Title: Factional warfare - empyrean age and all that – an overview Post by: lac on May 14, 2008, 02:00:33 AM link (http://myeve.eve-online.com/devblog.asp?a=blog&bid=557)
Quote So, we have this expansion coming out this summer called Empyrean Age. It's going to be pretty neat, and it's going to include this thing called Factional Warfare, which is a feature we've been talking about for a fair while now and is generally regarded as something of a big deal. Over the course of the next week or so I'm going to thrash out the fundamentals of the entire design in a series of blogs, starting with this one. What is Factional Warfare? This, in a way, is the biggest question of the lot, so we'll start here! There are a lot of things that Factional Warfare could be. What it is, right now, is in its most basic form a gameplay bridge from high sec to null sec – from the safety of Empire to the wild lands of Alliance space. High sec and null sec have very differing communities of players with very divergent play styles, and while moving from one to the other is obviously possible, it's harder than it should be. Factional Warfare provides a halfway house for players from Empire to get into the sandbox at the shallow end. It serves other functions too, for other types of player, but this is its primary function. How does it work? The core gameplay element of Factional Warfare is small-scale PvP combat. We believe that rounding up your posse, rolling out into contested space and having a healthy exchange of opinions and weapons fire with your sworn enemies is fun. Factional Warfare is designed to make this kind of experience accessible, with low entry requirements and a target-rich environment. There will be two core drivers for this sort of combat. For those looking for direction, missions will be available, sending you on surgical strikes deep into enemy territory, battling through or sneaking past enemy players to reach the objective. For those who prefer to set their own goals, combat sites will be distributed throughout the warzones. Each site will be contestable by all sides involved in the conflict, with the winning side scoring both immediate rewards and points for their faction. And what do points mean? Systems! As your faction racks up points in hostile systems, control will slowly swing into your favor, until eventually you're given the opportunity to occupy the system outright. Of course, the enemy's trying to do the same to your systems, so a good defense as well as well as a strong offense will be needed if you want your adopted faction to prevail and dominate! Is that all? Pfah! Is that not enough? But no, that's not everything. Ranks, intel screens, a lot of NPC tags and so on are all part of the design. But that's all for future blogs, so watch this space… Oh, and Black Rise One last little thing, when we were sketching out the combat areas for all this stuff, we kept running into one brick wall in particular: Caldari low sec space, well, kind of sucks. Specifically, there isn't much of it, and what there is, is mostly in the wrong place (i.e. well away from the Gallente border). This is, for a system which needs decent expanses of lowsec space between the Empires, a problem. So we looked at the map and decided that there was room for a bit more. It seemed like a picture would do most of the explaining for me, so there we go. It's Caldari-owned and mostly low sec, some new stations, some new agents, asteroid belts, some ice fields, all the gubbins. The Cloud Ring system just off-screen is W-4NUU, the other connections you should be able to figure out yourselves. For more details, keep an eye out for news on Singularity updates, as you should be able to explore it all yourselves in the near future. (http://www.eve-online.com/bitmaps/devblog/blackrise.png) This is incidentally, as some of you will realize, the first actual region we've added since the original universe was generated, which made it an, uh, interesting project. Most of the actual work was done by Prism X, who took the pile of spreadsheets we generated, did a whole load of wizardry which I don't claim to begin to understand, and gave us some new space to play in. Please direct all praise regarding this rather fine achievement in his general direction. Has anyone seen my barber? It's traditional now that we get a quote in somewhere for blogs about Factional Warfare, so I'll leave you with this little gem from Russell. "War does not determine who is right, only who is left." Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 14, 2008, 07:51:25 AM Interesting, thanks.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Jayce on May 14, 2008, 08:14:42 AM Seems like we know a little more (making use of lowsec, ++ to that) but that the implementation is still a possible dud.
It sounds like it will be possible to claim lowsec, but not via POS, but rather via some "points" system. That could easily devolve into a "who hath more catasses" situation. What does "claiming space" mean in this context I wonder? In nullsec it's almost more of a marker of the place where you mine, rat, etc. In lowsec (I gather) it will be a question of how far the factional empire space extends, but who really cares? Will there be gate guns and empire navy on the gates that shoot at non-factioned folks? If not, it seems like a silly exercise. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 14, 2008, 09:28:36 AM Maybe they will add more things of worth to lowsec, so if you can secure the area that means more area for your faction to have "safer" access to those good ore spawns, rats, etc.
Otherwise, why bother? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Stephen Zepp on May 14, 2008, 09:31:50 AM Seems like we know a little more (making use of lowsec, ++ to that) but that the implementation is still a possible dud. It sounds like it will be possible to claim lowsec, but not via POS, but rather via some "points" system. That could easily devolve into a "who hath more catasses" situation. What does "claiming space" mean in this context I wonder? In nullsec it's almost more of a marker of the place where you mine, rat, etc. In lowsec (I gather) it will be a question of how far the factional empire space extends, but who really cares? Will there be gate guns and empire navy on the gates that shoot at non-factioned folks? If not, it seems like a silly exercise. I think you may be looking at it from the perspective of someone that already uses, and likes null space for PvP. Their main idea here is to get PvE folks fighting each other--not jump them directly into full on null space requirements (pos'--therefore fueling, etc). I imagine that the reason for controlling space is simply for the mission generator to have places to identify as targets for probe/attack missions, which isn't necessarily a bad thing at all (although it could have a 'we win the lowsec' issue if a faction winds up having no controlled spaces, and therefore can't have missions run against them). It does have some loopholes I think, but overall the combination of giving mission rewards (something PvE folks are used to) for running PvP missions, and at least some form of semi-persistence (controlled space) is a pretty good compromise to get folks into more PvP--I know I'd be interested in it! Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Hakeldaima on May 14, 2008, 10:58:00 AM What does "claiming space" mean in this context I wonder? In nullsec it's almost more of a marker of the place where you mine, rat, etc. In lowsec (I gather) it will be a question of how far the factional empire space extends, but who really cares? Will there be gate guns and empire navy on the gates that shoot at non-factioned folks? If not, it seems like a silly exercise. I imagine that flipping a system will open stations/agents/complexes to the winning side, although that is pure conjecture on my part. This will also tie into the whole "get the carebears to pvp" idea. My corpmates and I are kind of miffed that our kind of RP (anarcho-capitalist, against all the empire factions) isn't likely to be supported by factional warfare, at least until/if we are able to work with the Thukkers or Angel Cartel (they are not pure anarchists, but close enough). It's not a huge deal as we will still be able to wardec the corps fighting the factional war and shoot faces, but still... Title: Re: Factional warfare - empyrean age and all that – an overview Post by: eldaec on May 14, 2008, 11:35:24 AM (http://www.penny-arcade.com/images/2005/20050610.jpg)
All this talk of points worries me a bit. Also, as Viin said, not sure why I care about the owner of lowsec (other than opportunities it provides to burn heretic Minmatar scum, of which there are plenty elsewhere). Finally I'm not sure that this does open up pvp to beginners. Current barriers to pvp: 1) Needing to form gangs with likeminded individuals who you already know. PUGs are not practical or even safe in EVE. No word on how factional warfare will help this. 2) Finding someone to fight. Factional warfare will help here.... 3) Finding a group to fight who are reasonably equally matched. ....but not here. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on May 14, 2008, 12:01:03 PM It looks like sport pvp, a la WoW, but with CCP's usual desire to have some consequences meaning it is disguised as RvR. If done right it could be great for BAT, done wrong it will b a wierd mix of all those forms. But I like change and options, and from our position in 0.0 it is an extra, anyway. It might giv frigate club more targets...
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 14, 2008, 12:07:29 PM Yeah, except I'm not sure I want to gain faction with Amarr and lose faction with Gallente and Minmatar, seeing how I am Gallente, fly Gallente ships (and will want to fly Caldari too), and hate slavery (and piracy). As a matter of fact, if I stay neutral to all, I can theoretically enter all empires, none of the headaches of unavailable space.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Murgos on May 14, 2008, 12:28:29 PM My corpmates and I are kind of miffed that our kind of RP (anarcho-capitalist, against all the empire factions) isn't likely to be supported by factional warfare, at least until/if we are able to work with the Thukkers or Angel Cartel (they are not pure anarchists, but close enough). It's not a huge deal as we will still be able to wardec the corps fighting the factional war and shoot faces, but still... Uh, I'm wondering if you're missing the point on the whole anarchy thing. Cause you know, anarchy kind of implies that any established government is going to look at you as a threat. So, really, it seems to me that this dilemma is the exact right outcome of your decision... Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Hakeldaima on May 14, 2008, 12:51:36 PM Well, the point being that as far as we know there is no "just go in, shoot everyone, remove all sovereignty from a system and turn it into a libertarian utopia filled with unicorns and butterflies" option - you have to be rooting for one faction or the other in order to participate in factional warfare. Any system you take away from Amarr flips either to the Minmatar or Gallente empires (again, conjecture).
It would be lovely to be able to shoot Amarrians (via the factional warfare mechanism) without having to sign up with the Republic or Federation Navies, or vice versa. It's not a huge deal for us as we can wardec player corps who are fighting factional warfare, but it could be better as far as we are concerned. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 14, 2008, 01:53:10 PM I see your point, but that's really what 0.0 is for.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 14, 2008, 01:55:20 PM Well, interdiction (the "shoot everyone, destroy everything" part) is kinda against the spirit of getting the carebears to participate in PVP more, so I doubt they'll allow it. And even if they do make it possible for you to somehow subtract points from everyone by killing them, so that all empires have 0 points and 0 sov. in a system, you'll be fighting against the rest of the playerbase, with all factions red to you and not letting you dock to resupply.
Metagame via alts, then, same old same old. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Hakeldaima on May 14, 2008, 02:49:31 PM I see your point, but that's really what 0.0 is for. I'm heading into RP nerd territory (although, with BAT a member of AM I should be relatively flameproof from that direction :wink:) when I say that, as an RP anarchist outfit, SF regards the empire factions (State, Federation, Republic and Empire) the biggest and meanest baddies around. The player (capsuleer) run empires in 0.0 are, in our view, pale imitations of the real deal. Therefore we would like to be able to wardec the Amarr empire f.ex. If the factional warfare system simply allowed for you to pick someone to fight against, without having to pick another side to fight for, that would be lovely. Ending up red to all empire factions and not being able to dock anywhere in secure space...well that's how existence should be for a bunch of latex-wearing anarcho-loonies. I mean, we were based in Amarr (the system) when fighting PIE, AM, VV and CVA last fall. Of course we should have been KOS to every Amarr npc gunboat in the system, but weren't. Anywho, like I said, this isn't a huge deal for us as players as we can work around the system or just fight someone in 0.0, and I think you guys are right in thinking FW won't be designed the way I describe it. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on May 14, 2008, 03:10:51 PM I reserve the right to flame Ahrrrrpeeing regardless of my own personal activities. I just go where the corp tells me to go.
Amarr Victor? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on May 14, 2008, 03:32:48 PM Caldari = zerg.
No, seriously - the number of Caldari players is twice the numbers of all three other races combined or something equally ridiculous. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Hakeldaima on May 14, 2008, 03:37:25 PM Caldari = zerg. No, seriously - the number of Caldari players is twice the numbers of all three other races combined or something equally ridiculous. And 90% of those are Achura. I blame this (http://wiki.goonfleet.com/index.php?title=Recommended_Base_Stat_Builds) tbh. I kid. Apparently people were calling EVE "Caldari Online" before it became cool to call it "Capital Ships Online". *Edit - just to explain this uncharacteristic postcount of mine tonight - it's my birthday and I'm still stuck at work (almost midnight here :uhrr:) and somehow I'd rather fuck about on the internet than do my job. I'll go back to my usual lurkie self tomorrow. Did I use that smiley correctly? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: JoeTF on May 14, 2008, 04:00:47 PM But Caldari ships suck big time. I know something about it, my mains have 20M SP in them:( It would balance out and noone said that you cannot work for other empire.
