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Topics - Rubino

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32
EVE Online / Tactical Environments: *gulps*
« on: February 26, 2009, 12:12:10 AM »
Yikes : http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1008309

Quote
CCP Oneiromancer Is the dev in question.

The sstem in question is being affected by a black hole, however due to issues in the art department, they have not been added to game.

they are several types of systems such as double suns black holes and in system nebula.

anyways, the w-sys that connected to FD- yesterday has some weird properties:

Quote
- mass is doubled on everything. even added speed booster weight. drones' navigation is most confused aswell; perma MWDing and stuff
- base speed is... doubled i believe aswell.
- drone contral range for me was 28.5km 8[
- an apoc complained about reduced optimal (i'm assuming half otimal aswell)
- a vaga complained about 10km falloff w/ barrage

33
EVE Online / New Mining Laser effects
« on: February 23, 2009, 05:35:03 PM »
Somebody posted a screen capture of how the new mining effects look:


34
EVE Online / W-Space: SISI Today
« on: February 23, 2009, 04:15:09 PM »
CCP are setting up some W-Space encounters today after the DT @ 5pm.
If you're interested in joining a decent fleet - join up as soon as the server is up.

35
EVE Online / Dev Blog on the New AI
« on: February 23, 2009, 12:57:45 PM »
Just out: http://www.eveonline.com/devblog.asp?a=blog&bid=636

Quote
Hi! I am CCP Incognito, and I'm a member of Team Epic. We have been working for the last few weeks implementing a "new" AI for wormhole NPCs.

Team Epic is:

    * CCP Gangleri,  CCP Oneiromancer - Quality Assurance
    * CCP GingerDude, CCP Incognito - Software Engineering
    * CCP Ytterbium - Design
    * CCP Zulupark - Production

Let's have some history first. When Team Epic started working on improving EVE's AI, it was as dumb as a brick that had been on a three-week bender. The AI followed a very basic set of rules:

   1. See target.
   2. Orbit target.
   3. Shoot target.
   4. If target dies then pick a new target and go back to step 1.

The above is a very simplified description, but it is close to what actually happens. This was the best that could be done at the time it was implemented. Remember: we are going as far back as the launch of EVE. The manpower and knowledge was vastly different then, and we were crunching like mad to launch the game. Since then there have always been bigger things to fix, but now we have come around to bringing the AI up to spec.

First of all, what I am going to describe is going to worry a lot of people, so DON'T PANIC!

We are not going to change 80% of the NPCs in the game. Your faction-fit Navy XXXX is still going to allow you to run LV 4 missions solo. We haven't changed the NPCs that spawn in belts, nor in any of the classic dungeons, but that may change in future iterations (post-Apocrypha).

So again DON'T PANIC!

One of goals we have worked towards is making PvE combat more like PvP combat.  This has a few benefits. First, new players get a taste of what PvP is like while still doing PvE encounters. Second, they will have ship fittings that are more suited towards PvP, which means that when the victi... um, player gets jumped by another player he has a fitting that will allow him to fight back effectively, or at least run away. Lastly, it will make for more engaging combat that is both dynamic and feels alive.

Wormhole NPCs are meant to be scary and, as such, needed an AI that could demonstrate that. Without going into hard numbers, the new NPCs have very high damage output and incredible resists. That alone makes them harder but it wasn't enough...

We have made some of the NPCs repair each other. Yes, you read that correctly. NPCs may be spider tanking, but not all of them will. No. I am not going to give numbers or percentages; you get to figure that out on your own.

We then looked at the tunnel vision that the NPC have today, where they focus on only one player. We decided to give NPCs the ability to multi-target players. We are still going to have all of its guns and missiles on a primary target, but now we can have the NPC use its remote repairer on a damaged comrade, or it might just ECM a player that has been remote assisting the primary target.

Hmm. Is that enough?

One of the things we disliked about the current AI system is that the first player ship in range of a NPC squad would become the focus of the attacks for the entire squad. The squad would never deviate from that attack pattern. We have changed this as well. When an encounter starts, the NPC will individually evaluate what is known of the opponent and target the appropriate opponent. As the fight evolves, the NPC will watch what players are doing and, based on several criteria, will decide if some or all of the NPCs should change their targets. 

In very basic terms: modules and weapons generate threat; as the threat goes up and down the NPCs will change targets and allocate secondary targets.

Hmm. Do we have enough to make players weep at their computers?

We have also added evasive maneuvering for some NPCs. This gives them a much higher survival rate when approaching targets. The old NPCs would come straight towards their target and orbit. This gave the player's gunners the most optimal firing solution.

"The new NPCs may optimize their approach to maximize transversal in order to avoid to be instantly destroyed by player volleys." - CCP Ytterbium

This means that NPCs will take longer to arrive at orbit distance, but they will have a high transversal velocity the whole way in. It also looks bloody cool!

We still have a couple of weeks to go until we are feature complete on the AI, and there are a couple of features that we want to get in as well. Only time will tell if we get these last features done for this release or the next. I guess it is good to leave everybody wondering what will be there.

- CCP  Incognito, and Team Epic.

36
EVE Online / Scanning Helper
« on: February 23, 2009, 12:36:33 PM »
Moonwych has created an excel spreadsheet to help with scanning in the M10 expansion.
Essentially you configure a few cells with your skills (hints provided) and it'll tell you what strength you can expect - those cells highlighted in the sheet are known WH strengths.




