Hands of Justice

What we have played => EVE Online => Topic started by: Rubino on December 26, 2008, 12:13:15 PM

Title: Tech 3
Post by: Rubino on December 26, 2008, 12:13:15 PM
I noticed that the next issue of Eon on the 9th Jan will talk about Tech 3 - but is there any information about how it will work in practice and, more importantly, the skill requirements?
Title: Re: Tech 3
Post by: Mangala on December 26, 2008, 12:16:25 PM
I noticed that the next issue of Eon on the 9th Jan will talk about Tech 3 - but is there any information about how it will work in practice and, more importantly, the skill requirements?


Nothing as yet.  I reckon just prior to that EON issue we will start to get the dev blogs on it - as not every EVE player reads EON. I know I dont.

(http://www.mmmpublishing.com/emailers/xmas08/xmasnosub2.jpg)
Title: Re: Tech 3
Post by: Rubino on December 26, 2008, 12:32:13 PM
Aye - me either.

I did some Google searching about Tech 3 and it brought up the ad for EON.
Title: Re: Tech 3
Post by: Jeremiah on December 27, 2008, 11:23:13 AM
If that's Tech 3 on the cover it took a big hit from the ugly bat.  The downside of modular design.
Title: Re: Tech 3
Post by: Mangala on January 08, 2009, 11:40:59 AM
Think - from a hazy memory of the presentation at FF that the example was caldari styled modular. Hopefully the races will get to add touches to move away from that though :)

Anyways:

http://www.eveonline.com/pressreleases/default.asp?pressReleaseID=52


Quote
Quote:
8.1.2009
EVE Online: Apocrypha Uncovers a New Version of the Universe Itself
Reykjavik, Iceland January 8, 2008- CCP, one of the world’s leading independent game developers, today announced the launch of the tenth free expansion for EVE Online, its popular science-fiction massively multi-player online game (MMOG). EVE Online: Apocrypha is the most ambitious EVE expansion in the game's over five year history and it coincides with the March 10th, 2009 release of EVE Online as a boxed product through a partnership with Atari.

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.

Furthermore, NPC agents in EVE Online: Apocrypha will be authorized to assign Epic Mission Arcs to the pilots of New Eden. These branching, far-reaching mission strings are full of meaningful stories and more intelligent and deadly adversaries.

In addition, we are offering an entirely reworked New Player Experience for those joining (or rejoining) the game – giving them better insight into how to thrive in a truly limitless universe. We’ve already launched EVElopedia—a great repository for information on all things EVE where our players are also building their own living history of the previous five years of Alliance warfare, political intrigue and nostalgic recollection

“Just this past week we broke our concurrent user record with 45,186 people flying unbound in the same game world at the same time—a huge percentage of our quarter of a million current subscribers and a true testament to EVE in our sixth year of operation,” said EVE Online Senior Producer Torfi Frans Olafsson. “Today is an unprecedented time to start playing, as you can get ahead of the curve before Apocrypha releases in stores and our hard work hits the server cluster. It’ll be easier than ever to get ‘lost in the wormhole’ that is EVE with what we have planned for the future of our expanding universe.”

Leading up to the release of EVE Online: Apocrypha and the boxed version of EVE Online in stores, we’ll be revealing more features on www.eveonline.com.

Availability:
EVE Online: Apocrypha will be available at retail stores across the galaxy in March this year and as a free download at www.eveonline.com/download/ for existing subscribers. A new Premium graphics client for Mac will also be included in the retail box.

Visit the EVE website now to sign up for a free 14-day trial account or to reactivate your account to get ahead of the curve.


About EVE Online
Set tens of thousands of years in the future, EVE Online is a breathtaking journey to the stars, to an immersive experience filled with adventure, riches, danger and glory. With nearly a quarter of a million subscribers worldwide inhabiting the same virtual universe, EVE features a vast player-run economy where your greatest asset is the starship, designed to accommodate your specific needs, skills and ambitions. EVE offers professions ranging from commodities trader to mercenary, industrial entrepreneur to pirate, mining engineer to battle fleet commander or any combination of these and much more. From brokering business deals to waging war, you will have access to a diverse array of sophisticated tools and interfaces to forge your own destiny in EVE. Learn more and sign up for a free trial at www.eveonline.com.

Definition of Subscribers
EVE Online subscribers include individuals who have paid a subscription fee or have an active electronic time code (ETC) to play EVE Online, as well as those who have purchased the game and are within their free month of access. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions and expired ETCs.


About CCP
CCP is widely recognized as an industry-leading pioneer of the single-server persistent universe architecture as the developer and publisher of EVE Online, the critically-acclaimed, science fiction-based massively multiplayer online game (MMOG). Utilizing a cross-discipline approach combining cutting-edge technology and artistic excellence, CCP is dedicated to providing vibrant, compelling products that transcend the boundaries of conventional MMOGs and facilitate social networking through virtual worlds. Privately held and founded in Reykjavik, Iceland in 1997, CCP's international reach now spans the globe with offices in Atlanta and Shanghai as well as a base of operations in London. More information about CCP is available at the company's website, www.ccpgames.com.
Title: Re: Tech 3
Post by: Jarkko on January 08, 2009, 11:47:02 AM
Is there any idea on how big, or rather, small ships will be able to be built by the modular system? Frigates, Destroyer,Cruisers, BC's?
Title: Re: Tech 3
Post by: peo on January 08, 2009, 11:50:13 AM
Is there any idea on how big, or rather, small ships will be able to be built by the modular system? Frigates, Destroyer,Cruisers, BC's?


I would think they will use all of the current sizes.
Title: Re: Tech 3
Post by: Mangala on January 08, 2009, 12:01:10 PM
Is there any idea on how big, or rather, small ships will be able to be built by the modular system? Frigates, Destroyer,Cruisers, BC's?