Two issues I see here: 1) How the hell they're going to prevent pirates (and pirate-wannabies) camping lowsec entry gates 24/7 and killing every newbie that tries to enter? CCP_Grayscale talks about sneaking, but I think he forgot that EVE doesn't have any sneaking mechanisms built in (covert ops don't tank well, Black Ops are veeeery hi-end and would require cynoship anyway and snaked crows cost a bit too much for typical empire dweller)? 2) Joining FW makes youf fair game everywhere (even Jita) for anyone else who signed into FW, which makes signing in a really big and nasty commitment. You either sign in quasi permanently, or you sign in, kill someone and sign out before they get a chance to get their revenge. Both options suck, so how they gonna solve that? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Nerf on May 14, 2008, 04:05:01 PM With battlegrounds, I hope. They could even go a step further and have certain battlegrounds with fitted ships (with no skill reqs, but with bonus') provided, so quite literally anyone could join in the fun.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Jayce on May 14, 2008, 06:29:11 PM Ugh, battlegrounds. I will vomit if they introduce battlegrounds. Then probably quit.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: apocrypha on May 15, 2008, 12:00:02 AM But Caldari ships suck big time. Except, if a lot of FW is going to happen in deadspace complexes - where MWDs don't work - then Caldari ships are a lot less sucky. Drakes for instance can be a lot more useful in an MWD-free environment, Rokh's can pack a serious punch if not totally out-maneuvered, Falcon's always useful in a mixed pvp fleet, and I can see a carefully fitted torp raven being very useful in this kind of situation. Totally agree with your other two points though, I'm intrigued to see if they even attempt to address those issues. Gatecamps, if CCP ignore them, could end up as being focal points for the actual warfare. If people organise within the factions and work together to share intel across corps/alliances then gatecamps can be smashed pretty easily. If factional control of the border systems adds gate sentries and npcs to aid keeping gates clear then that might work too. As for being a target anywhere, well, I forsee a lot of alts being used one way or another :uhrr: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on May 15, 2008, 01:10:39 AM It sounds to me like battlefields, with lowsec the location and signing up removing sec hits. Of course, that would do fuck all to get lowsec used without pretty substantial incentives. It all moves away from sandbox and toward game.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on May 15, 2008, 01:51:47 AM Quote For those who prefer to set their own goals, combat sites will be distributed throughout the warzones. Each site will be contestable by all sides involved in the conflict, with the winning side scoring both immediate rewards and points for their faction. This looks like battlegrounds all right. Floating structures that become contested every X hours and require one faction dominating the grid to be won.Quote Missions will be available, sending you on surgical strikes deep into enemy territory, battling through or sneaking past enemy players to reach the objective. This looks like it's just missions in enemy low-sec. It's low-sec AND it's enemy territory. That's more dangerous than the pve-unpopular low-sec we have right now. If this isn't very lucrative it will be very fail in attracting carebears.Title: Re: Factional warfare - empyrean age and all that – an overview Post by: apocrypha on May 15, 2008, 03:18:16 AM This looks like it's just missions in enemy low-sec. It's low-sec AND it's enemy territory. That's more dangerous than the pve-unpopular low-sec we have right now. If this isn't very lucrative it will be very fail in attracting carebears. And if it IS very lucrative it'll be dominated by the large alliances and experienced pvp corps and still keep the bears out... :uhrr: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Jayce on May 15, 2008, 03:49:50 AM It all moves away from sandbox and toward game. Exactly. Thanks for elucidating where my nausea comes from. Believe me, there are better MMOGs if you're looking for game. At least, there are better UIs. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on May 15, 2008, 04:27:18 AM It's not that they remove the sandbox, they just put in some 'game'. If it helps to populate low-sec a bit and maybe give empire dwellers a taste of pvp it will improve the sandbox in the end.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on May 15, 2008, 06:33:42 AM http://ccp.vo.llnwd.net/o2/video/2/empyrean_age_teaser_1280x720.wmv (http://ccp.vo.llnwd.net/o2/video/2/empyrean_age_teaser_1280x720.wmv)
Kamikaze motherships? I know some players have way too much ISK, but :ye_gods: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Predator Irl on May 15, 2008, 07:42:28 AM Correct me if I'm wrong, but isn't empire space already the sandbox?
The whole reason people stay in there is because they don't want to get involved in 0.0 combat. Introducing a middle-ground just makes a mockery of the whole security rating system. If they want to make things interesting, why don't they police low sec? Not with Uber unstoppable, inescapable concord, but something that will make the average pirate have to run for cover Title: Re: Factional warfare - empyrean age and all that – an overview Post by: caladein on May 15, 2008, 09:46:23 AM It's not that they remove the sandbox, they just put in some 'game'. If it helps to populate low-sec a bit and maybe give empire dwellers a taste of pvp it will improve the sandbox in the end. That's the key thing. There is no "introduction" into PvP outside of a corporation (stumbling into low sec and getting suicide ganked don't count). CCP wants to provide a fun, manageable-size intro into PvP (a lot like Endie did for most of us) because you don't want some new player's "first time" to be Slay :drill:. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 15, 2008, 09:50:39 AM If they want to make things interesting, why don't they police low sec? Not with Uber unstoppable, inescapable concord, but something that will make the average pirate have to run for cover. There's no average pirate, there's no average player. As with Concord in the early days, players will do whatever is neccessary to defeat whatever level of AI/firepower the NPC's have, and then everyone stays above that. The game is too old to still believe that it's possible to convince the sheep to enter lowsec. So if only wolves are in the area, CCP figures "let's give them reasons to fight each other." Title: Re: Factional warfare - empyrean age and all that – an overview Post by: HRose on May 15, 2008, 10:19:29 AM That's the key thing. There is no "introduction" into PvP outside of a corporation (stumbling into low sec and getting suicide ganked don't count). I know that I would subscribe for this.CCP wants to provide a fun, manageable-size intro into PvP (a lot like Endie did for most of us) because you don't want some new player's "first time" to be Slay :drill:. But what if this becomes Trammel/Fellucca all over again? What if Eve becomes a good game for quick PvP at no loss (as your faction provides you the "weapon set" to use in the fight, so with minimal losses). What if they give you a protected space where to fight, obtaining that a lot of players move there and leave the more risky zero sec space? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 15, 2008, 10:23:44 AM We shall see what they implement and what the effects are.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 15, 2008, 10:26:33 AM Leaving 0.0 would be very unlikely unless they made lowsec as fantastic as 0.0 .. which I doubt would ever happen, as the #1 goal of CCP seems to be to get everyone into 0.0.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on May 15, 2008, 11:17:01 AM Aside from that, who would complain about lowering the population density in 0.0?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on May 15, 2008, 11:50:32 AM Empyrean Age trailer (http://ccp.vo.llnwd.net/o2/video/2/empyrean_age_teaser_1280x720.wmv)
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: eldaec on May 15, 2008, 11:58:49 AM Aside from that, who would complain about lowering the population density in 0.0? Me, whenever we're on an op and can't find anything to pew our pews at. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: JoeTF on May 15, 2008, 12:12:14 PM Me.
On one of our recent raming ops we did 189 jumps on my recent op and only killed five, FIVE targets. But if the FW will be really fun, I'm gonna move to lowsec myself and only visit 0.0 for serious business ops:D Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on May 15, 2008, 12:17:56 PM http://www.eveonline.com/empyreanage/index.html
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 15, 2008, 12:26:30 PM Don't forget to read the Player News Center on the website. The in-game browser is limited to a max of 5 news items, and there have been several more related to that trailer they released.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: HRose on May 15, 2008, 12:40:33 PM Would you accept a system where the mission agent gives you the ship and modules to use (to choose among a few different sets/combo), then flags you so that you can't switch to another, and then sends you to a system/mission where you are matched with players with similar power (while using CONCORD to polish actions from external players)?
It would give a fair environment where to fight and minimize death penalties as the hardware is leased by the NPC faction and doesn't eat your money resources. But is that acceptable for Eve players or there may be a rebellion? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 15, 2008, 12:42:26 PM http://www.eveonline.com/empyreanage/index.html I might have to steal that flash title bar for our killboard .. But is that acceptable for Eve players or there may be a rebellion? Yah I donno - that's very 'arena-like'. I'd much prefer that some of the battle areas are like missions where only certain ship sizes are allowed in (ie: frigates, cruisers, whatever) .. but I don't think anyone should pay for my ship/fittings for me, except maybe my corp. ;D But that also means I expect to be able to loot/salvage all those ships I blow up or ninja loot. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 15, 2008, 01:03:10 PM From the above link, underline mine:
Quote System Occupancy In light of the formal declaration of war, CONCORD is now recognizing a new level of system control beyond sovereignty: occupancy. Factions gain occupancy of a system by winning conflicts in contested complexes. When a militia accumulates a certain number of victories for its faction, it is authorized to assault the star's System Control Bunker within 24 hours. Should the bunker fall to the attacking militia, a cease-fire is called in the system's Factional Warfare Complexes, and that faction gains occupancy of the solar system. If indeed they are "complexes" then it's very possible the complexes will restrict by ship size... Edit: er, if I had kept reading, it goes on to say: Quote Factional Warfare Complexes As war rages across the stars of New Eden, a myriad of hidden deadspace complexes have taken on great strategic importance. Militia pilots that successfully scan for a complex and hold it uncontested for a set amount of time will claim it for their faction, and be rewarded with corporate standing-as well as more tangible benefits. But capturing these points of interest will not be easy, as they're guarded by rival naval forces. Speed and cunning are required to keep these important sites out of enemy hands, which is why microwarpdrives have been cleared for use in the complexes. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ClydeJr on May 15, 2008, 02:07:55 PM Here are some pictures of the station that the Nyx hit. I didn't take these so sorry if they're dark.
(http://i28.photobucket.com/albums/c217/ClydeJr/Eve/Ishukone-3a.png) (http://i28.photobucket.com/albums/c217/ClydeJr/Eve/Ishukone-4a.png) (http://i28.photobucket.com/albums/c217/ClydeJr/Eve/Ishukone-9a.png) Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on May 15, 2008, 02:32:42 PM Should have flown the Nyx into Jita 4-4.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Fordel on May 15, 2008, 03:04:42 PM Why didn't it bounce of the shields like everyone else :-) ?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on May 15, 2008, 05:44:15 PM Shield... disruptors? New T3 module for Empyrean Age!!!!
So I heard that Alliances aren't going to be allowed to participate in faction warfare, only non-aligned corporations. Truth? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: caladein on May 15, 2008, 06:07:23 PM So I heard that Alliances aren't going to be allowed to participate in faction warfare, only non-aligned corporations. Truth? Quote Each faction has a corporation open to all pilots with the appropriate factional standing minimums. CEOs and directors are also encouraged to bring their entire corporations under the aegis of the militias, to better fund and coordinate the war effort. Regardless of corporation membership, all militia members will share a chat channel and read-only mailing list. Alliances aligning en masse I think is out. Not sure about Corps that are in Alliances, but I don't see anything that would exclude them outright. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: tazelbain on May 15, 2008, 06:11:07 PM Hmm, I wonder if there will be any spies? :awesome_for_real:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on May 15, 2008, 06:15:25 PM Quote Each faction has a corporation open to all pilots with the appropriate factional standing minimums. CEOs and directors are also encouraged to bring their entire corporations under the aegis of the militias, to better fund and coordinate the war effort. Regardless of corporation membership, all militia members will share a chat channel and read-only mailing list. They're baiting us! Bastards. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: caladein on May 15, 2008, 11:24:48 PM Empyrean Age Live Dev Blog (http://www.warpdriveactive.com/2008/05/15/empyrean-age-live-dev-blog-mirror/) if you missed it (like I did).
