to be very expensive. t2 will be more expensive as t2 inventors move to doing t3 reverse engineering. t1 will be more expensive as miners/mission runners are pulled in to doing t3 gas harvesting/ratting.
As soon as the t1 and t2 prices are high enough, t3 will rise even further as all the miners/mission runners move back to doing k-space activities.
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Deviana Sevidon
Gallente Panta-Rhei Guardian Federation
|
Posted - 2009.02.16 13:55:00 -
[88]
I hope it will be possible to compress materials from WH space with the Industrial Core of a Rorqual.
 |

Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2009.02.16 14:09:00 -
[89]
Originally by: Deviana Sevidon I hope it will be possible to compress materials from WH space with the Industrial Core of a Rorqual.
That would make sense, at least. As long as it isn't salvage or the likes... For the gases, I can see this making some sort of sense. ____________
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Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2009.02.16 14:39:00 -
[90]
Originally by: Masque Blanc To get together the correct components and the correct six reverse engineered bpcs (just to build the first ship) is going to be difficult. To get together extra subsystems to really use tech3 as designed is going to be very difficult.
Sounds really nice. So they are pushing manufacturing towards requiring a chain of supply as complex as EvE can handle.
T2 might have been hard back when there were fewer players, and same for T1. In a few years T3 will be in the same position as T2.
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Ralitge boyter
Minmatar BrightSpark Alliance
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Posted - 2009.02.16 15:01:00 -
[91]
Originally by: Washell Olivaw
Originally by: Ralitge boyter In short CCP has made yet another tool to make the rich far richer,
Money makes money? OMG! Stop the presses!
It's impossible to create a system where people with established logistics, manpower and investment won't have an edge.
It is possible to as I stated before not spawn the very best harvesting spots all in the same regions that already have the officer spawns and the highend ore and the 10/10 complexes and well pretty much everything else that is worth anything in EVE. CCP is concentrating all the wealth in highly developed area's of the game world and leaving other area's to basically just give these small area's a little extra income as these area's consume the surplus from the richest parts. CCP is making the same mistake they made before, by making a very small area with a very well established and powerful group extreamly desirable you do not create more wars you just create less of them. The strong group will get so strong that unless like what happened to BoB they are taken down from the inside they will never ever be removed from their seat of absolute power, because they can afford to always send more bigger and better troops on to the battle field.
I am not that stupid that I would not know that more ISK makes more ISK and that that will never change what I am against is that CCP didn't put the best wormholes in low sec or even in high sec, make the 0.0 power houses have to put in some effort into it. Instead CCP gave them an even stronger hold on their space.
CCP is more and more splitting the EVE community into seperate groups the 0.0 power houses that have it all and can sit on their throne without any worries about the outside world. The fools in the rest of 0.0 and low sec that hope to over throw the 0.0 power houses and always end up loosing due to an imposibility to match the war chests of these extreamly rich groups out in 0.0. And of course the low and high sec players that know that they are not going to ever stand a chance against the power houses and will simply grind their missions and chat with friends because there is not much else to do in EVE.
So not an the rich get richer, but an not again less of a reason for the power houses to worry about the outside world. ------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |

Ralitge boyter
Minmatar BrightSpark Alliance
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Posted - 2009.02.16 15:12:00 -
[92]
Originally by: Rakshasa Taisab
Originally by: Masque Blanc To get together the correct components and the correct six reverse engineered bpcs (just to build the first ship) is going to be difficult. To get together extra subsystems to really use tech3 as designed is going to be very difficult.
Sounds really nice. So they are pushing manufacturing towards requiring a chain of supply as complex as EvE can handle.
T2 might have been hard back when there were fewer players, and same for T1. In a few years T3 will be in the same position as T2.
