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Author Topic: Preliminary information on Tech2 Battleships (Rev3)  (Read 13480 times)
Simond
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on: August 30, 2007, 06:19:02 AM

This is very 'rough draught' stuff from an interview, so don't take it as gospel, but...

http://eve.warcry.com/news/view/76434
Quote
WarCry: Any word on when we could be seeing Tech 2 Battle Ships, and what they might be like?
Noah Ward: Well they are not going to be like uber hacks or you know, they are not just going to be just more damage and more resist. We are really trying to have them fill a certain niche, so what we are planning on having for the Revelations 3 patch is Black Ops battleships, which are more stealth oriented, more for getting behind enemy lines, more recon types of things. Maybe some special features with perhaps their own jump drives, and their own jump portals that will only allow certain ships through.

Noah Ward: The other type of Tech 2 ship we haven't come up with a name yet, but it's going to be like a mission runner battleship. A huge number of our player base are not these big PvPers, they are mission runners for their empire, and you know doing their thing. While the ships will be really good at PvP, they will have things like bigger cargo bays for loot. They will have better locking times, better tracking, a lot of utility slots. Things that if you are a mission runner, what would be your ideal battle ship.
Mission-spec battleships? Sell your Raven BPOs now.  tongue
Also: Super-heavy recons with jump arrays are blackops wet dream (and small gangs/pirates too, I supposed). Expect a tonne of whining about this.

"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
ajax34i
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Reply #1 on: August 30, 2007, 06:30:55 AM

They're "super heavy" on the recon ship scale, but on the regular ship scale, considering all the capitals and supercapitals, they're pretty small.

Didn't CCP say they wanted to reduce the size of blobs and encourage small-group warfare?  They could put some "enticements" into these ships.
Kamen
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Reply #2 on: August 30, 2007, 06:48:09 AM

Interesting.  I think it is pretty safe to assume that both of these Tech 2 BS will require a fairly advanced skill set, including BS 5.  There should still be a good market for the BPC's my Raven BPO's crank out as BS 5 is a skill most mission runners don't have.  I have no doubt that I'll have to lower the price a bit on my Raven BPC's after these get released, but I don't think it is going to utterly kill the demand for them.

I'll hang onto my Raven BPO's and add these two new ones to my production line.
Krakrok
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Reply #3 on: August 30, 2007, 08:43:54 AM


Jump drives on a BS? That sounds pretty cool.
MahrinSkel
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Reply #4 on: August 30, 2007, 11:47:53 AM

Quote
WarCry: Any word on when we could be seeing Tech 2 Battle Ships, and what they might be like?
Noah Ward: Well they are not going to be like uber hacks or you know, they are not just going to be just more damage and more resist. We are really trying to have them fill a certain niche, so what we are planning on having for the Revelations 3 patch is Black Ops battleships, which are more stealth oriented, more for getting behind enemy lines, more recon types of things. Maybe some special features with perhaps their own jump drives, and their own jump portals that will only allow certain ships through.

Noah Ward: The other type of Tech 2 ship we haven't come up with a name yet, but it's going to be like a mission runner battleship. A huge number of our player base are not these big PvPers, they are mission runners for their empire, and you know doing their thing. While the ships will be really good at PvP, they will have things like bigger cargo bays for loot. They will have better locking times, better tracking, a lot of utility slots. Things that if you are a mission runner, what would be your ideal battle ship.
Because none of those things (more mids/lows, boosted tracking, faster locking) are useful for PvP at all (what seperates the best PvP ships is often a better layout of mids/lows).  And when I see "bigger cargo bay", what I think is "blockade runner with the tank of a BS", something that would be really nice for POS deployment in situations where a transport would get popped before it could load the grid.  Or combat logistics, a way to bring along spare ammo and decent numbers of large bubbles without having a rectangular ship marker to guard (in 0.0, people start salivating at those).

Faction warfare....  This is going to have many and subtle effects on 0.0, even though it is an Empire thing.  There's a sizable contingent of 0.0 players are are in it strictly for the pew-pew, who don't like the politics, all the hassles of territorial maintenance, etc.  These tend to be the most active PvP'ers with the highest kill counts and are the backbone of day-to-day defense.  Now, they're going to have an alternative that is pure pew-pew with no politics or diplomacy.  Pointless, ultimately, but then it all is in the end.  That's going to have effects that are hard to predict.