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on May 16, 2008, 07:54:06 AM Alliances aligning en masse I think is out. Not sure about Corps that are in Alliances, but I don't see anything that would exclude them outright. if your corp is in an alliance you cannot sign up without the corp leaving the alliance or you leaving the corp.. Hilariously stupid. The so-called RP-based reasoning that Greyscale talks about is complete bollocks. He pretty much admits that they don't really have the technical skills to do it, doubtless because they've just done a hack by making the factions look like alliances. If you want a factional, RP-derived game feature you have to ask yourself if deliberately excluding the RP alliances in particular - the people really motivated to play with this game aspect - is really the choice of someone who has mastered this whole "thinking" process. I suspect they just thought "It would be tricky and hey!... people will have to buy new characters to participate without giving up on their alliances.. sweet!" And this Tony G is an awful, awful writer and speaker. This combines impressively to make him even more awful reading his own writing. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 16, 2008, 08:03:37 AM Big complaint thread (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=772318) started by one of our friendly war targets that we've seen in-game quite a bit, heh, about alliances not being able to participate in FW.
EDIT: discussion also going on in here (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=767858) (page 8+), and some dev responses in this other thread (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=771041). Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on May 16, 2008, 08:18:17 AM This will lead to left-out RP alliances camping the low sec systems where the opposition signs up instead of them joining the faction wars in a meaningful way. This in turn will scare off exactly those carebears CCP tried to entice to enter low sec in the first place.
They made a pvp expansion accessible only to people in empire corps and newbie corps, who only do pve, and shut out all the space holding/pvp alliances and corps. Faut le faire. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on May 16, 2008, 10:30:56 AM I say everyone who can fire up some alts and join F13 corp and we could frigate swarm ourselves into the Hysterian Age.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: MahrinSkel on May 16, 2008, 11:09:46 AM What you'll get is front corps, similar to the academy and logistics shells a lot of alliances and 0.0 corps already have. You want to do factions without sacrificing the alliance ties you already have, you switch to the front corp.
--Dave Title: Re: Factional warfare - empyrean age and all that – an overview Post by: HRose on May 16, 2008, 11:14:09 AM The idea of leaving out some alliances is already a failure of the concept.
I hope they don't miss their target. Quote If you sign up for a faction you can be attacked by anyone in opposing factions anywhere. it is that in low-sec we have marked out control points which will bring the combat to them making it easier for you to find and take part in. Does it means full combat in empire space?Are they basically removing CONCORD? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: tazelbain on May 16, 2008, 11:21:49 AM No, its still opt in and faction members would still have CONCORD protection from non-factions(alliances and pirates)
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on May 16, 2008, 11:26:34 AM Quote Does it means full combat in empire space? Yes, but only if you sign up to factional warfare, it's the same mechanic as with empire wars we have right now. Let's hope it will be a simple 'pvp flag on/pvp flag off' thing and not something that takes a while to wear off. If you can just enable you pvp flag, get a mission, maybe group up and have some small gang stuff it could become popular.Are they basically removing CONCORD? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: HRose on May 16, 2008, 11:41:42 AM Yes, but only if you sign up to factional warfare, it's the same mechanic as with empire wars we have right now. Let's hope it will be a simple 'pvp flag on/pvp flag off' thing and not something that takes a while to wear off. If you can just enable you pvp flag, get a mission, maybe group up and have some small gang stuff it could become popular. Yes, but if it isn't a temporary flag it fucks the whole principle of the system.Meant as a way to give players who NOW can't or don't want to engage in zero sec space. So something more accessible to everyone and not just a small group of players. So what they do? Let's make ALL space insecure. Gank everywhere. This will SURELY help the noob. Indeed. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: eldaec on May 16, 2008, 01:22:43 PM Quote If you sign up for a faction you can be attacked by anyone in opposing factions anywhere. it is that in low-sec we have marked out control points which will bring the combat to them making it easier for you to find and take part in. Does it means full combat in empire space?Are they basically removing CONCORD? You can already attack opposing factions you are at war with even in empire space. All this does is set up additional opportunities to be at war with other players. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 16, 2008, 01:39:17 PM I have a feeling that this concept of accumulating points and taking over bunkers or other objectives in order to achieve ... sovereignty, is their test run for changing the 0.0 game from POS warfare to "take and defend the gates" warfare.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: HRose on May 16, 2008, 07:00:18 PM You can already attack opposing factions you are at war with even in empire space. Yes, the point is that they made this system not again for the hardcore PvPers, but for those who shy away from that PvP and want a compromise.All this does is set up additional opportunities to be at war with other players. And what is their plan? To flag them so they can be killed everywhere by three opposite factions. There was a lie there. This is just going to be another system for those who already dominate the game. Catering the hardcore once again. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 16, 2008, 07:16:55 PM Well, they can't change PVP and combat mechanics, so planting a shiny in there so more people dive in is just about the only thing they could have done. Trick now is to make the shiny appear nice to PVE'ers, but worthless to expert PVP'ers. I mean...
There should be a lot more detail tomorrow (Sat) as Title: Re: Factional warfare - empyrean age and all that – an overview Post by: MahrinSkel on May 16, 2008, 11:51:06 PM Except that there's a core element of the PvP population of 0.0 that is in it strictly for the pew-pew. They tend to form the backbone of every raiding force, and they hate big fleets and POS warfare. If they get drawn out of 0.0, there's going to be a lot less raiding going on.
--Dave Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phred on May 18, 2008, 04:06:36 AM Quote Does it means full combat in empire space? Yes, but only if you sign up to factional warfare, it's the same mechanic as with empire wars we have right now. Let's hope it will be a simple 'pvp flag on/pvp flag off' thing and not something that takes a while to wear off. If you can just enable you pvp flag, get a mission, maybe group up and have some small gang stuff it could become popular.Are they basically removing CONCORD? Except, from reading the dev comments in the linked thread, the missions will be tucked away in low sec behind the pirate gate camps. I wonder if wardecs will trump the same faction membership. i.e. will the alt war dec'd to the main exploit work for killing people who might be willing to group with you for the faction wars? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: HRose on May 19, 2008, 12:12:23 PM Quote Alliances are not allowed to enlist, and neither are corporations in an alliance (or with an outstanding alliance application). There are a number of reasons for this, technical and otherwise, the most important of which is that we just don't want the major power blocs to descend en masse and take over everything. It's obviously not a hard limit on the players involved, but it's designed to encourage the idea that if you're a major player on the nullsec political scene you're already doing something incredibly worthwhile and shouldn't let yourself be distracted by the petty machinations of the Empires. In this day an age there are still designers who expect to keep a system accessible by simply adding a COCKBLOCK (that is an horrible idea anyway). Like if by doing that no one will ever try to take over a system and ruin the experience of others. Like if this never happened in the history of mmorpgs. Sure, the cockblock will be more than enough. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 19, 2008, 12:40:53 PM They've put up a couple more devblogs, links for which are here (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=775290). One explains some details about what happens when you sign up, the other is an attempt to explain why they didn't want alliances to join.
Summary: - Each faction will have an NPC-led "alliance" (militia). Individuals can join the executor NPC corp, CEO's can join their whole corp to the militia/alliance. Need at least 0.5 standing with a faction to join it. Once you join, you're at war with the opposite side (the two sides being Caldari + Amarr vs. Gallente + Minmatar) as far as the mechanics of who can attack whom and where. - They've beefed up the "Navy" NPCs so they aren't two frigates and cruiser anymore, they're nasty now. Concord will follow aggression rules vs. neutrals as before, but will not get involved if you're fighting reds as per above. The Navies will spawn and attack you, though, if you enter the high-sec regions of their empire. They don't insta-concordoken you like Concord, but they're supposedly nasty. - They didn't want alliances to take over this factional warfare stuff. They had apparently figured out a way that they could have let alliances join it, but decided against it. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Nerf on May 19, 2008, 05:42:33 PM That sounds pretty retarded.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Calantus on May 19, 2008, 11:09:11 PM Splitting it into 2 sides is not a good idea if the plan is going to be getting empire corps and players to join because probably half of them, maybe more, are Caldari. Then Amarr have the most powerful RP PVP corps and they're on the same side...
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on May 20, 2008, 04:34:02 AM So Gallente and Minmatar are going to get crushed.
I see no problem with this. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 20, 2008, 06:18:05 AM Well, Gallente and Minmatar are going to lose their lowsec borders to Amarr and Caldari, and just have smaller empires, which will match their smaller playerbase.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on May 20, 2008, 06:18:48 AM This little gem makes it allllll better. Check it out, it's on the test server:
(http://www.filedump.net/dumped/180364832d95ea43381211292501.png) Edit: actually, I'll make this it's own thread. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: VickeVire on May 20, 2008, 07:00:06 AM Splitting it into 2 sides is not a good idea if the plan is going to be getting empire corps and players to join because probably half of them, maybe more, are Caldari. Then Amarr have the most powerful RP PVP corps and they're on the same side... Being pure Matar pilot I actually got exited, I chose it that way to begin with. I didn't want to start the game in easy mode(=Caldari). Too bad I'm a 0.0 dweller allready or I could have more of my masochistic playstyle fed :awesome_for_real:Then again I am sticking with one of the most ridiculed alliances in the game Title: Re: Factional warfare - empyrean age and all that – an overview Post by: JoeTF on May 20, 2008, 07:02:27 AM Try to kill Huggin or Vaga in a Drake and call me back when you do. Caldari are only good for noob bashing and PvE.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 20, 2008, 07:05:22 AM Caldari are only good for noob bashing and PvE. Hey! I resemble that remark! Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on May 20, 2008, 07:11:44 AM (http://img292.imageshack.us/img292/3782/20080520144304qc8.jpg)
Look at the bottom. You won't be able to enter empire space other than your own. This is going to change market hubs. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on May 20, 2008, 07:14:58 AM It's not concord. You can get passed them but they should be tougher than the mission NPC's.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: tazelbain on May 20, 2008, 07:18:44 AM Well its not noobs have anyway of knowing what the best end game PvP ships are.
Shit the idea of redoing another races makes me cringe after caldari frig 5. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Murgos on May 20, 2008, 07:20:41 AM Pick a nice quiet 0.4->0.5 gateway system and farm Navy spawns is what that sounds like to me.
I wonder if you will have to go up to, like, 0.8 space to get BS spawns? Farming caldari navy ravens for salvage could be quite profitable. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 20, 2008, 09:31:33 AM Yes, it is going to change market hubs. The prices of "enemy" ships and weaponry are going to go through the roof. Then come back down to what they are now. I'm a Gallentean in Amarr space; I can get Gallente ships either by asking one of you nice people to freighter them for me, or we have enough BP's to make them.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Slayerik on May 20, 2008, 12:46:09 PM So Gallente and Minmatar are going to get crushed. I see no problem with this. Crushed by....an army of mission running Ravens? RUUUUUNNNNNN!!!!!!!! Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 20, 2008, 01:28:39 PM Yes, it is going to change market hubs. The prices of "enemy" ships and weaponry are going to go through the roof. Then come back down to what they are now. I'm a Gallentean in Amarr space; I can get Gallente ships either by asking one of you nice people to freighter them for me, or we have enough BP's to make them. I don't think it will as much as you think. If you are a trader you probably aren't in one of the factions because you want to sell to everyone, this just means Gallente+Minmatar are going to have some more market flow in their areas, which might actually bring prices down in that area and I doubt it would affect much of Jita's prices. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on May 20, 2008, 02:44:18 PM After quick discussion in the War thread and the Aegis Conclave forum, I've founded an alt corp, the "Holy Office of the Inquisition", with an HQ in Youl, with the intention of running it kinda like an extended frigate club for alliance alts of F13 posters (and AM members if they want). We'll focus on the frigate-only gated complexes (at first, at least) so that folks don't need to take time away from training their mains if they have only the one account.
It doesn't matter what race you are, just make sure that by go-live on the expansion you've got the 0.5 Amarr standing needed, if it turns out that individual members' standings count vOv. My own suggestion is that we take the Inquisition gimmick to the extreme: if you're rolling an alt on your account (at least train propulsion jamming!) for it then go the whole hog and give yourself a suitably camp name: "Father O'Hoolihan", "Sister Assumpta" etc... Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 20, 2008, 04:30:13 PM I don't know if inquisitors had such ... carebearish names, for lack of a better word.