I would think they will use all of the current sizes.

Yup - from what i recall (and when i find it I'll link a grainy video of the presentation) they use all types of ship upto and including BS size ships. With each type having numerous modular sections to combine.  Think the figure was 3000+ possible combinations across the range.
Title: Re: Tech 3
Post by: Jarkko on January 08, 2009, 12:10:46 PM
That sounds interesting indeed :)
Title: Re: Tech 3
Post by: Rubino on January 08, 2009, 12:28:21 PM
Initial ponderings:

Is construction of these pieces controlled completely by the player base or will there be NPC parts?
How many parts to a ship?
Once you commit a part - is it fixed or can you swap out the part and reuse it later?
Title: Re: Tech 3
Post by: Dlarah on January 08, 2009, 01:04:13 PM
These wormholes. Are they going to be found by using probes like todays exploration sites?
Title: Re: Tech 3
Post by: Warcold on January 08, 2009, 01:44:42 PM
there was a movie which showed the presentation of modulars on youtube, I will provide linkage shortly
Title: Re: Tech 3
Post by: Warcold on January 08, 2009, 01:46:09 PM
here you go: http://www.youtube.com/watch?v=k-DPqnifEIg (http://www.youtube.com/watch?v=k-DPqnifEIg)
Title: Re: Tech 3
Post by: Mangala on January 08, 2009, 09:50:26 PM
These wormholes. Are they going to be found by using probes like todays exploration sites?

Apparently yes.

Quote is from elsewhere by a guy who actually has the latest EON.
Quote
So far:

- 12,500 possible configurations.
- Five ship components needed. Propulsion, three mid sections (offence, defence, power core) and a sensor array (bridge type thing).
- Each section determines separate abilities. Propulsion for speed, probably offence module for weaponry, etc, etc. Not been fully decided at time of writing.
- The combination of the modules decides the overall stats of the ship.
- Each section requires different skills (loltimesink).
- It would appear that the power core decides what other hull modules you can fit, so you can't have a nano-ewar ship with a billion guns. I might be reading that wrong though.
- Alternatively CCP might introduce some kind of "heat" that allows you to overload the structure of your ships to get this kind of power from one, but only for a very limited time (might just be wild imaginings of the writer though).
- They have been thinking up ways to make sure that Tech III is very much an option, not a requirement. Will they succeed?
- You can disassemble an assembled Tech III ship. Probably useful for transporting at least. Example given is needing your ship to be faster so getting your transport guys to bring down faster components, which will be much smaller and easier to carry, instead of a load of new Tech II ships.
- Rigs: Probably only one, and will make it harder to disassemble the ship because obviously the rig will break. No mention of actual Tech III rigs so far though.
- 'winsauce'. Not entirely sure what this is. There is an implication that disassembling a ship might make it lose something. Talk about crew members or a ship being 'sentient' and thus maybe gaining 'experience' or somesuch that is lost when it's broken down. Whatever it is, it's talk of a ship learning and becoming better through some system. Not confirmed and at this point probably going to remain on the drawing board because of balance issues. It could stay there, or it could come in later.
- A little box to the side suggests that as well as what was previously said about trying to not make older ships obsolete, Tech III should hopefully not need a ridiculous amount of time to train, at least initially. Breadth > Depth in the skill department here.
- Apparently not a lot of coding issues so far. An original prototype was thrown together by the CTO while waiting to do his FanFest presentation (cocky bastard).
- Base chassis might get a name but the likelihood is that CCP aren't going to be insane enough to come up with names for all variations. Not really sure how this is going to work though. They might just use the component type names stuck together, creating "Hunter-Squirrel XE-4". Implication here that we get to name what we create.
- Tech I = multi-purpose. Tech II = specialisation. Tech III = Tech I + Tech II; a ship that can fill any role you want, but only one at a time.
- Covert Ops pilots should either cry or rejoice. You're going to need to get good at spotting subsystems and knowing what they do. 'Look At' might become popular, although pretty painful in a large group of Tech III ships.
- You won't be able to tell a ships role/subsystems from scanner results.
- Subsystem targeting is still an idea (as it has always been) but at the moment it seems they haven't decided to put it in because of balance issues etc. Probably not going in then.
- Only cruiser sized Tech III ships. No idea when Tech III modules will come out. Any other ships released in the expansion will be related to "True Exploration".

And that's what it said.
Title: Re: Tech 3
Post by: Rubino on January 14, 2009, 09:55:06 AM
The S&I changes mentioned here (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=966789&page=2#60) are just those for the modular builds or is more coming?
They mention industry changes that have been designed but not implemented yet...

The Tech 3 changes look interesting - I like being able to reconfigure the ship but with manufacture it introduces some risk along the lines of the problems with Rig BPs.  While there are a few dozen rig BPO's - only somewhere around the 20-30% mark are actually used.
Title: Re: Tech 3
Post by: Mangala on January 14, 2009, 10:47:38 AM
The implemented Industry changes they mentioned were Contract "Store" fronts for corps and things like that.
Title: Re: Tech 3
Post by: Rubino on January 16, 2009, 05:46:51 PM
Cool.


I've been looking through the skill trees in an attempt to get one or two of my chars lined up for wormholes and Tech 3 related things.
So far my main thinking is around improving hacking, archaeology, Yan Jung Tech (and the related one) and Jump Drive/Portals.  The latter just in case but after watching the Fanfest vids again and reading the forums - the mention of modules needed for wormholes (in addition to the new scanners) - better to cover the bases.