I highly doubt that as the resources needed for T1 and T2 are a constant and can be given enough investment run to match the demand without having to rely on a uncertain supply of any material manufacturers can setup a profitable production chain. T3 is going to be like the T2 rigs, with a very uncertain supply and no chance what so ever for any one group (besides the biggest few) to provide a steady supply of goods needed for constant production. Even worse there are multiple factors of chance build in to the process of T3 resulting in an imposibble production setup as there is no way to get a steady supply of pretty much anything.
With the T2 rigs costing about ten times that of the T1 versions count on these cruisers costinf about 10 times that of the command ships. They will cost billions and even then there is no way anyone will be able to setup a reliable production line because of the fluctuating supply of raw material.
T3 = Boosters v2 (CCP should kick out the person making these game design decissions) ------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |

Haniblecter Teg
F.R.E.E. Explorer Wildly Inappropriate.
|
Posted - 2009.02.16 15:26:00 -
[93]
Edited by: Haniblecter Teg on 16/02/2009 15:26:33 I agree with the people *****ing about the whole strategic/tactical thing; they really need to be renamed tactical. ----------------- Friends Forever |

Deviana Sevidon
Gallente Panta-Rhei Guardian Federation
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Posted - 2009.02.16 15:32:00 -
[94]
The problem is with the supply. As long as there is a steady supply from Gas clouds and Sleeper parts and as long as hacking sites drop enough components, the production would work.
It depends on , whether there is enough to supply for an active market, it could work, but if there is one or even multiple bottlenecks, then T3 will become a design failure of epic proportions, just like the implementation of Rogue Drone Parts or the Booster Production.
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Vyktor Abyss
IONSTAR Curatores Veritatis Alliance
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Posted - 2009.02.16 16:13:00 -
[95]
I hope you balance it effectively so that Archeology vs. Hacking vs Salvaging professions are not massively skewed towards one or the other.
Please CCP, do keep tabs on the numbers of different sites being run over the first few months so that for example: you dont end up with 95% of people running hacking, 4% salvaging and 1% archeology because the "TIII component BPCs" are 10 times more important, useful, rare, and hence valuable than most ancient relics.
Can you also confirm there will be no infinite run "BPOs" for any parts of TIII Production? Please if it is only BPCs then do balance the runs accordingly so we're not left with millions of surplus runs of X subsystem, but badly needing runs of Y hull chassis.
Please introduce a T2 Mining frigate specifically designed for Gas Mining ASAP. You will effectively be calling on a small pool of players who would likely normally be high/low/null sec mining for ISK in very advanced mining vessels. Surely some specific (and special) mining vessal would be appropriate for Gas Mining - And initially I would suggest using T2 Mining frigats because:
i) The are low mass, hence make moving in and out of wormhole space without collapsing the entry/exit so quickly. ii) They look cool, should be cool but are completely useless in the current game. iii) Miners and Gas mining specialists will want an appropriate tool for the job rather than using a gimped battleship or whatever.
Will there be any market mechanics in Wormhole space to buy and sell the produce out there? - Please make sure there is a limited market for brave traders IN wormhole space. I personally would like to see very small "Black Market" type structures that players could anchor and base a small trading/ship re-fitting operation from WITHIN wormhole space.
This would: i) Encourage / enable people to resupply out in wormhole space whilst providing potential profit for logistic ii) Encourage / enable trade in "busy" wormhole system pockets iii) Provide possibilities for PVPer "protection racketeering" of these facilities iv) Add a dynamic "riskier" trading in wormhole space
These are just my initial thoughts and hopes. TL DR is bolded for Devs as in 3+ years of posting I've never had feedback on any ideas, comments, questions etc, so I'm beginning to believe you don't read "long" posts.
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Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2009.02.16 16:14:00 -
[96]
Originally by: Ralitge boyter I highly doubt that as the resources needed for T1 and T2 are a constant and can be given enough investment run to match the demand without having to rely on a uncertain supply of any material manufacturers can setup a profitable production chain.
That's what makes it so nice. While the T2 rig material production is way too small, the aggregated T3 material production will be large enough unless CCP messes up.