--Dave

--Signature Unclear
Fordel
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Reply #5 on: August 30, 2007, 12:51:26 PM

Tech2 Domi drone boat type ship please  :-D

Maybe they'll make a drone boat with either A) No Gun bonus (like the BC) or B) Enough grid to use guns.

and the gate is like I TOO AM CAPABLE OF SPEECH
Ratadm
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Reply #6 on: August 30, 2007, 09:59:37 PM

Cargo bay is also helpful on a pvp ship by allowing you to carry more cap boosters.
Simond
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Reply #7 on: September 10, 2007, 07:03:00 AM

Rev3 patch date (tentatively) set for November 20th. Yes, just over two months away.

Oh, and there's going to be twenty new ships in it, possibly/probably all T2.

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dwindlehop
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Reply #8 on: September 10, 2007, 09:55:11 AM

I've listened to the MMORPG.com interview, and it definitely sounds like they're all T2 ships. I predict 0 with HAC resists.
dwindlehop
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Reply #9 on: September 10, 2007, 10:15:16 PM

Quote
The long-range and high-versatility Battleship nicknamed the "Violators". Their versatility will work for many play styles but we also wanted something which would work for PvE play styles. This doesn't mean they will work well for only mission runners, so there is no need to brand them with the misnomer of the "mission ship".
Dave wins.

Quote
The this-is-not-the-tech-2-battleship-you-are-looking-for Battleship.

Infiltration and covert operation. It has a small jump portal for other covert ships. They are called the Black Ops. They are black. 'Nuff said. (Well, not really, but that's a different blog).

The should-I-stay-or-should-I-go Cruiser.

You might hate or love the Interdictors. Whatever your feelings are, here is a heavy one. They will bring to mind a whole new meaning to "Say hello to my little friend!".

The most-annoying-frigate-ever Frigate.

No, we're not talking about hundreds of noob frigates with civilian Gatling Guns, we're talking about electronic warfare on a new scale. A very small scale. It's the Recon class, now in bite-sized chunks that bite back if you're not careful.

Yes, indeed. Srsly. 4 new Tech 2 classes.
Cruiser class interdictor is my new sex. I might not train command ships until spring.
Simond
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Reply #10 on: September 11, 2007, 02:14:28 AM

Quote
No, we're not talking about hundreds of noob frigates with civilian Gatling Guns...
Goonfleet ITB.

But yeah, this is shaping up to be a pretty awesome patch. We're also still four ships short.

Edit: Unless there's both force recon and combat recon frigs.
« Last Edit: September 11, 2007, 04:41:10 AM by Simond »

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TripleDES
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Reply #11 on: September 11, 2007, 10:45:43 AM

More stealth stuff might drag me back into EVE temporarily.

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dwindlehop
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Reply #12 on: September 11, 2007, 11:18:26 AM

The missing four ships are not yet greenlit. Might make it, but seems like no. They were min-profession ships.
Simond
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Reply #13 on: September 11, 2007, 11:48:35 AM

DevBlog has been (slightly) updated: http://myeve.eve-online.com/devblog.asp?a=blog&bid=501

Quote
Today was a big day for us. The last major designs were finalized Friday, we went over the list of deliverables and risks of our upcoming (and, of course, free) expansion today. Now I can shed some light on what's coming in Revelations 3, because now we know.

Edit note: This blog is only intended as a brief overview instead of having to wait for a webpage detailing it all. Blogs detailing each item here will be made by the designer responsible for that task.

We changed our strategy some time ago and decided to release 2 expansions per year with a number of maintenance patches between. It looks good so far, we really liked Revelations 2.2, we hope you did too.

A later addition to that strategy was the Need for Speed initiative, an effort to bring it to the top of the mind of all developers, EVE's performance is paramount to world domination. How can one conquer the universe at 1 frame per hour?

Edit note: The "Need for Speed" was started to better handle high load situations such as large encounters and fleet battles. This expansion has less features because of our emphasis on this effort.

The Need for Speed philosophy dictates a ratio of 6 improvements for 1 feature, thus keeping our focus on improving what's in there instead of bells and whistles (and perpetuating older issues). The drawback there is of course less shiny new buttons to press and that can be a hard sell, but we hope you approve. There is a lot already inside EVE, it's depth probably one of it's strongest selling point.

This time around, the biggest feature is also an improvement. And an optimization. And very shiny. All this and more in one awesome package called Trinity 2, our new graphics engine. This is a case of where the beautiful becomes jaw-dropping gorgeous.

Edit note: Trinity 2 in November is using DirectX 9.0. The Trinity 2 engine is able to handle things such as fleet battles and large NPC encounters much better than the current one. That is what's being referred to as an "optimization" in the paragraph above but now properly emphasized with this note.

This leads us to everything else in our next expansion, focusing on improvements more than ever.