Any other ideas?
Title: Re: Tech 3
Post by: Warcold on January 18, 2009, 11:43:59 AM
Friend of mine was wondering if there would also be T3 learning skills. Might prepare for that too.
Title: Re: Tech 3
Post by: Rubino on January 18, 2009, 11:51:59 AM
It looks like there will be a bunch of new skills coming - although I read something interesting the other day about how CCP would remove the learning skills if they could find a way that wouldn't piss off the player-base.
There's recently been some suggestions for boosters relating to learning - although I doubt it would happen.
Title: Re: Tech 3
Post by: peo on January 18, 2009, 01:08:46 PM
It looks like there will be a bunch of new skills coming - although I read something interesting the other day about how CCP would remove the learning skills if they could find a way that wouldn't piss off the player-base.
There's recently been some suggestions for boosters relating to learning - although I doubt it would happen.


Why would it piss anyone off???
Removing them would mean the initial experience would improve, no more learning "useless" skills, which in turn should mean more people and more people means more market, more combat and so on.
Title: Re: Tech 3
Post by: Rubino on January 18, 2009, 01:12:59 PM
Existing players that have already trained all the skills up would have wasted around approx 60d training to reach level 4 on the advanced and level 5 on the basic.
Title: Re: Tech 3
Post by: peo on January 18, 2009, 01:30:32 PM
Existing players that have already trained all the skills up would have wasted around approx 60d training to reach level 4 on the advanced and level 5 on the basic.
Give them the skillpoints in other areas... should be simple enough but i'm not sure.
Title: Re: Tech 3
Post by: Rubino on January 18, 2009, 01:34:08 PM
Aye - I think that's the mechanic that's giving CCP some headaches - although I'd love to spend the extra 2-3m SP's in other places.
Title: Re: Tech 3
Post by: peo on January 18, 2009, 06:53:48 PM
Aye - I think that's the mechanic that's giving CCP some headaches - although I'd love to spend the extra 2-3m SP's in other places.

IMO as a neewb :) and also looking at it from a corporate view.
Subscriptions=profits
Trials without subscription=waste and potential lost profit
All guides basically state "in the first month you train nothing but learning skills which make you learn faster". It drives people away thus losing ccp money.
Remove it and "oldtimers" will complain true, but will they leave the game? I doubt it.
So from a pure financial view it makes sense to remove the learning skills which in all honesty doesn't bring much to the game experience.

But as I said, I don't know how technically it should be done.
Title: Re: Tech 3
Post by: Mangala on January 18, 2009, 07:01:21 PM
Suggestions at FF from the dev panel when asked this at various round tables and presentations included the following two ideas which caused some long discussions between fans on site over the days of FF:

Credit of the skill points people had invested into learning (I'd favour this, say goodbye to AWU V or somesuch :D);

Removal of learners and replacement with additions to your attributes instead (Many favour this, as it negates the learning grind, but not the affects of getting them to high levels);

Title: Re: Tech 3
Post by: Rubino on January 18, 2009, 07:05:49 PM
I'd like:
Max out everybodies learning - both standard and advanced - to lvl 5. The end result is boosted attributes and the optimal rate of learning. 
Credit those with the SP spent on the learning skills to spend on other skills.  Rather than complete levels - it would factor in those with half trained levels.

Then everybody would be in the same boat with regard to learning speed.
Title: Re: Tech 3
Post by: peo on January 18, 2009, 07:15:37 PM
I'd like:
Max out everybodies learning - both standard and advanced - to lvl 5. The end result is boosted attributes and the optimal rate of learning. 
Credit those with the SP spent on the learning skills to spend on other skills.  Rather than complete levels - it would factor in those with half trained levels.

Then everybody would be in the same boat with regard to learning speed.

Yes, something like that would be the best option.

Have a feeling that ccp originally didn't intend the learning skills to be "mandatory" so to speak. If they had they would probably have raised the stats by that much to start with.
Title: Re: Tech 3
Post by: vacuum on January 19, 2009, 12:38:43 AM
I have 5 or so characters that I've got Learning skills upto the SOCT IV standard. On two of them, it's 5's across the board. That's about ~150 days each on 2 of my characters, and 60ish on 4 of them. In terms of opportunity cost them, this adds up to approximately 20M SP of training ( 2x 5.5M, 3 x 3M).

They should issue this as 'training credit' - rather like the plex cards, and allow it to be traded on the market. Each one consumed credits that many training points to the current character. Do them in units of 1000, and allow overspill (i.e. if you over-credit HAC III, it spills over to HACIV). There will be a finite amount of these in circulations, and as they effectively represent lost time, they will be traded like mad.
Title: Re: Tech 3
Post by: Rubino on January 19, 2009, 12:43:37 AM
That they would and it could be possible.
I have seen the suggestions of migrating SP over chars.

I doubt it would happen - they were hoping the plex cards would drive down the cost of GTC's - but so far it's only served to increase the cost of them.
The prevalence of "Greed is good" is too ripe in eve at the mo.
Title: Re: Tech 3
Post by: Mangala on January 21, 2009, 01:40:53 PM
The 2nd of todays new chronicles has hints about wormholes in it.  Looks like the build up to M10 has started now.  Would love it if this went the way the Faction Warfare reslease did - massive build up then a stunning day of storyline based updates while they got the patch released :)
Title: Re: Tech 3
Post by: Rubino on January 21, 2009, 02:17:47 PM
Please Sir, Can I have some more?
Title: Re: Tech 3
Post by: Mangala on January 21, 2009, 06:56:18 PM
Rumor has it that a version of the wormholes may have made it to SiSi. 

I'm giving this a look now.
Title: Re: Tech 3
Post by: Rubino on January 21, 2009, 07:15:15 PM
*holds his breath*
Title: Re: Tech 3
Post by: Mangala on January 21, 2009, 09:41:53 PM
Nothing found although going back to the Jamyl Sarum superweapon storyline from FW i have found a place in T-IPZB that ties into that - and indirectly ties into the 2nd chronicle of today.