37
EVE Online / Leadership: Gang Bonuses
« on: February 23, 2009, 11:10:42 AM »
We should pull together who has what of any note to maximise bonuses to gangs & to save the Q&A when setting up a gang:

Red:
Leadership: 5
Wing Command (WC): 2

Armoured Warfare (AW): 4
Information Warefare (IW): 4
Siege Warfare (SIW): 4
Skirmish Warfare: (SKW): 4

(listed for completness)
Armoured Warfare Specialist (AW:S): 0
Information Warefare (IW:S): 0
Siege Warfare (SIW:S): 0
Skirmish Warfare: (SKW:S): 0

Mining Foreman (MF): 5
Mining Director (MD): 3

I've left off the Warfare Link Specialist as it only comes into play if you have the Gang Modules fitted & active.

My current plan is to finish some missile skills before turning my attention to Command Ships.

Edit: Updated to reflect new levels gained.

38
EVE Online / Fuel Bays for all Jump Capable ships!
« on: February 22, 2009, 03:03:33 AM »
From: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1002183&page=2#39

Quote
The addition of fuel bays to jump capable ships is something that we still want to pursue. Unfortunately they did not make the feature cut for Apocrypha. That does not mean they will not show up in the near future, but they will not be included with the coming expansion.

Very handy!

39
EVE Online / Chimera Setup
« on: February 19, 2009, 04:51:49 PM »
I don't really want this generally available - so it's here for any comments.

The smartie is sometimes swapped out for a cloak.

EHP: 1.034M
Defence: 4080
Resistances: 70-80% accross the board
Cap: Stable at 49% with everything running

[Chimera]
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II

Cap Recharger II
Cap Recharger II
Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II
Capital Shield Booster I
'Stalwart' I Particle Field Magnifier

Large EMP Smartbomb I
Drone Control Unit I
Drone Control Unit I
Drone Control Unit I
Drone Control Unit I

Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I

Templar x4
Firbolg x4
Einherji x4
Dragonfly x2

40
EVE Online / Wormholes...
« on: February 18, 2009, 02:31:39 PM »

41
EVE Online / Myrmidon: Tank & Drone fit
« on: February 16, 2009, 12:08:06 PM »
I've been playing about looking at unusual fits for the Myrmidon.
The general idea is to tank dps, let sentries/drones do their things and to provide some extra tackle.

This is what I have so far (EHP: 53k) :

[Myrmidon, ShieldT/Drone Myrmidon]
Damage Control II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Invulnerability Field II
Invulnerability Field II
10MN MicroWarpdrive I
Warp Scrambler II
Large Shield Extender II

E50 Prototype Energy Vampire
E50 Prototype Energy Vampire
50W Infectious Power System Malfunction
[empty high slot]
Drone Link Augmentor I
Drone Link Augmentor I

Core Defence Field Extender I
Core Defence Field Purger I
Core Defence Field Purger I

With Sentries it dishes out around 124 dps (no reload lag) with a range of 70k & the vamps/neuts drop around 240 cap/cycle.
The drone link augs are for the 2nd set of drones and give you around an 80k control range on the drones.

Regarding drones it fits nicely: 3x sentries, 5 x Med Scout & 5xTP-300's - giving it some use in a mixed gang.
The main issue is that the ship itself contains no DPS without the drone - sacrificing DPS for Drain/Neut.

Sheild Recharge is around 170s with the rigs (but the increased cost) - or you can save yourself 30m and have a shield recharge rate of 266s (1.5 mins longer).

42
EVE Online / Renting Space: Options
« on: February 15, 2009, 12:15:14 PM »
Let's take a poke at this topic.
What do you think?  Having 0.0 access would be handy for around patch time - as it's been suggested that 0.0 WH's will provide richer playgrounds.

TCF appear to be setup to allow corps access to their space and they hold a good chunk of ground.

43
EVE Online / Support Sov Changes
« on: February 11, 2009, 01:00:24 PM »
Somebody has proposed to the CSM a feudal based change to SOV here: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=991742

Reply to the topic and give it a thumbs up if you like it.

44
EVE Online / Alliance - Atlas
« on: February 09, 2009, 01:45:34 PM »
They look pretty decent, their KB is active with nice kill/loss ratio and they hold some space in 0.0.
They have an outpost and while they hold only 4 systems - they're in a nice position to move north into the old Goon space.

KB: http://www.atlas-alliance.com/killboard/?a=alliance_detail&all_id=462
DotLan: http://evemaps.dotlan.net/alliance/Atlas_Alliance

45
EVE Online / Alliance - Paradigm Shift
« on: February 09, 2009, 11:41:00 AM »
They're pretty small - maybe too small (a couple of hundred members) but they look pretty organised.

Forum Thread: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=970344

Quote
The Paradigm Shift <PSA> is an alliance based in the Stain region. Our primary occupation is PvP. The Alliance was started by the Red Core Faction, a corporation of 5 years. It is our aim to develop a closely knit community of like minded corporations that have a genuine and direct influence in the alliances direction in a fair and measurable way. We are now seeking those like minded corporations.

Website: http://www.eve-psa.com/
Killboard: http://www.eve-psa.com/kb/?a=alliance_detail

Low efficiency on the KB stats - around 45% on the ISK ration but 56% on the ship kill/loss ratio.

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