open All Channels
seplocked EVE General Discussion
blankseplocked Tech Levels
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Ticondrius
United Federation Starfleet
Saints Amongst Sinners
Posted - 2005.08.27 16:43:00 - [1]
 

Edited by: Ticondrius on 27/08/2005 16:47:45
We've had T1 since...well, forever. T2 is being slowly finished up, mainly in ship classes now and a few modules, most particularly the modules that would cause some major rabble around here, like the WCS II and the Cargo Expander II.

We also have T1 and Basic named stuff. I imagine T2 named isn't going to happen, though some T2 named modules do exist.

We now have faction technology, which seems to be mainly T1 skill based, but some are actually superior to T2 gear. Perhaps this is CCP's way of introducing named T2 in a way?

Anyway, We're quickly reaching a point where better stuff will just make the numbers go higher and higher to the point where it becomes meaningless.

I don't think Tech 3, or Tech 4..or higher should ever be created. The devs mentioned branding and/or customized BPO development where you could modify a BPO to create an item with a better attribute at the cost of another attribute. I think this customization is the future for EVE.

Changing the topic slightly, there is a problem with the T2 BPO system that hasn't gotten much attention except in a few isolated posts that I've come across. T2 BPOs can be destroyed. It is entirely possible for a T2 technology to be completely eliminated from the game. I also wonder how many T2 BPOs are stuck in a banned player's hangar somewhere. Just a thought.

EDIT: I just reread my post, sorry for the randomness. Just had some thoughts I had to get out.

Rawne Karrde
Bre-X Interstellar Shipyards
Ejectile Dysfunction
Posted - 2005.08.27 16:47:00 - [2]
 

Back when there was that news about the 80 isk sellers being banned, this question was asked. Oveur stated that they watch t2 bpo's and if any belonged to those banned or if bpo's were destroyed they get reseeded into the lottery. CCP has also said that they do have 5 lvls of tech planned though I would like to see more customization as you suggest though who knows how difficult the actual programming of it would be within the eve framework as it is.

Kaaii
Caldari
Kaaii-Net Research Labs
KAAII-NET
Posted - 2005.08.27 17:41:00 - [3]
 

Edited by: Kaaii on 27/08/2005 17:47:06

I know this has been discussed before. And nixed I think.. Crying or Very sad

But I would REALLY like to see custom skins for ships..

I know there are alot of network ramafications, client or whatever, but man I would really like pulling out some custom artwork for the outside of a ship. Not the stuff only you could see but everyone...

Id love to have a Raven with camo style zebra stripping..

or a big pink gankathon for Ms Discordia )

MAybe make it a RP award or something really high. So it would create a individual item, customized.

Agent> Welcome back Kaaii, we have that zebra stripping on your raven ready. Just fork over 250k rps and its yours..

Kaaii> Yes ma'am, you can pimp my ride! Laughing


Zerodragoon
Amarr
Black-Tide
Posted - 2005.08.27 17:46:00 - [4]
 

Originally by: Ticondrius
Edited by: Ticondrius on 27/08/2005 16:47:45Changing the topic slightly, there is a problem with the T2 BPO system that hasn't gotten much attention except in a few isolated posts that I've come across. T2 BPOs can be destroyed. It is entirely possible for a T2 technology to be completely eliminated from the game. I also wonder how many T2 BPOs are stuck in a banned player's hangar somewhere. Just a thought.




Actually CCP have said to the effect that if that happens and certain bpo is disappearing or not being used they simply seed more of them into the reseach pool.

On the rest of your post I agree completely, Tech III and Tech IV should not simply be the same way as tech II, better increase and huge simply regs. Simply because it would create far to large of a gap and the skill regs to use it would be INSANE. Something different for how Tech III and Tech IV etc are done needs to be thought of.

Zaldiri
Caldari
Automated Industries
Posted - 2005.08.27 17:48:00 - [5]
 


For those fearing tech 3-5 will be úber weapons acctualy your far more likely to find the tech levels to go something like this.

Tech 1: Basic

Tech 2: Very powerfull but requires advanced construction.