HOWEVER, what it _WON'T_ be, is that it won't be easily handled by a single entity. Even rather large ones. Thus you will end up with a lot of small to large scale suppliers of the raw materials to the markets, and other entities gather these in order to produce the required T3 items.
Just like in the real world, few manufacturers handle the whole chain from digging in the ground for raw materials up to building LCD screens.
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Komen
Gallente Aliastra
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Posted - 2009.02.16 16:50:00 -
[97]
Hmmm. So, well-financed, organized groups are going to be more proficient at T3 production than smaller, poorer, less organized groups.
And trying to do it all from one account would be very, very difficult.
CCP, you DOGS! Yet another underhanded move to get more accounts per player. I bet we see a return of the Power of Two when Apocrypha launches.
      
And now, my sig:
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.16 17:34:00 -
[98]
To be honest, I'm still thinking about the confident statements that most wormhole resources won't be solo-available due to the pain levels brought by W-space rats.
If that turns out to be true, I fear the supply crunch might be extreme. When people group up for adventure in EVE, they want to fight. A small gang gears up to go wormholing (sounds obscene), who's going to volunteer to fly the ship with five gas harvesters high?
Sure, enough ISK and it will happen. But judging by existing game mechanics (think low-sec mining), the ISK value has to be extreme or it won't happen. This, to me, suggests that it's going to take a very high price point on all the components to get them on the market in volume, making the final product really really expensive.
How good does a Strategic Cruiser have to BE if it turns out to cost 300 million ISK? I haven't heard any rumors from SISI suggesting they will be that awesome.
Of course I'm waiting for more info and testing, I remain hopeful, etc; I'm not one of these people who tells CCP their stuff is broken before I even see it. But I'm having a real hard time wrapping my head around how this is going to come together successfully in anything but the most miniscule quantities. ------------------ Ironfleet.com |

Harisdrop
Gallente Fat J Mostly Harmless
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Posted - 2009.02.16 17:53:00 -
[99]
As long as NPC corp members are not allowed to use POS I am good.
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Aethrwolf
Caldari
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Posted - 2009.02.16 18:10:00 -
[100]
Originally by: vvizard NOR
Originally by: Aydjile can you please explain why they called "strategic" and not "tactical"?
here wiki -
Military tactics (Greek: Taktikē, the art of organizing an army) are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics.
and here too -
strategy is a plan of action designed to achieve a particular goal.
Strategy is profoundly different from tactics. In military terms, tactics is concerned with the conduct of an engagement while strategy is concerned with how different engagements are linked. In other words, how a battle is fought is a matter of tactics: whether it should be fought at all is a matter of strategy.
Strategy is relevant to many areas of life, from getting the right date for the school disco to running a business. For example, the goal of a company may be to increase profits: the strategy chosen might be to undertake an advertising campaign; invest in a new computer system; or adjust pricing.
From my experience (some years in active military duty) I tend to sum up the whole strategic/tactical discussion like this, when trying to explain military strategy/tactics to other people in the military:
"Strategic decisions are long-term decisions, taken by generals or politicians, and might change the outcome of a war. Tactical decisions are short-term decisions taken by various brigade, battalion, company, platoon and squad leaders (or by the private rifleman himself), and might change weather you and the guys next to you survive this battle or not.
Deciding what toys (hardware) you send into war is a strategic decision. Deciding how you actually use them during battle is a tactical decision for commanders lower on the food chain.
I would simply say that T3 cruisers can be said to have a "strategic" effect if one alliance is able to produce them on a much larger scale than their opponents, and in turn give that alliance a weapon the enemy cant find an effective counter against.
On the other hand, they could have a "tactical effect" by being warped into the middle of a battle, and securing a victory for one of the sides, because the opposing force wasn't prepared to fight against them.
Which one it will be, only time will tell I guess.
