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Topics - Rubino

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46
EVE Online / M10 Patch: Features to Explore
« on: February 07, 2009, 11:09:51 AM »
Hi Guys,

With the SISI M10 expansion patch about the be applied - what functional areas need to be explored and documented?
The more information we can gather up-front - to better we'll be able to hit the ground running when it goes live.

What follows is an inital list of features - if the owners of those areas (Constantine -> Explorer & Producer in Chief; Akamine -> Lead Miner) could organise and expand then into something more detailed and cohesive - it would help direct investigation and feedback.

  • Probing (WH, Exploration sites, Ships, modules and ammo)
  • WH (finding, K-SPace: Sec-status -> WH "richness", W-Space WH's - frequency of K-Space & W-Space WH's, Mass & Times, affecting WH's (can they be closed down easily))
  • Char creation (what's changed, what's new)
  • Skill Queues
  • W-Space (general informaition not covered by the specific topics below)
  • W-Space NPCs (finding, difficulty, loot drops, salvaging).  The new AI is supposed to make the NPC's more interactive and deadly.  They will switch targets and employ different techniques against you.  Current information suggests that you'll meet a max of 2 at a time but will be approx equiv to fighting 10-12 ships and will take around 20 mins per spawn.
  • W-Space Navigation & Logistics
  • W-Space Resources (Moons, Asteroids  number of, volume, types, system types, general size, etc) - while generally every moon has all resources on SISI - let's check if W-Space is different.
  • W-Space Gas/cloud mining - skills, volume, POS module, etc
  • W-Space Complexes (How & What of finding, what was found (incl any NPC's there or other types of interaction), loot, etc)
  • Tech 3 - Finding - (What, where, how)
  • Tech 3 - Using
  • Tech 3 - Invention
  • Missions (Storyline arcs, changes, etc)
  • General (Graphics changes, effects, etc)
  • Skills - What's new & what should be focussed on between now and release
  • Existing content: Notice something that's changed to existing ships, weapons, ammo, content? 

Feel free to add things that I've missed and I'll update the post - any and all information, thoughts and ideas encouraged (pics, movies, text)!

47
EVE Online / CCP Fishcam
« on: February 06, 2009, 04:40:24 PM »

48
EVE Online / Breaking News: Looks like SISI is being patched
« on: February 06, 2009, 04:19:48 PM »
Just checked it out (no I don't do it every hour but...) and it was showing the version as being 6.10.77718
It's likely to be up and down a lot until they finish - but looks like the M10 patch could be available soon.

49
EVE Online / Interesting Stats Re:Mineral Sources
« on: February 05, 2009, 02:38:16 PM »
This link contains an interesting post containing the source of minerals by mineral type and covers Asteroids, Loot and the drone regions for September 2008: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=989786&page=2#46

50
EVE Online / Alliance - Ethereal Dawn
« on: February 04, 2009, 07:56:36 PM »
As an alternative I've been looking into Ethereal Dawn.
I have a contact there some way into their management structure.  I've generally asked if they are accepting corps and she's said she would vouch for us - and said to mention that we're into Cap Construction.

They have some sov systems just north and a little west of their main base of operations that border the drone regions.

I'll gather the info on them and update here.

51
EVE Online / Images Leaked: Wormholes
« on: February 04, 2009, 12:34:20 PM »


"Damn, this one is camped"

52
EVE Online / Eve Wiki & Tech 3
« on: February 04, 2009, 12:19:56 PM »
Stumbled over a passage on the Eve Wiki about the M10 expansion and tech 3 (here: http://wiki.eveonline.com/wiki/Apocrypha):

Quote
The fabric of space itself will be transformed as vast, unpredictable wormholes open to connect previously unexplored regions of the universe to the stars of New Eden. The seeds of advanced new technology await inside of these cosmic anomalies for those brave enough to explore them. This infusion of technology will enable production of the most dynamic vessels ever – Tech 3 modular ships with an astounding amount of customizability that can fill any role from skirmish muscle to industrial support.

Highlighted the interesting part.

There's a decent page on the Eve Wiki about wormholes also (put together by somebody at ISD) here: http://wiki.eveonline.com/wiki/Unstable_wormholes

53
EVE Online / Possible Char Renames coming with Ambulation
« on: February 04, 2009, 11:46:30 AM »
From: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=931949&page=3#68

Quote:
Quote
So what you guys want is a chance to take all your skillpoints and history of a character but move it into another body and maybe change the name too?

Would it be acceptable if you could only do this once after WiS is released, for a fee even?

We never wanted to go down this road because it´s immersion breaking, people can hide their history (usually a bad history) and it´s a huge hassle for us because it probably has to be done manually for each avatar.

On the other hand it seems to be the number 1 request of people desperately wanting to change sexes when WiS hits so it´s something at least I´ll keep in mind.

Can´t promise anything though so don´t get your hopes up.

Could be anything from redesigning your avatar (and possibly the associated portrait) to what, in essence is, renaming your char.

Edit: forgot that Ambulation isn't in M10 :s

54
EVE Online / Ambulation (walking in stations): Tactical Map
« on: February 04, 2009, 11:33:51 AM »
Just found this and it reminded me of a conversation in eve the other night: http://myeve.eve-online.com/devblog.asp?a=blog&bid=504

There was also some chat about WiS being available in a few stations - found this: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=490722&page=51#1530 a recent dev post that implies it might be more general.