See the other thread in the secure area for my idea, hehe. Don't want it stolen. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Kitsune on May 20, 2008, 05:28:40 PM Damn, I'm torn. On the one hand, I love Amarr and want to burn everyone else from space. On the other, it would be very inconvenient to be hassled while traveling through other territory...
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on May 21, 2008, 12:17:03 AM I don't know if inquisitors had such ... carebearish names, for lack of a better word. See the other thread in the secure area for my idea, hehe. Don't want it stolen. You're right: your idea was better. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Mook on May 21, 2008, 10:27:34 PM Damn, I'm torn. On the one hand, I love Amarr and want to burn everyone else from space. On the other, it would be very inconvenient to be hassled while traveling through other territory... From what I understand, factional warfare is an optional thing, not a compulsory one. You'll only be flagged for FW if you sign up for it, so if you don't, you won't get shot at if you're a Matar pilot making a shopping trip to Jita. It seems that they have set up 4 new organisations: Factional militia, which are basically NPC alliances, one for each faction. These are then split into 2 sides, with Amarr + Caldari vs Gallente + Minmatar. The opposing sides have eachother permanently wardeced, so to participate in FW you just join one of the militias, with the entry req being 0.5+ standing with the faction you are trying to join. If you do so you are restricted from the Empire space of the opposing factions, and will be shot at by NPC navy units if you enter. However you will gain many war-targets to shoot at. And because it works like a alliance wardec, you can, say, join the Caldari militia as a Minmatar character because you've run some Caldari navy missions for LP for faction missiles and so have a positive standing with Caldari. Then after a while you realise that you're running low on Matar ships, so you leave the militia (24 hour timer for leaving a corp?), and head back to your home base in Matar space to pick up your spare ships. Then you could join the Matar militia, because you think that will get you more targets to shoot at. Disclaimer: This is all guess work based on what little info I've read about what Factional Warfare is going to be like, and I disavow all responsibility should the above information be wrong and lead to harmful consequences. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Hakeldaima on May 22, 2008, 05:01:56 AM As long as you keep the relevant faction standings above 0.5 you can do this.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 22, 2008, 07:19:54 AM Woot, according to the in-game news, the Caldari State is about to embark on a little ethnic cleansing.
I have a feeling that CCP will not leave us alone, and will, in fact, reset our faction standings come FW, to something that reflects how the various empires feel about each other. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on May 23, 2008, 10:34:48 PM Segmentation Fault > also goonswarm will go gallente or matar you heard it here first folks
I was a little shocked at first going on the test server. For starters, I log in to an unknown ship that happends to be a T2 Imicus, confirming that the rumors were right. Why they changed it? Just so it would be that much more clear that it's a probing ship like it's T1 cousin? It must be related to the fact that the Magnate has come to fill the spot of the "the lost Amarr frigate", hence why the Anathema has also taken the Magnate hull. Anyhow, with the ranking system and "PvP agents" it's pretty nifty. I'll give an update once I actually get myself into the militia. I do hope the small-scale PvP will be available as promised and that GoonSwarm's alt bicycle corps will bear gank Caldari for shiney faction loot :awesome_for_real: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: eldaec on May 24, 2008, 02:27:11 AM Yes, it is going to change market hubs. The prices of "enemy" ships and weaponry are going to go through the roof. Then come back down to what they are now. I'm a Gallentean in Amarr space; I can get Gallente ships either by asking one of you nice people to freighter them for me, or we have enough BP's to make them. The change will be pretty minor, not least since this has no effect on mission runners, 0.0ers of any sort, pirates, miners, or traders. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: MahrinSkel on May 24, 2008, 07:01:05 AM Going to be new tier-3 markets in the nearest 0.5+ system to each faction's low-sec entrance, though.
--Dave Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on May 27, 2008, 03:40:23 AM Taking a hint from Bruce, CCP introduces medals.
link (http://myeve.eve-online.com/devblog.asp?a=blog&bid=559) Signing up dev blog (http://myeve.eve-online.com/devblog.asp?a=blog&bid=558) (fixed) Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Amarr HM on May 27, 2008, 05:10:19 AM Well hopefully these medals aren't awarded for just training skills and maybe killing stuff who knows?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on May 27, 2008, 05:29:42 AM You rack up points for taking over complexes and bunkers. I figure blowing up the opposing faction only lowers standing with that faction. I think secretly CCP wants everyone to stretch everyones faction standings so many people will be downright segregated in Empire. I'm probably exaggerating, but I don't see how I can kill a bunch of Gallente Navy BSs and then go shopping in Oursulaert the next day.
Edit: Edit2: My only real concern right now is how much will the pirates attract to hunting all these newbie alts and inexperienced players drawn to Factional Warfare. It will be a triangle of conflicts rather than a two-sided thing, and I'm not so confident it will divide equally. A considerable amount of tactics and firepower will be concentrated on breaking through pirate gatecamps, pirates coming to your mission areas, pirates camping the agent stations and pirates doing whatever piraty antics pirates do. Of course the opposing faction militia will do the same things, but they're prone to do it a lot less frequently as they have their own mission objectives to do and systems to defend/occupy, while being generally less organized than the pirate corps used to low-sec, I presume. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 27, 2008, 06:24:27 AM You're probably right, once the FW starts, they'll probably modify the inter-faction standings.
Currently, for example, the Amarr Empire has the Minmatar Republic at -5, and Gallente at -2.5 (I think), and viceversa for the Minmatar Republic's views of Amarr, so doing one (storyline) mission for Amarr and one for Minmatar results in +0.5 standings with both. You can maintain positive with all of them by just doing missions for two of them. CCP can set that -5 to a full -10, so that you lose more than you make (you gain with Amarr but lose a full amount with Minmatar AND Gallente), and this sort of balancing becomes impossible. I do expect that, if they feel that too many people are hanging back and not getting involved because they don't want to mess up their standings, they'll just reset standings. They may just pre-emptively reset standings when they deploy the expansion, anyway; they've done so once before. Set everyone's base at -2 vs. the opposite races, and +2 for their own, for example. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on May 27, 2008, 07:43:39 AM Looks like fun. We'll have to see how it shakes out - maybe we'll join one as a corp if we get bored of zerozero gang bangs.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: JoeTF on May 27, 2008, 03:55:35 PM As long as you keep the relevant faction standings above 0.5 you can do this. Arren't the revelan faction standings to your enemy factions hardcoded at -2 though? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: apocrypha on May 28, 2008, 02:33:40 AM Quote from: ajax34 I do expect that, if they feel that too many people are hanging back and not getting involved because they don't want to mess up their standings, they'll just reset standings. They may just pre-emptively reset standings when they deploy the expansion, anyway; they've done so once before. Set everyone's base at -2 vs. the opposite races, and +2 for their own, for example. I doubt that's possible any more since there are plenty of people who've done a lot of standings grinding for things such as JC's, R&D agents and RP reasons. Messing with that now would likely upset a lot of people. What would make more sense would be to increase the options available to people with very low standings so that there were more ways and/or more agents that you could use to recover very low -ve standings. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on May 28, 2008, 04:02:14 AM Yeah, I would like that. The factions should be balanced so that there's a way for the player to go negative and then return to positive with any one faction at a time. But eh, we'll see.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: apocrypha on May 28, 2008, 04:54:16 AM It's OK, I'm sure the fine upstanding people on the CSM will make sure that issues like this don't get overlooked by CCP, right?
Right? :uhrr: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ClydeJr on May 30, 2008, 10:30:53 AM New EA trailer: http://ccp.vo.llnwd.net/o2/video/2/empyrean_age_teaser2_1280x720.wmv
High quality: http://ccp.vo.llnwd.net/o2/video/2/empyrean_age_teaser2_1920x1080.wmv Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 05, 2008, 12:30:26 PM Patch notes are up (http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=165)
CRITICAL * The Omen Navy Issue cruiser has been created and replaces the old Augoror Navy Issue as the Tier II Amarr faction cruiser. The Augoror Navy Issue is reintroduced as the Tier I Amarr faction cruiser and will be available on Amarr NPC corporation LP stores. * All navy NPC’s have had their capabilities significantly increased and their damage output should now be significantly higher than before. FEATURES World Shaping * Black Rise, a new mainly lowsec region between Caldari and Gallente space has been added with approximately 60 systems. * Four new Non Player Corporations have been added to allow Factional Warfare: o 24th Imperial Crusade (Amarr Empire) o Federation Defense Union (Gallente Federation) o State Protectorate (Caldari State) o Tribal Liberation Force (Minmatar Republic) * A limited number of new stations have been added to the Black Rise region. These stations mostly belong to Caldari military organizations. In addition there will be multiple stations added throughout New Eden to service the four faction Militias. * Jumps have been added into Black Rise from the following systems: o Aldranette (Placid 0.4) o Manjonakko (The Citadel 0.3) o Ohbochi (Lonetrek 0.4) o Tama (The Citadel 0.3) o Oicx (Placid 0.3) o Karjataimon (Lonetrek 0.3) o Piak (Lonetrek 0.7) o Abune (Essence 0.3) o W-4NUU (Cloud Ring 0.0) * Some jumps have been removed: o Aldranette <> Manjonakko o Ohbochi <> Oicx * Elsewhere in New Eden some other additional jumps have been added: o The Bleak Lands + New Jump - Anka <> Tannakan o Lonetrek + New Jump - Haajinen to Elanoda o The Citadel + New jump - Nagamanen <> Deven (Essence region) o Essence + New jump - Heydieles <> Old Man Star o Placid + New jump - Anchauttes <> Odamia o Heimatar + New Jump - Hagilur <> Thelan + New Jump - Todifrauan <> Akkio Ships * The since-long missing 6th Amarr frigate, the Magnate, has been released. It is specialized in astrometry and survey operations. * The looping references of Iteron and Iteron Mark II have been corrected. * Augoror Navy Issue cruiser has been modified. The Navy-issued version of the Augoror cruiser is an extremely resilient piece of hardware able to provide very good support in fleet battles, but it is also a relatively nimble cruiser ideally suited for escort duties as well as smaller skirmishes. Created to fill a void within the ranks of the traditionally slow and lumbering Amarrian fleet, this vessel has fit in perfectly. Special ability: 10% bonus to Medium Energy Turret Capacitor Usage and 10% bonus to Armor Hit points per level. o Slots: 5/3/7 o Turret hard points: 5 o Launcher slots: 0 o Fitting: 310tf, 885mw o Drones: 15/15 * Osprey Navy Issue cruiser has been added. Caldari ships have never been renowned for their speed. With this in mind, Caldari Navy engineers set about designing the Osprey Navy Issue. The fastest Caldari cruiser in existence and a formidable missile boat, this vessel gives Navy personnel and State loyalists alike greater opportunities to conduct true skirmish warfare than ever before. Special Ability: 5% bonus to Assault, Heavy Assault and Heavy Missile Launcher rate of fire and 10% bonus to Heavy Assault and Heavy Missile velocity per level. o Slots: 4/5/3 o Turret hard points: 2 o Launcher slots: 4 o Fitting: 365tf, 540mw o Drones: 10/10 * Exequror Navy Issue cruiser has been added. The Exequror Navy Issue was commissioned by Federation Navy High Command in response to the proliferation of close-range blaster vessels on the modern stellar battlefield. While it doesn't boast the speed of some of its class counterparts, this up-close-and-personal gunboat nonetheless possesses some of the more advanced hybrid plasma-coil compression subsystems available, making it a lethal adversary in any upfront engagement. Special Ability: 5% bonus to Medium Hybrid Turret damage per level and 5% bonus to Medium Hybrid Turret rate of fire per level. o Slots: 4/3/5 o Turret hard points: 4 o Launcher slots: 0 o Fitting: 280tf, 760mw o Drones: 20/20 * Scythe Fleet Issue cruiser has been added. The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander. Special Ability: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Assault, Heavy Assault and Heavy Missile Launcher rate of fire per level. o Slots: 6/4/3 o Turret hard points: 3 o Launcher slots: 3 o Fitting: 275tf, 745mw o Drones: 25/25 * Omen Navy Issue cruiser has been created and will replace all current Augoror Navy Issue models. The Omen Navy Issue was originally conceived as a multipurpose search and rescue vessel with strong combat capabilities. In response to the increasing need for ships capable of countering frigate swarms, its designers additionally included a drone bay intended to give the ship a greater range of options when faced with mixed enemy squadrons. The end result is a somewhat more flexible offering than Amarr design philosophy generally dictates, but don't be fooled: this crusher still packs all the punch one would expect from a ship of the golden fleet. Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 7.5% bonus to Medium Energy Turret rate of fire per level. o Slots: 6/3/7 o Turret hard points: 5 o Launcher slots: 0 o Fitting: 335tf, 960mw o Drones: 25/25 Modules * A proper description has been added to ECM burst modules to specify they only receives ECM Target Jammer Strength bonuses from battleships. * The Miner II, Iteron Mark II and “Spiegel” Reflective Plating I items would incorrectly list themselves as their own variations. This has been fixed Player Owned Structures, Outposts and Stations * The Caretaker role now allows the player to empty silos. NPC’s * You can sign up for Factional Warfare on behalf of the four main Empires - Amarr, Caldari, Gallente and Minmatar. This has to be done by docking in the respective station of your Faction and pressing the new Militia Office station services button. * Loyalty Point Stores have been added for each Militia. Initially these stores will provide the same items as the corresponding Navy or Fleet i.e. 24th Imperial Crusade will offer the same items as an Amarr Navy store. * The Militia Office station services button has been added to stations affiliated with Militias. This button will now list information such as: o Factional News. o A Factional header. o Personal info on the character, including rank and name. o A button to retire from Factional Warfare. o A pane where one can scroll through different statistics for oneself, one's Corporation and one's Faction. o Lists of interesting solar systems. * Player visible statistics will now be shown for o Amount of characters in each Faction Militia o Amount of characters in player Corporations in each Faction Militia o Total kills per character, Corporation and Faction. Kills only count where a Factional Warfare flagged character is the victim. * Navy NPC’s have had their abilities significantly increased. The damage output from Navy ships is now considerably higher than before. * Upon sign up pilots will be able to review their own, corporation and faction statistics in the Factional Warfare service “Battlefield Intelligence” page * Firing upon a friendly Militia NPC will be met with retaliation. * On top of gaining a Global Criminal Flag (meaning CONCORD intervention in high-security space, sentry guns retaliating and security status loss), firing upon other players within the same militia will incur a standings penalty to the respective empire faction when a hostile act occurs within high and low Security systems. Firing on a player within the same Militia in 0.0 will have no standings affect. Shooting other players within your own player made Corporation while that Corporation is part of a Militia will not result in a global criminal flag. * Players enlisted into Factional Warfare will be aggressed by Navy NPC’s when entering High-security space belonging to both enemy factions (example: a pilot enlisted to the Federal Defense Union, the Gallente Federation Militia will be shot in both Amarr and Caldari space). * 10 new Ranks have been introduced for each faction. Enlisted players will earn Ranks according to their standings with their Militia. Standing modifications will result in rank promotion or demotion (social skills are not counted). If retired from a Militia, player ranks will not be publicly displayed even if still viewable in the character sheet. * Every time you gain a new rank, the old rank is removed and the new one added. If this is the first time you achieve that rank you are awarded a Factional standings increase with all derived benefits and penalties. * The following areas are now designed as Combat Zones: Devoid, The Bleak Lands, The Citadel, Black Rise, Essence, Verge Vendor, Placid, Heimatar and Metropolis. Occupancy in systems part of the Combat Zones will be disputed and may be conquered by the opposing faction. Agents & Missions * New exclusive Factional Warfare missions have been added for each of the four Militias. These missions will be offered by new Militia Agents and only available to enlisted players. No Storyline missions will be offered in Factional Warfare. * Acceleration gates for Factional Warfare missions will have restrictions on ship types. These will vary depending on the mission difficulty. Exploration & Deadspace * Combat Dungeons have been added to Combat Zones and will be shown through the use of existing exploration mechanics. Such sites may be found using scanner probes or the onboard scanner. Claiming these Factional Warfare Dungeons for your own or allied faction will contribute in capturing the system Occupancy. Corporation & Alliance * CEOs and directors of player Corporations can sign-up their entire corporation for Factional Warfare by using the “Enlist my Corp” option in the Navy Office. The corporation joining process will be completed after the next daily Downtime. Corporations who are part of an Alliance or have an active Alliance application will be unable to use this service. User Interface * New Factional Warfare map modes have been added to the Star Map Control Panel. This map mode will show Militia faction occupancy, enemy factions, the pilots faction and locations where enemy factions have scored Victory Points recently. EVE Voice, Mail & Chat * A new channel is created for each Faction Militia which acts like an “Alliance” channel. It appears by default for anyone in a Factional Warfare flagged Corporation. It can, unlike normal Alliance channels, be closed and re-opened through the channels window. Non-flagged players cannot gain access to this channel * Players enlisted into Factional Warfare may receive role-playing and military mails sent from their faction entity. CHANGES Ships * Heron: capacity increased to 320m3 to match the other astrometrics frigates. Volume increased to 18,900m3, maximum targeting range decreased to 37,500m and gravimetric strength decreased to 10. * The Imicus has had its mass decreased to 1,350,000kg and volume decreased to 21500m3. * The Probe has had its ladar strength increased to 7. * The Anathema has had its model changed. It will now use the Magnate hull instead of the Crucifer hull * The Helios has had its model changed. It will now use the Imicus hull instead of the Maulus hull. * The Cheetah has had its model changed. It will now use the Probe hull instead of the Vigil Hull. * Caracal Navy Issue: Increased CPU output to 415tf, decreased power output to 690mw, added a launcher hard point, decreased shield recharge time to 1650s and tweaked the sensor system to make it in line with the other tier 2 faction cruisers * Apocalypse Navy Issue: The Apocalypse recent modifications have been mirrored to the Navy version. Changed the capacitor capacity bonus to a bonus to large energy turret optimal range bonus, increased capacitor capacity to 7500.0, increased CPU output to 505tf and increased power output to 20500mw * Stabber Fleet Issue: Velocity bonus changed to 10% bonus to Medium Projectile Turret tracking speed per level, moved a slot from high to low, added a turret hard point, increased max velocity, decreased the CPU output to 312tf, increased the drone bay and bandwidth to 40, increased power output to 950mw, increased armor HP and decreased shield HP Modules * Faction Heavy Assault Launchers have had their tech and Meta levels corrected. * Energized Basic Reactive Plating had an incorrect volume. This has been updated to match the other modules of this type. * The display information on the Energy Neutralizing Battery attribute has been changed to Max Neutralization Range. Rigs * Many rig adjustments have been made to both Tech I and Tech II. These changes affect Warp Core Optimizer, Energy and Hybrid Discharge Elutriation and Ionic Field Projector Rigs. Weapons & Ammunition * Using a Smartbomb for the first time in 0.0 or firing upon another player will not display the warning message about proceeding with a dangerous action. Skills * The Energy Grid Upgrades skill requirement has been lowered to 3 in order to use the module Capacitor Flux Coil I. Player Owned Structures, Stations and Outposts * In a Constellation Capital system, if you lose constellation sovereignty and you do NOT have any towers claiming sovereignty in the system then the systems sovereignty level will drop to 0, not 3. If you have at least 1 tower in system claiming sovereignty, then the sovereignty level will drop to 3, as before. * A method existed whereby it was possible to store ships with non-ammunition cargo in a Ship Maintenance Array. This has been fixed and it will no longer be possible to store ships with non-ammunition items in its cargo. Boosters &Implants * The description of the Hardwiring - Poteque Pharmaceuticals ´Consul´ PPE-0 / PPE-1 / PEE-2 has been corrected. These no longer show a boost to agent standing as they only increase security status gains NPC’s * NPCs no longer drop Ship Logs. * The Blood Light Missile Battery in a Blood Raider hacking site has been modified to allow Blood Raider reinforcements to arrive. * The Sansha Stasis Tower in a Sansha Nation hacking site has also been repaired and as a result will get assistance from nearby Sansha forces. * One of the Amarr battleship NPC groups was missing its correct faction ID. This has been corrected. * Customs Officers have seen their jurisdiction revised and will not interfere in Faction or security matters. Agents &Missions * Level 2 mission “Illegal Activity” has had the trigger spawn for the NPC’s modified to work correctly. * The mission "Cargo Delivery" now correctly lists the opponents you will face in the mission. * The mission Illegal Activity (1 of 3) has been modified and the Gallente Light Marines will appear even if the neon sign is destroyed. * The mission "Bountiful Bandine" has been restricted to level one agents only. * The rogue drone in “New Frontiers - Mad Scientist (2 of 7)” has been fixed and is now able to call in support from nearby drones. Exploration & Deadspace * Four “Unknown” Dungeons have been changed in the Cosmos - Vale of the Silent Constellation. These “Unknown” sites have been reconfigured and can now be found using the scanner. The new sites are “Restricted Caldari Navy Base”, “Prohibited Caldari Navy Base”, Prohibited Gurista Pirate Base” and “Prohibited Serpentis Base”. Science & Industry * The Capital Laser Sensor Cluster has been renamed to Capital Ladar Sensor Cluster. * Required skill levels for the construction of Hammerhead II Drones have been lowered to bring it in line with other Medium Tech II Drone production requirements. * Incorrect build requirements for Caldari Navy Ballistic Control System BPC have been changed to bring it into line with other Faction variants. User Interface * New Alliance logos have been added. * It is now possible to warp to other members of a Fleet using their name in the chat box. This was previously not happening if within the same grid as a Fleet member. * A two hour delay in updating Bounty Office lists with characters information has been added. * The sub-caption "Minimum bounty is 5000 isk" has been added in "Place Bounty" tab. * There is no longer a "Click to replay audio" button on either the Appearance or the Name pages in character creation. * An issue was causing some players to be unable to unsubscribe from mailing lists. This has been resolved and players who are the creators of mailing lists will have the option to use the “Delete” function. All other members of the list can use “Unsubscribe” as normal. CONCORD & Kill Mails * The crime warning message has been tweaked to reflect the differences between high security systems and low security systems Miscellaneous * The Alliance Tournament Cup has returned from the engraver with the inscription of this year's winners. FIXES Ships * Pods have had their shield and armor resistances modified to be in line with other ships. * The Rorqual description has been updated to include the number of gang warfare links it can use. * Changed the existing Augoror Navy Issue into the Omen Navy Issue. The Augoror Navy Issue has been retrofitted and will still be available from several Amarr NPC corporation LP Stores. * A bug that made your ship stop for a short time after you launch a warp disrupt probe has been fixed. * The bonus to Mining Drone yield for the Navy Issue Vexor is now working properly. * A typographical error in the description of the Rorqual has been fixed. In addition the error that Rorqual input/output options are "My Hangar" instead of "My Cargo" has also been fixed * The Providence appears correctly now both in space and in station Modules * Fixed the descriptions of the Remote Sensor Boosters (both grammar and spelling). * A minor error in the code of cloaking devices has been corrected. This fix has no effect on the actual operation of cloaking devices. * Corrected the variations display for the Medium Remote Armor Repairer II. This is now correctly displayed as a Tech II item. * The Heavy Assault Missile Launcher I has had its meta level corrected to 0. * Capacitor Batteries can now be repaired in space using Nanite Paste. Weapons & Ammunition * Fixed an error with sound nodes associated with missile explosions * The description for Carbonized Lead ammunition has been corrected. * A typographical error in the description for Spike ammunition of all sizes has been fixed. Skills * The problem of characters starting with a certain skill before having all prerequisite skills trained has been fixed. * Leadership Skills description now correctly displays fleet bonuses, not gang bonuses. Player Owned Structures, Stations & Outposts * Dragging an assembled ship onto another in the Ship Maintenance Array will cause an error message to be displayed saying "Assembled ships don't fit in cargo". * The NeoCom button for Science & Industry now works correctly, allowing greater use of POS manufacturing. * A bug where selecting multiple items in the “Control Tower Manage menu -> Structures” omits the first entry has been fixed. Boosters & Implants * A grammatical error in the description of Limited Memory Augmentation Beta has been fixed. Character Creation & New Player Experience * An issue occurring when creating a second or third character would make them start in space rather than in a station has now been fixed. * The Mining Tutorial has been tweaked and the correct number of pages displayed has been changed to four. * The "Petty Thief" in the Aura Tutorial has been fixed. He is now easier to kill and pays a much higher bounty. * The Reprocessing Plant option in station services was not displaying a welcome page. This has been resolved and should now display correctly. * A typographical error in Character Creation has been resolved when choosing a career in Industry. * “Creating a Chat Channel”, “Character Sheet Advanced Information” and “Science & Industry'” tutorials have been fixed. Their NeoCom buttons will now blink properly when opening the tutorial. * New characters that choose the option to “Continue later” when closing the tutorial will now have the option to press the “OK” button in space to warp back to the Deadspace Complex in order to continue training. * During the Aura Tutorial the Overview window will remain in position after docking and undocking. It will no longer relocate to the left hand side of the screen. * Certain Informative and Beginners tutorials were moving the merged Ships and Items window back to the NeoCom bar. This has been fixed and will no longer happen. NPC’s * Ships immune to Electronic Warfare are no longer affected by NPC Electronic Warfare. * Fixed a typographical error in Sangrel Minn's Description. * Customs Officers have been retrained and will now give you the option to hand over contraband goods in your hold and pay a fine on them rather than shoot first and ask questions later. * The Customs Officers have been handed some new procedures, and will now provide a reason in your logs for giving you a standing penalty after catching you smuggling. * The wording of the Customs warning has been re-written to be more intuitive. Agents & Missions * All agents belonging to the Republic Military School Corporation will now greet the players using the player name rather than their own. * All locator agents will now give out the correct details when confirming the location of a player either in space or station. * Fixed a typographical error in the mission "Technological Secrets 1 of 3.” * A typographical error has been corrected in COSMOS agent Pandon Ardillan’s dialogue after “On the Trail (4 of 4)”. * A grammatical error in the mission "Lights Out" has been corrected. * A bug that existed in Storyline missions that was not giving corporation standing increases to fleet members has been fixed. Reminder: sharing storyline missions in fleet does not give Faction standings to fleet members * The following agents - Bley Oreriel, Wessette Gauze and Kaymotin Gradance will now be flying the correct ship model based off their descriptions. * The mission "Secret Pickup" now has the objective stated correctly. * Some missions had an incorrect expiry time. This