My perception of strategy vs. tactical decisions is a "dumbed down" version I've just found easy for people to grasp. Military experts are calling this a "grunt explanation".
or to put it even simpler.. tactical errors screw you NOW, strategic errors screw you now AND later
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Valrandir
Gallente Blood Inquisition
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Posted - 2009.02.16 19:32:00 -
[101]
Originally by: Laszlo Ozawa
Originally by: Pattern Clarc Are the ore minerals and gas required to produce polymeres unique to w-space?
how does a person without rudimentary reading comprehension skills get elected to the csm?
Using Democracy ; )
This has surpassed the Yarrdware specification and has been dubbed Uberware. |

Carniflex
Caldari StarHunt Systematic-Chaos
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Posted - 2009.02.16 19:34:00 -
[102]
Originally by: iudex Ok this sounds nice, but will there be Tech 3 battleship hulls as well ? I don't like small ships, my ego doesn't fit in a ship smaller than a battlecruiser. Any chance there will be some big Tech 3 stuff in future ?
I have same question ringing in my ears, as cruiser size hulls are perhaps reasonable for level 3 missions if pimped hard enough, but level 4 would kinda ask at least battlecruiser sized. That is unless I can do something stupiduber in cruiser size like 8 missile hislots with rof and damage bonus and enough mids for tank (say - 4 slots to 5 slots) and at least 3 lows for BCU's.
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Crode
Minmatar
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Posted - 2009.02.16 20:02:00 -
[103]
I don't care if I ever get to fly one of these overly expensive cruisers but being able to get in on some of the mining would be nice. The only problem I see is this: Who in their right mind would fly any mining ship into a wormhole and expect to not loose their ship.
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Strom Nekth
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Posted - 2009.02.17 01:41:00 -
[104]
Originally by: CCP Dropbear
Originally by: Pattern Clarc
Originally by: CCP Dropbear Thought this may help people wrap their heads around the process.
Diagram of Tech III Production
It's missing ore minerals.
And are there going to be new w-space specific ore's??
It does actually mention the involvement of minerals during the polymer reaction. I didn't chart it in as there are numerous sources for them and acquiring minerals is a process people are already familiar with.
As for the other question. I haven't seen any new w-space specific ores in the design and I'm very confident that the only new "harvestable materials" are the fullerites to be found in gas clouds. I don't work in design, however, so I can't state that definitively. I'll leave it to Chronotis et al to field those kinds of questions, I just wanted to drop in with that diagram. 
Does that mean that there aren't going to be gravimetric sites in W-Space? If there are no new mineable minerals and you face formidable mining challenges (wormhole transport limitations, super-tough npc spawns, hauling distance from random wormhole exit to market, risk of being trapped in W-Space) then it seems as though there'd be very little motivation to do conventional mining in W-Space?
I.e. Same isk reward as now for more risk and more time investment.
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roq deelim
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Posted - 2009.02.17 01:55:00 -
[105]
it's pretty simple.. its all about fun & profit. if you need 5 people to work together for about a day to get one t3 cruiser, there is no way this thing will be available @ 150m. go for current marauder prices.. i'm producing rigs on a large scale...just imagine the step in availibility and cost for t2 rig salvage parts and bpc...i think its nothing compared to the efforts of "collecting" everything needed for a t3 ship... lets say scaning down a wormhole is a piece of cake, one person can do this..but how much time and how many ppl do you need to have a chance of killing sleepers, salvaging materials and hacking containers and stuff...and even then you need the polymer reaction stuf...bla bla bla... to me it reads ridiculously difficult to acomplish in a small high sec corp without a ton of isk...
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bigbillthaboss2
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Posted - 2009.02.17 03:47:00 -
[106]
What skills are we looking at to harvest these gases and produce the polymers, already established gas mining skills or newer ones?
