Author Topic: Tech 3  (Read 24079 times)

Offline Warcold

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Re: Tech 3
« Reply #45 on: January 27, 2009, 12:49:06 PM »
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JC to w-space seems to be off the books from what I could understand at least.
aye

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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
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'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


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Offline Mangala

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Re: Tech 3
« Reply #46 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.

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Offline Rubino

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Re: Tech 3
« Reply #47 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):

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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:)



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Offline peo

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Re: Tech 3
« Reply #48 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):

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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.

Offline Rubino

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Re: Tech 3
« Reply #49 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

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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



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Offline Mangala

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Re: Tech 3
« Reply #50 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.
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Offline Mangala

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Re: Tech 3
« Reply #51 on: February 08, 2009, 08:13:10 AM »
Tech 3 ship loss could result in Sp loss.

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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?
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Offline peo

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Re: Tech 3
« Reply #52 on: February 08, 2009, 08:30:43 AM »
Tech 3 ship loss could result in Sp loss.

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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.

Offline Rubino

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Re: Tech 3
« Reply #53 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



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Offline Warcold

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Re: Tech 3
« Reply #54 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
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


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Offline peo

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Re: Tech 3
« Reply #55 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.

Offline Rubino

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Re: Tech 3
« Reply #56 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.



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Offline Caradir

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Re: Tech 3
« Reply #57 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.
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Offline Rubino

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Re: Tech 3
« Reply #58 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.



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Offline Mangala

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Re: Tech 3
« Reply #59 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

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“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.
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