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General Discussion => General Non-RP EVE Discussion => Topic started by: Saede Riordan on 26 Sep 2013, 14:56

Title: EVE Rubicon
Post by: Saede Riordan on 26 Sep 2013, 14:56
OMG OMG OMG OMG OMG OMG

Link to official expansion page:
http://www.eveonline.com/rubicon/
Title: Re: EVE Rubicon
Post by: kalaratiri on 26 Sep 2013, 15:03
Should I transfer all the information into one post in this thread? I think I should  :)



21:06 - Stream starts, CCP Guard is presenting, Rise and Fozzie will be supporting.

First guest is CCP Seagull, talk is about the future of Eve. Thinking about the long term vision, core theme of space colonization. "There is a lot that can be done... Unprecedented level of control over the universe for capsuleers"

"Eve is not just a game, but a living sci-fi world" Player stories, etc.

Pictures of Badgers building stargates - "These pictures are to illustrate the kind of things we are considering... All about building things, destroying things, the spread of human empires and by extension the separate force of the Capsuleers. Capsuleers want to master the forces fo the universe, the technologies (mechanics) of space travel"

"The question of what would happen if capsuleers were not bound to the known universe. This is what we want to do, start a journey outside of this universe"

21:10

"The Empires are starting to be worried about capsuleers, and they should be. This journey will question many of the rules that have governed the universe for a long time. This vision lets us start questioning some of the long term fundamentals."

"These (stargate building) pictures do not represent what you will get right away, but it is where we want to go"

21:12 - Expansion name.

The new expansion is the 'start of the journey', will be released on the 19th November.

Eve Online: Rubicon

"Kickass events for christmas"

"Taking us to the point of no return?"

Features are well on the way, handing over to Fozzie and Rise.

21:14 - Fozzie, Rise and Guard

"All the teams are right in the thick of it, some stuff is almost done, some still being worked on"

"Players might be nervous about rules changing in systems... High-sec customs offices are becoming player controlled. As usual, offices will be destroyed then replaced by player owned ones, changeable tax rights etc. Intended to allow highsec corps to have 'their own space'. Expected to generate conflict based on the worth of the planets."

"Favorite mechanic of Fozzie's as it generates income but not out of thin air, comes from other players."

21:20

"New set of deployable structures (yaay more hitpoint grinding ._.) not based on the current POS code."

"4 new types, maybe extra sub types. Siphon Unit (names are all in progress, dev blogs etc are on the way), allows people to steal resources from starbases, particularly moon mining and reactions. Anybody can take from it, does not provide notifications. People can only know it's there if they actually visit the POS"

"Intended to allow players to "poke each other in the eye"

"Depot. Inexpensive in-space hangar. Literally a home base. May Does have refitting ability, cargo hold for loot dropping. All structures are destructible, including CONCORD response (meaning there isn't any). Can be dropped anywhere including in deadspace or safespots."

"My little home"

"Deployable automatic tractor beam and looting device. Doesn't salvage for you, but groups all the wrecks together." (lol Noctis)
"Doesn't work on wrecks you don't own"

"Deployable, temporary (1 time use), cyno jammer. 100km/70km undecided range. Prevents you being hotdropped at 0, not snipers. Has a spool up. Does not block covert cynos. Very cool effect"

"Will we get a cyno-jammer jammer? Maybe someday"

21:27 Still Guard, Fozzie and Rise

Changing the old warp acceleration mechanicss

"Every ship has the same acceleration time, so warp speed doesn't matter. Now warp speed also effects warp acceleration. Small ships are fast, big ships are slow, freighters have higher warp speed, t1 cruisers are the base line and have no change. Small ships will now be able to properly catch big ships that warp off, possibly arriving first  :twisted:"

"Interceptors will be able to actually intercept."

21:29 Ship rebalancing

"Not everything is ready, but Marauders, Interceptors, EAFs and Light Interdictors are being worked on"

"Interceptors are planned to be bubble immune (all kinds, anchored or HICs). Not big combat buffs, actually losing some hp, but far enhanced tackle and scouting ability. Probably won't be able to fit cynos :P Less safety for bubble spamming ratters. Thread should be up by early next week, feedback is of course appreciated"

Marauders

"Picture of Kronos in transformed mode, front plates are raised by glowing blue tubes. 'Neons on a car hood'. Not all art is finished yet, all very different from each other. Mechanics wise, 'Bastion' (name is sticking) EW immune, can't move, massive tank. Reduced MJD timer stays. (Pretty much what is in the marauder thread) More updates are coming for the official thread"

Interdictors

"Not that far through the process, interdictors are crap in a weird way right now. Core role remains as bubblers, warp changes are really gonna help them, they will be fast. Weapons and tank are all changing. New bubble art!"

EAFs

"Almost really cool, but hard to use. Becoming quite a bit better, doubling the range on their secondary EWAR, webs/points/neuts etc are now much closer to recon range, 35km neuts etc. CSM love them."

21:37 New missile launcher

"BS sized launcher to pair with the Rapid Light Missile Launcher, this one fires heavies. Missile launchers have few options compared to turrets, balancing this out. Looks cool."

"Time machine to 5 years ago, RAVEN WILL BE AWESOME, CALM DOWN"

21:39

New ships

"Sisters of Eve (new pirate faction 'oops' -Rise)"

Holy shit they look cool. OMG that's some good art

"Gallente/Amarr bonused. Long deployment exploration, versatile, combat capable when away from home a long time. Amarr armour resists bonuses, Gallente massive drone bays, exploration bonuses hacking, probing and cov ops cloaks. Probably not quite as combat worthy as the other pirate faction ships. Able to work on almost any PvE exploration site, but also capable in combat"

"SoE are peacekeeping, humanitarian. Self defence with a vengeance"

21:42 Usability features

"Certificate system is being completely reworked, dev blog out soon. Certificates will no longer have other certs as pre-reqs. Better organisation, new concept called 'Mastery', shows how generally good you would be at a ship. Just one cert for eg Navigation, split into 5 levels. No longer a seperate window to the character sheet, Faar better for new players"

"Tells you when you are super-elite"

" 'Interbus ship progression tree' lists all the ships in Eve, shows what you can fly and how well you can fly it. They light up if you're awesome. Still WIP, dev blogs on the way. Better guidance for where you're going and how to get there."

21:47 Character selection screen

"More information, slicker, better looking. New functionality - more on that soon"

Last on the list for Fozzie and Rise:

"Integrating Twitch TV into the Eve client. Makes it easier to stream, share what you're doing, no 3rd party software required at all. Push button, receive stream. Adds more usability for people in game and out. Please give feedback, we really want it."

The list is not final, things may be added or changed

Moving swiftly on, announcements:

Collectors edition ships late October, still available to pre-order

Eve Vegas, Guard, Fozzie, Rise, Loxy and Bro will all be there, speakers, prizes, workshops etc. First 500 pilots to show up get one of the remaining resin cast BS models, Valkyrie will be available to try in HD. Tickets can be brought in cash or plex.

Eve Down Under at end of November for the Aussies, Fozzie will be there, Chribba too.

21:54 Stream ends, after thanks and requests for feedback when the threads go up.

DISCUSS.
Title: Re: EVE Rubicon
Post by: Akrasjel Lanate on 26 Sep 2013, 15:11
OMG OMG OMG OMG OMG OMG
Title: Re: EVE Rubicon
Post by: Anslol on 26 Sep 2013, 15:26
Do we need to be in a player corp to deploy that personal home/pos thing? If not than +1 OMG

Also lol@SOE stealing a vulcan cruiser and making it their own. Well played Sisters..well played...

/me squees like a school girl at the ever loving fuck of amazing that are the SOE ships.
Title: Re: EVE Rubicon
Post by: Lyn Farel on 26 Sep 2013, 15:53
And what do they look exactly ? Not to ruin the atmosphere but you are all squeaking about those ships and not giving any link...
Title: Re: EVE Rubicon
Post by: Iwan Terpalen on 26 Sep 2013, 16:04
And what do they look exactly ? Not to ruin the atmosphere but you are all squeaking about those ships and not giving any link...
For the benefit of the instant gratification generation: http://www.eveonline.com/rubicon/ (http://www.eveonline.com/rubicon/).
Title: Re: EVE Rubicon
Post by: Gesakaarin on 26 Sep 2013, 17:19
You know the most interesting aspect I see there is the concept of player/corporation owned stargates. I've seen missions where the pirate factions have their own deadspace stargates and I think the ability for players/corps/alliances to deploy their own super secret stargate networks would make things very interesting in low/null space.

Sure some people will whine they can't camp lowsec chokepoints with sebo Lokis or deploying bubbles in null, but I still hope it works out just so I can hopefully watch smaller nullsec groups able to do Chairman Mao style raiding/guerilla wars in mega-bloc space or indy groups being able to enter lowsec territory while giving the finger to smartbomb BS campers.
Title: Re: EVE Rubicon
Post by: Samira Kernher on 26 Sep 2013, 18:07
I'm curious how it will be for those of us who intend to remain loyal to the empires.
Title: Re: EVE Rubicon
Post by: orange on 26 Sep 2013, 18:36
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Title: Re: EVE Rubicon
Post by: Ghost Hunter on 26 Sep 2013, 19:12
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.

This.

It feels like the first step for the whole 'Capsuleers can make their own Empires!' bulletin that got sent out a while ago. Unfortunately it's not exactly delivering on that aspect, and Rubicon isn't pushing out anything to the scale of Retribution.

Too early to tell, but the few candy features aren't doing that much for me. Good potential of course, but how they are going to use it isn't translating.
Title: Re: EVE Rubicon
Post by: Demion Samenel on 26 Sep 2013, 20:10
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.