has been fixed. * The mission "Lost That Bet (2 of 5)" will now drop the correct item, one unit of Dolls (1.0m3), upon completion. * The beacon at the entrance to ‘Smuggler Interception’ has been moved away from the gate. * The Beacon that previously sat on the acceleration gate to several Mordus Headhunter missions has been removed. * A typographical error in the mission briefing for mission “Booster Manufacturing - E-8CSQ” has been corrected. * A typographical error in the mission “Mother Lode” has been fixed. * “Barron Asteroid” has been corrected to display “Barren Asteroid” in the mission “Eliminate The Pirate Campers” Level 2. Exploration & Deadspace * The spawn containers in “Derelict Research “complex have had their placement corrected. * The exploration site "Angel Cartel Navy Shipyard" was missing its description. This has been found and pinned back into place. * The Serpentis Drug Outlet 1/10 complex overseer's structure will now drop the correct loot when destroyed. * The Mission: Pirate Escapade (1 of 4) has had its location changed within the system O-LR1H so that it can now be found with the system scanner. * Incoming transmission when reaching the Supply Pit within, Sansha War Supply Complex has been corrected. * Using Multispectral Probes will allow static dungeons, hidden or not, to show up as Wayposts and not Unknown. These can now be scanned down. * Fixed a typographical error in the description of the Large Collidable Object: “Giant Snake Shaped Asteroid”. Science & Industry * The search panel for finding your blueprints has been corrected to say "Types" and not "Copies". * The invention time of the Signal Distortion Amplifier has been corrected. It previously took too much time. * If you had an installed corporation research job in a station office when it expired, your blueprint was sometimes returned to an invalid location when you delivered the job. This has now been fixed and the blueprint will be delivered in the station in which it was installed. * Manufacturing waste amounts will now round correctly. * Some clipped text has been fixed on the “Accept Quote” window. * Waste calculations on all jobs from a Blueprint are now working correctly. Now when installing a single run or multiple run job, you will no longer receive an incorrect mineral requirement amount warning when the proper amount of minerals are available in your hangar. Market & Contracts * The Advanced Construction Components market group had no icon. This has been corrected * Civilian guns have been removed from the market. * The "view" box on contracts has been increased in width to correctly display the options. * The auto-complete window on the market search was not always closing properly. This has been corrected. * The clear history button on the market search will now correctly clear your search history. * The market filter, if set for 0 to 0 jumps, would ignore the jump toggle. This has been corrected and filter options are working fine when range set from 0 to 0. * The pick items combo box when creating a contract was too big and has been resized. * Using auto-complete feature will not cause the select item type dialogue to appear twice. * A typographical error has been fixed in the blueprints market where Energy Subsystems erroneously had a second capital S. * Made various corrections to spelling and grammar for certain modules in the Market tree. Corporation& Alliance * When setting standings to an individual player from Corporation tab, the radio button will no longer jump from "Modify standings from [corporation] to [character]" to "Edit standings" * An issue in which an application for joining a player corporation was not showing in sender's “My Application” tab has been fixed. This will now display correctly. * When you run for a CEO, you would get an error message "You cannot run for CEO. This might be because you lack the skills required or because there was a vote for a new CEO recently.” This has now been fixed to show that you require the necessary number of shares to enable the vote. * When moving your corporation’s headquarters to a new station, the list in the ‘Headquarters’ tab would not update correctly. This has been resolved. * The “last online” information under Corporation > Members List will now show the correct information. The display will now show how many hours since the member was last online if less than 24 hours. * Insurance payment is correctly refunded to Corp Wallet when ship was insured using corp funds. Graphics General * Disabling a station service now causes the icon to be grayed out. * Fixed a minor error in the mining drone effects. * The Fleet Issue Tempest was glowing too much. This has been repaired by adding additional layers of rust. * The Purifier now displays all turrets correctly. * The Providence has had some graphical makeover and the ship appears correctly now both in space and in station * All turrets now revert to front facing after being discharged. Turrets will no longer stay in the last position used to fire at another ship. User Interface * Alt key functionality has now been tweaked. Pressing Alt now shows the bracket for your own ship. Toggling Alt+X now toggles Moons and Large Collidable Structures, as Alt used to do pre-Trinity 1.1 and Alt+Z now toggles the bracket filters as it has done since Trinity 1.1 * Some of the station services windows have been reworked to look consistent. This should also improve the ease of recognition * Locked targets are displayed correctly on the right side of screen. * The Fleet, Broadcast and Drone windows will no longer reset themselves to the default position if they are separated manually on the Overview. * Fixed an issue with the Overview when the distance to stargate was not updated when the star map was open. The distance now updates correctly. * The star map close button will no longer cause the Overview to move. * The tabbed Overview was causing warp scrambling messages to break in certain circumstances. This has been resolved. * An issue with icons not sorting correctly in Overview has been fixed. This issue was affecting stargates being separated in the Overview list. This will no longer happen and all stargates will list correctly when sorting the Overview by "ID" list. * Opening new windows, such as joining a fleet, will no longer cause existing ones to disappear off the Overview screen. * Empty wrecks will no longer show when set to "Hidden" in Overview settings. * A graphical error that caused targeted icons to not align correctly in the Overview has been fixed. * Overview no longer snaps below ‘Selected Item’ window when docking or undocking. * An overview bug in which Sentry and Station icons attach to text columns has been resolved. Now when using the "Column" tab in "Overview Settings" you will no longer have Station and Sentry Gun icons overlap on text. * In the wallet, the give money button was overlapping some of the tabs. This only affected people with the junior accountant role and has been fixed. * The cargo and scanner windows will no longer open after each session change if they have been closed with the main UI button. * Clicking “show info” on the same object multiple times no longer stacks the windows. Only one item will be displayed. * The Corporate Hangar Bay on capital ships will now be properly named that way instead of Ship Maintenance Bay. * The direct trade window was mis-sized on the bottom half. This has been corrected. * The title of the dialog box for entering chat channel passwords has been changed from "Title" to "Password required for *this* Channel" (*this* refers to the name of channel you are joining) * Stacking windows would leave the highlight box behind. This has been corrected. * Audit Log Containers will now correctly prompt you for a password a second time if the incorrect password is entered in the first instance. * The size of the search field under My Wallet > Transactions has been increased to allow full item searches. This was previously restricted to the first 10 characters of an item name. * A grammatical error when showing info on an anchored container has been fixed. * Changes have been made to various subtitles in the in-game welcome page. * The Standings transaction window is working properly and is correctly displaying the transactions now. * An incorrect error message when attempting to create too many channels has been fixed. * Log-off confirmation prompt is now grammatically correct. * The change installation label now correctly fits the window when installing a blueprint. * An errant comma has been removed from the header when selecting the corporation or character window in the corp wallet. * When attempting to join a self-invite fleet set to allow pilots restricted to a certain Alliance, any players not matching the criteria were receiving an incorrect message. This has now been fixed. * Fixed the wording on the Petition system to more clearly explain each function * Petition rating data is no longer lost when switching tabs. * The autopilot disabled message is no longer displayed twice * On the Contracts page the "Sort page by issuer" was displaying an inverted ordering list. This has now been corrected and will display correctly. * When resizing the Journal window to minimum width and switching to the Contracts tab the "Fetch contracts" button is no longer clipped. * Added the missing error message for when you are moving too fast to deploy a Cynosural field * Log off confirmation prompt is now grammatically correct. * When deleting a mailing list the correct confirmation message is now displayed. * “Approach Location” now correctly allows the approach to a bookmarked location. * The Corporate Hanger Bay is now displayed as such when opened. It no longer calls itself the Ship Maintenance Bay. * Typographical errors in the “Clone Activated” message have been fixed. * A grammatical error in the header of a window used for selecting corporation or character when transferring money has been fixed. * An issue in chat channels that prevented the right-click option on a player name has been resolved. * Closing a stacked window opened by an UI button will now do so properly. * Notify messages will now appear prominently above all other messages on screen. * An error that caused newly created overview settings not to show up in the selection tab has been fixed. * An unnecessary message "Wrong Location" pops-up when opening the Aura tutorial in space. This will now only appear for the Rookie Tutorial. * An issue with "Show Info" on a Player or Non Player Corporation has now been fixed. * A change to the Market Quickbar means that items highlighted using the arrow keys will now refresh and show up in the "Details" box as intended. * Notification message is now correctly displayed when warping to Force Field or Bunker. * A typographical error has been corrected in the "Division Names" window. * A previous error in which the Bounty Office only opens once when trying to add a bounty through unprocessed applications in Corporation>Members>Applications>Corporate has been fixed. * Clicking "Add Bounty" in a chat channel will now bring up the Bounty window and the "Place Bounty" tab. * A typographical error has been corrected in the "Auditing" Tab after "Auditor" role has been removed. * When the Auditor role is removed from a character there will be a new message displayed if that character is attempting to audit any roles within a Corporation. A message will now display stating "You need to have the role Auditor to view this information". * An overlap on the "Abort Termination" and "Confirm Termination" buttons when recycling a character has been fixed. * A typographical error in the warning message when deleting a friend from the buddy list has been corrected. * Knowledge Base articles will now only be displayed in the English and Icelandic language categories. EVE Voice, Mail & Chat * An exception thrown when right clicking in the chat window has been resolved. * Corrected an error that could cause EVE mails not to display correctly. * The maximum number of player created chat channels was displaying as 11 when it was set to 10. This has been corrected and will now show a maximum of 10 channels. * The "Generic Hardware" option for EVE Voice resulted in a glitch with performance. This has been resolved. * EVE voice will now be less technically demanding as the exefile.exe no longer persistently looks for .log files, leading to improved hard disk performance * Un-checking "Enable EVE Voice" in the Escape menu now correctly disables the program * A bug where the slider is behaving irrationally in EVE Voice setting is fixed. * When joining a fleet while already in an EVE Voice channel you will now appear properly in the fleet voice slots section * EVE Voice will now correctly display a notify message when either enabling or disabling the service. Localized Clients * Corrected the German translation of the Market settings: filter options * The auto-complete option of "clear history" has now been translated. * The Science & Industry accept quote window was clipping text. This has been corrected. * The Science & Industry interface was clipping text on the “Accept Job” box in the German client. This has now been fixed by making the window a little wider. * The Science & Industry interface was causing text to appear out of margin in the German client. This has been resolved and the word "Basisgegenstand" no longer obscures other words in the window. * The” Settings Not Saved” message on the overview was not correctly translated. This has now been updated. * Starbase Management - Structures -> Access window: the 'No Choices' option under Use is now translated * "Please enter password" is now translated for protected chat channels * "Laden not saved" message is no longer displayed in the German client. * Log off message is now correctly displayed in German. * Channel "Hilfe" is now joined instead of “Help” channel when your client is set to German. * Filter options "From/To" are correctly displayed as "Von/Bis" when your client is set to German. * Previously, when the contracts window is opened, by default the "Verträge holen" button is located under the last drop down box. This has now been fixed and the button is no longer obscured in the German client * Modified Science & Industry Interface so that it will now correctly display the Decryptor Select box without overlapping on the German client. * The station drop down list would lose its arrow if the station names were too long in the German client. This has been corrected. Miscellaneous * Improved DB performance by reducing the number of calls made by the login process. * A duplicate type in database called "Miner" has been removed * Other users in Windows should no longer be able to hear the dulcet tones of EVE if they are logged in and another user has the client running. * You can now change the category of a bug report after you've created one. * Missing textures between the "Enter Password" to "Character Selection Screen" have been added. * Copyright information has been updated. * A typographical error has been fixed in the Faction Standings section of the Players Guide. * Civilian Light Electron Blaster is able to be auto-linked in chat. * The word "gang" has been replaced by "fleet" in Tip of the Day on the character selection page. * The problem that the Audio and Jukebox is not saving properly when exiting game has been solved. * A grammatical error on the Free 14 day trial has been fixed. * A typographical error in the Player Guide on the EVE Online forums has been fixed. * Fixed problems with Alliance Top 10 page and associated icons not loading properly on the EVE Forums. EXPLOIT FIXES * Several exploit issues have been fixed, making EVE a better world to live in for us all. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on June 05, 2008, 11:05:35 PM Can it be true? Overview fixes!
