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sneak peaks part iv - outposts
reported by CCP Oveur | 2005.06.06 16:30:57
This one will probably come as quite a surprise for many, but hey, that's whats so fun about secrets! Anyways, back to Outposts. In this fourth sneak peak of the upcoming Content patch I'm gonna cover the SIKRIT project within CCP which is delivering player built conquerable stations.

First, lets look at what Outposts really are. They are just like real stations where you can dock and you have a huge hangar. The main difference between a station and Outposts lie in the types and the number of services available. Outposts are smaller versions of stations, so they will have fewer slots and the type of Outpost, and in this case Race, determines what services are available.

Currently, there will be 4 different types of Outposts. The Gallente Administrative Outpost, Amarr Factory Outpost, Caldari Research Outpost and the Minmatar Service Outpost. We're still playing around with the numbers such as should Research be limited to the Caldari or should the Administrative have the Research service, just far fewer slots?

There are of course restrictions on Outposts. For one, they are very expensive to build. The process is split down into buying the blueprint and is quite cheap as such, then building the construction platform (by far the most expensive part) and then placing the platform and hauling a couple of billions worth of minerals into it.

The placing of an Outpost requires a system where you are the sovereign. This means an Alliance has to have Starbases claiming the system and only one Outpost can be placed in a each system (for now of course). Just to point out the obvious, If you have problems with this being limited to Alliances, creating an Alliance is probably 20 times cheaper than buying an Outpost ;)

When an Outpost has been built, as long as you remain the sovereign, your Outpost will be immune to damage. This will also apply to the current conquerable stations from now on. The Outpost becomes vulnerable when either the system looses sovereignty or another alliance claims sovereignty. Then it will become ripe for plucking.

You are probably asking yourself, what about defences around the Outposts or in the systems at gates? That's the next logical step to go. Outposts are not destructible either, only conquerable. The work to make that feasible is just too time consuming and the gameplay ramifications very extensive. That doesn't mean it won't be possible in the future - nor that it will be ;)

Since sovereignty now matters that much for the owner - at least if he has an Outpost there - and sovereignty is still changed during downtime, we added a couple of countermeasures. A Starbase will only count as a claim in the system after 24 hours and the sovereign receives an evemail each time a new Starbase is onlined in his system. This means the defender has 24 hours to take out those Starbases that are trying to claim the system before they take effect. Nifty, innit? :)

Perhaps you can see where this is supposed to go. The Starbases now become the first targets, Outpost can be raised where Alliances live and their home can be properly defended. These core systems will be heavily defended and provide intermediate goals where you either destroy your opponents Starbases or deploy your own to conquer the system. Well, in theory at least, we'll see what happens when this enters TQ.

In unison with this, there are some other changes which will directly or indirectly affect this. Dreadnoughts come into play at the same time, a weapon dedicated to attack structures. Dreadnoughts also leads to some balancing of Starbase defences. Secondly, having multiple Starbases in the same system in which you are the sovereign will become more profitable since sovereignty now reduces your Starbase fuel consumption by 50%. Third, the PVP logoff timer has been increased to 30 minutes so you better have a Starbase, Station or Outpost close by if your fleet is in harms way.

I should also point out that having an Outpost in system with lots of Starbases will be real good since Freighters are Station-to-Station vehicles.

We also have two things hopefully coming in which should benefit these new scenarios. One is the extended roles for Starbase access, we're really hoping they will be ready before the patch. The other is that your Deliveries window would be accessible on the outside of conquerable stations and Outposts. This would enable Escrow and Market to fully function and flourish even though you can limit access to the station or Outpost.

To sum it up, we think this will bring direct benefits to Alliances, change the focus of unclaimed 0.0 space, lead to the creation of more Alliances, create more direct and focused strategic goals both to defend and attack between Alliances, create new goals within Alliances and last but by far not the least create goals for new corporations to aspire too.

Remember, when we enable players to build infrastructure which they make money on from other players, this won't only benefit the Alliances, this benefits the whole universe. Ultimately, you will be able to work for the new empires or work against them. Heck, you can build your own! It should be up to you, not us.

That being said, lets look at these changes bearing in mind the 30+ new 0.0 gates being added with the first steps of the New World Order in this content patch ... Yay?
 

Comments

AHMEFRICKINEYES on 06 June 2005
eh sounds good.....think you need to make it a bit cheaper for smaller corps......AH MY EYES
Tobias Raddick on 06 June 2005
By Starbase; you mean PoS right? 'Cause I sometimes find 'station' and 'starbase' get confused rather easily. If that's the case; w00t!
PaulAtreides on 06 June 2005
Yay \o/ "PVP logoff timer has been increased to 30 minutes" - This means ships will only dissapear from space 30 minutes after they log out? Or will this only effect ships that log out while they are aggressing/agressed? In summery: OMG YAY!!
Joe on 06 June 2005
I think the only thing people are going to spot in this blog is 'pvp logoff timer extended to 30 mins' :)
Discorporation on 06 June 2005
That's bloody great, oveur love ya :D
Seto Mazzarotto on 06 June 2005
ROCK!
Laendra on 06 June 2005
Yes, please answer PaulAtreides' question about the logoff timer...that is a huge thing... BTW, all I can say is FINALLY!!!!!!!! \o/ \o/ \o/
DigitalCommunist on 06 June 2005
wow
Joshua Foiritain on 06 June 2005
What would the refining yield be at these outposts?
aeti on 06 June 2005
question 1: When? question 2: "Third, the PVP logoff timer has been increased to 30 minutes so you better have a Starbase, Station or Outpost close by if your fleet is in harms way. " is this only when scrambled etc? explain pvp timer vs "other" timers?
Karrimdra on 06 June 2005
Clarify the logoff timer part. Right now it sounds a lot like "If you need to go do something urgently IRL, your screwed."
JGR Mao on 06 June 2005
About time.....
theRaptor on 06 June 2005
Best. Dev. Blog. Ever.
Maya Rkell on 06 June 2005
PvP timer, as it stands, is when you're shot at.. Doubt that's changing
theRaptor on 06 June 2005
"Clarify the logoff timer part. Right now it sounds a lot like "If you need to go do something urgently IRL, your screwed."" No when you log after engaging in PVP your ship will warp off and sit there for 30 minutes. Which means no more logging out fleets as soon as the enemy shows up. People will want to log off in stations to avoid being found by scan probes.
Roshan longshot on 06 June 2005
All is good. Really it is. But How are you going to tell from CTD to Logoff? What if my isp boots me in the middle of a mission? Will my ship still be there getting hammered for 30min?
Grismar on 06 June 2005
I'd go out and show my WoW-playing friends this. But there's no use. They'd just think it was a hoax: no game offer this much extra content in consecutive patches. No game has this much love for the high level players. No game keeps its customer base informed this well.
Grismar on 06 June 2005
Roshan, it says -PvP- logoff timer. So, I'd think mining or missions won't be a problem, unless a PC pirate finds you and decides to recycle you into stardust.
Seto Mazzarotto on 06 June 2005
About the PvP timer: Is it when you commit an aggressive action towards another player, or when you yourself are simply agressed? Does it apply to npc warp scrambling? Inquiring minds want to know! :D
Reiisha on 06 June 2005
Devs 4tw!
Helmut 314 on 06 June 2005
Im so happy
Amataras on 06 June 2005
hurray for player-run infrastructures in 0.0!
Quanteeri on 06 June 2005
Karrimdra, I think it's more like; "If you need to go do something urgently IRL, find a station or safespot(if that really exists), or your screwed." I can't wait to build an Outpost!!!
Fi T'Zeh on 06 June 2005
!win
Thalanor on 06 June 2005
yay, sounds like alliances might be opening up their space a bit now \o/
Galavet on 06 June 2005
This is the one I have been waiting for.
Valrandir on 06 June 2005
Does the emphasis on those new features mean that we can forget about getting the rest of the shiva features such as - Comet Mining - System Wide Asteroid Belts - Contract System - etc
Rayvan on 06 June 2005
Freighters=Station to station. Does station include PoS?
Zandramus on 06 June 2005
I cant wait for the PVP changes to come in, thank goodnes CCP actually listens to their clients. If you want to remain safe you should be logging out in a station or POS, I really think ships should persist where they are logged out.
prsr on 06 June 2005
"That doesn't mean it won't be possible in the future - nor that it will be ;)" Does that reflect on the option of gate/station defenses? First you say it's the next logical step and then basicly "don't count on it". I'm confused.
Jonny Rocket on 06 June 2005
Really like the PVP log off timer - 30 minutes yay:) However I really don’t like the new IMPLEMENTATION of conquerable stations. You are moving in the right direction, and allowing players to build stations is great, but please try to rethink and avoid all the “monopoly board game” type rules. E.g. “You can’t build X until you claim system sovereignty, to claim system sovereignty takes 24 hrs (says who?) The station is then invulnerable until all POS are destroyed” etc… It makes the game less believable and less immersive. I would have POS boosting the stations shields, so for each POS you get a 25% boost in the stations shields with a specific module etc... I really don’t see why we need to have a load of made up rules that force you do things a certain way (outside the bounds of believability). Why can’t we just build an outpost in 0.0 on its own if we really want to? Its unclaimed space, why we got to satisfy some mystical game god to do it?
Oveur on 06 June 2005
The timer does not affect you when fighting NPC's (PVE) only when you are engaged with a player. If you are not warp scrambled, you will warp away as usual, if you are warp scrambled, you won't warp away. Your ship hangs around for 30 minutes after a player engagement. It might get tuned a bit but in general you won't be able to log of your ship to escape certain death.
Trinelise on 06 June 2005
whooohooo
Harisdrop on 06 June 2005
Johnny its because we are the game gods. We must play for a reason. Missions and NPC hunting is not why there is Eve!
Oveur on 06 June 2005
Jonny Rocket: Think of it as Endor and the Death Star. This is also a computer game with 60.000 players, immersion does in many cases have to take the back seat for pragmatism.
dimensionZ on 06 June 2005
BEST ... DEVBLOG ... EVER But, is the minmatar "service" outpost => refinery ?
Harisdrop on 06 June 2005
Can we see the new map? Do you guys have pricing yet? When is the next patch?????
Oveur on 06 June 2005
dimensionZ: At the moment, yes it is.