We can sing shanties while we do it?

found it http://www.youtube.com/watch?v=frtqbwcWw_U (http://www.youtube.com/watch?v=frtqbwcWw_U)
Title: Re: EVE Rubicon
Post by: Havohej on 26 Sep 2013, 20:49
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Think I'll stick with the Jade Doctrine: We burn empires, not build them.    :yar:
Title: Re: EVE Rubicon
Post by: Katrina Oniseki on 26 Sep 2013, 21:14
http://www.flickr.com/photos/33092407@N06/sets/72157635933607495/

Took high res photos of the slides for everyone.
Title: Re: EVE Rubicon
Post by: orange on 26 Sep 2013, 21:44
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Think I'll stick with the Jade Doctrine: We burn empires, not build them.    :yar:

But I am not even talking about building empires.  I am taking about building ships, modules, and consumables, the very things needed to burn empires.  The game play for turning asteroids & moons into stuff is using tools that are largely from before Trinity.
Title: Re: EVE Rubicon
Post by: Saede Riordan on 26 Sep 2013, 22:00
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Think I'll stick with the Jade Doctrine: We burn empires, not build them.    :yar:

I'm quite enjoying building actually, and protecting what I've built.
Title: Re: EVE Rubicon
Post by: Myyona on 27 Sep 2013, 01:04
Besides the SoE ships, I have seen nothing that excites me yet. And I already doubt the SoE ships will allow me new roles to fulfill. So while my new goal can be to achieve one of those ships, I can already reach that goal before the "expansion" is launched. And after I have gotten the ship(s), it is back to the same old grind.

On the other hand, they are making it harder to make a profit out of PI without improving upon the actual PI experience (which, second to WiS, is the most underdelivered feature ever released).

All in all, I again wonder what all those man-hours at CCP are being spend on. Besides the new Deploy Mobile Structures I do not see anything here that requires major development effort or technical difficulties.
Title: Re: EVE Rubicon
Post by: Caellach Marellus on 27 Sep 2013, 01:24
All of my  :cube: for the deployable autoloot buddy. Between that and salvage drones, I'm going to actually run out of things to put in my highslots on the Marauder.
Title: Re: EVE Rubicon
Post by: Seriphyn on 27 Sep 2013, 01:29
My first eve version was Empyrean Age. Every single expansion up until Incarna with the exception of Quantum Rise added a major new game feature. Building on what Myyona said...

Empyrean Age: Factional warfare
Quantum Rise: ???
Apocrypha: Wormhole space
Dominion: Sweeping new sovereignty mechanics
Tyrannis: Planetary interaction
Incursion: Incursions
Incarna: Incarna
Crucible: Patch
Inferno: Patch
Retribution: Patch
Odyssey: Patch
Rubicon: Patch

I miss actual expansions, not iterations. Post Incarnagate CCP don't want to take risks I suppose.
Title: Re: EVE Rubicon
Post by: Myyona on 27 Sep 2013, 01:52
Well, after Incarna they said no more "Jesus-features" and instead they would focus on iterating on existing content. But they do not iterate on the features that need it the most. Odyssey's focus on the exploration system was completely misplaced, as the previous exploration mechanics were pretty fine already, and many other systems are in much dire need.

EDIT: And it does not appear that any of these are in scope for Rubicon either.
Title: Re: EVE Rubicon
Post by: Aelisha Montenagre on 27 Sep 2013, 02:02
Time to increase my sec status so I can meaningfully stomp on some faces in high security space.  Glad CCP are making war decs more than station games when people have designs on a system! 

As for my creative side, there seems to be a growing move towards 'find and own your own space' - an industry that I think has boundless possibilities and a high potential rate of consumption.  I may not be king of any future castle, but I make good bank selling bricks and mortar as it is ;).
Title: Re: EVE Rubicon
Post by: Katrina Oniseki on 27 Sep 2013, 02:30
Well, after Incarna they said no more "Jesus-features" and instead they would focus on iterating on existing content. But they do not iterate on the features that need it the most. Odyssey's focus on the exploration system was completely misplaced, as the previous exploration mechanics were pretty fine already, and many other systems are in much dire need.

I can agree to some extent with your Odyssey point. However, the rest of the expansions have done a LOT of heavy and much needed work.

As for Seriphyn's list...

Crucible (http://www.eveonline.com/expansions/crucible/): Time Dialiation was a major and extremely needed iteration on the game itself. TONS of new features and low hanging fruit was tackled with Crucible too, and I think it's extremely narrow minded to call it "just a patch". Just look at the page for it. It's a HUGE list.

Inferno (http://www.eveonline.com/expansions/inferno/): A major FW overhaul, breathing much needed life back into that long suffering area of the game. A much improved inventory and UI system also solved many of my issues with the existing one, setting the stage for many further inventory iterations in later patches.

Retribution (http://www.eveonline.com/retribution/): Seriously? Calling Retribution a patch?! It's one of the highest rated expansions in EVE's history! The crimewatch overhaul was a MASSIVE undertaking that was years in the making. They had to recode the entire thing from the ground up!

I think you might want to pull your head out of the sand if you're calling those three "patches". CCP has done excellent work with these patches, and just because you aren't getting brand new major features while others languish without attention. You can't keep your cake and eat it too. There's a massive backlog of existing content that needs to be fixed and improved upon before CCP starts throwing all their weight into brand new stuff again.

Think of it like a car that has engine troubles. Do you want a fancy new spoiler that doesn't really do anything, or do you want to fix those oil leaks and get your air conditioner working again? EVE is in dire need of many more expansions like the last four. Mining, Manufacturing, Research, Planetary Interaction, Starbases, Non-Security Missions, User Interface, and don't forget Walking-in-Stations. All of them need an overhaul or major iterations. That doesn't even take into account the multitude of other areas that still need work in some form or another (bounty hunting, wardecs, nullsec, client/server stability, etc.), or the parts of the game that cannot ever be left to stagnate - Ship Balancing and Graphics.

There is way way way too much work to be done on EVE still. You wanna know why you're so bored? It's because half the game is still broken or suffering, or exactly the same way they were 5-10 years ago.
Title: Re: EVE Rubicon
Post by: Vieve on 27 Sep 2013, 04:48
On the other hand, they are making it harder to make a profit out of PI without improving upon the actual PI experience (which, second to WiS, is the most underdelivered feature ever released).

Amen.
From a personal aggravation perspective, it's also another step toward making the solo game harder.
Title: Re: EVE Rubicon
Post by: Lyn Farel on 27 Sep 2013, 04:53
I like that moon vampire thing. Reminds me old scify scoundrels parasiting the cogs of the megacorps exploiting the world.

However I don't like them including the same custom offices mechanisms than in low sec, but in high sec. I guess we can say goodbye to solo industry, or solo play in general with that kind of things.

You know the most interesting aspect I see there is the concept of player/corporation owned stargates. I've seen missions where the pirate factions have their own deadspace stargates and I think the ability for players/corps/alliances to deploy their own super secret stargate networks would make things very interesting in low/null space.

Sure some people will whine they can't camp lowsec chokepoints with sebo Lokis or deploying bubbles in null, but I still hope it works out just so I can hopefully watch smaller nullsec groups able to do Chairman Mao style raiding/guerilla wars in mega-bloc space or indy groups being able to enter lowsec territory while giving the finger to smartbomb BS campers.

<3

Besides the SoE ships, I have seen nothing that excites me yet. And I already doubt the SoE ships will allow me new roles to fulfill. So while my new goal can be to achieve one of those ships, I can already reach that goal before the "expansion" is launched. And after I have gotten the ship(s), it is back to the same old grind.

On the other hand, they are making it harder to make a profit out of PI without improving upon the actual PI experience (which, second to WiS, is the most underdelivered feature ever released).

All in all, I again wonder what all those man-hours at CCP are being spend on. Besides the new Deploy Mobile Structures I do not see anything here that requires major development effort or technical difficulties.

They are working on Valkyrie I guess... >.>
Title: Re: EVE Rubicon
Post by: Techie Kanenald on 27 Sep 2013, 05:50
I guess we can say goodbye to solo industry, or solo play in general with that kind of things.
/quote]

There's a wonderful game called X3: Rebirth coming out if you want solo play.  I kinda like the fact their doing the "Multiplayer" part of the "Massively Multiplayer Online Game".
Title: Re: EVE Rubicon
Post by: Jade Constantine on 27 Sep 2013, 05:56
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Think I'll stick with the Jade Doctrine: We burn empires, not build them.    :yar:

I'm quite enjoying building actually, and protecting what I've built.

Philosophically one might argue we built freedom (and the terrifying responsibility of individual choice) whilst I make no bones about the quote which is quite accurate, not everything beautiful or creative needs to be an empire, in fact little of genuine value to individualist posthumanity can be remotely categorized as imperial.

Its a fact easily forgotten by history but the Fraction built quite a lot of things, some of the most impressive things in space actually, though we never believed in building conformity or the drive to dominate or subdue the individual infomorph, baseline or throwback.

Title: Re: EVE Rubicon
Post by: Jade Constantine on 27 Sep 2013, 05:59
Besides the SoE ships, I have seen nothing that excites me yet. And I already doubt the SoE ships will allow me new roles to fulfill. So while my new goal can be to achieve one of those ships, I can already reach that goal before the "expansion" is launched. And after I have gotten the ship(s), it is back to the same old grind.

On the other hand, they are making it harder to make a profit out of PI without improving upon the actual PI experience (which, second to WiS, is the most underdelivered feature ever released).

All in all, I again wonder what all those man-hours at CCP are being spend on. Besides the new Deploy Mobile Structures I do not see anything here that requires major development effort or technical difficulties.


I rather reluctantly agree. It doesn't appear particularly content rich. Have to hope there is more stuff waiting in the wings. A little sad when two new spaceships is a wonder ...
 
Title: Re: EVE Rubicon
Post by: Lyn Farel on 27 Sep 2013, 06:04
I guess we can say goodbye to solo industry, or solo play in general with that kind of things.

There's a wonderful game called X3: Rebirth coming out if you want solo play.  I kinda like the fact their doing the "Multiplayer" part of the "Massively Multiplayer Online Game".

Tsch.

Where did I say that they only had to provide solo play exclusively ?

I'm not asking that everything should be possible to do solo. I'm just saying that a few parts of that game, be it missions, exploration, industry, etc, can be soloed for some things (level 4, basic PI exploitation, standard exploration sites, etc), while other parts of that game, be it again missions, exploration, industry, etc, can only be achieved in multi (level 5, incursions, sleepers/WHs, etc).
Title: Re: EVE Rubicon
Post by: Louella Dougans on 27 Sep 2013, 07:40
I guess we can say goodbye to solo industry, or solo play in general with that kind of things.