But no wormholes. A waypost result on a scan, but no wormholes.
Title: Re: Tech 3
Post by: Mangala on January 22, 2009, 05:16:03 PM
reported by CCP t0rfifrans | 2009.01.22 15:16:49 | NEW | Comments
Yes, it‘s that time of year again. Late evenings, espresso machine set to 11, kitchen staff scramble to grill what was once pretty herds of happy innocent lambs that once ran through the scenic Icelandic landscape, now faceless food for the hungry developers. Constant HD videoconferences between Atlanta, Reykjavik and Shanghai burn up precious bandwidth. The natives are restless. There‘s an expansion on the horizon.

It‘s a special feeling to walk around the offices of CCP Reykjavik these days. Glancing at screens you see new spaceships, mysterious establishments, brand new UI components, and new world maps. In the dark minds of our game developers, they are conjuring up new mechanisms and systems that allow people to cause harm to one and other and to become filthy rich and corrupt from new lucrative industry opportunities. They are also creating places and things that will cause wonder and awe as you discover them, far beyond the known universe. Apocrypha is truly a huge evolutionary step for EVE Online. I‘m eagerly looking forward to simply logging on to TQ come March 10th and playing till my eyes bleed and fingers go numb.

To bring you all of this, we at CCP took on an approach that we refer to in-house as "the cauldron." CCP has grown to become a large development house, with offices in Atlanta, Reykjavik and Shanghai. We‘ve working on all sorts of projects, both minor and major.

Signing the deal with ATARI to bring retail boxes of EVE Online into stores on March 12th could not have come at a better time. We were in the process of doing something special - a massive expansion, the most feature rich yet. We had pulled most of our good people out of other projects and task forces to throw them all in a big cauldron called EVE Development and then we stirred like crazy.

From this we‘ve built eleven teams, Scrum teams to be exact, each of which is self sufficient, has their own game designers, artists, QA people, programmers and producers. These teams are capable of tackling entire features on their own, operating like small commando units behind enemy lines, while working with the bigger group on strategy, dealing with inter-dependencies and developing optimal communication processes.

In the coming weeks, each of these teams will be writing a couple of blogs on their features and how they are developed. We hope that you will enjoy learning about them and we also look forward to seeing the feedback and discussions that will arise. Yes, all of the discussions, even the emo rage
Title: Re: Tech 3
Post by: Rubino on January 22, 2009, 05:19:44 PM
They're trying get us hooked when we're already addicts!
Title: Re: Tech 3
Post by: Mangala on January 26, 2009, 06:27:31 PM
New blog on Wormholes:

Quote
sic itur ad astra - building a new bridge to the stars
reported by CCP Whisper | 2009.01.26 12:33:24 | NEW | Comments

http://myeve.eve-online.com/devblog.asp?a=blog&bid=616

"We cannot predict the new forces, powers, and discoveries that will be disclosed to us when we reach the other planets and set up new laboratories in space. They are as much beyond our vision today as fire or electricity would be beyond the imagination of a fish." - Arthur C. Clarke

 

Hello. My name is Whisper and I am here to talk to you about one part of Apocrypha, the upcoming expansion for EVE Online. I head up Team Bifröst, which includes such luminaries as CCP Casquade, CCP Bella Bee from the Software group, CCP Greyscale and CCP Abathur from Game Design and CCP PrismX from...who knows what pit of contrariness he sprung from but he's under my supervision now. So together with the rest of the team we're going to deliver unto you a feature of truly galactic proportions. This being the introduction of a brand new, glittering, shiny travelling mechanic: Wormholes.

 

First a bit of background musing. One of the criticisms that have been levied against EVE is that space is becoming crowded and that there really is no feeling of exploration. Indeed, from the very first moment you set foot in the universe of EVE, all of you have had a map at your disposal that shows you exactly where every solar system is, how to get there and what you may expect to find. You even have a newly improved autopilot who will selflessly and mindlessly guide you to your destination. And while there are still thrills to be had, there exists at the back of many of our minds the nagging knowledge that we are not the first to venture here. That the maps have been drawn, the anchorages charted, the wild hills surveyed and the paths trodden so often they're now four-lane blacktop highways with shopping malls and 24-hour burger bars along the fringes.

 

Well we are going to change that. We are going to give you uncharted, unknown places to visit via paths that shift and slide through the fabric of space. We are going to give you thousands of new solar systems which will contain new NPC's, new exploration content and new pockets of resources to exploit. You will have the chance to venture into places that promise great rewards but also bring with them great risks. We are going to establish the untamed frontier that lurks at the fringes of known space and into which brave souls bent on conquest and riches will venture with high hopes. Some will return as heroes, some will return as fresh clones spewing from the medical vats. Some may never return at all.

 

Wormholes will bring us to this new frontier, appearing all over New Eden as a result of a cataclysmic event, the nature of which we'll reveal in the coming months. These wormholes are unstable and will spawn and vanish randomly throughout the known universe. A pilot who stumbles across one of these stellar phenomena can fly through it and travel to unknown space, where there are no stargates or stations, just the unexplored void of a new solar system. And when I say "new solar system" that is exactly what I mean. It will not be moving you to instanced space but rather to one of the thousands of new solar systems we will be adding to the EVE universe.

 

The wormholes themselves will be open only for a randomly determined amount of time and can only let through a certain amount of mass before they collapse. Pilots should carefully consider the information their ship's computer gives them about a wormhole before committing to travel through it. Although there will always be a way back to known space from wormhole space, you may have to search long and hard to locate it. And in that process, you may find wormholes that lead you to even more unexplored wormhole systems, launching you on a voyage of exploration the likes of which EVE has never seen before.