Tech 3: Player modifiable. Requiring new construction system

Tech 4: Very powerful (more even than tech 2) but is illegal. Manufacturers would be declared outlaws by the empires. Would not be legal to use in empire space.

Tech 5: Very advanced technology that while not very powerful has some major implecations for combat (such as being able to change an entire fleets damage type instatnly) Would require boimass to manufacture.

So its not a straight progression to uber-weapons.

F'nog
Amarr
Viziam
Posted - 2005.08.27 20:30:00 - [6]
 

The devs have already stated that T3 and higher won't just be better versions of what we'll have now. They'll be different versions with pros and cons. So, just off the top of my head, if a T3 ship had super-high resists, like an uber assault ship, it would have some sort of weakness in using weapons, like damage and tracking penalties, and maybe be super slow and unagile. This is just an example with no basis in fact, but it shows how there will be tradeoffs in the systems. They also have said that T3 items will take damage from use and perhaps require fuel of some sort to use.

So, while some things about them will be great, they will require a lot of thought to use so that we can't just load up T3 guns on a ship and go ganking like there's no tomorrow, because the weapons will suffer from use, etc.

I'm excited about their ideas, and can't wait to see what comes from them, but I think taking it slowly like they are and making sure it's well balanced is the way to go.

Lufio II
Amarr
Marangrio Space Services Inc.
Posted - 2005.08.28 00:11:00 - [7]
 

Edited by: Lufio II on 28/08/2005 00:12:06
I remember something about devs talking about about heat for modules. Something along the line "Overload that Laser to do 140% more damage, but keep track of the surplus of heat it generates or it might get destroyed".
As it was on last years fanfest my momeroies might be blurred, tho^^

VossKarr
Caldari
The 6th Directorate
Posted - 2005.08.28 03:38:00 - [8]
 

Edited by: VossKarr on 28/08/2005 03:40:40
I think this may be an excellent example of what the T3 weaponry will look like stats wise... Wink

Jester87
Shark Investments
Posted - 2005.08.28 05:25:00 - [9]
 

Originally by: VossKarr
Edited by: VossKarr on 28/08/2005 03:40:40
I think this may be an excellent example of what the T3 weaponry will look like stats wise... Wink


WTF Is taht..... I likey. Tis it real?

Dark Shikari
Caldari
Deep Core Mining Inc.
Posted - 2005.08.28 05:45:00 - [10]
 

I can see tech 3 items being what a lot of named items in Earth and Beyond were--items that give unrelated boosts to other stats on the ship.

infused
Posted - 2005.08.28 05:56:00 - [11]
 

When a T2 BPO gets destroyed, CPP puts it back in the lottery...

VossKarr
Caldari
The 6th Directorate
Posted - 2005.08.28 06:38:00 - [12]
 

Originally by: Jester87
Originally by: VossKarr
Edited by: VossKarr on 28/08/2005 03:40:40
I think this may be an excellent example of what the T3 weaponry will look like stats wise... Wink


WTF Is taht..... I likey. Tis it real?


Yes. It's in game's database right now (on Tranquility). No, nobody has it (yet). Twisted Evil

Ticondrius
United Federation Starfleet
Saints Amongst Sinners
Posted - 2005.08.29 02:49:00 - [13]
 

Bloody liar. LaughingLaughing URL editing 4tw.. Laughing

Sgt Blade
Caldari
Save Yourself Inc.
Posted - 2005.08.29 10:51:00 - [14]
 

hmm well atm tech 2 mods take slightly more cpu then tech 1 mods when put onto a ship, so mabey tech 3 will also have a down side to them, how about they do more dmg and faster rate of fire, but mabey takes up 2 slots..... just an idea

but yeah personally if they are just goin to make tech 3, 4 and 5 mods/ ships that will just get better and better then the ones below it, it will get outa hand....

DigitalCommunist
November Corporation
Posted - 2005.08.29 12:53:00 - [15]
 

Tech levels:

1. Basic
2. Meta Basic
3. Tech 1
4. Meta Tech 1
5. Faction Tech 1
6. Officer Tech 1
6. Tech 2
7. Meta Tech 2
8. Faction Tech 2
9. Officer Tech 2

That would be the basic incremental order. In terms of which is superior, the "rare" non-manufacturable Tech 1 like Faction or Officer is actually better than Tech 2.. but it might change with advanced ammo. In raw dps a Tech 2 gun with Tech 2 ammo is on par, if not better than the best Officer guns of the same class.