Harisdrop: Read the last sneak peak ;)
Jonny Rocket on 06 June 2005
I was on a kind of general rant as well. What I hate is non-sensicle (if that’s a word) game rules, e.g. like how we can only ever warp to something in the range 15km to 60km? Why can’t I warp to an object at 100km or 300km? E.g. warp to gate at range and check who’s there? Lots of little things like that, that just break the believability of the EVE universe for me. (Rant over)
Magunus on 06 June 2005
Ugh. I was hoping freighters were going to make POS' less time intensive. Turns out they're just making them a hundred times more expensive.
Leitari on 06 June 2005
SOMEONES GETTING A GOOD TIME NEXT OCTOBER *WINK WINK* Seriously, this is one of the changes I've been waiting for, good job man.
prsr on 06 June 2005
I'm guessing everyone will flock to minmatar outposts then. Does all this have any effect on the once planned labs and factories for starbases, in other words, can we expect those to become available with the next patch?
Gerome Doutrande on 06 June 2005
sounds nice. a question though: does that also spell as the end (at least for now) of the nifty research, production (and trade) starbase modules that were planned for exodus?
Clipped Wings on 06 June 2005
Well, this is all fine, dandy and wonderful...Except if you happen to live in one of the 0.0 areas that happens to be claimed by an NPC faction. So for us in that less-than-amiable situation, the only part of the devblog remotely interesting is the changing of logout timers. How's about an idea to make it possible to challenge an NPC faction's claim to a 0.0 region? Or just something for the "already-claimed" regions in EVE?
Lord Alex on 06 June 2005
Third, the PVP logoff timer has been increased to 30 minutes so you better have a Starbase, Station or Outpost close by if your fleet is in harms way. So if my internet connection drops, my ship will remain near a gate or in a belt for 30 minutes? hmmm ... neat... so there will be like a billion ships lost each day from lag or internet connection failure
Ruoska on 06 June 2005
"...PVP logoff timer has been increased to 30 minutes..." \o/ YAY!! Please, please, please, please, please implement that ASAP! I'm done with rampant and lame gank squad logoff's, and I see this as the promise for sensible gameplay =)
Lord Alex on 06 June 2005
for pvp it would be nice, but if the net connection went dead, your ship will hang in space for 30 minutes and will die for sure
Zyrla Bladestorm on 06 June 2005
*goes off and founds a new religion based around the godliness of this dev blog* *officially worships the holy dev blog*
Leno on 06 June 2005
Very good oveur, the money is in the bag next to the tree as we arranged earlier
Judicator Aldaris on 06 June 2005
When all this is coming out?!?!?? I cant wait
Riddari on 06 June 2005
Oh what an awesome sense of proportion you guys have. From 2 minutes to 30!!! minutes! "honey, you'r parents are here to visit" -"tell them to bugger off, my 600 million battleship will be dead meat if I say hello to them now or within the next 30 minutes!" Oh yes, you will score SO BIG with the EVE-widows... bad move The only logical assumption would be if 30 minute timer ONLY affected systems which are claimed using the outposts or POSes...
belzebub1 on 06 June 2005
wOw, Looks dam sweet
Ronin Woman on 06 June 2005
Kudos to the dev's. Obviously there has been a great deal of their time spent on this already and it will be great for those Alliance corps. Now I just need to find the time to join a corp
Nez Perces on 06 June 2005
two words : <3 Eve
John McCreedy on 06 June 2005
Will these look like a Station? Or will they be some kind of addon to a Starbase? And I just want to say that if it's the former, this is why I joined Eve.
Mindlles on 06 June 2005
AWSOME! Finally
Mindlles on 06 June 2005
sry for dubble. ^^ that up there is for 30min logg off! finally!
Leno on 06 June 2005
John: according to the dev blog they will be like tinny stations
Oveur on 06 June 2005
Riddari: unless you are actually in combat while you disconnect AND warp scrambled, this won't change anything for you.
Oveur on 06 June 2005
John, like stations, just smaller.
Sarkos on 06 June 2005
Why have each qce be limited to a specific type? That's very limiting and favors the race that gets a refinery, in my opinion. Since NPC stations have up to 8+ slots for services, why not have an Outpost have 4 slots. Buy the services you want and load them into the finished Outpost to configure it the way you wish. This would seem to make a whole lot more sence than hard configured, by the race, Outposts. Sarkos
Heraklitus Nomidzon on 06 June 2005
This is the best dev blog I've read. Me soooo happy. :-)
Malarkey on 06 June 2005
At last, real content for the builders in the game. This looks like everything I had hoped for to get me to go back to 0.0
Jim Steele on 06 June 2005
Yay more mining!! ok for the carebares i suppose its an extra little something for the minority in an alliance to blow up.
DigitalCommunist on 06 June 2005
I want to combat test dreads vs pos :(
Oveur on 06 June 2005
Clipped Wings: Perhaps, just perhaps this is all done so we can start using the regions which are not owned by NPC's fully?
DigitalCommunist on 06 June 2005
On a side note... MAO -_-
Riddari on 06 June 2005
"Riddari: unless you are actually in combat while you disconnect AND warp scrambled, this won't change anything for you." I'm sorry. I'm very confused now. So if we just had a big battle and just disengaged after utter carnage on both sides, I can warp to a safespot and logoff and my ship will not stay in space for 30 minutes allowing the opponents covert ops with scanner probes to find me? If that's the case, what is the actual thinking behind 30 minutes? Because if you are fighting and try to logoff then 2 minutes is enough time for 90% of the time, the exception being frigates trying to take down a battleship. So what is the reasoning behind making it 30 minutes? I truly utterly don't get it if it only influences me if warp scrambled?
LaDy K on 06 June 2005
Third, the PVP logoff timer has been increased to 30 minutes so you better have a Starbase, Station or Outpost close by if your fleet is in harms way. this ideea is great BUT when u go to pvp or when u pvping and ppl are blobing conection drops.And if we have that bug with stuck and log in this ideea pretty suks dont know what to say ...
Tiberius Caesar on 06 June 2005
It's so great reading these. No matter how great the news is some dufas has to come on here and be a sour jerk. To the guy with his parents coming over: You're joking right? Here's an idea, if you got guests coming over dont log into Eve and get in a fight right before they get there. Wow, that took a lot of thought.
DarkZaion on 06 June 2005
love the new pvp log off timer i hope there no bugs :(
Riddari on 06 June 2005
Tiberius: you don't think much do you
Caztra Tor on 06 June 2005
What relation does this have to the POS? Doesn't sound like a pos at all. Will they be competition for the POS or will they work in Tandem with them? i.e. having player refinery near the player factory?
Valerius on 06 June 2005
[quote] Why have each qce be limited to a specific type? That's very limiting and favors the race that gets a refinery, in my opinion. Since NPC stations have up to 8+ slots for services, why not have an Outpost have 4 slots. Buy the services you want and load them into the finished Outpost to configure it the way you wish. This would seem to make a whole lot more sence than hard configured, by the race, Outposts. Sarkos [/quote] I'd say no to that, the reason is that Outpost are not supposed to be full fledged stations that do everything for you (in terms of services). If the services were in modules that were added to the station, you could turn on/off some modules to institute new services when needed in effect making them, full fledged stations that just take a little more time then others. Btw, good job on the game so far CCP, but i think (as some others have indicated) that the new system of you having to destroy/outnumber all enemy POS's in the system then wait 24 hours to capture the Outpost/Station to be a bit extreme. Taking down a POS armed to the teeth atm is nigh imposible (dont know how it will be with the Dreads though). Val
Freezal on 06 June 2005
What will this mean for the talk about changes to POS like adding factorys and research? will the pos not get anymore luv and now we will be required to build an outpost?
Jed Thrax on 06 June 2005
Interesting, but I can't help but feeling you have your nomenclature back-to-front; "Output" conjures up an image of a far smaller entity than "Starbase". When I think "Starbase", traditional sci-fi suggests something like that huge mushroom thing orbitting Earth in the Star Trek films, or Deep Space Nine. An Outpost? That's what you put on the borders of contested space. Just my tuppence...
Leno on 06 June 2005
Freezal: an outpost will be alot more limmited and WAY more expensive then a POS. Also still need POS for t2 moon mining and stuff. So POS will still be important. Heck with them being needed to control space, be safe spots, and house multiple facilites (as outpost can only host 1) they will be even more important then ever.
Malarkey on 06 June 2005
Biggest question; WHEN? Is this the "end of June" patch or another patch(es) further down the line. Some kind of estimate of time scales would be useful.
Bobby Wilson on 06 June 2005