 

Which begs the question of how you will find the wormholes. Well, we are in the process of revamping the entire scanner mechanic, making it faster and easier to use. A shortlist of the new scanner features is:

You will be able to drop more than one probe in a grid
Probe scan ranges can be adjusted via a drag and drop interface in the 3D map, removing the need for multiple probe types
Probes can be repositioned in the solar system map using a drag and drop interface and will warp to their specified positions
Scanning will now use triangulation to refine and improve accuracy of scan results
You can recall probes for re-use at a later point and time
The transition from ship view to 3D Solar System view to Universe Map view has been made near instant, allowing for quick switching between them
There will be two new probe types, exploration and combat. Exploration probes will not be able to locate ships and drones but will have extremely low fitting requirements, making them ideal for people who wish to hunt down wormholes and other celestial anomalies. The combat probe launcher is able to detect ships and drones but has a higher fitting requirement, making this the tool of choice for those wishing to hunt down other pilots. We are still in the process of balancing these probes and launchers and yes, we are looking into the options of how to deal with the existing probes, probe blueprints and launchers.

 

Why should you fly through these wormholes then? Well in the solar systems on the other side of the wormholes you will find new exploration sites patrolled by a brand new type of NPC. The salvage and loot drops from these NPC's and the exploration site rewards will provide you with the raw materials you will need to reverse engineer the technology that makes construction of the new Tech 3 ship modules possible. There will also be exploration sites with ore-rich asteroid belts just waiting to be found by an adventurous industry corp.

 

There is also the chance that you could stumble across a route through wormhole space that links two widely separated areas of known space and gives you a lucrative, fast trade route for as long as the wormholes stay open. Or perhaps the route leads into the backyard of your sworn enemy...at which point you may be faced with the question of what ships to send through to maximise the potential of the mass allowance the wormholes possess.

 

Wormholes will shift all the time. They will open and close and reopen at random locations throughout New Eden and thus present you with an ever-changing area of space that no-one can control all the choke-points to. While it is theoretically possible to move a control tower into wormhole space, set it up and maintain it, the logistical challenge and risks of fueling and defending a tower in a system with no permanent links to known space would be considerable. But then again the potential rewards are equally great.

One important point needs to be made: Wormhole space will not be able to be claimed as sovereign space. This is partly due to current implementation restrictions regarding how we added 46% more solar systems to EVE but mainly because we wanted to design an area of space which, while risky to travel through, is open to all players all the time. We have not forgotten about the desirability of space for colonisation, and will be looking at ways to implement that gameplay feature in the future. In fact one of my biggest challenges will be stopping PrismX from adding ten thousand systems now that he's gotten a taste of being a deity in creative mood.

 

Greyscale will be publishing a dev blog of his own where he will go into more detail about the game mechanics surrounding wormholes. I'm sure PrismX will be going wild in the comments thread about the work he's done to introduce more solar systems into EVE. I'll also be encouraging other team members to post in the comments and perhaps write dev blogs of their own about what they're working on with regards to this universe-expanding feature. And of course the other teams will be writing about their work in the very near future, so keep your eyes on the news column.
Title: Re: Tech 3
Post by: Rubino on January 26, 2009, 07:54:00 PM
Can't wait :)

Hoping it's gonna be on SISI soon.
Title: Re: Tech 3
Post by: peo on January 26, 2009, 08:04:01 PM
Pity they aren't conquerable.
Title: Re: Tech 3
Post by: Rubino on January 26, 2009, 08:07:03 PM
A fully expanded and rigged orca will have around 74k m3 cargo and 40k m3 corp hanger.
Should be enough for a small POS, corp hanger, ship maint array and 2 construction modules (ammo & eq), POS fuel, 4 BC's and a miner or 2.
If we take ice lasers, fittings, BPCs, etc - we should be fairly self sufficient for a week or so.
Ideally we can be in range of jumping in a Rorqual - so we would be able to have corpies JC into the system.
Title: Re: Tech 3
Post by: Rubino on January 26, 2009, 11:12:07 PM
From the ever expanding and very excited population related to the newest blog on wormholes.  A CCP post:

     
Quote
Originally by: GnulpieIt would be even more awesome if there would be an x% chance that there are only wormholes leading into wormhole space and not back to eve space! This way it would be really possible that you would end up with some space-nomanding in the (desperate) search for a way back. Very HappyVery HappyVery Happy



I'll let Greyscale answer this in more detail in his blog, but I think he's come up with a different solution in the interim that might make getting home bit more difficult from the wormholes with higher difficulty levels. So yes, it might turn into an epic trek back home.
Title: Re: Tech 3
Post by: Caradir on January 26, 2009, 11:27:58 PM
*note to self* never NEVER go through a wormhole in my main clone */ end note to self*

the more i read the more i like, a bit concerned my skilling explo and the time being wasted is lurking, but im sure theyll make me go wow and for it nmot to be an "entire" waste of training time.
Title: Re: Tech 3
Post by: Rubino on January 27, 2009, 12:12:16 AM
The probing skills will come in handy in many ways - esp when it comes to tracking down other ships - for NPC or PvP.
I doubt they'll change the mechanic where NPC's will pod you :)  But it's always worth making sure your clone is current.
Title: Re: Tech 3
Post by: Rubino on January 27, 2009, 09:30:11 AM
lol - People have already come up with ways to game the wormhole system (the discussion thread on the dev-blog here: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=982776&page=12#356) which has caused Whisper and Prism X to reconsider some of the mechanics about how wormholes operate.

On the good-news front - while it won't be in the March 10 expansion - they have hinted that a mobile manufacturing/exploration ship is on it's way. 