Drones Revisited

"About time" is probably the first thing that comes to mind. Not only are we improving the interface, we're working on the logic behind them. This should hopefully lead to them being more consistent in control and abolish their free will. Assist and Guard are new commands coming in, we're getting lots of new named drones and we're adding a new constraint on drones, bandwidth. With this, bandwidth determines the number of drones you can control, allowing the dronebay to be considerably increased on drone ships, accommodating more waves or variety. Ubar? Ja!

Edit note: Bandwidth referenced here is not in reference to your internet connection. It's to un-nerf specialized drone ships and allow more differentation between ships. There is also specific Drone Region content in this update.

The home-away-from-home-tech-2-battleship

The long-range and high-versatility Battleship nicknamed the "Violators". Their versatility will work for many play styles but we also wanted something which would work for PvE play styles. This doesn't mean they will work well for only mission runners, so there is no need to brand them with the misnomer of the "mission ship".

Edit note: Long-range is not a reference to weapons range but the ships ability to go deep into enemy territory and stay there for extended periods. It is not a HAC either :)

The this-is-not-the-tech-2-battleship-you-are-looking-for Battleship.

Infiltration and covert operation. It has a small jump portal for other covert ships. They are called the Black Ops. They are black. 'Nuff said. (Well, not really, but that's a different blog).

The should-I-stay-or-should-I-go Cruiser.

You might hate or love the Interdictors. Whatever your feelings are, here is a heavy one. They will bring to mind a whole new meaning to "Say hello to my little friend!".

The most-annoying-frigate-ever Frigate.

No, we're not talking about hundreds of noob frigates with civilian Gatling Guns, we're talking about electronic warfare on a new scale. A very small scale. It's the Recon class, now in bite-sized chunks that bite back if you're not careful.

Yes, indeed. Srsly. 4 new Tech 2 classes.

Edit note: The 5th ship class is still not confirmed to make it in time and therefore not covered. It's a mini-profession ship and requires resources that we don't have available. It is therefore not an option to say, skip the E-war frigate and do the mini-profession ship instead since they are working on the Need for Speed and fixing the 600 defects.

These ships will like recent Tech 2 has entered the economy recently, through Invention only.

Missions a-plenty

We're adding tons of new missions to agent levels 1 through 4, these missions will utilize "escalating paths" for bonus rooms, exploration and other nifty tools that have been added lately. We're also adding new courier missions, even for level 5. Speaking of missions, the LP store is getting more content for the secondary factions like Mordu, Thukker etc.

Heat Improvements

Following up on Heat, we're adding more strategic options. Taking a module offline will make it a heat dispersion module, giving you long-term overload at a more serious cost. Tech Levels are also getting different heat sustenance levels, some can take the heat better, such as the run of the mill Tech 1 modules that don't suffer from the delicate construction of specialized modules. Heat attenuation is being added, so heat damage spreads "sideways" from the overloaded module, not randomly in the rack. You can thereby create buffers by slapping your favorite named/faction module between two Tech 1s if you like. The heat is on, as the classic song said.

New low-sec boosters!

We're adding gas clouds to 8 low-sec regions as well as some more legal and milder versions of boosters. Overall, boosters in general are getting their stats revised and their industry numbers tweaked.

More exploratory material to explore, exploratorily of course

We're following exploration up with more encounters and also changing multifrequency probes. The Multifrequency probes take the selected scan group into account when deciding what results to return. With the Encounters being moved to Cosmic Anomalies and being given a Deadspace Anomaly beacon, you should be able to scan for either or both groups.

Edit note: There is also specific Drone Region encounters here.

Mo' better blues.

Or whichever genre of music you like to play for your fleets. EVE Voice gets more improvements and the ability to directly address a specific part of your fleet. Want your tacklers to hear you sing "It's Britney Bitch!" but keep your damage dealers oblivious because they might express their displeasure with guns? Done.

Edit note: This is not an ability to share music, it means that you can utilize your vocal chords in new ways than before.

Better kill-mail system

The aim of the review is to overhaul the killmail system, shifting it to a kill log available in the character sheet as a standard table, thus allowing a rich format view while keeping the current classic text format. The main benefit being the kill records are always persisted and won't fill your evemail inbox. All participants will be recorded and shown (no longer truncated at 20), NPC final blows (where NPC fired the death shot) will be shown and the kill log will update the highest damaging player as the recipient of the log update. Rigs and dropped items will be included alongside destroyed items. We hope this delivers.

Big-bada-boom Improvements.