Oveur: 2 things quick: 1. 30 minute timer won't help much until scan probes work properly. I don't know anyone that get's 50% or better success with them, especially in systems where all the objects aren't on a plane. If scan probes aren't working, a 5 or 7 minute timer is enough time even for a frig gang to kill a BS. The 30 minute timer seems made for scan-probing, but as I said isn't worth much until they work right (ie. in a sphere rather than in 2.5 dimensions). 2. Will the "whoever has the most POSes wins" rule apply to any size of POS indescriminately, or will credit be given for size/power? I can see ppl just throwing up 4 cheapy small POSes long enough to take the outpost, rather than trying to destroy 2 or 3 powerfully loaded large POSes... Tks for your time. BW PS. I disagree with someone who said that refineries will be most popular model. Since an intensive refinery works with POSes, and POSes are required anyways to have an outpost, I suspect factory outposts will be most popular as they will make ppl 90% self-sufficient deep in 0.0.
Ange1 on 06 June 2005
Will the upper regions that Polaris people access ever be availiable to the playerbase? You can fit a few more Alliances in there ;)
myEYESareupHEREbigboy on 06 June 2005
re: 30 min pvp logoff timer does the timer start if you never actually shoot anyone? i.e. if i am just running and never fired a shot, but i'm still not scrambled... i.e. i don't have time to deal with a fight i just need to get from point A to point B and deliver my goods. if pvp timer starts the moment you get shot - chalk another point up for the aggressor. now if you get ganked, not only does the aggressor get the first several shots, but you still have a targeting delay to engage them, and now you are 100% pod dead if you don't have the firepower or time to deal with the situation. how about some defensive modules? hmm? how about a way to be informed of aggressive acts on the other side of a gate? how about some consideration for real life? 30 minutes?!? i agree 2 minutes is too little because you can't even get scan probe results back in 2 minutes. but 30? come on. the game would suck without carebears making the market go round. cut us a little slack.
Babalon on 06 June 2005
30 min pvp logoff timer Going to be the most grief stricken and exploitable aspect of the game All changes in this game revolve around blob piracy To suggest that stability is not interfered with by player tactics, is insane. In any case "connection to server lost" is a poular eve message, usually experienced during peak times, or when ccp decides to do maintainence. Of course ccp will not show 'any record' of such problems. I am constantly amazed that the ultimate goal of this game is to surprise people with superior numbers, and then contrive yourself tactically adept.Apparently ccp believes this should be the case also, for all changes have been made to insure the ease of finding targets, and eliminating them
Gungankllr on 06 June 2005
Oveur, when will Dreadnaughts be released on SISI so we can ensure they work properly in all modes prior to release?
SghnDubh on 06 June 2005
**** yay ****
DigitalCommunist on 06 June 2005
NOW I REMEMBER, the biggest problem about logging out in combat is that the pod insta-warps faster than any normal person can do it manually. Can you introduce a small delay, or just have the pod sit there for 2min then dissapear (unless aggrod)?
Hellspawn666 on 06 June 2005
Loveing the changes i got worried about the 30 minutes pvp thing at first due to the fact sumtimes while fighting an enemy i dont have 30 mintues to waste but it seems fair and dandy if that only takes effect if u are aggro. The outpost thing hmm well sounds like ure not very sure on alot of the issues surrounding them but i hope you'l explain them in more detail closer to release which i cant imagine is too soon still waiting for those missile changes :) but the outposts sound like ure making pvp fleet combat more important then who can kill teh most and more about who owns the battlefield which is all good stuff:)
Karl Staf on 06 June 2005
the 30minute timer is obviusly a adaption to make deradnughts killabel, i imagine that they eill take more than 2 minutes to kill..
KIAGumpy on 06 June 2005
Blob ftw? :<
Vinyl Pants on 06 June 2005
so... your researching your "Expanded Cargo Hold II" blueprint in your outpost, and some evil bugger managed to take it over cause you were too drunk to come defend it.... what will happen to all your stuff?!
Apoll on 06 June 2005
bh This is by far one of the best new options in the game (outposts). Keep the good work folks. More chaos on 0.0 :) Regarding the 30 min log off timer HURAY!! Do it even tomorrow get rid of all those cheaters.
Juniper on 06 June 2005
Wow. So you're going to hit us with Titans *and* Outposts? Both will cost billions of isk to build, and only available to Alliances. You guys really *aren't* worried about the so-called "inflation" problem in EVE, are you? :)
Alberta on 06 June 2005
Riddari: For me the 30 mins means that you could, for example, catch a battleship with a couple of patroling interceptors and lock him down. If he logs you still have plenty of time to call in the cavalry, or for him to run out of cap if he has a tank he can't maintain forever. It's a welcome stamp down on a pretty lame meta-game mechanic. I was a little worried when I first heard people talking about this and they were saying it would be 30 mins unless you were aggro'd by NPC's. Didn't make much sense to me but you never know. After Oveur's cleared it up though, I like it.
Leno on 06 June 2005
now juniper, i have a feeling these new bps and building platforms are going to be NICE isk sinks
Scorpyn on 06 June 2005
Will the pvp timer be active if you have engaged in pvp and then warped/jumped elsewhere, to a location where you have not engaged in pvp? If so please consider changing that aspect of it.
Darkrydar on 06 June 2005
Just a clarification here if you can: If you crash when the 30 min pvp timer is on, does that mean you cannot log back in? I assume you can. In which case all these whiners can have a war glass of STFU.
prsr on 06 June 2005
Bobby Wilson "PS. I disagree with someone who said that refineries will be most popular model. Since an intensive refinery works with POSes" Refineries for POS's were royally prenerfed from the start. A station refinery will be vastly more efficient then a clunky, cpu-hungry intensified refinery that gets you a maximum of 75% yield.
Gabby05 on 06 June 2005
Scorpyn read the posts properly the dev said only if you are "ENGAGED IN PVP AND SCRAMBLED WILL YOU NOT BE WARPING" (atleast not for 30 minutes) If its PVE you will warp away (geez some people really need it spoon fed) my only question is what if you run outa cap to keep 2 scramblers on, will they warp away then???
Gabby05 on 06 June 2005
Darkryder if you can log back in when there is a 2 minute log off timer what makes you think its gonna be any different when its 30 minutes.
Lanu on 06 June 2005
This looks very very cool.. just like the message of concord that conq stations were coming into the game.. looking forward to this! go ccp!
Demonight on 06 June 2005
Will Outposts require fuel?
Helison on 06 June 2005
This will be great for big alliances, but what about smaller alliances and single corps? What about alliances in NPC-space? How about restricting NPC-space to the systems with NPC-stations? Where are more structures for POS? Are they postponed till Kali?
Helison on 07 June 2005
>Remember, when we enable players to build infrastructure which they make money on from other players, this won't only benefit the Alliances, this benefits the whole universe. Ultimately, you will be able to work for the new empires or work against them. I don´t think, that it will benefit players, who are not members of big alliances. Why should a big alliance open their space for strangers?
CYVOK on 07 June 2005
I love you CCP!! The last 2 patchs have been great adding alot of things that were promised a long time ago, and fixing others that only "half" worked. This patch looks to be the best ever!!! Keep up the trend!! You guys rock!
OverKill on 07 June 2005
Its all about the bling bling I have been waiting for this since the Beta 1.
Porian Rule on 07 June 2005
Go SIKRIT
SghnDubh on 07 June 2005
Is one starbase per system too little investment for too much territory? Perhaps one starbase allows you to lay claim to a planet and all of its moons. Perhaps a whole system be considered claimed when the alliance/corporation has settled roughly 1/3 of the planets? Systems seem awfully big to defend vs. planets; only needing 1 starbase means the system may trade hands back and forth virtually forever....?
Spy4Hire on 07 June 2005
30 minute logout timer? That's a pretty dumb idea considering just how bloody darned expensive these 'outposts' are going to be, and POS already are. Thus, only huge uuber industrial alliances will ever be able to afford them... and since they seldom cover the expenses of their underappreciated defensive combat pilots this will only be another useless ISK sink sitting undefended (except by onlined weapons) when a supurbly funded pirate PvP coalition (notice that Pirates don't use the alliance model? They've know how broken it is) comes storming in, as they always do. Leaving your ships sitting in space for 30 minutes, wether you log out to avoid combat (either while IN combat, or after escaping to a safe), is idiotic. Just as well self destruct the ship and your pod, because their scanners will find your idle ship within 5 minutes, much less 30.
Taoza on 07 June 2005