Update:  It appears that Cap ships will be able to enter W-Space - probably via entering the wormhole directly rather than a cyno.  From what I've read so far cynos will be allowed from W-Space to W-Space.  It raised an interesting issue about what happens should a Cap ship used a wormhole from W-Space to K-Space where the K-Space system was high-sec (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=982776&page=21#620) - while the answer isn't clear - it appears that "against the law" means concord will detect a distrubance in the the force :)
Title: Re: Tech 3
Post by: peo on January 27, 2009, 11:18:12 AM
JC to w-space seems to be off the books from what I could understand at least.
Title: Re: Tech 3
Post by: Warcold on January 27, 2009, 12:49:06 PM
Quote
JC to w-space seems to be off the books from what I could understand at least.
aye

Quote
   
Quote
One question; will these new systems be located in jump range of existing systems? And if so, is it then possible to cyno in and out of them, bypassing the wormholes?


No. Wormholes allow you to reach wormhole space. Anything other means will be considered defective and then an exploit. Twisted Evil
Title: Re: Tech 3
Post by: Mangala on January 27, 2009, 04:25:37 PM
Pity they aren't conquerable.

I love that they arent.  A corner (well 2.5k corners!) of EVE with no law and no ownership - player or npc - truly lawless in its scope, reminescent of the Old West. A chance for anyone to get rich or die trying.

Title: Re: Tech 3
Post by: Rubino on January 28, 2009, 09:14:54 AM
Be afraid (from: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=917074&page=16#457):

Quote
We are finishing up the third sprint as we speak (really should be working on bugs ATM rather than typing to you) and have added a major new capability to the NPC's.

< insert drum roll >

Wormhole NPC can now multi-target, and target switch. For instance a NPC can be shooting all guns and missiles at it's primary target. At the same time it can turn it's ECM on that pesky logistics cruiser that keeps remote repairing it's primary target.

If another target becomes a more desirable target, the NPC can switch it's primary target to the new target.

This task took allot of Re factoring of the current code, then a relative small change to make the NPC use the new feature. now in the future it is a simple matter of just writing a little bit of code to make the choice of what secondary target able systems should be use

I am not going to go into the criteria that NPC will use to evaluate what it should use on what. Have to leave something for you to learn the hard way:)
Title: Re: Tech 3
Post by: peo on January 28, 2009, 09:37:57 AM
Be afraid (from: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=917074&page=16#457):

Quote
We are finishing up the third sprint as we speak (really should be working on bugs ATM rather than typing to you) and have added a major new capability to the NPC's.

< insert drum roll >

Wormhole NPC can now multi-target, and target switch. For instance a NPC can be shooting all guns and missiles at it's primary target. At the same time it can turn it's ECM on that pesky logistics cruiser that keeps remote repairing it's primary target.

If another target becomes a more desirable target, the NPC can switch it's primary target to the new target.

This task took allot of Re factoring of the current code, then a relative small change to make the NPC use the new feature. now in the future it is a simple matter of just writing a little bit of code to make the choice of what secondary target able systems should be use

I am not going to go into the criteria that NPC will use to evaluate what it should use on what. Have to leave something for you to learn the hard way:)

Interesting.
Means just tanking them might not be a option but have to kill them off.
Title: Re: Tech 3
Post by: Rubino on January 29, 2009, 12:48:10 PM
Found this hint about Tech 3 ships from: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=983746&page=1#9

Quote
EON mentioned 5 new skills to fit the new modular sections. 1 skill for each of the 5 sections. My guess is those will be pre reqs to invent the modules. :p
Title: Re: Tech 3
Post by: Mangala on February 02, 2009, 06:14:23 PM
Would surprise me rub - kinda like the way rig skills work in a way.

Anways, http://www.eve-online.com/background/potw/02-02-09.asp  new chronicle is out - follows the Sisters of EVe chronicle from a few weeks back.
Title: Re: Tech 3
Post by: Mangala on February 08, 2009, 08:13:10 AM
Tech 3 ship loss could result in Sp loss.

Quote
Tech 3 ships and the subsystem skill loss mechanic will be detailed by Nozh in his blog which is due out soon. As with everything, things always change before release and when Apocrypha arrives on sisi next week, we can and will be making changes based on feedback there. If it turns out that this mechanic or any other is not working out based on that feedback then we will change it or remove it.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=992740&page=2#55


Personally I hope this is T3 ship SP, not player SP - ie the ship learns the longer it lives and so on?
Title: Re: Tech 3
Post by: peo on February 08, 2009, 08:30:43 AM
Tech 3 ship loss could result in Sp loss.

Quote
Tech 3 ships and the subsystem skill loss mechanic will be detailed by Nozh in his blog which is due out soon. As with everything, things always change before release and when Apocrypha arrives on sisi next week, we can and will be making changes based on feedback there. If it turns out that this mechanic or any other is not working out based on that feedback then we will change it or remove it.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=992740&page=2#55


Personally I hope this is T3 ship SP, not player SP - ie the ship learns the longer it lives and so on?

Would be more than stupid to make people loose SP in that way.
Especially since you can only train one thing at a time which means you not only loose money, the SP associated with the ship but also the time needed to retrain it, over and over and over again.
If it is normal SP then I can't see many using them unless they have 500m skillpoints already. No way I would at least since the opportunity cost is way to high for any potential benefit.
Title: Re: Tech 3
Post by: Rubino on February 08, 2009, 11:35:23 AM
The only way they could fly that by pilots would be if SP gain was faster in T3 ships
Title: Re: Tech 3
Post by: Warcold on February 08, 2009, 11:42:46 AM
Btw, in the interview with Grayscale on EVE TV yesterday, he mentioned Tech 3 stuff was both:
- salvaged (looted?) from Sleeper ships
- guarded by the Sleeper ships
Title: Re: Tech 3
Post by: peo on February 08, 2009, 11:51:50 AM
The only way they could fly that by pilots would be if SP gain was faster in T3 ships

And by a substantial amount, 50-100% at least.
Title: Re: Tech 3
Post by: Rubino on February 08, 2009, 11:56:09 AM
From what I've read so far I don't think it's char SP that's lost but the ship SP.