There's a wonderful game called X3: Rebirth coming out if you want solo play.  I kinda like the fact their doing the "Multiplayer" part of the "Massively Multiplayer Online Game".

Ignoring that Multiplayer just means more than one human is playing the same game:

What is the cost to wardec Goonswarm again ? 800M isk was it ?

ok, Corporation A, wants to control the hi-sec Customs offices in constellation X. Those customs offices are owned by Goonswarm. Corporation A decides to spend the 800+ M isk to wardec, take down, and replace those customs offices. How long do those offices need to stay up, in order to recover that 1Bn or so investment ?
Goonswarm ignore that wardec, observe what the war was about, then, declare on Corporation A. Because of size, it only costs them 100M to wardec.
Corp A, loses their investment, and the customs offices didn't even come close to paying off, before control was lost again.
They cannot justify the expense of trying again, other than for e-peen.

And that's a situation that will be apparent for anyone else considering looking at the customs office control.

It hugely favours larger entities over small entities. The rational, financial decision is to just let Goonswarm or other large entity control the customs offices, and deal with the fiddlyness and expense of rocket launching instead.

So... yeah, solo/small groups of characters, are squeezed out.

No need to be a jerk and mention X3.
Title: Re: EVE Rubicon
Post by: Louella Dougans on 27 Sep 2013, 07:51
I'm curious how it will be for those of us who intend to remain loyal to the empires.

Faction loyalists will be regarded as quaint. Like the Amish or something.
Title: Re: EVE Rubicon
Post by: Alain Colcer on 27 Sep 2013, 08:02
I guess we can say goodbye to solo industry, or solo play in general with that kind of things.

There's a wonderful game called X3: Rebirth coming out if you want solo play.  I kinda like the fact their doing the "Multiplayer" part of the "Massively Multiplayer Online Game".

Ignoring that Multiplayer just means more than one human is playing the same game:

What is the cost to wardec Goonswarm again ? 800M isk was it ?

ok, Corporation A, wants to control the hi-sec Customs offices in constellation X. Those customs offices are owned by Goonswarm. Corporation A decides to spend the 800+ M isk to wardec, take down, and replace those customs offices. How long do those offices need to stay up, in order to recover that 1Bn or so investment ?
Goonswarm ignore that wardec, observe what the war was about, then, declare on Corporation A. Because of size, it only costs them 100M to wardec.
Corp A, loses their investment, and the customs offices didn't even come close to paying off, before control was lost again.
They cannot justify the expense of trying again, other than for e-peen.

And that's a situation that will be apparent for anyone else considering looking at the customs office control.

It hugely favours larger entities over small entities. The rational, financial decision is to just let Goonswarm or other large entity control the customs offices, and deal with the fiddlyness and expense of rocket launching instead.

So... yeah, solo/small groups of characters, are squeezed out.

No need to be a jerk and mention X3.

just launch it? not use the customs office.
Title: Re: EVE Rubicon
Post by: Alain Colcer on 27 Sep 2013, 08:07
just to sound ignorant.......whats the meaning of rubicon in this context? i've tried to find it on wikipedia/internet....and all i get is "spy" references or cities/rivers....

anyone knows?
Title: Re: EVE Rubicon
Post by: Louella Dougans on 27 Sep 2013, 08:08
I guess we can say goodbye to solo industry, or solo play in general with that kind of things.

There's a wonderful game called X3: Rebirth coming out if you want solo play.  I kinda like the fact their doing the "Multiplayer" part of the "Massively Multiplayer Online Game".

Ignoring that Multiplayer just means more than one human is playing the same game:

What is the cost to wardec Goonswarm again ? 800M isk was it ?

ok, Corporation A, wants to control the hi-sec Customs offices in constellation X. Those customs offices are owned by Goonswarm. Corporation A decides to spend the 800+ M isk to wardec, take down, and replace those customs offices. How long do those offices need to stay up, in order to recover that 1Bn or so investment ?
Goonswarm ignore that wardec, observe what the war was about, then, declare on Corporation A. Because of size, it only costs them 100M to wardec.
Corp A, loses their investment, and the customs offices didn't even come close to paying off, before control was lost again.
They cannot justify the expense of trying again, other than for e-peen.

And that's a situation that will be apparent for anyone else considering looking at the customs office control.

It hugely favours larger entities over small entities. The rational, financial decision is to just let Goonswarm or other large entity control the customs offices, and deal with the fiddlyness and expense of rocket launching instead.

So... yeah, solo/small groups of characters, are squeezed out.

No need to be a jerk and mention X3.

just launch it? not use the customs office.

Yes? I mentioned that.
Title: Re: EVE Rubicon
Post by: Louella Dougans on 27 Sep 2013, 08:12
just to sound ignorant.......whats the meaning of rubicon in this context? i've tried to find it on wikipedia/internet....and all i get is "spy" references or cities/rivers....

anyone knows?

Crossing the Rubicon is a point-of-no-return.

It relates to Julius Caesar, leading his army across the Rubicon river, from Gaul into Italy, which was an act of war against the Roman Republic. After that point, he'd either be a traitor or a hero, there was no going back.
Title: Re: EVE Rubicon
Post by: Gottii on 27 Sep 2013, 08:18
Crossing the Rubicon:

http://ancienthistory.about.com/od/caesarevents/g/Rubicon.htm
Title: Re: EVE Rubicon
Post by: Saede Riordan on 27 Sep 2013, 08:26
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Think I'll stick with the Jade Doctrine: We burn empires, not build them.    :yar:

I'm quite enjoying building actually, and protecting what I've built.

Philosophically one might argue we built freedom (and the terrifying responsibility of individual choice) whilst I make no bones about the quote which is quite accurate, not everything beautiful or creative needs to be an empire, in fact little of genuine value to individualist posthumanity can be remotely categorized as imperial.

Its a fact easily forgotten by history but the Fraction built quite a lot of things, some of the most impressive things in space actually, though we never believed in building conformity or the drive to dominate or subdue the individual infomorph, baseline or throwback.

So when are you coming back to EVE?
Title: Re: EVE Rubicon
Post by: Reyd Karris on 27 Sep 2013, 08:47

In other words, solo and small group PI is still viable, but the incentive for playing nice and working with larger organizations who have the resources to mount such large offensives increase. Personally I see that as nothing but a positive for emergent gameplay in a sandbox game like EVE.

Now, if they'd only take the training wheels off of DUST...  :bash:
Title: Re: EVE Rubicon
Post by: kalaratiri on 27 Sep 2013, 08:50
(http://i.imgur.com/jnPYG9J.png)

(http://i.imgur.com/VqYroaz.png)

For the record, etc, etc.
Title: Re: EVE Rubicon
Post by: Jade Constantine on 27 Sep 2013, 08:50
...meh... "We want you to be able to take control and colonize space," but we aren't going to talk about how we are going to make the building part more interesting/enjoyable.
Think I'll stick with the Jade Doctrine: We burn empires, not build them.    :yar:

I'm quite enjoying building actually, and protecting what I've built.

Philosophically one might argue we built freedom (and the terrifying responsibility of individual choice) whilst I make no bones about the quote which is quite accurate, not everything beautiful or creative needs to be an empire, in fact little of genuine value to individualist posthumanity can be remotely categorized as imperial.

Its a fact easily forgotten by history but the Fraction built quite a lot of things, some of the most impressive things in space actually, though we never believed in building conformity or the drive to dominate or subdue the individual infomorph, baseline or throwback.

So when are you coming back to EVE?

Is always the question really, would have to find something interesting to do though, most of my posthuman anarchist companions have gone to sleep or drifted away...
Title: Re: EVE Rubicon
Post by: Techie Kanenald on 27 Sep 2013, 08:55

In other words, solo and small group PI is still viable, but the incentive for playing nice and working with larger organizations who have the resources to mount such large offensives increase. Personally I see that as nothing but a positive for emergent gameplay in a sandbox game like EVE.

Now, if they'd only take the training wheels off of DUST...  :bash:

+1  Let's work as a community folks, no man is an island unto itself.
Title: Re: EVE Rubicon
Post by: Alain Colcer on 27 Sep 2013, 09:01
just to sound ignorant.......whats the meaning of rubicon in this context? i've tried to find it on wikipedia/internet....and all i get is "spy" references or cities/rivers....

anyone knows?

Crossing the Rubicon is a point-of-no-return.

It relates to Julius Caesar, leading his army across the Rubicon river, from Gaul into Italy, which was an act of war against the Roman Republic. After that point, he'd either be a traitor or a hero, there was no going back.

interesting, in latin america culture, such a reference is rarely used.....other expressions are more common....
Title: Re: EVE Rubicon
Post by: Gottii on 27 Sep 2013, 09:19
Those SOE ships are beautiful. 
Title: Re: EVE Rubicon
Post by: Lyn Farel on 27 Sep 2013, 09:35
Those ships are gorgeous.
Title: Re: EVE Rubicon
Post by: Ghost Hunter on 27 Sep 2013, 10:02
I guess we can say goodbye to solo industry, or solo play in general with that kind of things.

There's a wonderful game called X3: Rebirth coming out if you want solo play.  I kinda like the fact their doing the "Multiplayer" part of the "Massively Multiplayer Online Game".

Ignoring that Multiplayer just means more than one human is playing the same game:

What is the cost to wardec Goonswarm again ? 800M isk was it ?

ok, Corporation A, wants to control the hi-sec Customs offices in constellation X. Those customs offices are owned by Goonswarm. Corporation A decides to spend the 800+ M isk to wardec, take down, and replace those customs offices. How long do those offices need to stay up, in order to recover that 1Bn or so investment ?
Goonswarm ignore that wardec, observe what the war was about, then, declare on Corporation A. Because of size, it only costs them 100M to wardec.
Corp A, loses their investment, and the customs offices didn't even come close to paying off, before control was lost again.
They cannot justify the expense of trying again, other than for e-peen.

And that's a situation that will be apparent for anyone else considering looking at the customs office control.

It hugely favours larger entities over small entities. The rational, financial decision is to just let Goonswarm or other large entity control the customs offices, and deal with the fiddlyness and expense of rocket launching instead.