I think it would be very good if you could activate the safe logout timer while in game and safeguard yourself flying about the one system for the 30minutes, think of it as finding a hiding place. Timer restarts if you jump to another system. You will automatically engage warp on the 30minutes to somewhere safe, when you can close eve and get back to RL. Only time you won't warp is when warp scrambled. I also think 30minutes is a very long time and 15minutes would be more reasonable for Battlecruiser and smaller ships, perhaps BS too. comments please
Leno on 07 June 2005
sghndubh, look at some these alliances, many are gonna have to shrink simply b/c 1 in each system is too much to maintain. AFAIK they dont even actually need 1 per system but it is on a constillation by constillation basis. This is a good size considering upkeep required to run and keep a POS running, its hard work and this game shouldnt be all work (P.S i cant just start an alliance, go put up a POS in some system in Fade for example and expect to keep it running without serious effort.
Leno on 07 June 2005
also to spy4hire, the reason these groups dont use the alliance setup is b/c there is no reason to YET. I guarentee when this stuff happens you will probably see a few of these alliances retract back and actually form a real alliance as they now have a reason to do so.
Qlippothia on 07 June 2005
"Just to point out the obvious, If you have problems with this being limited to Alliances, creating an Alliance is probably 20 times cheaper than buying an Outpost ;)" Which is why this is just another horseshit feature that wont be used.
dimensionZ on 07 June 2005
Qlippothia : beleive me, for lots of ppl, ISK isnt a problem. And being able to build a station, where you can actually dock and do stuff, well, its priceless. Excellent ISK sink, eve needed it.
dimensionZ on 07 June 2005
Spy4Hire: get a clue mate :)
Dacada on 07 June 2005
I tried to read through all of it, and not like everyone else, I see 30+ new 0.0 gates! That's gonna get me searching for a new gate!
Xelios on 07 June 2005
About this logoff timer, will scan probes still pick up on ships that haven't disappeared yet?
Snoy on 07 June 2005
Oooh I see, so now I have to decide if im going to fight based upon what might happen 30 min in the future? I can see it now, sorry guys need to goto work in 25 min, cant join the fight thats happening now. Also, this will further increase people only fighting in their own territory.
Shreven Bulks on 07 June 2005
I'm unclear on player deployed sentries...was THAT what was too complicated, or were you referring to making outposts destroyable? Are we getting gate guns in the End-of-June patch? Also, I'm thinking that it will be extremely easy for any serious invading alliance to simply bring in several small POS, setup to claim sovereignty and take the outpost. Such a setup would see invasions revert to the current state of affairs where stations trade hands every time one group can out-blob the other. Perhaps make the contest for sovereignty constellation or even region based rather than system based; at least for determining whether the outposts become conquerable?
Remedial on 07 June 2005
As much as people are whining about how the 30 minute timer is going to totally destroy their game or whatever, it currently makes no sense that a fleet of 100 ships can't find a battleship that warps to a safespot and then suddenly "offlines" and disappears quickly from the game, let alone how 100 ships can log off at a safespot and nobody can find them. If you don't like PvP, don't live in 0.0, don't hang out in <.5 and don't join/stay in a corp embroiled in wars. If you're at war with somebody and they're willing to hunt you down and kill you, you should be forced to find a POS or starbase to run to for safety. You shouldn't have this ridiculous option of warping someplace random in a system and then hitting control-q so you can go make a ham sandwich instead of dealing with consequences.
Leno on 07 June 2005
You know im starting to think most you people dont even actually read the dev blog. I mean 99% of these questions are answered in the dev blog, im just gonna hope your english is bad or something.
Lest on 07 June 2005
First off amazing DevBlog cant wait well done ccp. Second will corps that are not in any alliances still be able to build small control towers and hangers and stuff? or has that been changed now that u have to have an alliance? or is that on for the new outposts coming out? And will there be anymore info released on the dreddnought and the titan ie skills required or we gonna have to wait for the patch day? This patch i gonna make eve even more fun :)
Blacklight on 07 June 2005
Love it, great stuff and looking forward to all of it. This introduces some nice challenges both in attack, defence, industry, community building in deep space etc... Nice to see an extended PvP log out timer as well, logging off to save your ship has been an abused aspect of the game for far too long.
Marko Debreault on 07 June 2005
I need a bit of clarification regarding the 30 minute pvp timer. I had initially assumed that this meant that if you engaged in PVP in a system, and then warped to your safespot and logged out, you would hang there for 30 minutes. This would allow you to be probed and your ship killed while youre off-line. then Oveur said: Riddari: unless you are actually in combat while you disconnect AND warp scrambled, this won't change anything for you. Please clarify what exactly will trigger this pvp timer. Is it being warp scrambled while you log out, or is it being shot by another player while you log out, or is it engaging in aggression against a player or being aggressed by a player within the last XXX amount of time and then logging . . . Basically, what exactly triggers the PVP timer, what clears it? Thanks!
Arx Nemesis on 07 June 2005
Oveur... im impressed, you guys finally have listened to what ppl have said in forums long ago, 10+. Now lets wait and see if all of this really works :D Oh one more little thingy, can we have a more detailed "preview" of jump drives? :P
Meutrich on 07 June 2005
Well, i'm looking forward to see in detail, how this timer idea is implemented... Basically, i think, it is a great idea to get the outposts, as well as their should be a means, to avoid PvP prey logging off, while IN a fight. But how do you define in a fight? Locked? Fired at? What is the end of a fight? Loosing a lock? Warping off? Leaving System? A load of questions and i am happily waiting for the answers ...
Sillente NiKunni on 07 June 2005
/me look at the wallet corp ... /me look at his math : 100 * 20 = 2B hum just a quick question , if we are not in a alliance, can we spat an outpost ???
Lidza on 07 June 2005
Finally something usefull. Its a pity that these outposts do not replace the mess POS bubbles providing the same services. Also would be nice if you consider to include all current station services (like npc stations) into those Outposts. Today conquerable stations are very easy to be taken, in fact in few hours. So would these outposts be even easier? Now other matter: "...Third, the PVP logoff timer has been increased to 30 minutes..." This is the most stupid thing that I ever read until now! 30 minutes? Well why not make 6 months then!
Dracorimus on 07 June 2005
To be honest the PVP timer is great, although as many have said "what happens if we CTD" (which does happen a lot) does this mean that we still will lose a ship because of something we have no control over? Can you guys try and fix the CTD bug then all should be fine :))) Nice blog
Craylith Basalt on 07 June 2005
Some thing tangible to fight for. A chance to actually hunt down transgressors. And finally real reasons to go to 0.0. Join an alliance, activly participate.. Eve 0.0, its not just empty space, shiney rocks, and empty threats anymore.
Dracorimus on 07 June 2005
Lidza: If you gonna fight, then FIGHT, dont start a fight and quit just because you might lose "OMGWTF"....this is what makes pvp crap of late.... If I'm in a 1 on 1 and the guy logs how annoying is that ?? If I still have the chance of finding him 30 mins after he gone, this will make him think twice and maybe ACTUALLY FIGHT instead of logging to save his beloved ship + pod. Good going CCP <3 If
Liare on 07 June 2005
Oveur : Scrammed/taking damage logoff timer to 30 minutes ? can i hump your leg ? ;D
Arbenowskee on 07 June 2005
now add security hits to 0.0. Members of an alliance doesn't get a security hit, if he shoots an outsider on his "turf", but gets one if he shoots in unclaimed space or in some other alliance space he is not in (offical) war with. this will reduce alliances behaving like a pirates and destroying role-playing for us real pirates. Also alliances will actually try to expand their territory, not just shoot all over, like they do now. :)
Nicholai Pestot on 07 June 2005
The 30 minute log off timer for PvP sounds fine. Now you actually have to think before engaging other people rather than just gank 'n' scoot, and massed fleets wont roam far from friendly bases for fear of being trapped by a superior force. OHNOES logistics and accountability. another spiffeh blog
Kunming on 07 June 2005
This 30mins thing is concerning me too. I'd say make it 5minutes but the timer restarts everytime u'r ship is being aggressed. Dont force ppl to stay online, just so they can wait for the timer to wear off!!
res0nance on 07 June 2005