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: apocrypha on June 06, 2008, 12:57:55 AM Can it be true? Overview fixes! Overview fixes are to 2008 what drone fixes were to 2007 :p Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on June 08, 2008, 11:20:55 PM new devblog (http://myeve.eve-online.com/devblog.asp?a=blog&bid=565)
Quote "I believe in equality for everyone, except reporters and photographers." ~ Mahatma Gandhi. We have a new concept with the coming of factional warfare: Embedded Reporting. For Factional Warfare, we want our news feeds to capture the raw, tense feeling of an ongoing war. This is hard to do at present, as our reporters have remained distant from their subjects in order to retain their objectivity. Enter Embedded Reporting. Each faction will have its own news corporation, employing a pool of embedded reporters. These intrepid journalists will fly alongside people in their factional militia and report back from the very heart of the action, guns firing all around and missiles roaring past their vessels. Those vessels will be small, modified "Media Shuttles" with higher agility than regular ones, no cargo holds and no way whatsoever of affecting the action around them. The news feeds will be available from the battlefield intelligence window, but we will also copy certain news reports to the global news so all players can read up the comings and goings in factional warfare from the view points of these embedded reporters. This is a departure from our usual reporting, and we hope to make it a fun and informative one for all involved. If you would like to join the Interstellar Correspondents in this grand venture then, please submit an application. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Kitsune on June 08, 2008, 11:48:52 PM So you have to submit an application to become a burning pyre in space when your defenseless deathtrap shuttle gets picked off for laughs in every fight?
Hmm. I must admit to being intrigued. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on June 08, 2008, 11:59:13 PM I don't think you can target/kill them.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: IainC on June 09, 2008, 12:19:02 AM I don't think you can target/kill them. You can target them but you won't kill one (http://www.redsector.org.uk/eve/ships/polaris_inspector_frigate/)Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Comstar on June 09, 2008, 01:15:57 AM Sounds like a great way to get a close in warp in point.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Jayce on June 09, 2008, 03:05:53 AM Sounds like a great way to get a close in warp in point. Or intel. Or a bump at the wrong moment. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on June 09, 2008, 05:32:32 AM Bumping is definitely an issue, but I think that CCP is going to absolve themselves of this by making the militias responsible for their own news. No more of "your reporter bumped our dread while it was in siege mode."
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on June 09, 2008, 05:49:20 AM Bumping is definitely an issue, but I think that CCP is going to absolve themselves of this by making the militias responsible for their own news. No more of "your reporter bumped our dread while it was in siege mode." That reporter was, I seem to remember, an Aegis Militia alt. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Jayce on June 09, 2008, 07:01:14 AM Quote no way whatsoever of affecting the action around them. I'm just amazed and amused at the way hope springs eternal among developers of full-PvP games. "No way whatsoever" should fire alerts in any designer's brain, given the ingenuity of the hardcore PvP crowd at corrupting innocent game systems to their advantage. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on June 09, 2008, 11:23:16 AM Obvious reminder is obvious: SET A LONG SKILL TRAINING TONIGHT
24 hours scheduled downtime, and God only knows how much actual downtime. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Meester on June 09, 2008, 04:28:08 PM Hmm wonder if it possible to trick people into a fw corp and pick off their mission running ships?
Or join a faction but don't let your corpmates know :D Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on June 10, 2008, 03:11:47 AM Downtime News. (http://www.eve-online.com/news/downtimenews.asp) Apparently CCP is doing some RP stuff on the empyrean age expansion page while they do the dirty work on the servers.
Quote It seems that CONCORD's cluster-wide data network is suffering a severe and unprecedented outage. In the last few minutes multiple core services have degraded or dropped offline across the EVE cluster. Quote panicked pilots turn on local law enforcement vessels. It appears that at this time CONCORD is not deploying additional vessels No more empire!Untill after the downtime, at least :) Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Faust on June 10, 2008, 03:58:17 AM patch notes: http://www.eve-online.com/news/Patch%20Notes%20for%20Empyrean%20Age.pdf
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on June 10, 2008, 06:37:15 AM Latest builds:
http://ccp.vo.llnwd.net/o2/EVE_Classic_Setup_56866.exe http://ccp.vo.llnwd.net/o2/EVE_Premium_Setup_56866.exe Edit for Ajax: Found the Classic to Premium patch as well, if it helps http://ccp.vo.llnwd.net/o2/eveclassictopremiumpatch56866.exe Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Fordel on June 10, 2008, 07:34:08 AM The Caldari have just retaken their home planet. :ye_gods:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on June 10, 2008, 07:36:40 AM They have multiple multiple in-character news being published every minute, almost, on the placeholder website (http://www.eve-online.com/news/downtimenews.asp). Pretty damn cool. Can read the war, basically.
The Minmatar have a cure for Vitoc and are bombarding Amarrian planets with it then lifting up the slaves. Caldari have re-taken Luminaire. Concord infrastructure disabled, Jita being looted by pirates and traders being shot... Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Fordel on June 10, 2008, 07:38:09 AM The Space French, surrender? :awesome_for_real:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on June 10, 2008, 07:41:03 AM Gets, are those latest builds you linked full versions / install from scratch? 1.2 GB (premium version) is a huge file.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Nevermore on June 10, 2008, 08:03:19 AM They have multiple multiple in-character news being published every minute, almost, on the placeholder website (http://www.eve-online.com/news/downtimenews.asp). Pretty damn cool. Can read the war, basically. The Minmatar have a cure for Vitoc and are bombarding Amarrian planets with it then lifting up the slaves. Caldari have re-taken Luminaire. Concord infrastructure disabled, Jita being looted by pirates and traders being shot... Fire and brimstone coming down from the skies! Rivers and seas boiling! Forty years of darkness! Earthquakes, volcanoes! The dead rising from the grave! Human sacrifice, dogs and cats living together! Mass hysteria! Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 10, 2008, 08:25:13 AM Premium patch.
http://ccp.vo.llnwd.net/o2/evepremiumpatch53162-56866.exe Word of warning, as before, as early as this is in the cycle, they may release another one after this. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Predator Irl on June 10, 2008, 11:39:48 AM Seems they have the patch already but the server isnt accepting connections yet... come on, come on, come on, come on.... :dead_horse:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on June 10, 2008, 11:51:37 AM I'm logged in and already checking for TS spawns.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on June 10, 2008, 12:21:18 PM WTF? Come to sarum prime, I'm looting shitloads of t2 matari wrecks here.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 10, 2008, 12:41:43 PM There's a caldari navy leviathan rebuilding the station at caldari prime (luminaire)
It can be damaged. It's worth 500 million bounty. Goons are trying to rustle up a big enough fleet to take it down before the rebuild completes :grin: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on June 10, 2008, 12:53:56 PM Man, and I just logged in to rat for an hour! I need to get in on this!
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on June 10, 2008, 01:49:48 PM (http://eve.jonsimmers.com/images/2008.06.10.20.21.33.jpg)
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 10, 2008, 02:11:57 PM The NPC titan just doomsdayed.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 10, 2008, 02:48:02 PM (http://go-dl1.eve-files.com/media/0806/2008.06.10.22.37.35.jpg)
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on June 10, 2008, 02:59:58 PM What is the bounty on that?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 10, 2008, 04:53:09 PM 500 million.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Kitsune on June 10, 2008, 07:43:11 PM Holy crap, doomsdaying a hi-sec system? Did they just wipe out a few dozen innocent bystanders and tourists in the process?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Goumindong on June 10, 2008, 07:50:52 PM Holy crap, doomsdaying a hi-sec system? Did they just wipe out a few dozen innocent bystanders and tourists in the process? No. Apparently there was no DD. Some people went into the fray and lit off some smartbombs. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Sparky on June 13, 2008, 10:10:32 AM Oh crap wrong thread
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: bhodi on June 13, 2008, 10:11:31 AM Oh crap wrong thread It's been split. The thread you are looking for is here (http://forums.f13.net/index.php?topic=13478.0)Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Amarr HM on June 14, 2008, 01:38:07 AM There is a new killmail format, alliance and corp are switched around and they have added a faction category so if you try posting the new killmails you will have to adjust them. :ye_gods:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on June 14, 2008, 11:05:42 AM We're in the process of... waiting for the KB software to be updated accordingly. It's a pain.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on June 17, 2008, 06:51:30 PM CSM Rep hits max rank in the Amarr Militia in 6 days, heh. (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=800083)
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: SillyFish on June 17, 2008, 08:49:22 PM CSM Rep hits max rank in the Amarr Militia in 6 days, heh. (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=800083) Kills 0.Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on June 17, 2008, 08:55:25 PM At least it got her out of the noob corp after five years.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on June 18, 2008, 12:11:35 AM "Due to all the promotions, my Amarr standing raised from 0.55 to 7.16."