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Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2009.02.17 07:16:00 -
[107]
Originally by: Carniflex I have same question ringing in my ears, as cruiser size hulls are perhaps reasonable for level 3 missions if pimped hard enough, but level 4 would kinda ask at least battlecruiser sized. That is unless I can do something stupiduber in cruiser size like 8 missile hislots with rof and damage bonus and enough mids for tank (say - 4 slots to 5 slots) and at least 3 lows for BCU's.
Tell that to people who solo lvl 4 missions and the really difficult escalation sites using nothing but a cruiser-hulled cerb.
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Carniflex
Caldari StarHunt Systematic-Chaos
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Posted - 2009.02.17 08:59:00 -
[108]
Originally by: Rakshasa Taisab
Originally by: Carniflex I have same question ringing in my ears, as cruiser size hulls are perhaps reasonable for level 3 missions if pimped hard enough, but level 4 would kinda ask at least battlecruiser sized. That is unless I can do something stupiduber in cruiser size like 8 missile hislots with rof and damage bonus and enough mids for tank (say - 4 slots to 5 slots) and at least 3 lows for BCU's.
Tell that to people who solo lvl 4 missions and the really difficult escalation sites using nothing but a cruiser-hulled cerb.
Well, you can do most of them even in Hawk if you put your mind into it. However I would not consider this to be effective approach as I do missions to get isk for my 'fun' part of game. Missions are just my form of iskgrind. For Tech 3 to be 'worth it' for it they would need to offer me faster mission completion time (at least in some missions) than my current platforms a Golem, CNR and latest addition to my missionrunning fleet - Nightmare.
It is somewhat unlikely, that cruiser size hull can do that unless one can pimp it to stupiduber levels, where they can outperform Nighthawk (T2 Battlecruiser).
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Luna Nilaya
Blood Works Inc. Circle-Of-Two
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Posted - 2009.02.17 09:39:00 -
[109]
I wonder how expensive these things are going to be. Even HAC prices are getting out of hand once again, so I doubt I'll be flying these any time soon. -
Installing premium content... Deleting file: \boot.ini |

Red 7
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Posted - 2009.02.17 12:57:00 -
[110]
Originally by: Luna Nilaya I wonder how expensive these things are going to be. Even HAC prices are getting out of hand once again, so I doubt I'll be flying these any time soon.
Best info: http://oldforums.eveonline.com/?a=topic&threadID=999792&page=3#78
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Zex Maxwell
Caldari
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Posted - 2009.02.17 13:47:00 -
[111]
Edited by: Zex Maxwell on 17/02/2009 13:48:09 the salvage/hacking sites, what level of difficulty are the rats at? do we fly in a BC or BS to tank them?
Can they be completed by one person or a group of 3?
(I never found a Wormhole yet, in Sisi, so I don't know what the sites are like.)
---
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Red 7
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Posted - 2009.02.17 14:11:00 -
[112]
Edited by: Red 7 on 17/02/2009 14:12:05
Originally by: Zex Maxwell Edited by: Zex Maxwell on 17/02/2009 13:48:09 the salvage/hacking sites, what level of difficulty are the rats at? do we fly in a BC or BS to tank them?
Can they be completed by one person or a group of 3?
(I never found a Wormhole yet, in Sisi, so I don't know what the sites are like.)
The Sleeper threads will have more information than this, the T3 construction thread (or the forum mods will spank).
But in summary: NPC's in the "easier" or "less rich" W-Space systems should be soloable which doesn't mean they will be easy :)
Sleepers (the ones the devs in system said are more realistic) in FD- on SISI they are very doable in BS's - not tried BC's yet but I would imagine this would work also (depending on tank, skills, etc). As to how tough the NPC's will be in the exploration sites - it depends on the "toughness" of the site. On the NPC AI thread there was talk by the devs about the NPC's coming in 2's (pardon the pun). Last I read you should expect an NPC spawn to take approx 20 mins to kill. Sleepers appear to do split dmg (2 dmg types at the same time) - login to SISI and checkout the Sleeper faction ammo.