This is my understanding.. correct me if I'm wrong... If you engage someone at say 5.00pm.. then you fly away to a safespot, and log off at 5.10pm, your ship stays visible on scanner until 5.30pm ? That sounds like a bloody long time to be warping around to make sure you don't get scan probed. Especially from the perspective of small corps hitting big alliances...
TiMeShOcK on 07 June 2005
They don't "force" ppl to stay online.. They can just dock at a station/POS/Outpost.. So ppl roaming in enemy space can't just SS and log..
Hygelac on 07 June 2005
30 min pvp logout timer! \o/ Best. Decision. Ever!! Thank you CCP :D
Azeal Reece on 07 June 2005
All i can say is good, got some p*****y vet corp declare on us and only fight when it suits them, us noobs banded together, (fleet with cruisers, destroyer,frigs, and a few BC with 5 BS's to spear head the attack), we went to there base, lured them out, that attacked ....... warped SS then logged for the night......... it took us 2 hours to get there... we even had scan probes but what a suprise they didnt work :/, thank you CCP, will stop greifers and peeps who dont wanna pay for there actions from getting away from what they deserve :/
Azeal Reece on 07 June 2005
*Hails the almight CCP cow god*
Remedial on 07 June 2005
One thing that I'm somewhat puzzled about - what happens if I log onto my alt during the 30 min timer? Can I see myself?
Hue Jorgon on 07 June 2005
YAY 30minutes... no more run and log and scanners are useful again :)
TheNecromancer on 07 June 2005
I am not impressed at all..no more comment.
fairimear on 07 June 2005
LIES.. ALL LIES... What have u done with the real Oveur or have u haxed the forums and posted this in his name?
Guristass Plundererr on 07 June 2005
U all sounds so excited.. a station is gonna cost 20 billions. and not to talk about all the time and isk u need to put into u poss before u can even get a station. Ill say.. Buy a dread, jump around and kill ppl poss then kill the stations if ppl can ever afford it. lol
Guristass Plundererr on 07 June 2005
and the funny part is.. it dosent at all pay off to have a poss
Guristass Plundererr on 07 June 2005
so u will end up spending 100 of millions on nothing lol well.. i must say i love u ideas ccp. but why bother with it if it gonna cost us even more? where is the profit?
Nemiah on 07 June 2005
BTW the Jovian Empire is still locked :D When will we have acces to that area ?? I'm really curious...
Bratzo on 07 June 2005
The really interesting thing about the new logofftimer is, does it also stop the "log onto an alt to get my main out even faster" bug? Appart from that YAYZ!!!! \o/
Jayad on 07 June 2005
1) Fantastic alliance bonuses 2) 30min timer, i hope you put in the shield/armour hitpoint varibles into the timer calc. 30mins is too long for a BS, but too short for a dreadnaught.
Rod Blaine on 07 June 2005
YOU PWN I PWN Power to the players btw, let's make that 30 miners timer connect to a 'pvp-activity' flag that has a nice and long duration shall we ? Logging fleets ftl, sort them while you are at it plz. For all I care restrict it to sovereign space, but make logging in hostile space risky. REMOVE probes from the scanner ! As to the outposts, 50 fuel reduction etc. etc. Absolutely friggintastical. All we need now is additional cosmos bonuses for claiming constelaltions rather then random strategic single systems. At least tell us that going for a constellation is going to be key, so that we dont get silly situations with sovereign systems dotted across the map as pure strategic outpost to support camps and shit. Oh, and one more thing. Does a small tower count as much as a large one when it comes to sovereignty rights ? imo it should, since the hp's and usability balance it enough, but I can see how people would want to know this since it allows for some nifty tactical shit.
El Covah on 07 June 2005
I think if the 30-minutes-timer is to be implemented we also need a much quicker time to login - a CTD means instant death then. Fun for the pirate gankers, but not for PvP. As much as CTD occours I hope I will be able to relog much quicker then now.
CmdrRat on 07 June 2005
2 questions, will an outpost have any sort of fuel needs and what happens if an alliance just moves out of the system? No one moves in or pushes them out but they just pack up thier POS and go.
Laendra on 07 June 2005
Oveur, regarding the 30m timer...you have stated that it does not affect you when you are not warp scrambled by PvP. Does this mean after the 2 minutes (or whatever it currently is), your ship still disappears as long as you are not actively warp scrambled by a player? So, you can warp to a safespot and logoff and your ship will warp off and disappear as it does now? Does the 30 minutes only apply if you are currently scrambled when you log off/drop connection, or if you have been in the last 30 minutes?
Laendra on 07 June 2005
CmdrRat, Outposts don't currently have any fuel needs, so I can't imagine they will all of a sudden need them just because you can build them. Whereas the POS are cheap to build, expensive to maintain, the Outposts are Expensive to build and cheap to maintain. ;)
General Murder on 07 June 2005
I have a question: “should also point out that having an Outpost in system with lots of Starbases will be real good since Freighters are Station-to-Station vehicles.” Does it mean that freighters cannot dock at POS? I really hope not. In one discussion about the “time cost” to run a POS the Dev. mention that freighters are designed to help the POS owners. In the context of the upcoming BM changes that make even more sense. So please CCP, we need freighters for a POS. Let freighters be able to dock a POS. Suggestion: Introduce a capital docking module (with a huge cargo space). It should use a huge amount of CPU and Powergrid, so that it could only be build at a large POS. From there the goods can be distributed with industrials. CCP we need freighters for our POS operation.
General Murder on 07 June 2005
I have a question: “should also point out that having an Outpost in system with lots of Starbases will be real good since Freighters are Station-to-Station vehicles.” Does it mean that freighters cannot dock at POS? I really hope not. In one discussion about the “time cost” to run a POS the Dev. mention that freighters are designed to help the POS owners. In the context of the upcoming BM changes that make even more sense. So please CCP, we need freighters for a POS. Let freighters be able to dock a POS. Suggestion: Introduce a capital docking module (with a huge cargo space). It should use a huge amount of CPU and Powergrid, so that it could only be build at a large POS. From there the goods can be distributed with industrials. CCP we need freighters for our POS operation.
Rod Blaine on 07 June 2005
well, from his remark i read that it means exactly that yes. You can use the freighter to haul an insane amount of fuel and stuff from empire to your pos-system, put it in an outpost there, and distribute it with normal haulers. Makes an awfull lot of sense does it not ?
Dominator-DK78 on 07 June 2005
those new houlers should be qeuipted with jumpdrives to make then usefull and with dronebay as denfence and some highslot so noob harveter can do some mining lol
Artean on 07 June 2005
This is great, give me teh stuff/toys NOW!!
SpeedoMan on 07 June 2005
I think 30 minutes is a bit extreme. 5 would do the job of discouraging log-offs just fine. The only reason they're doing 30 minutes is to give those really intent on griefing you 30 minutes to hunt you down with scanner & probes (which is TONS of time, way too long, imo) and destroy your ship & pod you while you are offline. 30 minutes is ridiculous. Any noob can use the scanner for the first time in their lives and find you in 30 minutes. Experienced players now can find a "logger" within the current 2 minutes. 5 minutes would be plenty. 30.... overkill. This is a game, not something we should have to devote our lives to and ignore work & significant others & family just to avoid losing everything we have in-game. Other than, hey pretty sweet about added functionality for alliances, and more depth with PoS and Outposts! Thanks devs, a nice birthday present!! ;) :)
TotensBurntCorpse on 07 June 2005
whoot, 1) labs and factory modules 2) -50% fuel costs for sover 3) no more "mysterious CTDs" when ur about to have ur butt handed to u 4) and best of all more routes to 0.0 for us "carebears" other than the 24/7 gankages we call routes now now all we need is instas to be nuked and were off to the races.
Deckerx on 07 June 2005
sorry man. 30 minutes is great. about time that the "quick loggers" get what is coming to them.
Parallax Error on 07 June 2005
I think alot of people are missing the point with the 30 min timer. I'm willing to bet the reasoning for it, is to stop the new Capital Ships (and possibly any ship HP icreases for the existing classes) from being invulnerable simply because they haev too many HP's to kill off in 2 minutes. As for the outposts, for the love of god, don't limit the abilities based purely on the racial template. Just because the majority of people don't try to play purely as their chosen race, doesn't mean you have to shaft the ones that do for no good reason.
Scorpyn on 07 June 2005
Gabby05 : I am perfectly capable of reading. If you read it yourself, it says "...the PVP logoff timer has been increased to 30 minutes so you better have a Starbase, Station or Outpost close by if your fleet is in harms way." I don't know how you interpretate that, but I interpretate it as once you shoot/get shot at there is a 30 minute timer no matter what, just like the current 15 minute criminal flag. If the timer wasn't "sticky", then there wouldn't be any need for a base as you could warp away and the pve timer would be used instead.