We have a lot of combat related improvements, like allowing bombers to launch their payload without placing themselves in the blast radius, as long as the bomb is launched on a forward trajectory. They will also be made cheaper. We will introduce more filtering of damage messages so that you can see more clearly what is happening to your ship, and what ships are doing to others. Not only are module scripts allowing dual-purpose modules where you can switch between functionality on the features list, but more balancing and improvements to a range of topics, like Starbase Warfare.

Evelopedia and Corporate Registry

At the same time, we should have an Evelopedia in place, an official wiki for everything EVE in addition to a new Corporation Registry, allowing corps to list them as recruiting and for players to search for corps to join.

New client distribution, patcher and log-in

To be able to deploy our fixes in a more timely and less intrusive manner, we're creating a new mechanism for client distribution and patching. This feature will also include a new log-in complete with better news delivery, MOTD and other information. The reason is simple, we're patching more frequently and our current process makes deploying smaller fixes more difficult than it should be. With this feature, our (yet-again-increased) team of dedicated programmers focused on fixes-only can get them out faster. Till then, our goal is to fix more than half of the listed defects by the time of Revelations 3. Yup, you read that right, that's about 600 fixes. By November.

Edit note: Emphasizing this point for the "Fix-more-add-less-stuff-brigade" :)

600 fixes means we're fixing far more than we're adding to the game. This is further emphasized in the 6-to-1 Need for Speed ratio, an "improvement" is fixing something which is broken or inadequate. It's actually 1080 defects if we include "improvements" to content and such. All for November.

Beautiful becomes gorgeous

The focus in this expansion is obviously on Trinity 2, the new graphics, but there are quite a few other things in there and this blog is by no means a complete list. We often find time to get more in and we have more in the pipes already that we want to address. However, this is the list we are comfortably sure about getting done in November. By all means, if you feel there is something we should be addressing, chime in on the ideas forum. Chances are that we're working on it already.

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SurfD
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Reply #14 on: September 11, 2007, 01:09:05 PM

WTB a second class of t2 battlecruisers (i want my tech two Hurricane damnit)

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Raging Turtle
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Reply #15 on: September 11, 2007, 01:17:48 PM

Good luck with that.  Most of the tier 2 battlecruisers arguably make the HACS obsolete; a T2 combat version would just be insane.
Fordel
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Reply #16 on: September 11, 2007, 02:18:14 PM

I don't understand what they are doing with the DroneBandwitdh skill, Drones are already limited by the actual Drone skill?

and the gate is like I TOO AM CAPABLE OF SPEECH
dwindlehop
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Reply #17 on: September 11, 2007, 02:27:23 PM

The idea is drone bays will be two or three times bigger, but the size of drones you will be able to control at one time will be the same. They're basically divorcing the drone bay from the number of heavies/meds/lights you can control.

Also, now you can carry about rep drones or EW drones and still have some dps drones in your bay. Or have several waves of your max dps loadout.
Morat20
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Reply #18 on: September 11, 2007, 03:17:46 PM

The idea is drone bays will be two or three times bigger, but the size of drones you will be able to control at one time will be the same. They're basically divorcing the drone bay from the number of heavies/meds/lights you can control.

Also, now you can carry about rep drones or EW drones and still have some dps drones in your bay. Or have several waves of your max dps loadout.
I'm afraid I'm still not getting exactly what they're after.

I already HAVE a limit to the number of drones I can control (5, unless I have modules) at any one time. How does this change anything?
dwindlehop
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Reply #19 on: September 11, 2007, 04:17:45 PM

Right now, you can control 5 of whatever size drones your drone bay supports. My Cyclone has a 40m3 bay, so I can get 5 lights (plus some left over), or 4 mediums, or 3 mediums and 2 lights.

After the upgrade, the Cyclone might have 40 GHz of bandwidth and a 80m3 bay. A light might consume 5 GHz, a medium 10 GHz, and a heavy 25 GHz. With these numbers, I could carry 16 lights or 8 mediums or 4 mediums + 8 lights, but still only deploy 5 lights, or 4 mediums, or 3 mediums and 2 lights at a time.

With the bandwidth change, I could choose to have 4 med ECM drones and 8 hobgoblins in my bay, and switch between the two depending on circumstances. At the moment, if the dev wanted to enable that, they'd also be allowing me to deploy 5 mediums because my bay would support it.

I think this will also be an opportunity for certain ships to get their drone damage rebalanced. For instance, I bet the Myrm won't be deploying five heavies after the patch, but it'll be able to have 4 or 5 waves of mediums. However, the devs are not saying yet.
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Reply #20 on: September 11, 2007, 04:21:20 PM

I think it will be a big boost for Domis fielding multiple waves of heavies (with utility heavies in there, too) and the frigate drone ships. I think it will also help those who'd like dps and ECM/maint bots depending on the situation.
Slayerik
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Reply #21 on: September 11, 2007, 09:19:44 PM

Good luck with that.  Most of the tier 2 battlecruisers arguably make the HACS obsolete; a T2 combat version would just be insane.