More complex Sleeper spawns will require a group to take out & it appears that Sleepers share target information - which means aggro can & will suddenly switch. Until the WH's are working on SISI - it's hard to know for sure about the complexity or toughness of the exploration sites which are part of the T3 production process.
The biggest issue with the T3 production so far, from what I can see, is that you can make all the reactions, reverse engineering, parts and subsystems in W-Space - but you can't actually construct a ship. You'll have to haul the parts back into K-Space and use a station to complete a ship. Painful for those that would like to get lost exploring in W-Space.
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Letrange
Minmatar Mobile Alcohol Processing Units United Freemen Alliance
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Posted - 2009.02.17 20:03:00 -
[113]
Data Interfaces
Will the wormhole site cans actually have the Hybrid Data Interfaces? or will it be some "stuff" and Hybrid Data Interfaces BPCs like it is for the T2 Data Interfaces?
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Sidrat Flush
Caldari Life is Experience Rally Against Evil
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Posted - 2009.02.18 00:11:00 -
[114]
Edited by: Sidrat Flush on 18/02/2009 00:11:40 With the up coming patch it would be a great idea to allow reactions and advanced reactions in Empire space. Well 0.7 and below at least.
I THINK I understand why it's done the way you did, but how many characters have actually SEEN a gas cloud? I MAY have the skill to use a gas harvester, but to my knowledge I haven't seen one.
The stories make some sense kinda, although different minerals would have been easier on the little grey cells.
Have you made T3 production complicated and expensive on purpose?
EDIT: This is a gut reaction post. -------------------------- Life is about memories the more the better.
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Celia Therone
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Posted - 2009.02.18 00:39:00 -
[115]
Originally by: Sidrat Flush I THINK I understand why it's done the way you did, but how many characters have actually SEEN a gas cloud? I MAY have the skill to use a gas harvester, but to my knowledge I haven't seen one.
Gas clouds are in ladar exploration sites. I saw one last night in low sec (close to a 0.0 border). You actually have to deliberately set out to find gas clouds with a character that has decent exploration skills and if you don't have the gas harvesting skill then there's no reason to do so. I didn't bother to scan that site down, for example, but I did scan down two other sites in the same system and completed them so I could probably have got the ladar too if I'd cared.
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AonChilo
The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2009.02.18 01:52:00 -
[116]
The "Strategic Cruiser" thing sounds very nice. I am sure many players will see it as a nice addition to Eve. Well done!
I will admit for me personally, I probably will never really get into it though. As an older player, my RL time is a little more precious. I cannot spend too much RL time to dwell into ever more complicated ship setups, production methods, and so forth. I live in 0.0 and 9 out of 10 times, I fly the same 3 or 4 ships for PVP and PVE. I try to keep my gaming simple.
But honestly, I really do think its still cool. If people can reconfigure, redesign, refit or even bend their ships into a pretzel to maximize some potential out of it, then more power to them. I suppose it is pretty nifty and I hope it makes the game more interesting for people...
Cheers! 
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Zsprinkler
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Posted - 2009.02.18 06:01:00 -
[117]
sounds like more lowsec bull**** bingo. screw anyone who wants to not play/fly in the fraktastic lag of alliance ****.
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Clansworth
Blackwater USA Inc.
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Posted - 2009.02.18 13:40:00 -
[118]
Originally by: Red 7 The biggest issue with the T3 production so far, from what I can see, is that you can make all the reactions, reverse engineering, parts and subsystems in W-Space - but you can't actually construct a ship. You'll have to haul the parts back into K-Space and use a station to complete a ship. Painful for those that would like to get lost exploring in W-Space.
Is this true? What is the method for assembling the ships? I had assumed that since it was basically a hull, with the extra components added through the new fitting interface, that it could be assembled at a POS based (or even cap ship based) SMA. Obviously, haven't tried it yet though.
System Influence |
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CCP Chronotis

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Posted - 2009.02.18 13:48:00 -
[119]
Thanks for the feedback so far!