Kuolematon on 07 June 2005
What can I say. Seems like EVEs playerbase has more griefers, gangers and pie-rats than normal players because ALL major changes ALWAYS helps towards better gangin. 30min logoff timer?! FFS! Does this mean that everytime a freking BOB catches you, your dead anyway. Oh boy, and this is why I pay for 2 accounts?
ElmWood on 07 June 2005
NICE!! wtg CCP!! 1. Regarding the outpost. I don´t like the outpost service connected to a certain race. I would for example like the opportunity to have an Amarr refining station (if I am playing an Amarr I would not see myself docking in an ugly Minmatar outpost). You screw up the "race vs race" RPG part by this in my opinion. 2. 30 minutes! Now it starts going in the right direction. I hope you soon realise that ships should NEVER dissapear if you choose to log in space. Let the ship warp away (PvP, PvE, whatever), then let it hang there. With this it might be some use to the scan probes (that are totally useless today). There should only be one type of safespot, a station. I am personally against all kinds of logoff/logon tatics. The worst of course is the loggoff when agressed. But it´s booring having lotsa ships on safespots login on and off, waiting for a good moment to strike.
Kuolematon on 07 June 2005
Okay how about that if you make logoff take 30min, logon make 10min to POWERUP your weapons? No logon traps ... or something.
SghnDubh on 07 June 2005
Toten's Burnt Corpse: Yeah, insta's will mess with this new process, that's for sure. We should chat sometime bud. Leno: I dunno, seems like 1 base per system is too easy to "claim" an entire system...b/c in "game real life" owning 1 base does NOT equate to controling all gates, resources, planets. A base + enough OPs in a system would be enough to claim, imo. Keeps the fun, but focuses resources more than just 1 base.
DarkFenix on 07 June 2005
Kuolematon: A stupid idea if ever there was one. Yeah rite every1 is gonna put up with a 10 minute login time.
Wanna Kill on 07 June 2005
Good work ccp! :D
Xelios on 07 June 2005
The 30 minute logoff timer alone isn't going to fix the logoff exploit, so that can't be the reason it's going in. Fixing the exploit (I hope the devs know what I'm talking about) and bumping the timer up to 5 minutes would be quite enough. I don't want to lose my ship just because something comes up in real life and I have to log off quick. People shouldn't be penalized with ship losses for treating this as a GAME. 30 minutes is too extreme IMO.
Riddari on 07 June 2005
Oveur... I hope it takes so long to reply because you are asking the programmers EXACTLY HOW they are implementing the 30 minute timer. The reason for why we are asking is because the feature you guys ADD or change are often not working like they were supposed to do AND are NOT DOCUMENTED anywhere. Instead you seem to find it humorous that players have no idea how stuff works and we should just test ourselves. Which makes us your QA division which is not professional.
Kardinaal on 07 June 2005
I like it. Really do. Only thing that worries me is the fact that different races will have different stuf in their outposts. First, in general: - If these outposts are expensive, why force people to build 4? You're nothing with a refinery on its own if you can't build... I'm not in deep 0.0 myself but I think it's a valid concern? Then for the roleplay community: - I'm in a roleplay corp (PIE) that flies only Amarr ships, so we won't be building a "lesser race :p" outpost. I'm pretty shure that's a concern with other racial RP corps too. I hope every outpost has it's focus, but don't limit this too much please. I'm allright with Amarians not being the best miners. But at least give us *some* refining things. Maybe you could make stations have bonusses to the things they're good in? like caldari have a research speed bonus, minnies higher refining yield, and so on... It's ot because a particular race specifies in one thing, they don't need/use the others imho.
Effingood on 07 June 2005
As mentioned earler Blob 4tw... This sounds like a perfect world for anyone enjoying blob fights - I wonder how many actually enjoy that fighting style..
Astarte Nosferatu on 07 June 2005
Damm. Things like this make me subscribe for a year everytime an account is due...
infused on 07 June 2005
DEVS FOR TEH WIN!!!! HIDE TEH LINUX!
Demangel on 07 June 2005
I love how all the people whining about the log off timer missed the clarifications for it, as if they cared so much for what it could mean they took the time to research what it will mean in the first place. I do of course keep an open mind that the timer could present other issues, but at face value, that one bit of news IMHO is very good indeed. Now if only we could get local changed. The Stuff about the starbases does sound excessively arbitrary, but I think I understand the point the devs made with it. Ie If the Devs set a potential max HP value to the thing, players will find a way to knock em down in ten seconds flat sooner or later, probably while nobody is around to defend. Forcing the enemy to potentialy take down half a dozen POS's befor ethey can lay into the starbase (outpost whatever), at least allows the defender time to attempt to implement some defenses, or at least some damage control/loss minimization. Personaly, I always prefer imersion oriented content, but in this case, it might be the exception that proves the rule. I would however hope that CCP makes a seriously valiant stab at explaining it. OR takes the high road and places NPC defenders around it that spawn (without bounty or loot to make it unfarmable), and have them increase in deadlyness each wave, and spawn rapidly enough so that the enemy won't really be able to beat it. Even if nobody ever tries again after the first failure, it will at LEAST seem realistic. IE all those defenders are coming from the POS's in the system, and in order to beat the outpost, the POS's must be neutralized. Asmit is now, it's like the hand of god is simply going to come between the shots of your enemies, and your outpost, delivering it from all harm... Acceptable in a game mechanic fashion, but kind of tough to explain story wise.
buo yollocks on 07 June 2005
So Whoohoo a team of people good and big enough can now take over eve, Your takeing the piss ccp come on youl just play god and change the rules if things dont work out nice for you.
Evil Wumpus on 07 June 2005
Finaly, there will be a use for the rest of that wasted space that is deep 0.0. BRING ON THE FREIGHTERS!!! =)
Bopque on 08 June 2005
I like the new gates, 30+ is good all this means is that there will be new choke points further up or down in to .0 areas. 30 min timer is good.No more logoff tactics. But i still dont see anybody in empire space really going into .0 space the risk is still to great , the issue is ship survivability its just to easy to gank people ships pop in seconds be it Bs or whatever.Unless u are travelling in a Large convoy which everybody knows is not allways possible so until CCP solves this issue be it with more ship hitpoints or more mod slots or a different mod slot configuation EG.( separate them have engineering slots ,prop slots ,wep slots, shield slots,Electronic slots, interchangeable reactors and shield generators)So make the ships more survivable. But the added content is good Yay For the Dreads i cant wait
Annatar on 08 June 2005
Bou Yollocks [/quote] Your takeing the piss ccp come on youl just play god and change the rules if things dont work out nice for you. [/unqoute] I think you slightley missed the Point. CCP dont play God, inside their "Baby" named EvE they ARE Gods. Thanks you guys @ CCP. Best Birthday Gift i could Imagine from you guys, and hell i have been waiting since 2 years ;) Thanks a lot. I hope all work as Planned!
Akaviri on 08 June 2005
I'm just thinking about what things will be like a year from now. There will probably be 50-100 outposts in 0.0 all over the place. The isk cost will be alot, but it will happen. I'd imagine half of them will be permanently protected, while the rest would be continually changing hands. This sounds interesting and fun. I think this goes a long way to helping make 0.0 more appealing. It does seem unfair that the services will be race related. For example, why should a Amarr role playing alliance like CVA be forced to build a Minmatar outpost just to get a refinery? The 30min logoff timer is great too, just as long as it isn't bugged. If I warp to a safespot after engaging in combat, I better disappear shortly if I decide to log off.
Foxtail on 08 June 2005
*Foxtail Hugs everyone at EVE HQ :)
Herko Kerghans on 08 June 2005
Now this is cool stuff...
Noriath on 08 June 2005
I don't really get why race determines function... Other then that, sounds great
Leo Rises on 08 June 2005
Interesting is probably an understatement. Will wait for test server before even trying to make a serious comment. I guess the price of implants will either go way up - with demand, or way down - no demand. imho losing a ship is not that big a deal, losing a set of implants is more expensive than losing a ship. Losing both to a ctd, etc.. will be irritating - also an understatement. But there is one constant factor in this game - tomorrow it will be different. So don't make long range plans based on the attributes and features of today. Interesting. Wait and test.
Agoranomus on 08 June 2005