GIEV! NAO! Edit: On a serious note you can get above 8.0 standing doing all the Cosmos missions though, but faction standing doesn't really matter much, even though it feels slightly iffy to get it so easily now. Once you stop being able to dock in stations you have bad standing with, then it will matter. I'm not that scared of the enemy NPC navies. Edit2: On a much less serious note - did achieving max rank get him a cool mount and a nice sword? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on June 18, 2008, 10:06:59 AM Ah factional warfare!
Bravely I signed up with a fresh 820k skillpoint amarr alt, took my first mission and proceeded to trek the 15 low sec jumps to the backwater minmatar system where I was supposed to kill some haulers. Low sec was quite crowded with the tell-tale beacons signifying somebody was doing another fw mission in most of those systems and everything between 30 man fleets and solo pwnmobiles camping the gates. Strangely enough people signed up on the minmatar side didn't show as war targets on my overview but since this was low-sec anyway everyone was to be considered the enemy. I arrived at my mission system, jumped to the bookmark and a beacon broadcasted my mission area in local. Promptly I was jumped by 3 minmatar in amarrian ships, having somewhat suspected this might happen I was aligned and jumped swiftly around the system while they tried to track me down. Finally I docked at a nearby station where I waited a while for the evil-doers to get bored. After walking the dog, the minmatar scum had vanished and I proceeded to take out the minmatar frig npc's in the complex. It was about as hard as the toughest level 1 missions, requiring my fresh alt to jump out on occasion to rep up my punisher a bit. A notable exception was a 'chief minmatar something' that flew an assault frig and took me about 15 minutes and a lot of cap juggling to take out. After killing him no npc's were left on my overview and I was a bit at a loss on what to do next, there were no haulers to be seen anywhere and I was still missioning at a beacon in low sec. I proceeded to pop some building and when approaching one I noticed a mastodon that wasn't on my overview. Apparently faction minmatar haulers didn't show up on my pre-empyrean age overview settings... Overall it was rather challenging pve to do with a newbie character. Coupled with a constant danger of getting pvp-pwnd it made for a rather entertaining mission. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Yoru on June 20, 2008, 07:11:25 AM New Trailer (http://myeve.eve-online.com/download/videos/) out and.. well.. :drill:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on June 20, 2008, 07:21:08 AM You gonna do some FW with us Yoru?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Yoru on June 20, 2008, 07:24:51 AM It's gonna be a while before I get a chance to come back to EVE. :cry:
Once I stop traveling so damn much, though, then it's quite likely. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Phildo on June 21, 2008, 10:14:24 AM Samson engages the Minmatar militia, lives (Irek does not):
In a fit of PvP boredom, I decided to head out to Amarr and link up with the militia using Irek as a liaison to get into the gang. Later, Bastables and Miss Skripo from AM also joined me. Anyway, we set out for Huola and later Kourmonen, to free them from the Minmatar scum. Well, we start off by absolutely kicking their asses in three small skirmishes in Huola during which Jonny Damodred of Stimulus is taunting us in local. He was flying a stabber so not really worth going out of our way to kill, but it would have been nice. There were some excellent kills, but I only managed to get on five due to my having to manage gate sentry aggro and having capacitor issues. CVA had a nice heavy four-man gang in the area with us, although there was some confusion over standings and one of their Brutixes was repeatedly targeted by the FC. Furthermore, one of my fleet members was in Gunship Diplomacy, a corp that is KOS to CVA (and AM). We moved to Kourmonen and some of the fleet moved on to Kamela while the rest of us camped the gate. As we trickled into Kamela a few reds began to harry us at the gate and popped a few friendly frigates before the fleet warped back in. In foolish haste I found myself 40km off the gate surrounded by reds as I had attempted to chase and tackle a rapier that I had been 15km away from before he hit his MWD. My overview lit up red but I was miraculously able to get out of the fight. I return to find our fleet being picked apart by coordinated sniper fire from several Outbreak ships. Yeah, Outbreak showed up to help the Minmatar along with Ushra'Khan and all the rest. I got out again sensing doom although we only lost about ten of our 30 ships. Irek died. So did Miss Skripo. Bastables had logged by this point, lucky bastard. As I'm writing this I'm sitting in the station in Amarr considering myself lucky to have gotten my ship out alive and learned a lot from the exprience. I've also lost 2 whole points of sec status that I need to rat back tomorrow. Still, I lived and got one some good KMs. My page (http://www.amarr-empire.net/killboard/?a=pilot_detail&plt_id=40668) Amarr Militia KB (http://www.amarr-empire.net/killboard/?a=home) Title: Re: Factional warfare - empyrean age and all that – an overview Post by: dwindlehop on June 23, 2008, 10:21:02 AM Impressions from the Minmatar side:
Militia chat is not quite as organized as a real alliance, but maybe some day it will be. For now, you get some reports of enemy movements, but they frequently neglect numbers and ship types. There have been fleets to join the few times I logged in this weekend, but I have yet to go that route. There are way more neutrals in contested space than I would have expected. My only loss so far was to red blinkies in an outpost. A Sac and Vaga were harassing some folks in a plex so I zoomed in with my Cane, but my client locked up shortly after we exchanged points. By the time I logged back in I was in structure. Metropolis at least has a ton of neutrals, they outnumbered the militia (both friendly and enemy), though the friendlies were probably mostly docked or in fleets. I played footsie with a Amarr militia Malediction while I was in a Thrasher. We scanned each other and bounced around a bit in system. Finally, I found him at a gate but he failed to pop with the first volley and MWDed out of range of the second. Oddly he spent so long messing around at >150km that I deagressed and followed him back through the gate, but I couldn't get a lock in time. Some systems only have a control bunker beacon, and some systems have a ton of beacons. I don't quite get why the VP beacons aren't in every system. Time to work some contacts and get intel from the cool kids, I think. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: dwindlehop on June 23, 2008, 10:32:38 AM Almost forgot: this morning in militia chat some were desperately seeking anyone with points to help them. :uhrr:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on June 23, 2008, 10:56:45 AM Almost forgot: this morning in militia chat some were desperately seeking anyone with points to help them. :uhrr: I've noticed that a lot too. I think a lot of folks are trying to defend/capture complexes but don't know how to shoot PCs and aren't fitted for it. So you have two frigs from opposite sides just sitting there looking at each other. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: nurtsi on June 23, 2008, 11:50:36 PM I've flown around a bit with Gallente Militia in my alt. There's a few good FCs (some are ex-SMASH, really old players) and then there's some crappy FCs. There's several fleets going on all the time, but usually one 'main' fleet. So far I've only been fighting against the Caldari (or squids as we call them). There's been some really cool fights, I experienced my first big ass fleet battle in the militia. We had around a hundred ships on each side clash on the frontlines. The lag was absolute horrible and my client was desynched for the whole engaged, we won, but I woke up in my clone afterwards.
In another fleet engaged we had around 50 ships sitting on a gate and around 80 squids on the other side. The standoff lasted for some time as neither fleet would jump through to the other (had a good FC there explaining the impatient people that the first guy who makes a mistake will have his fleet butchered). Surely enough, some time after that the squids got bored and jumped in on us with superior numbers. Unfortunately for them, the lag/grid loading/lack of discipline caused them to start uncloaking one by one and we could just slaughter them and they lost the advantage of their superior numbers. As someone mentioned, there's a shitload of neutrals in the low sec systems as well. These guys are mostly pirates and scavengers. Once a fleet battle goes down the vultures appear quickly and start scavenging the wrecks. The pirates just pick off any stragglers. Although last night we had a four-way battle at a station with two pirate gangs, squids, and us. Everybody was shooting at everybody so it was pretty difficult to figure out what was going on sometimes. On top of that there were four pirate carriers in the system pissing about with their fighters. Unfortunately we couldn't muster enough forces to take them down. Finally a tip for you traders out there. Last week, the Gallente militia killed 40b worth of stuff. That's a lot of hardware. I'm guessing other militias are doing the same. So: 1. Find the main staging system of a militia. 2. Haul in loads of T1 ships and modules (basic stuff that most people use). 3. Profit! Title: Re: Factional warfare - empyrean age and all that – an overview Post by: dwindlehop on June 24, 2008, 08:46:12 AM On a similar note, our CEO killed an Occator with >300m worth of crap and 3 WCS in lowsec. Rich haulers in lowsec were pretty unheard of until FW hit.
A lot of gates seemed to have neutral haulers waiting on them. It seems unlikely that they'll have anything in them, though, so I'm not sure what to do with that information. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on June 25, 2008, 02:17:23 PM They nerfed how fast people can acquire ranks (scroll to bottom (http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=165)).
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Krakrok on June 25, 2008, 03:54:19 PM As someone mentioned, there's a shitload of neutrals in the low sec systems as well. These guys are mostly pirates and scavengers. Once a fleet battle goes down the vultures appear quickly and start scavenging the wrecks. The pirates just pick off any stragglers. Although last night we had a four-way battle at a station with two pirate gangs, squids, and us. Everybody was shooting at everybody so it was pretty difficult to figure out what was going on sometimes. On top of that there were four pirate carriers in the system pissing about with their fighters. Unfortunately we couldn't muster enough forces to take them down. Well that sounds fucking awesome. :drill: Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Gets on July 01, 2008, 12:31:18 PM No one really bothered to mention anyone that the FW enemy can camp 0.5 systems without the navy doing much. As such Niarja has been the root of not just hauler tears now, but also that of autopiloting Amarr militia pilots. If you could power a propeller with whine from alliance chat right now, you'd be flying to Tokyo.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Endie on July 03, 2008, 01:02:19 PM Can someone accept my alt's app, please?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on July 03, 2008, 05:38:57 PM Spy!
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: FatuousTwat on July 04, 2008, 04:02:18 AM There's been some really cool fights, I experienced my first big ass fleet battle in the militia. We had around a hundred ships on each side clash on the frontlines. The lag was absolute horrible and my client was desynched for the whole engaged, we won, but I woke up in my clone afterwards. Ok, I haven't really been following this as I've been taking a break from EVE, so please excuse my ignorance... Does this mean that finding PVP groups is now in EZmode? Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on July 04, 2008, 04:28:09 AM Yes.
If you join a faction it's pretty easy to get into a pvp gang. I hope it continues this way, for the time being Fw has attracted more people to low sec warfare than I thought possible. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: FatuousTwat on July 04, 2008, 08:22:05 PM Yes. If you join a faction it's pretty easy to get into a pvp gang. I hope it continues this way, for the time being Fw has attracted more people to low sec warfare than I thought possible. Shit. This means I'm going to have to start playing again. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Simond on July 07, 2008, 11:18:02 AM Someone figured out how to camp the Jita 4-4 undock as Gallente militia (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=812120). :drill:
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: ajax34i on July 07, 2008, 11:51:55 AM And here we go, players testing just how advanced the NPC AI in EVE really is (which is... not very).
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: lac on July 07, 2008, 12:55:23 PM The gist of the matter seems to be that there is a cap to the number of navy groups deployed in a system - no more than 10 spawns will appear in a given system.
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: FatuousTwat on July 07, 2008, 01:22:15 PM Can I just join a corp to join a militia? Or would I still have to grind to .5?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on July 07, 2008, 01:45:51 PM You can join our corp, F13, which is already in the amarr militia, or you can join one of the militias directly (basically, joining a NPC corp specifically setup for militia).
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Ninja Sportz on July 07, 2008, 01:57:48 PM i think im going to apply to F13 with my alt...where are the offices for F13?
Title: Re: Factional warfare - empyrean age and all that – an overview Post by: Viin on July 07, 2008, 02:03:39 PM Btw, if you join the militia directly you do have to have .5 before you join. If you join F13 the corp overall needs .5, which I believe it still does.
F13 main office for FW is in Zaimeth, at the moon 5 station. It's 3-4 jumps from there to the lowsec contested areas. Title: Re: Factional warfare - empyrean age and all that – an overview Post by: FatuousTwat on July 07, 2008, 03:21:54 PM Cool, thanks.
I'm gonna bring Tel Aran down to Zaimeth and sign up. I would sign up my main, but I don't want to be locked into a certain faction. |