You'll need char skills per module type to actually assemble a ship and maybe to make each ship subsystem more effective.
Assembled ships will gain SP over time through use.  It'll be interesting to see how this mechanic works - I'd like to see something variable based on use with n factors per subsystem.

Something along the lines of an ECM subsystem - that becomes better at gravimetic jamming if you generally jam those sensor types.
Title: Re: Tech 3
Post by: Caradir on February 08, 2009, 05:02:53 PM
from what was said yesterday during an interview in the tournament,

each section has a skill assosciated with it, when you lose a T3 ship you lose 1 level at random from one of the 5 skills.
Title: Re: Tech 3
Post by: Rubino on February 08, 2009, 05:03:58 PM
Aye but from the char or the ship?  The ship is supposed to gain xp through use.
Title: Re: Tech 3
Post by: Mangala on February 12, 2009, 04:25:50 PM
New blog on T3 is out:

http://myeve.eve-online.com/devblog.asp?a=blog&bid=629

Quote
“glitter is the herpes of craft supplies”

Demetri Martin, because everyone else is using quotes.

As we enter our fifth sprint, titled Superion, team "T3ch" is still working relentlessly towards its goals. Having accomplished a lot in previous sprints (named Magnaboss, Voltron, Zeta, Gundam, and Devastator) things are going smoothly. For many of us, this is our first time working within a scrum team and the operation has been very successful so far.

Team "T3ch" consists of Tuxford and 2Kay from software, Lemur and Dionysus assuring quality, Chiliad, our “Product Owner”, finally Chronotis and I heading up the designs. As can be gleaned from the team name, our primary task is introducing Tech 3 but we're also working on a new and improved fitting screen, mechanics that allow you to save and share your setups and of course, the eternal task of general improvements and bugfixing. In this blog you’ll get a short summary of the dark delights of Tech 3 ships

Strategic Cruisers

The elation of happening upon a unique fit, some fresh and clever setup, has always been a very appealing aspect of EVE. One of our primary goals for the Tech 3 ships was to bring this customization to a whole new level. The new ships are a fundamental departure from the tried and tested, offering such unparalleled customization that discussing them on the same terms as previous ships belies their true extent - we're talking full-fledged, independent systems within the system. A little bit scary, really. They are called Strategic Cruisers, where "strategic" refers to the internal scalability and dynamic nature of the setup options- not a battlefield role like coordinators or command ships. Of course, they can align beautifully with virtually any fleet on any mission, but just as well prowl as lone wolves.

Subsystems

To assemble a Strategic Cruiser you need a hull (the base ship chassis) and 5 subsystems:

Electronic Subsystem - Modifies all the electronic related stats, such as CPU, sensor strength, targeting.

Defensive Subsystem - Determines the general "toughness" of the ship, how much damage it is capable of taking or how hard its outer shell is. It will also scale the cargohold and dronebay.

Offensive Subsystem - Will be able to modify hardpoints, launcher slots, give different damage bonuses as well as control the drone bandwidth.

Engineering Subsystem - Powergrid, capacitor as well as special racial role bonuses and other core functions.

Propulsion Subsystem - Determines speed and agility.

Subsystems not only change the ship's attributes, slot layout and bonuses, but the geometrical shape and appearance as well. As stated, each vessel consists of 5 subsystems and a hull. Once the ship has been assembled, players are free to switch out the subsystems completely at will, given they are docked at a station. Each subsystem category has multiple possible variations. Within a single category the available variations do not go from worst to best according to expenditure, but instead have their complimentary strengths and weaknesses. This way, every single subsystem combination will be allowed, whereas with a "bigger is better" approach we'd have had to restrict certain combinations, lest the most expensive combination render all the others moot.

Now, if we just take a moment to consider that every subsystem configuration is available on each of the four different ships, what we end up with is a total number of variations reaching into the literal thousands - and that's before you fit it. This might almost seem daunting, but hopefully careful implementation and a lucid interface will ease you into the spiraling complexities of this whole new ship breed.

Skills

The Tech 3 entry level will be very similar to the Tech 2 one, only requiring fairly basic skills to pilot. Of course, additional skills will be required to fully utilize the different subsystems.

Each race will have a set of 5 subsystem skills as well as a ship skill. The subsystem skills have very basic requirements and are only "rank 1". These affect the subsystem bonuses. Don't think we decided to have them rank 1 just to be cordial though; they don't function like other skills when it comes to ship loss. This is important: Due to the sudden rift in the symbiotic ship relationship that exists between a pilot and a Tech 3 ship, losing a Tech 3 ship will result in a random skillpoint loss from one of the racial subsystem skills. The penalty is one level off the top. Observe that whether that is a downgrade from, say, level 2 to 1 on your underdeveloped electronics or a painful fall from level 5 to 4 on the spit-polished offensive subsystem, is entirely dependent upon lady luck. Ejecting or self-destructing does prevent the penalty, giving players an incentive to abandon ship from time to time.

Balancing

The initial struggle of birthing behind us, we've finally come to the point where we can begin balancing the subsystems. Joining me for these emotional first steps is a familiar face to many of you, the one and only TomB.

In the grand scheme of things we want Tech 3 ships to take a much broader role than any other ship class. Whereas Tech 2 ships are highly focused, Tech 3 ships will fulfill multiple roles through customization and versatility.

Seeing as how every variation of all 5 subsystems has to be carefully granted advantages and disadvantages with due consideration to how it combines with all the others (sigh...), a long and arduous balancing act lies ahead. Player scrutiny and feedback will be a great asset to us while balancing the Legion, Proteus, Tengu and Loki (the four Tech 3 ship classes). We hope that most of you will assist in bringing about the monumental leap to the next generation.