So... yeah, solo/small groups of characters, are squeezed out.

No need to be a jerk and mention X3.

It necessitates these different entities to band together and find a location they can conduct their PI work from. No longer being able to safely/reliably farm highsec means more coordination work needs to be put in. Conversely, larger entities that can afford the cost will be willing to defend and setup POCOs.

The issue with POCO profitability is that it is so easy to use different ones elsewhere, thus there is no user pressuring. Unless you live in a one or two system alliance territory, but even then they might simply import elsewhere. If the general users had to go to 'POCO hubs', where they can reliably access their materials, profitability will shoot up insanely high.

A billion or two investment in that case might not be out of the question, if you have enough people regularly using your services.
Title: Re: EVE Rubicon
Post by: Seriphyn on 27 Sep 2013, 11:37
Those SoE ships look cool because they actually look like spaceships. Most EVE ships are just variants of spastic geese.

I'm slightly resentful we haven't heard anything about the new ship models since they were hinted at in Fanfest 2012 (new Gallente and Amarr frigs etc). There's an inconsistent starship design between, say, the Maller and Apoc and the rest of the Amarr fleet, and the Tornado and Tempest with the rest of the Minmatar fleet, etc.
Title: Re: EVE Rubicon
Post by: Caellach Marellus on 27 Sep 2013, 11:38
Not sure a wardec will be necessary, there was the throwaway comment of "CONCORD won't Police these"

Honestly solo play isn't dead, but it's certainly being made more hands on and less passive, which to be honest I'm finding to be a good thing.
Title: Re: EVE Rubicon
Post by: Havohej on 27 Sep 2013, 11:42
Is always the question really, would have to find something interesting to do though, most of my posthuman anarchist companions have gone to sleep or drifted away...
Given Havo's newfound lack of :care: about slavery in general, I wouldn't mind flying with you again in some capacity, though I suppose that having Titan-bridged BS fleets onto unsuspecting everybody you've pretty much done it all.

Still, if you do figure out some new thing to do in Eve and it involves shooting people in the face, don't hesitate to drop me a line.  We've always held different views on the IC/OOC thing, but I've never made any secret of the fact that I hold no OOC enmity towards you and continue to consider you a friend who was fun to play Eve with.   :cube:
Title: Re: EVE Rubicon
Post by: Ashley on 27 Sep 2013, 12:23
Pretty cool, but then again it can go all Odyssey quite fast.
Hopefully they won't allow people in NPC corps deploy  this new structures or make attacking them unconcordable, but then how much will this structures cost and how quick can they be deployed and more importantly are Deploy Mobile Structures scannable.

btw. we will probably see new corpses models with tubes and Vargur will have a retractable mohawk. =D

(http://i.imgur.com/44YBgk3.jpg)
Title: Re: EVE Rubicon
Post by: Jekaterine on 27 Sep 2013, 12:25
Not sure a wardec will be necessary, there was the throwaway comment of "CONCORD won't Police these"

Honestly solo play isn't dead, but it's certainly being made more hands on and less passive, which to be honest I'm finding to be a good thing.

This was in response to the new solo POS thingies (Siphon,home away from home and tractor beamie).
I am pretty sure I heard that war dec rules would apply to POCO:s in hi sec. Even if they didn't player owned POCO:s have a reinforcement timer. No mention was made to do away with that far as I heard.

If I was Mittens I'd launch Operation LolPI as soon as the servers go up. Free hi sec fights while laughing uproariously at those paying the war dec fee and then having to form up at a time of the Goons choosing.
To good an opportunity to pass up tbh.
Plenty of boasting can be done as well.
 
Title: Re: EVE Rubicon
Post by: Caellach Marellus on 27 Sep 2013, 20:02
Nah it was also for Highsec POCOs, because you need to shoot the ones already up.
Title: Re: EVE Rubicon
Post by: Pieter Tuulinen on 27 Sep 2013, 20:57
Interesting.

SOE ships are nice. Stargate building promises fun, in theory, but in practice it's really just a highpriced way to have some sociopathic jerk kick you right in the daddybag. Sounds like it could be fun to be a sociopathic jerk. Why can't I make a world burn, yet? ;)

The little structures are a bit meh, 'specially for FW systems. Just giving people something to shoot that they can actually find, isn't it? Can't imagine us ever using any of this stuff. Meanwhile the FW mechanics of FW are lolsilly - good job it still makes it relatively easy to find fights.
Title: Re: EVE Rubicon
Post by: Victoria Stecker on 27 Sep 2013, 20:59
Nah it was also for Highsec POCOs, because you need to shoot the ones already up.

Thing is, if you don't need a wardec to shoot at them, does it give you agro? Or would you be able to shoot them and be immune to defenders at the same time?
Title: Re: EVE Rubicon
Post by: Graelyn on 27 Sep 2013, 22:38
Is always the question really, would have to find something interesting to do though, most of my posthuman anarchist companions have gone to sleep or drifted away...

Start over again.

It's not as hard as you might imagine.
Title: Re: EVE Rubicon
Post by: Morwen Lagann on 27 Sep 2013, 22:41
Nah it was also for Highsec POCOs, because you need to shoot the ones already up.

Thing is, if you don't need a wardec to shoot at them, does it give you agro? Or would you be able to shoot them and be immune to defenders at the same time?

tl;dr was that you can shoot at them without a wardec up, but you will get a suspect flag.

If you have a wardec with the owner, nothing out of the ordinary happens.
Title: Re: EVE Rubicon
Post by: kalaratiri on 09 Oct 2013, 13:45
(http://i.imgur.com/77Pjeo0.jpg)

The Rapid Heavy Missile Launchers look awesome.
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 09 Oct 2013, 18:43
Late to this thread:

Has anyone been looking into the 'capsuleers have wrestled control of the high sec customs offices' from PF point of view? 

This expansion seems to be a theme of capsuleers becoming more powerful, has it been hinted to what extent this will relate with CONCORD, the Empires, et all? 

This remains sort of my top PF bugaboo these days, the nebulous interaction/restrictions/who knows what between CONCORD/the empires/capsuleers.   

If capsuleers are forcing the empires to let them control the customs offices, concord is not stepping in? What's going on?

Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 09 Oct 2013, 19:07
Virtually nothing has been said so far. We're not the only ones who have noticed this either; someone on Reddit responded to the initial announcement thread with a post along the lines of "You know, I live in null and don't RP at all, but I don't get how we're supposed to be disconected from the NPCs [empires] while we do 90%+ of our manufacturing in their owned bays."
Title: Re: EVE Rubicon
Post by: Seriphyn on 09 Oct 2013, 19:34
Likely the POCOs are just 'one' of their kind. Likely the locals have their own that we can't see?
Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 09 Oct 2013, 21:38
Almost certainly for any reasonably developed planet, if only for the very simple reason that a single office couldn't be easily reachable from more than 50% of a planet's surface at any given time. Descending to the far side would be easier, but for ascension you'd either spend a lot of time waiting on proper launch windows or consume a ton of fuel doing launches outside of the opportune windows. So, as said, if the planet is reasonably developed, you're probably going to get at least 2-3 offices up soon enough... and the most undeveloped empire planets are probably in lowsec anyhow, where we've had the run of our own offices for ages.
Title: Re: EVE Rubicon
Post by: orange on 09 Oct 2013, 23:31
Almost certainly for any reasonably developed planet, if only for the very simple reason that a single office couldn't be easily reachable from more than 50% of a planet's surface at any given time. Descending to the far side would be easier, but for ascension you'd either spend a lot of time waiting on proper launch windows or consume a ton of fuel doing launches outside of the opportune windows. So, as said, if the planet is reasonably developed, you're probably going to get at least 2-3 offices up soon enough... and the most undeveloped empire planets are probably in lowsec anyhow, where we've had the run of our own offices for ages.

This assumes that a reasonably developed planet relies on chemical rockets to put stuff into orbit.

I think DUST throws that concept out the window considering the existence of War Barges.

If it wasn't already questionable considering FTL drives and the amount of energy involved in accelerating even the simple frigate to  non-MWD speeds.
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 10 Oct 2013, 08:53
Almost certainly for any reasonably developed planet, if only for the very simple reason that a single office couldn't be easily reachable from more than 50% of a planet's surface at any given time. Descending to the far side would be easier, but for ascension you'd either spend a lot of time waiting on proper launch windows or consume a ton of fuel doing launches outside of the opportune windows. So, as said, if the planet is reasonably developed, you're probably going to get at least 2-3 offices up soon enough... and the most undeveloped empire planets are probably in lowsec anyhow, where we've had the run of our own offices for ages.

This assumes that a reasonably developed planet relies on chemical rockets to put stuff into orbit.

I think DUST throws that concept out the window considering the existence of War Barges.

If it wasn't already questionable considering FTL drives and the amount of energy involved in accelerating even the simple frigate to  non-MWD speeds.

Someone might have the right reference, but I thought the more... fancy planet-to-space transport methods were reserved for those who could afford it?  I thought the majority of planetside transfers were through things like space elevators and the like? especially for cargo?

This is an area of eve PF I'm pretty weak on.  It looks like we have artificial gravity on spaceships, warp drive, hovercars, floating Amarr chairs, but also plenty of things to reference a lack of anti-gravity sorts of equipment in other areas?

I am r confused.

Title: Re: EVE Rubicon
Post by: Lyn Farel on 10 Oct 2013, 09:05
PI custom offices models ingame use spaceships (dropships?).

Space elevators are mentionned in PF here and there too.
Title: Re: EVE Rubicon
Post by: Alain Colcer on 10 Oct 2013, 10:17
I've been trying to find the source but i distinctively rememeber reading about the new custom offices and the technology being used.....and it was a gravity assisted propulsion (tractor beam tech related).
Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 10 Oct 2013, 10:39
Almost certainly for any reasonably developed planet, if only for the very simple reason that a single office couldn't be easily reachable from more than 50% of a planet's surface at any given time. Descending to the far side would be easier, but for ascension you'd either spend a lot of time waiting on proper launch windows or consume a ton of fuel doing launches outside of the opportune windows. So, as said, if the planet is reasonably developed, you're probably going to get at least 2-3 offices up soon enough... and the most undeveloped empire planets are probably in lowsec anyhow, where we've had the run of our own offices for ages.