don't let the function of an outpost depend on the race of the outpost silly because : 1. only one outpost per system -> wrong choice and u shot urself in the foot and cant fix it 2. once a station is taken over -> the new owners have to live with whatever choice the creator fell 3. rp wise -> can't express how bad and senseless it is 4. get rid of the idea that everything MUST HAVE race depending differences, you are addicted to that thought! the racial pos with the tie of regional available ices was already a bad choice, if you don't want to haul 20 extra jumps the region you live in dictates what tower you have to use with some towers being more useful than others = bad in some cases visual differences are enough, please get that in your heads give outposts slots let services be modules which you have to install give it a cost to install a service module let uninstalling a service module need e.g. a week and during that time that service is not available
Glarion Garnier on 08 June 2005
All is good apart I don't want to see only minmatar crap heep's all over the place. Gallente are the mining ppl. IMO
Glarion Garnier on 08 June 2005
Or Amarr
JGR Mao on 08 June 2005
Side note... DIGI <_<
Macus Gromwell on 08 June 2005
gotta pay more attention to the dev blog, and gonna have to get mining.
Hawk Firestorm on 08 June 2005
To be honest I don't really see your stated goals in the design. Other than there being just a few more stations in 0 space other than that they will have little impact. They provide no real incentive otehr than having a station in a more convienient place, they offer no additional support or services like NPC patrols etc to help police areas etc, or any other bolder services to help a alliance in any fashion other than just being a expensive graphical artifact. Take a loong look again mate.
Traxman on 08 June 2005
More intrested in when we can start test all this new stuff on the dev server.
Azeal Reece on 08 June 2005
Thats a very good idea imo, having an outpost could add a defense force (inc Bs's, HAC's, T2 ships etc), only 1 per system so no builing 40 and having 3000 NPC ships helping ya :S, worth looking into that is im sure
Jayad on 08 June 2005
I AGREE WITH THE RP'ers Each race should have a few buildable outposts depending on the service they want.
Feta Solamnia on 08 June 2005
Yeeeessssssss! I think I shit my pants reading this devblog XD. The one who though of these changes deserves my entire collection of exotic dancers.
shakaZ XIV on 08 June 2005
Oveur: can you please answer Marko Debreault's post? I think that adresses a lot of concerns people have about the 30min timer. I personally think making the outposts have different features based on race is a bad thing. No one will use a Caldari outpost (unless it significantly improves research compared to normal stations) because no one will 1) bring expensive/unique BPO's into 0.0 and 2) pay 10-20 billion isk for the privilege of having your own research station. (when for the same price you can have a refinery or factory which is infinitely more useful) Also the roleplaying factor - If people wanna roleplay amarrians, they should not have to use minmatar stations and vice versa. How about just letting the builder choose: "Refinery OR Factory" "Cloning OR Laboratory" etc, but once the choice is made its permanent. I like it all in all. It would make 0.0 more populated (if its all going well), and alliances would have to claim much less space, which IMHO is very much a good thing. I just kinda fear that it will become unviable to attack anyone, but... we'll see :>
shakaZ XIV on 08 June 2005
oh btw, can we please NAME systems we have sovereignity over? :P
eddie valvetino on 08 June 2005
mmm i have nice warm glowing feeling and a need to return to deep space
Deakgu on 08 June 2005
YEY for the blog NAY to Shakaz XIV with his naming idea
Azure Skyclad on 08 June 2005
As ever. I'll wait and see. Promising though
DesertKing on 08 June 2005
It seems all the latest updates applied are aimed to make life easier for 0.0 allianses and 0.1-0.4 pirates. These updates leaves no chanses to 1-2 players facing gate campers... I'm very dissapointed. Disabling double mwd. Removing instas. This logoff thing... In case if some one thinks I'm wrong tell me config for raven/mega against four pirate BS with one-two scorps.
Drakos on 08 June 2005
dont jump
afk demonkiller on 08 June 2005
no more log off tactics sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet /me charges lasers
afk demonkiller on 08 June 2005
then grabs probes ^^
TotensBurntCorpse on 08 June 2005
a concept - a convoy - try it many a time i see ppl get ganked at choke points beacuse they (we) jump thru as individuals, pirates would have a load on their hands if convoys formed up just before the gank and basically gank the gankers. instas favour the runners, gankers will have a decided advantage now, hence the convoy comment. if ur running thru potential gankage then maybe u might want to form up a convoy and run thru as a blob. 30 log timer, whoot. no more will the gankers have the ability to warp to a secret safe spot logg and then be safe because it takes so long for the scan probes to work. lossing connections from the user end is ur own problem (why not fly safer areas if ur ISP sucks). we have missed opportunities to nuke enemies due to logging off in safe spots, which makes me wish i had never learned (read here wasted the time to learn) scan probes. the racial features of bases should be universal not racial (i mean building 4 to get the features u want is like buying a new car if u get a flat tire), this is however balanced by the nifty feature of sovereinty (with the fuel consumption decreases) I really really really hope that the new gates to 0.0 are back doors to the unused outter rims and that some 0.0 links are broken to make the alliance spaces still defendable just not most of the map anymore. (not everyone wants to be in an alliance to be in 0.0)
Rod Blaine on 08 June 2005
What this is, and people forget that, is the first step towards scaling alliances down in claimed territory size. Add the things hinted at in the cosmos devblog (constellations with bonuses usefull when the whole constellation is in your hands), and you can see how an alliance would use alot of pos's (a minimum of 5-6 per constellation for a barebones defense and security), and outposts (=infrastructure for industry and trade) to claim these smaller areas. That major effort alone will guarantee smaller claimed areas.
Skarsnik on 08 June 2005
You know I'm sure Rod Blaine is really Oveurs ALT. BUt to add - this is going to make things very very interesting indeed.
Twirrim Notme on 08 June 2005
Could you confirm something for me Oveur? "and the sovereign receives an evemail each time a new Starbase is onlined in his system." Is that merely the CEO/President of the Alliance, or of the corp that created the POS that'll get the message? Could it not be made so that all the directors receive the evemail. Otherwise the CEO / President will have to ensure they log in every day to make sure there are no messages about enemy POSs. That would mean they would have to share login details with corp members whenever they headed off on holiday, and god help the alliance if they were ever ill, or (in disaster recovery planning terms) run over by a number 9 bus!
1337 spyer on 08 June 2005
yarrrrrrrrrrrrrr
Spuki on 08 June 2005
Guess i will not buy any more gametimecodes. If i have to spend half an hour jumping from safespot to safespot in order to log, thats no longer a game, THATS SICK !!!
Sakura Yoshida on 09 June 2005
man, it's impossible to please everyone, isnt it [especially when they don't read everything through] good work, i don't like the idea of people logging out to avoid combat, so it's good to fix it like that, 30 minutes does seem a bit, but all it means is you'll have to find an unoccupied system and warp somewhere random to hide, or dock to get away :) the 0.0 changes don't really affect me, but they sound like they'll add a strategic element to the game, which is good, people will have to think before declaring wars and attacking :)
Hawk Firestorm on 09 June 2005
I dunno I've played along time now and remember when there was no stations in 0 space. Even when the few that were added were in it didn't change the map much, other than allowing players a storeage box close by. Problem is as I see it Stations don't really play any strategic value other than being a box, so to speak. There isn't enough of a active user base for additional ones to have any huge impact, both trade wise etc. I don't see how there being 1 or 10 stations in a region would effect a alliance, other than having more focal points for combat and defence, other than the stated bonus's to fuel consumption etc. Like I say I've played since there were non in 0 space, yes the ones in now are useful, and a few more wouldn't go amiss, but the idea that it will have much effect on territory or how much a alliance holds or claims kinda flawed from past experience.
Primer Xenius on 09 June 2005
*my nuts itch HARD* Usually a sign of future bugs. :)
babo on 09 June 2005
date for this patch? when?
Octo on 09 June 2005
Hi Mom !!
Jaabaa Prime on 11 June 2005