From here?

Chronotis will enlighten you about Tech 3 production in his upcoming blog, Tuxford or 2kay will undoubtedly want to inform you all about the mechanics that lurk behind the scenes. As we're going to be relying much upon player feedback, you can expect seeing the Strategic Cruisers on Singularity soon. All I can say now is, welcome to the wonderful world of interstellar Lego.
Nozh.


Oh.
One last thing: Import and export overview settings.
Title: Re: Tech 3
Post by: Rubino on February 12, 2009, 04:37:58 PM
Very nice.  So it looks like when you lose a ship you lose a lvl - wonder if this will be from only 1 of the 5 skills or from more than 1 of the 5 skills.
Scary to think of losing 1 lvl from all 5 subsystem skills.
Title: Re: Tech 3
Post by: Mangala on February 12, 2009, 04:52:49 PM
While I like the blog, this is the part Im currently *fapping* over:

Quote
One last thing: Import and export overview settings.
Title: Re: Tech 3
Post by: Rubino on February 12, 2009, 04:53:53 PM
lol

Would prefer something that was more automatic - saving a setup in one char being available in another without having to import/export.
Title: Re: Tech 3
Post by: Mangala on February 12, 2009, 05:00:11 PM
Import/Export is very handy though - enables us (I hope) to pass overview setusp between members :)
Title: Re: Tech 3
Post by: peo on February 12, 2009, 05:20:15 PM
Very nice.  So it looks like when you lose a ship you lose a lvl - wonder if this will be from only 1 of the 5 skills or from more than 1 of the 5 skills.
Scary to think of losing 1 lvl from all 5 subsystem skills.

Think from one, at least thats how I read it.
I'm not entirely comfortable with losing skillpoints as well as the hugely expensive ship. But it depends on the rank of the skills I suppose. If they are rank1 training from lvl4-5 would take iirc 5-7 days or so which isn't that bad. But if they are rank 16 it would take 3 months (I think).
Title: Re: Tech 3
Post by: Mangala on February 12, 2009, 05:26:58 PM
Rank 1 skills - devs have been harping on that for a while now.
Title: Re: Tech 3
Post by: Rubino on February 12, 2009, 05:34:59 PM
Aye -  alas 5 of them per race.
You'll be able to get each to lvl 3 in a few hours - so with the skill queue in a day you'll have all subsystems to lvl 3.
Title: Re: Tech 3
Post by: Rubino on February 12, 2009, 05:40:15 PM
From the comments on the Tech3 thread to go with the Dev Blog:

Quote
Quote
  We'll be able to "save" our setups?
  Like, auto-fitting a ship if we have the modules alaivable?
  That would be so nice...


That is the plan. Player can save their own fittings and corps can save fittings for their members too. And if you have all stuff available you can just click "fit".
Title: Re: Tech 3
Post by: Mangala on February 12, 2009, 05:43:12 PM
http://www.youtube.com/watch?v=RDADTMqDDL8&feature=related
Title: Re: Tech 3
Post by: Mangala on February 14, 2009, 12:46:51 AM
(http://core.twisted-designs.net/Ships/GallenteT3.jpg)
Title: Re: Tech 3
Post by: Mangala on February 19, 2009, 12:07:35 PM
Quote from: Cailais
Quote from: Perry
I made some new wallpapers:

Legion 11111 "Predator" (http://xtrader.addix.net/upload/0540_Legion11111byPerry.jpg)
Legion 22222 "Warbird" (http://xtrader.addix.net/upload/0540_Legion22222byPerry.jpg)
Legion 33333 "Seeker" (http://xtrader.addix.net/upload/0540_Legion33333byPerry.jpg)

Edit: *fixed the links*
Title: Re: Tech 3
Post by: Mangala on March 28, 2009, 09:08:55 PM
http://killboard.caldarimilitia.org/?a=kill_detail&kll_id=101149

First t3 loss.

Siigari really can earn most ballsiest player with his willingness to have this on the line until you realise that Siigara is known for this and spalshing RL money on GTC's to fund his habit of losing ships with costly fits.

http://eve-kill.net/?a=kill_detail&kll_id=1258314

As well as an officer fitted Eos a few months back too.http://eve-kill.net/?a=kill_detail&kll_id=953151
Title: Re: Tech 3
Post by: Caradir on March 28, 2009, 09:41:05 PM
now why would you take a T3 into militia warfare, and then cry that you crashed :)

his losses def have gold seller customer of the year written all over them.
Title: Re: Tech 3
Post by: Mangala on March 29, 2009, 06:11:03 PM
And again:

http://killboard.caldarimilitia.org/?a=kill_detail&kll_id=102089

Siigari....
Title: Re: Tech 3
Post by: Peter on March 29, 2009, 07:56:23 PM
now why would you take a T3 into militia warfare, and then cry that you crashed :)
To be fair, he isn't crying about it (at least in that first kill thread) - he's blaming a crash for the loss and we can believe that or not as we like, but he is not crying.
Title: Re: Tech 3
Post by: Warcold on May 24, 2009, 11:22:47 AM
Since when does this module exist??

Loki/Tengu/.../... Interdiction Nullifier:

Quote
Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres.

The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem’s initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention of Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down. 

Following these reports, rumors spread that other groups began to discover and implement this extraordinary new technology, and yet of all the factions that leapt upon the opportunity, none were so eager or ruthless in their own race to capitalize as the independent capsuleer and pirate organizations that make the nullsec frontiers their home. 

Subsystem Skill Bonus:
5% increased agility per level

Role Bonus:
Immunity to non-targeted interdiction

Sweet!
Title: Re: Tech 3
Post by: Mangala on May 24, 2009, 04:02:40 PM
Added in one of the recent patches :)