This assumes that a reasonably developed planet relies on chemical rockets to put stuff into orbit.

I think DUST throws that concept out the window considering the existence of War Barges.

If it wasn't already questionable considering FTL drives and the amount of energy involved in accelerating even the simple frigate to  non-MWD speeds.

Someone might have the right reference, but I thought the more... fancy planet-to-space transport methods were reserved for those who could afford it?  I thought the majority of planetside transfers were through things like space elevators and the like? especially for cargo?

This is an area of eve PF I'm pretty weak on.  It looks like we have artificial gravity on spaceships, warp drive, hovercars, floating Amarr chairs, but also plenty of things to reference a lack of anti-gravity sorts of equipment in other areas?

I am r confused.

Note that 'waiting for launch windows' and 'using lots of fuel otherwise' doesn't necessarily indicate chemical rockets. Virtually any fixed installation - chemical rocket launchpad, electromagnetic accelerator sled, gravitic-catapult thingamajiggies, etc - would have to either wait for an opportune alignment of a single orbiting facility to minimize energy use, or put a lot of excess energy (and fuel of whatever variety to generate it) into their 'throw' to reach that facility in a reasonable period of time.

Anyhow, some PF notes:
- The chronicle Stairway to Heaven (https://wiki.eveonline.com/en/wiki/Stairway_to_Heaven_(Chronicle)) is basically about this question, and it states that while a variety of methods are used for niche purposes on various worlds with unusual atmospheric conditions, the "high-orbit shuttle deployment, where an airborne vehicle gradually clears the atmosphere at low angles, remains the most popular method of both passenger transportation and freight."

- PI launchpads describe the use of electromagnetic accelerators (1), solid-fuel rockets (1), rockets of unclear type (4), and no clarification at all (2).
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 10 Oct 2013, 20:35
Almost certainly for any reasonably developed planet, if only for the very simple reason that a single office couldn't be easily reachable from more than 50% of a planet's surface at any given time. Descending to the far side would be easier, but for ascension you'd either spend a lot of time waiting on proper launch windows or consume a ton of fuel doing launches outside of the opportune windows. So, as said, if the planet is reasonably developed, you're probably going to get at least 2-3 offices up soon enough... and the most undeveloped empire planets are probably in lowsec anyhow, where we've had the run of our own offices for ages.

This assumes that a reasonably developed planet relies on chemical rockets to put stuff into orbit.

I think DUST throws that concept out the window considering the existence of War Barges.

If it wasn't already questionable considering FTL drives and the amount of energy involved in accelerating even the simple frigate to  non-MWD speeds.

Someone might have the right reference, but I thought the more... fancy planet-to-space transport methods were reserved for those who could afford it?  I thought the majority of planetside transfers were through things like space elevators and the like? especially for cargo?

This is an area of eve PF I'm pretty weak on.  It looks like we have artificial gravity on spaceships, warp drive, hovercars, floating Amarr chairs, but also plenty of things to reference a lack of anti-gravity sorts of equipment in other areas?

I am r confused.

Note that 'waiting for launch windows' and 'using lots of fuel otherwise' doesn't necessarily indicate chemical rockets. Virtually any fixed installation - chemical rocket launchpad, electromagnetic accelerator sled, gravitic-catapult thingamajiggies, etc - would have to either wait for an opportune alignment of a single orbiting facility to minimize energy use, or put a lot of excess energy (and fuel of whatever variety to generate it) into their 'throw' to reach that facility in a reasonable period of time.

Anyhow, some PF notes:
- The chronicle Stairway to Heaven (https://wiki.eveonline.com/en/wiki/Stairway_to_Heaven_(Chronicle)) is basically about this question, and it states that while a variety of methods are used for niche purposes on various worlds with unusual atmospheric conditions, the "high-orbit shuttle deployment, where an airborne vehicle gradually clears the atmosphere at low angles, remains the most popular method of both passenger transportation and freight."

- PI launchpads describe the use of electromagnetic accelerators (1), solid-fuel rockets (1), rockets of unclear type (4), and no clarification at all (2).

So, PI launchpads are rocket-assisted railguns. Suddenly PI sounds more awesome.
Title: Re: EVE Rubicon
Post by: Katrina Oniseki on 10 Oct 2013, 21:32
- PI launchpads describe the use of electromagnetic accelerators (1), solid-fuel rockets (1), rockets of unclear type (4), and no clarification at all (2).

So, PI launchpads are rocket-assisted railguns. Suddenly PI sounds more awesome.

Only Gas Planet Launchpads are giant railguns. That's what the (1) means. Only one case mentions a railgun.

Quote from: Show Info:  Gas Launchpad
In order to transport produced commodities from the lower orbit position of the node structure to the higher orbit of spaceports and trade hubs above gas giant planets, an old but reliable technology was revisited. The lack of a solid surface requires a very low recoil launch system, a situation that prohibits the use of solid fuel rockets, but the Hohmann Mass Driver uses a series of triggered electromagnets instead, producing minimal waste force. Essentially an enormous cargo railgun, the device propels a ferrous canister to a waiting deceleration receptacle aboard a high-orbit facility.
Title: Re: EVE Rubicon
Post by: orange on 10 Oct 2013, 21:35
(http://content.eveonline.com/www/newssystem/media/65243/1/CE_MC_PHANCA_EN.jpg)

This doesn't seem to make any sense to me... capsuleers are clones in pod goo!  If you lost your arm in some horrible accident, you get a new one next time you get podded!

I understood the utility of optical implants, there is clear utility when you are out of pod.  What exactly does the capsuleer plan to do with a cybernetic arm?  Tag along with special ops troops?  Oh wait, those guys now have clone bodies too.
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 10 Oct 2013, 21:43
- PI launchpads describe the use of electromagnetic accelerators (1), solid-fuel rockets (1), rockets of unclear type (4), and no clarification at all (2).

So, PI launchpads are rocket-assisted railguns. Suddenly PI sounds more awesome.

Only Gas Planet Launchpads are giant railguns. That's what the (1) means. Only one case mentions a railgun.

Quote from: Show Info:  Gas Launchpad
In order to transport produced commodities from the lower orbit position of the node structure to the higher orbit of spaceports and trade hubs above gas giant planets, an old but reliable technology was revisited. The lack of a solid surface requires a very low recoil launch system, a situation that prohibits the use of solid fuel rockets, but the Hohmann Mass Driver uses a series of triggered electromagnets instead, producing minimal waste force. Essentially an enormous cargo railgun, the device propels a ferrous canister to a waiting deceleration receptacle aboard a high-orbit facility.

But I P.I. Gas Giants, therefore my colonists are wielding gigantic railguns.

(http://content.eveonline.com/www/newssystem/media/65243/1/CE_MC_PHANCA_EN.jpg)

This doesn't seem to make any sense to me... capsuleers are clones in pod goo!  If you lost your arm in some horrible accident, you get a new one next time you get podded!

I understood the utility of optical implants, there is clear utility when you are out of pod.  What exactly does the capsuleer plan to do with a cybernetic arm?  Tag along with special ops troops?  Oh wait, those guys now have clone bodies too.

Arm-wrestling and bitch-slapping clone soldiers. It's the only way a capsuleer can manage.
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 10 Oct 2013, 22:04
motherfucking monocle-arm-gate part duex

Title: Re: EVE Rubicon
Post by: Iwan Terpalen on 11 Oct 2013, 03:42
Quote from: Show Info:  Gas Launchpad
The lack of a solid surface requires a very low recoil launch system, a situation that prohibits the use of solid fuel rockets, but the Hohmann Mass Driver-
NngnnghnnnnhaâââÂÂÂÂââaah. :psyccp:
Title: Re: EVE Rubicon
Post by: Ollie on 11 Oct 2013, 06:31
Note: Snipped the cyberarm pic on account of space saving.

This doesn't seem to make any sense to me... capsuleers are clones in pod goo!  If you lost your arm in some horrible accident, you get a new one next time you get podded!

I understood the utility of optical implants, there is clear utility when you are out of pod.  What exactly does the capsuleer plan to do with a cybernetic arm?  Tag along with special ops troops?  Oh wait, those guys now have clone bodies too.

So this is interesting to me, although probably not interesting enough to make me actually go out and spend isk or aur or whatever they're charging for it without a real WiS environment.

The reason is that Ollie has one of these things. I don't RP it often because it's not particularly obvious.

The background is pretty simple (maybe even simplistic) and I figure because I don't use it much in RP and it has no real in-game effects anyway, I've got some latitude with anything I haven't correctly interpreted from PF.

[spoiler]
Ollie was born on an asteroid mining colony somewhere in the ass end of Gallente space. The environment toxins he was exposed to in utero (potentially in common with other genetic anomalies) left him with a dysmelic congenital abnormality, expressing itself as absence of right upper limb. That's how he was for the first 6-7 years of his life.

Stuff happened™ and then his parents aren't around anymore, so he and his sister get shipped into the dubious shelter of the Federal foster care system. They fit him out with the most cost effective and basic of artificial limbs, because high-tech stuff like gene manipulation is expensive and it's not going to work for some snivelling puke of a kid at this stage anyway. Something that'll let him do manual labour or whatever is enough.

Stuff happens™ again and he becomes a capsuleer, decades later now. No limb and cheap-but-functional artificial limbs are all he's known for the first three decades of his life - that's his normal - and they offer him added abilities, now that he's got the promise of isk coming in. Network interfacing (think of the scene in Ghost in the Shell where the guy's cybernetic hand disassembles into 'plugs' that connect with the various interfaces around him), smart-tech options (smart-gun targetting +/- links with optical implants, reflex upgrades, chemical analysis, mimicry of stored fingerprint patterns, etc), storage (weapons, toxins, data slices) and increased resilience in hostile environmental conditions (no more gloves to manipulate eyes in ultra-low temp containers a la Blade Runner) are a few of the applications that potentially come to mind.

Mostly it's about what he knows though and what he's comfortable with - what is it to not have a natural limb if it's all you've ever known and there are similar if not better replacement options out there? And what's natural about a capsuleer anyway?