Quote
When was it said, where and by who? I remember a time when we were unsure if every station would have WiS but this could be a looong time ago. From what I recall we couldn´t come up with a good reason to prenerf it from our side.

The more popular a station is, the more expensive it will be to start a new bar or any other venture. We expect that this will limit the amount of ventures somewhat and we do expect that popular stations will be more frequented since there are a lot of people there anyway.

We don´t want to prenerf WiS by allowing in selective stations only. We would make supply scarce but that should be something that could better regulated by players, we give the tools and you can decide how to use them and whether you want a bar desperately enough that it might not be profitable at all.

55
EVE Online / Breaking News: Dev Blog: Skills Queues!
« on: February 04, 2009, 11:27:16 AM »

56
EVE Online / Burst ECM
« on: January 31, 2009, 12:21:11 PM »
I was jumped yesterday in 0.4 by 6 from VETO yesterday in an exploration site I had scanned down.
The usual approach - they had 2 cloaked ships to scram & cap drain and then the others warped in at range.

They had tried a few times to get me but generally I'm aligned and got out without problems.
This time I was tangled in some weird coral formation that contained a can that needed hacking.

I'd got the goods out before - so it was just my ship.  I self destructed and warped out my pod.

I had an alt in system for the scanning down the site and I was wondering about escape strategies.
If the alt warped in a disposable ship with some burst ECM would it have given me enough space to warp out my main?
I was cap drained - so it would have been a few seconds before I would have enough for a warp.

Ideas?

57
EVE Online / Corp Operating Model
« on: January 31, 2009, 11:39:06 AM »
Hey Guys,

We've talked around this already in the main forums and votes about the operating model of the corp.
Any chance we can act on it and get some direction going?

Things to cover:

Tax Rate increase:
30% / 50%?  More?

Ship/modules:
Beo - you were going to put together some information around Ship/modules/etc for the corp under the proposed scheme.
We should include Orcas in the subsidsed scheme.  We build them and want to encourage people to fly them.
We should have corp retrievers/covetors/Macs and maybe hulks - again to encourage people to move towards them.  I know many are already but they feel the pain when they make a mistake - and I don't think it's a good idea that they get discouraged - we need to foster the mentality that they should jump back onto the horse.

While many corpies are considering T2 ships generally - we should, as a minimum, cover ship classes from Frig upto and include BC - maybe even BS.

Build Requests for items not covered: 
I think the corp should cover the BP cost for sub-capitals (BPO or BPC) and the minaral cost should be reduced by the tax rate.  So a BS if it's not covered by the scheme with a corp tax rate of 30% would end up being: Mineral Cost / 1.3 = Build Cost.

Corp nights/activities:
We've defined some roles in one of the fourm posts - we need to encourage people to stand up and organise things.
We could do with a little organisation around getting and doing things together.

  • R&D - we need something that lists the categories and target ME/PE - ie Ammo ME: 100, PE:20
  • Manufacturing - Corp Goals: we could do with a list, changable every week or so about what we need for the corp and what we need for sale.  Builders then have something to work with to give them a little direction. 
  • Corp Credit days - 24 hours where the corp tax rate it 100%, we try to have rolling mining, etc - what do we give back?  Per char/hour credits? How to spend?


New Members:
I think Vac posted about a channel structure we could implement.
We should encourage those wishing to join to join our public channel first - at least so the guys can get to know each other before any application turn up.


Maybe we should implement something along the lines of Gank nights - a weekly event (we define the time, place and ship class upfront) and we go out as a group to prowl.

Any other thoughts/ideas/feelings?

58
EVE Online / Eve Madness
« on: January 30, 2009, 09:28:13 AM »
Just ouch

(Source: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=985250&page=1#13)




*mutters something obscene about BBCode and images*

59
EVE Online / Tech 3 construction
« on: January 29, 2009, 03:35:37 PM »
Based on an idea somebody in the Eve-o forums suggested that NPC's/exploration in W-Space will be the basis of materials needed for Tech 3 construction - and that moon mining in W-Space won't be part of the equation.

Assuming that the NPC  & exploration loot are ready to use components for manufacture (otherwise the amount you would need to gather would be vastly more) then a current T2 cruiser requires (exlcluding minerals) approx 1314 components.

As Tech 3 is modular and has 5 sections - you would then need approx 262 components per section and as each component is approx 1m3 - the corresponding cargo capacity. 
This broadly corresponds to the number of salvage items required for a rig which can be between 200 & 350 items.

You can expect each NPC encounter in W-Space to last approx 20 mins and will comprise of approx 2 NPCs (based on the dev comments on the NPC AI thread).

So let's work with the following and assume drop rates are the same as salvage drop rates:
Assuming 20 components/hour - it would take 17 hours
Assuming 40 components/hour - it would take 8.5 hours

This is assuming you get only the parts needed to manufacture a specific ship section.



60
EVE Online / Tech 2 construction
« on: January 29, 2009, 01:53:01 PM »
Stumbled over this handy link while doing some research: http://www.thebabushka.com/eve-online/

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