The production chain was updated to reduce essentially the total effort required to build a complete strategic cruiser and can be tested in the latest singularity build (80418). Feedback and comments would be appreciated in the game development feedback thread here. The concept of the three stage process is unchanged but the number of different materials required at the three stages has been reduced.
The answer some specific questions here:
Will the component and subsystem/hull blueprints all be copies?
Yes, component blueprints are found in the profession sites so will be in constant demand. The subsystem and hull blueprints are reverse engineered from ancient relics. The polymer reactions however are seeded on the market along with the necessary structures.
With the focus on gas cloud harvesting and mini professions - will it get some love?
Yes, some minor changes are happening in Apocrypha. The gas cloud harvester blueprint will be seeded on the market and in addition the Tech II versions of the salvager, codebreaker, analyzer and gas cloud harvester have been added and can be invented.
In the future beyond Apocrypha 1.0, we are looking at the gas cloud harvesting mechanic, possibly repurposing the procurer to have a gas cloud harvesting bonus and the current bonus of the gas cloud harvesting skill.
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Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2009.02.18 16:55:00 -
[120]
Originally by: CCP Chronotis In the future beyond Apocrypha 1.0, we are looking at the gas cloud harvesting mechanic, possibly repurposing the procurer to have a gas cloud harvesting bonus and the current bonus of the gas cloud harvesting skill.
You really think anyone's going to bring a procurer to w-space, even with a bonus?
If you go so far as giving a ship gas harvesting bonus, then give us something _USEFUL_. Like a well-tanked T2 hull capable of surviving in w-space.
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Clansworth
Blackwater USA Inc.
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Posted - 2009.02.18 18:42:00 -
[121]
If the procurer is sufficiently good at gas harvesting, it WILL be brought into W-Space. Obviously not alone, but I would wager that solo vaunts into W-Space would be quite tiresome anyways. Awful lot of nothingness out there to be all alone in.
System Influence |

Glarion Garnier
Federal Defence Union
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Posted - 2009.02.18 20:15:00 -
[122]
Id expect first t3 ships price tag is around 1 - 2.5 bil per ship. then they will settle around 500-800 mil later on.
could be that I'm wrong. :P It's gonna be sci-fi funny how much there is those worm holes       _________________________________ -be vary of the men behind the curtain-
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wert668
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Posted - 2009.02.19 03:23:00 -
[123]
Isn't good time for yield capital mining ships? With lvl5 mining missions? Capital ships mining for capital ships yey babe. 
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Susung
Alt Anti-defamation League
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Posted - 2009.02.20 02:30:00 -
[124]
Great system! nice! I like everything.
On a bigger note I think ALL reactions ought to be allowed everywhere regardless. It just makes sense that the industry should be in empire.
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Mestoth
Minmatar Ars ex Discordia GoonSwarm
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Posted - 2009.02.20 12:17:00 -
[125]
Can we PLEASE make the T3 Icon a different Colour (How about horrid fluro Green or something as equally bright BUT VISUALLY different to the T2 Gold. the current "sisi shots" are annoying becuase having a bunch of t2 and t3 stuff is annoying.
Its a minor graphical change, and will prevent the stupidity of trying to figure out which is which, ala BPO versus BPC.
You recently managed to (FINALLY) differentate Warp Scrams and Disruptors with slightly different colours, PLease keep up this good system!
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Brock Nelson
Caldari Flux Technologies Inc
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Posted - 2009.02.20 23:38:00 -
[126]
I don't know if this idea has been mentioned before or not but I remember that when CCP had made info about 3D char public, they had once mentioned something about war room in which information about battles and warfare would come to the central room. I was wondering if Strategic cruisers would be an idea ship for these type of environment.
Blueprint Store |

Enaii Sharpblood
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Posted - 2009.02.24 18:02:00 -
[127]
loose a t3 ship...loose SP's!!!...oHnOeS
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Constantinus Maximus
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Posted - 2009.02.25 01:23:00 -
[128]
Yay... Just boring, massively expensive, T3 rigs....