So he tells the clone-techs not to worry about the gene manipulation for that 'disability' and he plugs a new SOTA arm into every new clone he cultures from his original DNA.
[/spoiler]

There's a few things it adds to my RP, but it'd be pretty easy to abuse. So it comes down to the player as always I guess.

And like I said, until they get WiS operational in any context other than walking around solo in a CQ that burns my GPU into the table under my computer, I'm unlikely to pay dollars, ISK or AUR for it (presuming that's the cost it comes at).
Title: Re: EVE Rubicon
Post by: Victoria Stecker on 11 Oct 2013, 09:53
Quote from: Show Info:  Gas Launchpad
The lack of a solid surface requires a very low recoil launch system, a situation that prohibits the use of solid fuel rockets, but the Hohmann Mass Driver-
NngnnghnnnnhaâââÂÂÂÂââaah. :psyccp:

Hahahahaaaaaa. That's awesome.
Title: Re: EVE Rubicon
Post by: Morwen Lagann on 11 Oct 2013, 11:09
Regarding the cyberarms, Dex... one word.

One word.

Repeat it with me: VANITY.
Title: Re: EVE Rubicon
Post by: orange on 11 Oct 2013, 11:39
Regarding the cyberarms, Dex... one word.

One word.

Repeat it with me: VANITY.

Is FuckEA a word?
Title: Re: EVE Rubicon
Post by: Katrina Oniseki on 11 Oct 2013, 11:48
Why is everyone getting so up in arms (lol, pun) about what is obviously a tattoo?

Look at the shape, people. It's not a real cyber arm. It's fake. I could get that in real life tomorrow if I wanted. CCP already has the full capability to make an actual cybernetic arm model and use it on our characters. They have the alpha-layer capability ALREADY, and have used it on other garments and accessories.  This is NOT a real cyber arm. It's a freaking paint job.

We've had cyber eyes, and roleplayers with cigarette lighter fingers, and muscle augments, and robocop guns in our thighs for years now. Hell, Makkal Hanaya uses cyber arms that would fit well in Deus Ex, but I don't see anybody deriding her and bashing her character for having them. You have the Ardishapur cyber hand, but nobody says anything about that. You all are getting upset because CCP made a tattoo that looks like a poor representation of a cybernetic arm? Seriously? I think you're all being remarkably silly, and that's a nice way of putting it.

Chill out.
Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 11 Oct 2013, 13:07
The differences between this and monoclegate are:

- In monoclegate, the single item cost $80, with other items costing around $35 or so IIRC. While the price may not be terribly low for each item in the Second Decade pack, you're still getting around 18 items (counting individual DUST and EVE equipment) for $150 - so, nothing is really costing you more than $10 each.
- In monoclegate, the Noble Exchange items were meant to be the first wave of things we were expected to mass-buy. Dressing up your spaceshipperson was supposed to be a major feature of Incarna. Thus, the high prices were an issue because they clearly didn't jive with the idea that these were going to be bought by lots of people. The Second Decade pack, by contrast, is a limited edition collector's item. It is very clearly not expected to be something everyone will purchase. Thus, high price is to be expected.
- Frankly, the fact that it comes with physical items is a big push in its favor. I'd suspect that Rifter USB hub accounts for at least a quarter of the cost, not to mention what finding someone to make addition copies of the Danger Game must have cost.

So, yeah. It's a pricey collector's item. Just like the $200 models were. For all the derps CCP has done lately, I don't think this is one of them.
Title: Re: EVE Rubicon
Post by: Morwen Lagann on 11 Oct 2013, 13:12
Regarding the cyberarms, Dex... one word.

One word.

Repeat it with me: VANITY.

Is FuckEA a word?

It's two words.

"You missed the point" is four.

"Why would a -capsuleer- put on a cybernetic arm" was the question you asked, and was what was being answered.
Title: Re: EVE Rubicon
Post by: Silver Night on 12 Oct 2013, 09:59
I have a character who has had prosthetic arms for... 20 years, now? By the time she became a podder, she was accustomed to them and didn't want to change back. vov
Title: Re: EVE Rubicon
Post by: orange on 12 Oct 2013, 10:05
Regarding the cyberarms, Dex... one word.

One word.

Repeat it with me: VANITY.

Is FuckEA a word?

It's two words.

"You missed the point" is four.

"Why would a -capsuleer- put on a cybernetic arm" was the question you asked, and was what was being answered.

Fair.  I was frustrated and incoherent in my thought process.
Title: Re: EVE Rubicon
Post by: Katrina Oniseki on 12 Oct 2013, 17:52
(http://i.imgur.com/CSlO8Oa.png)

New Bubble Colors, recent SiSi Build.
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 12 Oct 2013, 22:28
(http://i.imgur.com/CSlO8Oa.png)

New Bubble Colors, recent SiSi Build.

Know your bubbles: Rubicon edition.
Title: Re: EVE Rubicon
Post by: Makkal on 13 Oct 2013, 01:20
Why do they all look like they have little puckered anuses?
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 13 Oct 2013, 01:43
Why do they all look like they have little puckered anuses?

They symbolise the arses-soon-to-be-violated that would be trapped in these bubbles.
Title: Re: EVE Rubicon
Post by: Lyn Farel on 13 Oct 2013, 02:12
Why do they all look like they have little puckered anuses?

Probably because their mesh is a standard sphere with 2 poles instead of a geodesic sphere.... Baaaaad choice, textures/shaders will inevitably get strained at both poles.
Title: Re: EVE Rubicon
Post by: Makkal on 13 Oct 2013, 03:26
Why do they all look like they have little puckered anuses?

They symbolise the arses-soon-to-be-violated that would be trapped in these bubbles.

It fits. When I find myself inside a bubble, I'm usually in deep shit anyway.

Probably because their mesh is a standard sphere with 2 poles instead of a geodesic sphere.... Baaaaad choice, textures/shaders will inevitably get strained at both poles.
That's a really solid answer. Thank you, Lyn!
Title: Re: EVE Rubicon
Post by: Katrina Oniseki on 13 Oct 2013, 06:28
Why do they all look like they have little puckered anuses?

Good God, I laughed so hard. I took the screenshot from the top down. :P
Title: Re: EVE Rubicon
Post by: Synthia on 19 Oct 2013, 06:43
(http://i.imgur.com/VlIVA0u.png)

new t-shirt
Title: Re: EVE Rubicon
Post by: Louella Dougans on 19 Oct 2013, 06:59
is that... three opux yachts ? o.O
Title: Re: EVE Rubicon
Post by: Gwen Ikiryo on 20 Oct 2013, 00:59
(http://i.imgur.com/VlIVA0u.png)

new t-shirt

The description for that is so absurd considering what it is that it's got to be a self-parody.
Title: Re: EVE Rubicon
Post by: Morwen Lagann on 20 Oct 2013, 07:42
I'm wondering if it's a promotional item for people who go to certain events, like EVE Vegas, or EVE Down Under.
Title: Re: EVE Rubicon
Post by: kalaratiri on 20 Oct 2013, 08:41
I'm wondering if it's a promotional item for people who go to certain events, like EVE Vegas, or EVE Down Under.

Correct.

Quote from: Sugar Kyle
In line we got our choice of a Tempest or an Apocalypse. Then the pass and a code came in. I don't know what is in the code. I'll check tonight. I know it is at least the Eve Vegas shirt which had some fucked up looking spaceship on it that I'm told is the Gallante Yacht of some type.
Title: Re: EVE Rubicon
Post by: kalaratiri on 20 Oct 2013, 08:49
And while I'm at it:

Quote from: Sugar Kyle
Ghost Sites - They are different from the current sites. That is all they can say when someone asked if they were just a return to the old data/relic sites. They can't say how different but they are different. Live events and the Rubicon trailer are focused around these in the near future.
Title: Re: EVE Rubicon
Post by: kalaratiri on 20 Oct 2013, 08:52
And also this:

Quote from: Sugar Kyle
Corpse locator agents so people can kill people who have their corpses or something? Rise wanted to know WTF was wrong with people and their corpse obsession. Fozzie is a corpse collector. It seems that 2/3 of the game design department is obsessed with corpse collections and have discussions about how corpses can be more important. Fozzie has suggested a corpse launcher. Rise stared at him as if he was insane.
Title: Re: EVE Rubicon
Post by: Caellach Marellus on 20 Oct 2013, 10:36
And while I'm at it:

Quote from: Sugar Kyle
Ghost Sites - They are different from the current sites. That is all they can say when someone asked if they were just a return to the old data/relic sites. They can't say how different but they are different. Live events and the Rubicon trailer are focused around these in the near future.

Affinity has a post up about these on the forums, they drop the BPCs for a series of warp speed increase Pirate Implants known as the Ascendancy set.
Title: Re: EVE Rubicon
Post by: kalaratiri on 20 Oct 2013, 10:41
And while I'm at it:

Quote from: Sugar Kyle
Ghost Sites - They are different from the current sites. That is all they can say when someone asked if they were just a return to the old data/relic sites. They can't say how different but they are different. Live events and the Rubicon trailer are focused around these in the near future.

Affinity has a post up about these on the forums, they drop the BPCs for a series of warp speed increase Pirate Implants known as the Ascendancy set.

Aye, I've set up a thread about it here (http://backstage.eve-inspiracy.com/index.php?topic=5441.0). Would have done it earlier, but the Eve Forums broke and I couldn't search for Dev posts.
Title: Re: EVE Rubicon
Post by: kalaratiri on 31 Oct 2013, 06:52
Apparently, Ytterbium spotted some whining about the Caldari ships getting 'shafted' and decided to respond in rhyming form:

Quote from: CCP Ytterbium
It is the end of days,
CCP has lost its crazy way,
EVE is dying, or so I hear,
Tell me Devs, is that happening dear?

My character has lost its face,
My ship doesn't fit the race,
My game play crushed under heavy mace,
Tell me Devs, what is my place?

Amarr say, give our turrets back!
Caldari shout, missiles we do lack!
Gallente scream, blasters hit like sack!
Minmatar rage, we need more flak!

Fozzie and Rise, to the block!
How dare they make us flock!
Our ships smell like dirty sock!
Screw you Scottie, we can't undock!

Or so they say, if I may,
Having all races talking is no dismay,
Instead means they are all equal,
And that change is not lethal.