Tell that to my nano gang.

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Kitsune
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Reply #22 on: September 12, 2007, 12:25:53 AM

Is that the superduper graphics engine they were showing screenshots from about nine months ago with the vastly improved ship models?
Simond
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Reply #23 on: September 12, 2007, 03:33:56 AM

Yep.

It should run better than the current engine for most players as well as it's going from mostly DX7 based (with software rendering) to dx9 (with hardware rendering).

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ajax34i
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Reply #24 on: September 12, 2007, 06:32:06 AM

I already HAVE a limit to the number of drones I can control (5, unless I have modules) at any one time. How does this change anything?

The nuances aren't apparent if you look at max-skill-big-dronebay examples.    However, say you can control 5 drones, but are flying a ship that only has a small drone bay that can fit a max of 2 mediums; they can boost the drone bay of that ship to 10x its size, to let you carry lots of spares, while still limiting you to 4 small drones or 2 medium drones via the bandwidth.

Biggest problem with drones is if they get destroyed; I guess they've decided to let people carry lots and lots of spares, but they still want to limit the ships that aren't drone boats to their current limited specs.
Simond
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Reply #25 on: September 12, 2007, 06:42:23 AM

Also fighter-bombing nerf.

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Morat20
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Reply #26 on: September 12, 2007, 09:54:46 AM

The nuances aren't apparent if you look at max-skill-big-dronebay examples.    However, say you can control 5 drones, but are flying a ship that only has a small drone bay that can fit a max of 2 mediums; they can boost the drone bay of that ship to 10x its size, to let you carry lots of spares, while still limiting you to 4 small drones or 2 medium drones via the bandwidth.

Biggest problem with drones is if they get destroyed; I guess they've decided to let people carry lots and lots of spares, but they still want to limit the ships that aren't drone boats to their current limited specs.
Okay -- THAT makes sense.

Still, I can't see wanting to eat waves of drone losses --- especially T2 ones. On the other hand, if I had room for three waves of T2 drones, I could yank the first one back when they started getting hammered and launch the next set.
Fordel
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Reply #27 on: September 12, 2007, 01:25:24 PM

Will probably help with things like sentry drones for fleet'ish fights... maybe.

Probably not.


I can dream?

and the gate is like I TOO AM CAPABLE OF SPEECH
Comstar
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Reply #28 on: September 12, 2007, 07:18:12 PM

Why would you WANT more drones in fights? They cause enough lag as it is.

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Fordel
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Reply #29 on: September 12, 2007, 09:50:38 PM

Well that's part of the dream, that they wouldn't cause everything to go to a screeching halt.

and the gate is like I TOO AM CAPABLE OF SPEECH
Trouble
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Reply #30 on: September 14, 2007, 01:17:22 PM

Interesting.  I think it is pretty safe to assume that both of these Tech 2 BS will require a fairly advanced skill set, including BS 5.  There should still be a good market for the BPC's my Raven BPO's crank out as BS 5 is a skill most mission runners don't have.  I have no doubt that I'll have to lower the price a bit on my Raven BPC's after these get released, but I don't think it is going to utterly kill the demand for them.

I'll hang onto my Raven BPO's and add these two new ones to my production line.

Actually I believe the BPCs will INCREASE in price. You see, Tech 2 battleships will only come from Invention. Invention uses Tech 1 BPCs as part of the process. Assuming the Tech 2 battleships don't totally suck for mission runners, whatever the successor to the Raven is is going to be in extremely higher demand, which means demand for any BPCs will also be in high demand. Given the expected prices and margins on the ships in the initial rush I would not be surprised if the price for BPCs goes up considerably, at least for a short amount of time. It may stay high permanently as well.
Simond
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Reply #31 on: October 04, 2007, 03:04:13 PM

SHC has some new info about Rev3 here: http://www.scrapheap-challenge.com/viewtopic.php?t=9037

"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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Reply #32 on: October 04, 2007, 04:13:43 PM

So am I reading those attributes right? They made a jump capable drone boat in the T2 Domi?  :-D

and the gate is like I TOO AM CAPABLE OF SPEECH
Sparky
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Reply #33 on: October 04, 2007, 07:36:51 PM

Nevermore
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Reply #34 on: October 04, 2007, 09:25:25 PM


Over and out.
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