What happened to modular ships?
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Constantinus Maximus
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Posted - 2009.02.25 01:29:00 -
[129]
Edited by: Constantinus Maximus on 25/02/2009 01:29:02 Wow what a complete waste of time. A new CNR for GTC noobs to buy and then sit outside stations in empire showing off.
Dropping this upgrade and instead spend the time improve the evemail interface would be a better.
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Knor Yvester
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Posted - 2009.02.27 08:07:00 -
[130]
With new BPO's /BPC's coming into the game I hope that NPC stations get a whole lot more lines for PE,ME,Copying,Manufacturing, and Invention. There are tons of players who cannot do any of the Industrial stuff since the majority of the lines stay full. Most also have 30 day plus wait times
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Suicidal Strangeone
Minmatar Sebiestor tribe
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Posted - 2009.03.02 17:54:00 -
[131]
Originally by: CCP Chronotis Thanks for the feedback so far! <snipage> In the future beyond Apocrypha 1.0, we are looking at the gas cloud harvesting mechanic, possibly repurposing the procurer to have a gas cloud harvesting bonus and the current bonus of the gas cloud harvesting skill.
o.O, you mean the Procurer will have more use than being a component in manufacturing Skiffs? Woah, slow down, you're making my head spin...
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Redhots
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Posted - 2009.03.04 05:15:00 -
[132]
Edited by: Redhots on 04/03/2009 05:17:12 Not sure if it got posted here or elsewhere, but will there be new ship assembly arrays for T3 ships?
Bleh! found it in the middle of the blog. How about anchoring requirements, ie power and cpu useage.
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Mang0o
Caldari coracao ardente Triumvirate.
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Posted - 2009.03.04 21:00:00 -
[133]

I love you Mang0o, take a guess why -Eris |

Looting slaver
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Posted - 2009.03.07 02:41:00 -
[134]
To me what has been said about alliances running T3 production is gonna be totally true.
The way I read it says that if the worm hole collapses u are gonna need a scanner to find an exit from the space (maybe if it collapses u get bounced back to normal space "somewhere") but that the exit could be anywhere in current eve universe...
For a small empire corp this is gonna prove pretty much impossible to do. Go into a wormhole with e.g. ship loosing a high slot to carry a probe launcher...ship to mine as u do not know what is there...a ship to haul...a ship to help tank/kill the sleeper npc's....OK so minimum 3 ships most likely 4 needed...
I do not see where is says wormholes will appear. Same as normal exploration? equivalent 1/10 site to 4/10 (or 5/10 occasionally) in high sec and the materials etc found in those sites being the same lower quality as current exploration or will any wormhole no matter where it appears give the same chance of dropping all required items as those that will spawn in a -1.0 (held and defended to the death by big alliance) site?
I have not tried to get on Sisi to find out myself..limited enough in how long I get online to do that at the moment. |

LT Stinger
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Posted - 2009.03.10 16:53:00 -
[135]
like everything else you have made all this to confusing too hard and tottaly unreachable for most players good one
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Raven Drake
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Posted - 2009.03.10 17:53:00 -
[136]
I don't know what You'll do, but I'm naming my POS 'Deep Space Nine' ;)
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dathoran
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Posted - 2009.03.23 20:21:00 -
[137]
Originally by: Knor Yvester With new BPO's /BPC's coming into the game I hope that NPC stations get a whole lot more lines for PE,ME,Copying,Manufacturing, and Invention. There are tons of players who cannot do any of the Industrial stuff since the majority of the lines stay full. Most also have 30 day plus wait times
you do know there is a fix to that problem.... put up your own high sec POS.... my corp and i did it in caldari space and the only thing i have to wait on is for my invention or coping to finish... and if i dont want to wait i just turn on another one of our advanced labs.... dont wait for the npc stations... its not worth the time Dath
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