The final verse is particularly interesting, as it would suggest the the balancing team are actually deliberately working towards somewhat homogenising the four races. Or at least stopping some of them from wildly outclassing the others in certain aspects of gameplay.
Title: Re: EVE Rubicon
Post by: Desiderya on 31 Oct 2013, 10:06
That does hardly come as a surprise, no? Or did you think the intent of a 'Rebalance' was to just shift the balance of power into another direction, instead of, well, balancing it.
Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 31 Oct 2013, 10:24
It's a question of whether you want rock-paper-scissors or a bunch of rocks.
Title: Re: EVE Rubicon
Post by: Lyn Farel on 31 Oct 2013, 10:31
Considering the failure of the former, I can't blame them.

Though we will lose a lot of variety in the process... :/
Title: Re: EVE Rubicon
Post by: Makoto Priano on 31 Oct 2013, 22:43
I think you're all reading into it a touch too much. I took it as, "If everyone's complaining, then we must be doing something right, because they're all equally upset that their own race isn't OP."

Title: Re: EVE Rubicon
Post by: DeadRow on 01 Nov 2013, 04:18
I think you're all reading into it a touch too much. I took it as, "If everyone's complaining, then we must be doing something right, because they're all equally upset that their own race isn't OP."

This is what I got from it vOv

Title: Re: EVE Rubicon
Post by: kalaratiri on 01 Nov 2013, 12:09
Roundabout. (https://forums.eveonline.com/default.aspx?g=posts&t=291758)

Quote from: CCP Fozzie
Hey guys, small change we're planning for Rubicon that we wanted to let you know about.

At Fanfest this year a player chatting with CCP Masterplan mentioned that there was a lack of good exploration content for new players who decide to go pirate early in their EVE careers. Being locked out of high sec means being locked out of most new player friendly combat exploration. It's something the team has been thinking about since.

So for Rubicon we're making a fairly simple change that will expand most of the highsec combat exploration content (combat anoms, DED complexes and unrated complexes) into lowsec as well. This content will exist alongside the existing lowsec stuff. The new sites will not replace any existing lowsec content or reduce the spawn rate of any existing sites. They will be in addition to the existing spawns.

At the current numbers we have them spawning half as often in lowsec as they do in highsec, and those numbers may increase either before release or in a subsequent point release, depending on the demand we see.

This will mean that those of you running lowsec combat exploration will find new types of sites on your scanner, and many lowsec systems may have a lot of sites. We think that with the scanner it should be easy enough to avoid anoms that aren't worth your time, and many players both new and old will be interested in the loot gained from the 1/10 and 2/10 level signatures. We also like the flavour of low security space being absolutely filled with lots of pirate installations of many shapes and sizes.

This change will be on Sisi after the next update, and we look forward to hearing your feedback.
Title: Re: EVE Rubicon
Post by: Nissui on 01 Nov 2013, 12:35
As someone who was disappointed trying piracy a month into playing, I like the principle of this change.
Title: Re: EVE Rubicon
Post by: kalaratiri on 02 Nov 2013, 06:02
Rapid firing artillery for everybody! (https://forums.eveonline.com/default.aspx?g=posts&t=288754&find=unread)

Quote from: CCP SoxFour
This is a very simple change, so I am just going to list out all the changes:

Dual 650mm Repeating Artillery and all its variations have been renamed as follows:

Domination Dual 650mm AutoCannon
Dual 650mm 'Scout' AutoCannon I
Dual 650mm AutoCannon I
Dual 650mm AutoCannon II
Dual 650mm Carbine Repeating Cannon I
Dual 650mm Gallium Machine Gun
Dual 650mm Prototype Automatic Cannon
Gotan's Modified Dual 650mm AutoCannon
Mizuro's Modified Dual 650mm AutoCannon
Republic Fleet Dual 650mm AutoCannon


800mm Repeating Artillery and all its variations have been renamed as follows:

800mm AutoCannon I
800mm AutoCannon II
800mm Heavy 'Jolt' AutoCannon I
800mm Heavy 'Scout' AutoCannon I
800mm Heavy Carbine Repeating Cannon I
800mm Heavy Gallium Machine Gun
800mm Heavy Prototype Automatic Cannon
Domination 800mm AutoCannon
Gotan's Modified 800mm AutoCannon
Mizuro's Modified 800mm AutoCannon
Republic Fleet 800mm AutoCannon


6x2500mm Repeating AutoCannon and all its variations have been renamed as follows:

6x2500mm Heavy Gallium Machine Gun
6x2500mm AutoCannon I


If you are wondering why, basically because it was stupid before and stupid needs to be fixed. I think most of these were actually supposed to be artilleries when first created based on the item they were copied from and then later made into autocannons. Just their names and descriptions were never properly updated.

Let me know if I have missed something in these weapons and their renaming.
Title: Re: EVE Rubicon
Post by: Lyn Farel on 02 Nov 2013, 06:47
That's not stupid to begin with, that was what it really was fluff wise. A repeating piece of artillery, working on similar principles as artillery, but with an effect closer to an autocannon. I guess the thought behind it was initially that you don't have autocannons above a certain size when it's not possible to scale it to such proportions, but you can try to get the same result with big artillery guns (close to medium size artillery) firing in quick repetition.

That was the same principles behind medium beams and pulses for example, that were actually small sized weaponry but so huge that it was using gimped medium sized weapons.

They sacrificed that on the altar of ergonomics, which I can understand, but that's a little sad to see though... They should have kept it in the item description or something;..
Title: Re: EVE Rubicon
Post by: Caellach Marellus on 02 Nov 2013, 16:16
I wish that they based the larger guns off the vulcan style multi barrel machinegun.

This is mostly because I absolutely love the graphics for gatling pulse lasers, and the fact I can fit the larger and better guns on pretty much all Amarr frigs/dessies means I never get to see those awesome spinny barrels.

Infact, sidetracking!, there needs to be larger gatling pulse lasers, and make them the most powerful type of their turret size. MOAR SPINNYBARREL
Title: Re: EVE Rubicon
Post by: kalaratiri on 06 Nov 2013, 13:35
Hmm. (https://forums.eveonline.com/default.aspx?g=posts&m=3831182#post3831182)

Quote from: CCP Fozzie
I've got a few updates to bring to you all today.

We've been making some tweaks to the numbers, moderating the changes to the far ends of the spectrum and adjusting the stats of the warp speed rigs and the warp speed T3 subsystems.

Firstly, we have done another pass on the warp speeds by class. The default advantage for T2 ships is being reduced slightly from 12.5% to 10%. We're also increasing the speeds of a few of the slower classes (freighters, titans, battlecruisers and command ships) a tad and reducing the speed advantage of the faster ships a bit as well (bringing the top end to 8au/s instead of the previous 10au/s). It's important to note that even with this extra reduction, all interceptors will see gigantic improvements to their warp speeds for virtually all warp distances after Rubicon.

Finally, we are also putting a cap on the deceleration speed that can be obtained for now. This cap is currently set to 2au/s (the declaration speed that a 6au/s warper hits by default, and twice the current hardcoded deceleration speed). This means that as ships start to travel faster than 6au/s they will start to hit diminishing returns.

This cap is being put in place for a few reasons, mainly related to the appearance of ships as they arrive. Having ships appear to blink into place as they exit warp is not ideal as it breaks immersion and prevents players on the destination grid from seeing where the new ship came from. It also significantly reduces the benefits of skilled play (alignment, vigilance) and severely weakens one of the planned natural counters to the new interceptors (smartbombing tactics). At the max deceleration ships will still appear very quickly on grid, but it will always be visible which direction they came from and there will always be one second between their arrival on grid and the completion of the warp.

The new post-Rubicon warp chart can be seen here, including the base warp speed changes and the deceleration cap. (http://web.ccpgamescdn.com/eveonlineassets/expansion/rbc/new/WarpSpeedAfterV2.jpg)

We are also tweaking the warp speed rigs (Hyperspatial Velocity Optimizers) to give them a penalty to ship CPU output (same penalty as drone rigs) instead of their current penalty to armor amount, to even the playing field for different types of tanking.

And finally we are making a slight adjustment to the Gravitational Capacitor subsystems on the Tengu and Proteus. We are reducing their bonus to ship warp speed from 15% to 12.5%. This places a fully skilled Gravitation Capacitor T3 at 4.875au/s, or between the new warp speeds of Destroyers and Frigates. This may prove to be a bit too powerful, so we'll be watching it carefully after release and re-evaluating.

Thanks for the feedback and testing so far everyone!
Title: Re: EVE Rubicon
Post by: Saede Riordan on 06 Nov 2013, 17:13
new video (http://www.youtube.com/watch?v=x70cCW0oEco&feature=youtu.be)
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 14 Nov 2013, 19:12
Yay!

More of this.


MORE.

Title: Re: EVE Rubicon
Post by: orange on 14 Nov 2013, 19:28
So, should all of us empire supporters hunt down ghost sites and attack those in them to enforce the edict?
Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 14 Nov 2013, 19:35
Good god I cannot understate the amount of  :psyccp: this storyline has been inducing in me.
Title: Re: EVE Rubicon
Post by: Victoria Stecker on 14 Nov 2013, 21:27
So, should all of us empire supporters hunt down ghost sites and attack those in them to enforce the edict?

edict?
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 14 Nov 2013, 22:53
That earlier link went the wrong way.

This is teh sexi that you want.

http://www.youtube.com/watch?v=XHH_MHd0c94

Title: Re: EVE Rubicon
Post by: Laurentis Thiesant on 15 Nov 2013, 01:07
Much sexy. So criminal.
Sec status hits for ghost siting?
Title: Re: EVE Rubicon
Post by: Nissui on 15 Nov 2013, 01:50
Much sexy. So criminal.
Sec status hits for ghost siting?

Hope so.

Intimation of back-hacking when accessing the node was also interesting, related to the 'speed' consideration mentioned earlier.
Title: Re: EVE Rubicon
Post by: Gwen Ikiryo on 15 Nov 2013, 06:35
That CONCORD guy was so uncanny valley, I honestly felt a little creeped out.
Title: Re: EVE Rubicon
Post by: Saede Riordan on 15 Nov 2013, 06:39
That CONCORD guy was so uncanny valley, I honestly felt a little creeped out.