Oveur: I looked through the other posts, I didn't see a date mentioned, any chance of a more specific hint at the release date ? Now to your blog: OMG .... ACE, just ACE ! I think 30 mins is a bit high though, 10 mins would suffice. If I can't kill a ship in 10 mins then something is seriously wrong. On the RP aspect of "Outposts" and services, I think it would be easy for CCP to provide an outpost of each type for each race, each type having the same specs but just a different look (and name of course). So make it 4x4 on the outposts, 1 for each race of each type. Same specs but allow racial preferances to play a role ingame. There is a lot of questions regarding the "base" services will be provided. IMHO the outpost services should provide the following: [ALL] Fitting Missions **** Market [Administration] **** Market Medical [Factory] **** Market n Factory slots [Research] n Research slots [Services] n Refine slots ****) Market Maybe each station should have a market, maybe not. But I personally think that every outpost should have the ability to trade and as such have a market button. I added it to the admin and factory outposts to signal posabilities.
Coolgamer on 11 June 2005
TIP: If you CTD, then you can just log back in as normal and the 30 minute timer won't effect you.
Phyo on 11 June 2005
Primer, you must be a very wealty person. A coder that can program an App without any concealed flaw, makes tons of $$$. I applaud you.
Admiral Pieg on 11 June 2005
MWAHAHA no more enemies mass logging in alliance space
mirel yirrin on 11 June 2005
Dear god..... I love you DEVS, I love you ovuer, and you tomB and especialy keiron, who without his help I would never have found the CCP seecret cookie stash in HED-GP....*Blows kisses to everyone*
Smart Bomb on 12 June 2005
meh.... need sum things for single corps that dont want big alliences
Kaeten on 12 June 2005
this is sooooo gonna cost alot of isk :D
Turynn Slane on 12 June 2005
its a lot for a newbie like me to grasp!
ZIGGS on 12 June 2005
im still sexy peeps
Quintus Allard on 13 June 2005
Sounds great I think, a little fuzzy on all the rules of these proposals, but it sounds interesting... But when are you guys going to address some of the more interesting stuff that was advertised with the game? Incase it was forgotten.. BluePrints (excert) "An Original Blueprint allows you to research it twice. A successful research allows you to improve the item. The improvement may take the form of a more efficent, cost cutting producition method (currently available in game), OR it may mean an INCREASE IN THE ITEM'S POWER." Sorry about the caps didn't know how to make it bold. In anycase, That was published in the book that came with my copy of Eve which I bought on the shelf over a year ago the book was published in 2003. Maybe some input on something having to do with that would be nice? Or perhaps something about the Reverse Engineering that was mentioned in a few posts, but I haven't heard about again? I just know that as a manufacturer and research characters, there isn't overly too much for me to do..
Zaria on 13 June 2005
What about PVP Log on timer? Should also make it that you can't engage in PVP for 10 mins when you log on. This will prevent those 3rd party exploit, like Teamspeak, being use by scums as log on traps
Paul Castrin on 13 June 2005
Arbenowskee wrote 'now add security hits to 0.0. Members of an alliance doesn't get a security hit, if he shoots an outsider on his "turf"' Actually since we ARE the security for our sovern space we should get a + bonus to our security rating when podding pirates trying to infitrate our systems. Now THAT would be truely like real life ... "Hey Lt. Conrad, heard you shot down those Migs in our no fly zone, congrats on the splashes, here's a ribbon!" As for 30 sec PvP timer and all the other changes, cudos CCP! devs 4tw!!!11!!1
Paul Castrin on 13 June 2005
SghnDubh wrote: 'Leno: I dunno, seems like 1 base per system is too easy to "claim" an entire system...b/c in "game real life" owning 1 base does NOT equate to controling all gates, resources, planets. A base + enough OPs in a system would be enough to claim, imo. Keeps the fun, but focuses resources more than just 1 base.' I agree with you there but I think you missed an important factor. Simply put if you are the only "government" in that system, it shouldn't matter if you have one or 10 POSs, you still control that system. It’s a nicely simple system if it works and there is still incentive to have more than one POSes in the system because of the fuel credit. Beyond that multiple stations (and it’s not had to put a small mining op station up) should only be really needed to assert sovereignty in contested systems. Now what I haven’t read is how an outpost affects control. From the blog it seems that an OP has no direct effect so in contested space it will come down to a Risk like situation where the most Starbases “win” the right to own (or attack) the OP in that system. You seem to feel that they add to the sovereignty of a system but I don’t think that is the case. As stated in the Starbase overview: “By controlling more Starbases than other players in a system you will be able to claim whole constellations and regions.” So from what Oveur has posted it would seem that an OP is just another reason to try and control a system but doesn’t add into the control of said system. But then I could be wrong. :)
BABARR on 15 June 2005
Very good idea the outpost. :)
Cloned Mark on 17 June 2005
Excellent stuff Oveur! :-D
Abante on 17 June 2005
Casio stopwatches going cheap......
Avrunath on 18 June 2005
F+++in gr8, u increase the logoff timer even though the servers are that unstable. I would say 1st things 1st.
Ithildin on 18 June 2005
Starbases Very good, I do know a couple of people who'd be overjoyed! The racial starbases look promising, it adds a certain atmosphere to the game, as long as they do not require some sort of monthly cost that's tied to regions as the current POS are. Dreadnoughts Mercenary Coalition will have state-of-the-art military equipment and top notch pilots read for these when they come. We offer reasonable prices. Speak to Seleene for more details ;) In short: yay! Finally! Way to go! Give us the patch today! 30 minutes PvP timer This is sadly very needed, but the non-PvP timer also need to be increased. They way I believe it is now the non-PvP timer is only switched to PvP-timer if you agress, and thus most people *abusing* the freedom of quitting the game choose not to agress and instead engage tanks and log off. Thus the non-PvP timer also need to be increased or handled in a different way. Perhaps 30 minutes is a bit excessive, I do know how fast skilled scanner pilots can find people in disc-systems (Yulai), but then there are sphere systems (Lustrevik, I think) and those are impossible...
Neoscar on 20 June 2005
I don't know if anybody pointed this out before, as I havn't read the entire thread. The thirty minute log off timer does not refer to the amount of time between loging off and your ship warping away. Your ship will still warp away in the same amount of time as before. However, now your ship will, once it has warped to the randomly generated safespot after the automatic warp out, stay in position for thirty minutes, giving the people who attacked you time to search the system with scan probes and find your ship. The thirty minute timer will only apply when you are engaged in combat, so if you log out or are dropped while mining, you will use the normal timer.
Zavier's Mae'z on 21 June 2005
ok ccp alot of nifty gadgets for alliances nothing for us with small corps or are we supposed too unsubscribe too eve and start play wow now??
Chrizto on 22 June 2005
For new corps there's enough to explore. Why you think we kept playing... and WOW? MOUAHAHAHA that's one of the worse games i ever played and im ashamed I ever paid for that.
Chrizto on 22 June 2005
I just realized a small corp doesn't have to be a new corp, but still that means asa you get bored go join forces.
sweetheart on 23 June 2005
Sorry I may have missed the logging off point , but if we do not agress any1 , or have not been agressed , can we log at our own POS without our ship going to a safe spot and sitting there for x ammount of minutes ?
Zavier's Mae'z on 24 June 2005
Chrizto plz dont try tell me how to play a game i been here from alpha beta EVE
Com Cam on 29 June 2005
I have not read this entire thread, so forgive me if this has already been answered. I did skim through the posts looking for the answer and did not find one (a lot of strange comments out there). With the pvp logoff timmer, I understand the part where if you are activally engaged in pvp combat (either as the agressor or the agressed) your ship will still be in space 30 minutes (unless timmer is changed) after log off. The part I a am looking for an answer to is...if I am cruising around in a system and need to log off and do not log at a station or a POS for what ever reason (R/L issue or such a place is simply too far away) will my ship then fly off to a safe spot as normal and then stay there for the 30 miunutes? In doing so, this would potentially give someone skilled enough with scan probes who may just happen into the same system a chance to find my ship. OR is there 2 different timmers here, one for active PVP combat and another for any other stiutation? Thanks for your time, and remember to always maintain a rigid state of flexibilty.
sbaker on 30 June 2005
30mins timer, if u PvP u got 30min to hide, if u need to log off, dock....got no station or outpost in the system you better run and hide for 30mins... ( I do not do PvP) I think it like concord u got to hide for 18mins....be4 u can come back into empire space....I think,
Crysantha Mum on 06 July 2005
So.. which platform do i get to set up a reprocessing plant???
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