For example: Tech 2 Neutron with Oblivion L > Cormack's Neutron with Anti L

Albeit with slight disadvantages for its easy availability..

So at this point it looks pretty linear. I haven't seen any named tech II, but there is a Core Special Ops 'Gecko' Neutron Blaster Cannon II in the DB which is a deadspace faction tech II gun. It has higher base damage, the ability to use advanced ammo and a bonus to reduce ships signature.

I think named/faction/officer tech 2 is ok as long as they drop from tech 2 npcs. Right now taking down a 10mil officer isnt a big deal since everyone has pimped out ships. If those very Officers were flying tech 2 apocs and tech 2 blasterthrons it might be a little different.

After the named and rare tech 2 stuff I wouldnt want to see any more damage increases, period. Tech 3 might have interesting consequences, like it binds to you so you cant give it to another person once its "assembled". It overheats and can eventually be destroyed. Extremely difficult to produce, long manufacture times, expensive build costs but if you got one it might have interesting "effects" rather than just higher damage

- a % of the damage inflicted to the enemy is gained to your shields/armor (hybrid vampire weapons)
- modifications to agility, speed, lock time of ship
- ability to control one extra drone per gun fitted
- bonuses to cloaking modules or signature radius (stealth based weapons)
- negative penalties inflicted to enemy (% of the cap use of your guns is paid with the enemy's capacitor, -5% velocity of enemy per active gun, -5% lock range and speed per active gun, etc)
- other offensive/defensive/tactical effects, modified by tech 3 'elite' class skills.

Tech 4 should be identical to tech 3 but each type of gun would have specialized modes/abilities and how many guns you fit (as well as how high your tech IV skills were) determines the power of these modes/abilities. Think to RTS games youve played, like Starcraft.. theres siege mode (which we already have for dreads), and special one-shot alpha strikes (like the yamato cannon), or bombardment type modes where you start doing AOE (splash dmg) with things like Siege Launcher IV. And if the devs were feeling kinky.. two guns in one (is it a blaster.. or a rail? NO ONE KNOWS!)

Tech 5 guns should be.... esentially tech 2 officer damage with tech 3 ship effects/bonuses, tech 4 modes/abilities but also double as passive or active support modules. The type would be determined through manufacturing process of course. At this point they're going to be so rare and difficult to use that it would be essentially pointless if they could only benefit one person (as I imagine it would require a bleeding edge megacorp or alliance to obtain something like this).

Imagine a ship that has crazy resists, can pop in and out of cloak, can go from short range to long range without refitting, has lowered sig or increased hp just by fitting the proper guns, has one or two tactical tricks and can benefit your gang at the same time? I wants :\

Epicurius
Posted - 2005.08.29 13:10:00 - [16]
 

I was reading the patchnotes yesterday and came across some of the things which you have mentioned but they are in the early stages of developement. You should have a read of the stuff i was suprised how many ideas they actually have!! Laughing

Modding Ships

We should look into allowing players with sufficient skills, tools and infrastructure to mod your ship with permanent modifications, like armor increases while sacrificing speed. Ships can't be sold on the market as a result of the modifications (The mods themselve can be sold of course).

Next-Gen Bluprint Research

Enable players to further research individual features of the blueprints, like powergrid and such. Requires a huge rewrite of many systems but might be worth it. Would also allow branding (Manufactured by).

More Mini-Professions

Add more Mini-Professions like Archaeology and Espionage. The Mini-Professions also need new gameplay elements so you can increase yield/chance of success/chance of finding something rare etc. All the Mini-Professions are prime material to be the base for Tech Level 3 too.


It says what tech 3 will be it seems they will be very specialised for mini professions.

Check it out The Drawingboard

and... In Development

I hope this clears up a lot of the guessing which people are having although im sure ideas like comet mining got further than this in the process and we still havent seen it.

I m not sure if the links and italics will work


Epicurius


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only