Good god I cannot understate the amount of  :psyccp: this storyline has been inducing in me.

The most true statements I have seen.

Hey, at least the graphics are nice though eh?
Title: Re: EVE Rubicon
Post by: Seriphyn on 15 Nov 2013, 07:48
Oh hey, a CONCORD cruiser in an atmosphere. That should debunk the whole veldspar reaction in atmosphere thing.
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 15 Nov 2013, 09:22
*bap*

Shush with the questions. At least we have Eye Candy.

Title: Re: EVE Rubicon
Post by: kalaratiri on 15 Nov 2013, 11:56
Love the sentry deployment and the high quality macharial footage, rest was pretty second rate typical stuff. Not bad, but nothing mindblowing.
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 15 Nov 2013, 12:00
Love the sentry deployment and the high quality macharial footage, rest was pretty second rate typical stuff. Not bad, but nothing mindblowing.

I am watching what seems to be the worst pair of capsuleers ever. The hacking that takes forever. What is her hacking skill? 1? And deploying sentry drones? Against frigates? And having trouble fighting a pair of npc arty Machariels in a cruiser? How old is that combat pilot anyway?
Title: Re: EVE Rubicon
Post by: Iwan Terpalen on 15 Nov 2013, 12:18
Don't know about the guy, but the hacker's about seven months old, looks like: http://www.youtube.com/watch?v=FZPCiqBLPM8&t=126 (http://www.youtube.com/watch?v=FZPCiqBLPM8&t=126).
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 15 Nov 2013, 12:25
Can we just one time... ONE TIME, see the crew on these ships?

EVEN if just as the ship explodes show people running down the ship decks and 'boom'

Can we.... one time show the capsuleer floating with wires in pod-goo, then maybe switch to their virtual UI?

These concepts should be easy to show.

Title: Re: EVE Rubicon
Post by: Morwen Lagann on 15 Nov 2013, 12:26
And deploying sentry drones? Against frigates?

Sir, could I take a moment of your time to talk to you about the Church of the Holy Omnidirectional Tracking Link, and our Lord and Savior, Garde II?
Title: Re: EVE Rubicon
Post by: kalaratiri on 15 Nov 2013, 12:57
Allow me to restate:

"The visuals were nice"
Title: Re: EVE Rubicon
Post by: Lyn Farel on 15 Nov 2013, 16:54
What is this game ? It looks immersive and all.
Title: Re: EVE Rubicon
Post by: Merdaneth on 16 Nov 2013, 04:08
Can we just one time... ONE TIME, see the crew on these ships?

As I've been saying for years, EVE ships have no crew.  ;)
Title: Re: EVE Rubicon
Post by: Jekaterine on 16 Nov 2013, 08:19
Can we just one time... ONE TIME, see the crew on these ships?

As I've been saying for years, EVE ships have no crew.  ;)

Crew is just another word for replacement parts.
High maintenance parts that aren't particularly durable. Not to mention they seem to evoke all these emotions regarding their servicing and maintenance in some capsuleers.
Never understood the brouhaha regarding them myself.
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 16 Nov 2013, 09:31
And deploying sentry drones? Against frigates?

Sir, could I take a moment of your time to talk to you about the Church of the Holy Omnidirectional Tracking Link, and our Lord and Savior, Garde II?

The frigates aren't 50km away.
Title: Re: EVE Rubicon
Post by: Morwen Lagann on 16 Nov 2013, 10:00
You sir, have never used bonused Garde IIs with drone tracking mods, then. They'll track shit moving straight towards you just fine at 20km or less.
Title: Re: EVE Rubicon
Post by: Elmund Egivand on 16 Nov 2013, 10:46
You sir, have never used bonused Garde IIs with drone tracking mods, then. They'll track shit moving straight towards you just fine at 20km or less.

Unfortunately if they are coming at him from that range he might as well deploy the Warriors.
Title: Re: EVE Rubicon
Post by: DeadRow on 16 Nov 2013, 19:50
I love when these trailers come out. People always complain that it doesn't match game mechanics/logic.
Title: Re: EVE Rubicon
Post by: Kasuko on 16 Nov 2013, 20:38
I love when these trailers come out. People always complain that it doesn't match game mechanics/logic.

I have particularly fond memories of the reactions to the Dragon Fleet trailer.
Title: Re: EVE Rubicon
Post by: V. Gesakaarin on 16 Nov 2013, 22:19
I love when these trailers come out. People always complain that it doesn't match game mechanics/logic.

My Lazor Raven is a beast of a spaceship.

Just saying, no one expects it, and in that moment of confusion and anxiety they die.  :twisted:
Title: Re: EVE Rubicon
Post by: kalaratiri on 17 Nov 2013, 06:50
I love when these trailers come out. People always complain that it doesn't match game mechanics/logic.

My Lazor Raven is a beast of a spaceship.

Just saying, no one expects it, and in that moment of confusion and anxiety they die.  :twisted:

Allow me to direct you to a previous thread (http://backstage.eve-inspiracy.com/index.php?topic=4071.msg64828#msg64828) :P
Title: Re: EVE Rubicon
Post by: Esna Pitoojee on 17 Nov 2013, 18:00
I love when these trailers come out. People always complain that it doesn't match game mechanics/logic.

I have particularly fond memories of the reactions to the Dragon Fleet trailer.

That was the one where somebody overlayed a TS3 recording of Supertwinky FCing over the trailer and it fit perfectly.

So yes. It was quite nice.

Although I admit in retrospect I liked it for another reason: Capsuleers were not infallible demigods of DOOOOOOOOM. In fact, they were very fallible throughout the trailer:
- They fail at killing a critical target before it performed its duty.
- They show up late at critical times.
- They make critical mistakes in the midst of battle.
They were normal people doing epic things... and that made it all the more epic.
Title: Re: EVE Rubicon
Post by: Silas Vitalia on 17 Nov 2013, 21:21
I love when these trailers come out. People always complain that it doesn't match game mechanics/logic.

I have particularly fond memories of the reactions to the Dragon Fleet trailer.

That was the one where somebody overlayed a TS3 recording of Supertwinky FCing over the trailer and it fit perfectly.

So yes. It was quite nice.

Although I admit in retrospect I liked it for another reason: Capsuleers were not infallible demigods of DOOOOOOOOM. In fact, they were very fallible throughout the trailer:
- They fail at killing a critical target before it performed its duty.
- They show up late at critical times.
- They make critical mistakes in the midst of battle.
They were normal people doing epic things... and that made it all the more epic.

I chalk that up to these being newer capsuleers.  Like any group of people you've got your professionals and you've got your 'lol lets go haxing' fresh out of academy set. It's all valid and them dying works better for the trailer, compared to 'dragon fleet' showing up in the other trailer and 'kill everything' deus exing mofos.



Title: Re: EVE Rubicon
Post by: Makoto Priano on 18 Nov 2013, 14:41
So. Random Rubicon and post-Rubicon randomness.

http://www.vg247.com/2013/11/18/eve-rubicon-sets-up-ccps-greatest-mystery-yet-interview/

So. Confirmation that the next step (over several expansions) is going off into the vastness. It also sounds like there'll be an element of 'you must be THIS fancy with warping to use/make/hump the gate,' and also random bits.

Mind, this is somewhat like the still-unknown elements of Apocrypha. Evidently there're still some secrets that people haven't dug up from the various structures.
Title: Re: EVE Rubicon
Post by: Myyona on 19 Nov 2013, 04:55
Adding new systems to explore is sure to gather a lot of player interest (myself included). I just hope it is in consideration to allow access to it for both big and small groups as well as solo players. Like w-space.
Title: Re: EVE Rubicon
Post by: Mebrithiel on 19 Nov 2013, 09:21
So. Random Rubicon and post-Rubicon randomness.

http://www.vg247.com/2013/11/18/eve-rubicon-sets-up-ccps-greatest-mystery-yet-interview/

So. Confirmation that the next step (over several expansions) is going off into the vastness. It also sounds like there'll be an element of 'you must be THIS fancy with warping to use/make/hump the gate,' and also random bits.

Mind, this is somewhat like the still-unknown elements of Apocrypha. Evidently there're still some secrets that people haven't dug up from the various structures.

Eeeeee! It's so awesome to see my mates article getting around without mine or CCP's effort haha!

Also, unless they're inty rat frigates, my Rattlers Garde II's will nuke them at 20km easy. I tend to prefer not to let them get that close though  :P
Title: Re: EVE Rubicon
Post by: Alain Colcer on 19 Nov 2013, 09:39
So. Random Rubicon and post-Rubicon randomness.

http://www.vg247.com/2013/11/18/eve-rubicon-sets-up-ccps-greatest-mystery-yet-interview/

So. Confirmation that the next step (over several expansions) is going off into the vastness. It also sounds like there'll be an element of 'you must be THIS fancy with warping to use/make/hump the gate,' and also random bits.

Mind, this is somewhat like the still-unknown elements of Apocrypha. Evidently there're still some secrets that people haven't dug up from the various structures.


My hopes is that the "conquest" of new space...goes in two specific vectors, within empire space into less-than-desirable systems (nebula, proto-stars, whitedarfs) and opens resource gathering albeit in less profitable areas...and also outwards, into new colonizable systems starting out from current nullsec and beyond with prime real state.

WH itself i don't think it can be "expanded" through stargates, as it would be a contradiction, but if more systems were added into the pool would be dandy.
Title: Re: EVE Rubicon
Post by: kalaratiri on 19 Nov 2013, 10:56
So. Random Rubicon and post-Rubicon randomness.

http://www.vg247.com/2013/11/18/eve-rubicon-sets-up-ccps-greatest-mystery-yet-interview/

So. Confirmation that the next step (over several expansions) is going off into the vastness. It also sounds like there'll be an element of 'you must be THIS fancy with warping to use/make/hump the gate,' and also random bits.

Mind, this is somewhat like the still-unknown elements of Apocrypha. Evidently there're still some secrets that people haven't dug up from the various structures.

Eeeeee! It's so awesome to see my mates article getting around without mine or CCP's effort haha!

It was posted by CCP on their facebook page yesterday :)