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f13.net General Forums => Eve Online => Topic started by: Roac on August 11, 2006, 10:19:07 PM



Title: New Eve dev blog.
Post by: Roac on August 11, 2006, 10:19:07 PM
New dev blog (http://myeve.eve-online.com/devblog.asp?a=blog&bid=363) is up, about how to mod your ship come Kali.  Basically you can manufacture "ship implants" to get boosts, mostly defensive in nature.  Like player implants you can't remove them.  There was also mention previously about being able to salvage blown up ship hulls for parts, and the suggestion that modified ships would have different/more resources available that could be cycled back into new rigs.  Not sure if/how that will come out, but it makes PvP more interesting.  If you lose, you can wind up actually funding your enemy.


Title: Re: New Eve dev blog.
Post by: Llyse on August 12, 2006, 04:58:03 AM
Definitely nice, some thing that's as if not more exciting for me is the stuff on contracts

Check it out...
It'll help with the corp hauling HEAPS  :-D

 Link   (http://myeve.eve-online.com/devblog.asp?a=blog&bid=360)


Title: Re: New Eve dev blog.
Post by: Jayce on August 12, 2006, 10:15:59 AM
So is there any loot potential now in Eve from PvP?  I played but I was a miner and never got far from Empire.

If not, then being able to salvage your enemies' hulls is a really cool idea to give more meaning to PvP.


Title: Re: New Eve dev blog.
Post by: dwindlehop on August 12, 2006, 10:50:32 AM
Inventing sounds like it will persuade me to train up Science V. And Salvaging is a good reason to train Mechanic V. And then I'll need Industry V to build all this neat stuff.

PvP: you can earn bounties if you kill pirates with bounties on their heads. Not every mod on the ship gets blown up; some stuff appears in a cargo container. The wreck concept adds an additional layer to this if you Salvage the wreck; normal loot will be inside in the wreck for anyone to take.


Title: Re: New Eve dev blog.
Post by: TripleDES on August 12, 2006, 04:28:52 PM
So is there any loot potential now in Eve from PvP?  I played but I was a miner and never got far from Empire.
When killing an enemy player, part of his fitted modules and cargo contents will be available as loot.


Title: Re: New Eve dev blog.
Post by: Venkman on August 13, 2006, 07:05:49 AM
I'd be concerned the Rigs thing would make things like Fleet Ops even more of the money sink than it is now. At the same time, the Salvaging seems pretty darn cool for those who may not want to mine specifically. I'm thinking Joshua Calvert (Peter K Hamilton's Reality Dysfunction book series) here. That's one of the reasons I like Eve, for how this feels like that series for some reason. And he started out as a salvager.


Title: Re: New Eve dev blog.
Post by: dwindlehop on August 13, 2006, 12:53:05 PM
I'm excited that they're going to improve defensive capabilities. PvP should take longer.


Title: Re: New Eve dev blog.
Post by: Krakrok on August 15, 2006, 01:53:46 PM

Look ma, lets add more mods to ships and call them 'rigs' because ya know there isn't enough inhuman robot borg shit already.

Wouldn't ship crews have been a better choice? And instead of new regions why not quadruple your existing space by opening up planets?


Title: Re: New Eve dev blog.
Post by: WayAbvPar on August 15, 2006, 02:00:11 PM
Ship crews (especially if multiple characters could crew one ship) would totally rule.


Title: Re: New Eve dev blog.
Post by: Roac on August 15, 2006, 02:02:44 PM
Wouldn't ship crews have been a better choice?

The goal was to increase the longevity of combat.  If you look at their list of ideas they'd like to impliment, a number of them are invalid because of the brief nature of PvP.  One easy way to increase the duration of combat was by adding rigs, which they say are almost entirely defensive in nature.  Once combat lasts longer, devs will have more opportunity to make tactical combat decisions relevant (such as targeting specific systems).

Quote
And instead of new regions why not quadruple your existing space by opening up planets?

Because opening up an entire new method of play is much more work than "ship implants".


Title: Re: New Eve dev blog.
Post by: Roac on August 15, 2006, 02:04:35 PM
Ship crews (especially if multiple characters could crew one ship) would totally rule.

Why?  An NPC crew is just one more barrier to running a ship.  Have to find them, have to transport them to underpopulated regions, have to pay them, feed them, or whatever other mechanics are used.

Also, why would someone want to be a crew member on someone else's ship, when they can run their own ship?


Title: Re: New Eve dev blog.
Post by: dwindlehop on August 15, 2006, 02:29:30 PM
Allegiance bomber runs with multiple guys manning your turrets were awesome. However, Eve is not that kind of game.