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Eight

Posted - 2003.12.14 01:17:00 - [1]
 

Edited by: Eight on 16/12/2003 15:57:44

I have compiled some key points about changes introduced with the Gemini to Castor transition in an effort to help prepare those players who have not been following along with changes as they have developed.

Late breaking information

  • Changes to Jump In Points / Gates regarding warp disruption fields, reflected below (related thread).

  • Addition of "Escrow" missions (related thread).

  • Changes to reprocessing and refining station services (related thread).



Contents

  • Standings

  • Agents

  • Research Agents

  • Jump In Points / Gates

  • Speed Boosting Modules

  • Market

  • NPCs

  • Performance Optimizations



Standings

  • You can view your standings details now in the new "standings" tab in the character sheet.

  • Standings with NPC corps and factions have been halved (divide by two), you should be able to access all the agents that were previously available to you.

  • Actions which affect your standings now give 'diminishing returns'. An action which changes your standing from 0.00 to 0.10 would change your standing from 8.00 to 8.02.

  • Standing decay is now properly implemented and occurs at 5% a week (that is: Multiplied by 0.95, NOT reduced by 0.05).

  • Doing missions for higher level agents will affect your standings more than with lower level agents.

  • Gain of NPC faction standing (as opposed to just NPC corp standing) occurs only on "important" agent missions.

  • An NPC corp's standing towards your corp is also altered by your actions. The more members in your corp the less any individual affects standing. (added)

  • Sec rating and pirate corp standing will only be affected by the 'largest' pirate you kill in each 10 minutes of pirate combat.

  • Pirate kills of a given type of pirate will only decrease your standing with that pirate faction to a certain point. To progress farther you must kill harder pirates. (delayed)



Agents (general)

  • The previous "agent ladder" system has been replaced with a standings based system.

  • Given a 0 standing with an NPC corporation you will have access to all the very lowest agents of that corp.

  • Increasing your standing with an NPC corp (by missions or otherwise) will allow you access to higher agents.

  • The in station "agents" tab now only shows local agents and those agents you have active missions for. Use your addressbook to keep track of agents you like. (updated)

  • You can see the agents of an NPC corp, and which ones are available to you, by showing info on an NPC corp and viewing the "Agents" tab.

  • For more information.



Research Agents

  • Certain NPC Corporations have an R&D Department which provides Research Agents.

  • When you talk to a research agent you will be given the option to start a research project.

  • Both Players and the Agent need particular research skills to research in a given area.

  • Research skills will be available through standard, non-research, agents.

  • Better Research Agents have greater variety of skills at higher levels.

  • Research projects accumulate Research Points (RPs) over time based on player skill, the agent's skill, the agent's quality, as well as standings.

  • Research Agents give missions which halt the progress of your research until they are completed for a Research Rate bonus, or rejected.

  • When a new blueprint is to be distributed, a lottery is run and each research project in that field has a chance based on the number of research points accumulated. Like a raffle.

  • If you are the 'winner' of a blueprint, your agent will contact you and notify you of a breakthrough. You are then given the option to pursue the new technology and produce a blueprint, or continue on researching. (added)

  • Accepting a blueprint will complete that research project, and your Research Points will start again at zero when you begin a new one. (added)

  • For more information.


Eight

Posted - 2003.12.14 01:18:00 - [2]
 

Edited by: Eight on 15/12/2003 18:32:39

Jump In Points / Gates

  • The Jump In Point into a system is now 12km from the gate leading back to the system you came from.

  • You must be within 2.5km of the gate to Jump.

  • When warping in to a gate (or other object) you now have the option to arrive 20, 30, 40, or 50 km from the gate.

  • Gates now produce Warp Disruption Field which prevents ships from warping within 20km. "Advanced Technology has been implemented by the major empires to stabilize this effect in their own gates". (removed, link )

  • Anchorable warp disruption field generators will be introduced shortly after Castor goes live. See Hellmar's recent post. (added)

  • Ships now drift to a stop after warping instead of continuing on course as before.

  • After jump in (and log in) your ship will not be visible until you begin moving or a time of one minute has elapsed.

  • Aligning for warp no longer breaks target locks.

  • Ships must surpass one half of their maximum speed before they enter warp (Note: Stasis Webifiers will not prevent warp-out due to this change, as they affect your maximum speed. Example: Max Webbed Speed = 50. Speed to warp = 25). (updated)

  • For more information.



Speed Boosting Modules

  • Afterburners and MicroWarpdrives no longer simply multiply your speed but are affected by the mass of your ship.

  • Larger ships will require more powerful modules, which have higher fitting requirements, to gain any appreciable speed.

  • Afterburners and MicroWarpdrives are now rated in three classes: 1, 10, and 100 MegaNewtons.

  • For more information.



Target Lock Times

  • Targeting Lock Times are no longer determined by the 'targeting speed' stat.

  • Each ship now has a 'scan Resolution' stat which will be applied to the targeted ship's 'signature Radius' stat to determine the time to get a lock.

  • Battleships have the lowest scan resolution and the largest signature, while frigates just the opposite.

  • Modules which had previously affected 'targeting speed' now affect 'scan resolution'.

  • Other attributes have been adjusted for balance.

  • For more information.



Market

  • Transactions occur at the price set by the matching order, not the standing order as it was previously. For Example: Seller posts at 10 isk, then buyer posts at 12isk. This used to go through at 10isk and will now go through at 12isk.

  • Orders are now First In First Out, as opposed to previously Last In First Out. That is, if two identical orders are placed, the first one placed will be met first.

  • The market now supports decimal prices to one hundredth (0.01) of an isk.

  • If you have insufficient funds to fulfill a buy order you have placed on the market and someone attempts to sell to you, you will be fined 10% of the price of either the sell order or the buy order, whichever is less, and your order will be cancelled. (added)

  • If you place a sell order by selecting 'sell now' and the buyer has insufficient funds, your order will be cancelled and the goods returned to your hangar. (added)

  • If you use 'place order' your sell order will not be cancelled if it matches a buy order with insufficient funds. (added)

  • If you have an outstanding fine for insufficient funds, you will not be able to place any more buy orders until that fine is paid. You can always post sell orders. (added)

  • NPCs no longer simply place one very large order at the beginning of the day (continuous NPC market). (added)



NPCs

  • NPC Pirate battleships are now present.

  • WARNING: Many pirates now pose a serious threat to players in battleships.

  • For more information.



Performance Optimizations

  • Both drones and mines have seen some dramatic improvement in performance and should no longer be open to abuse.

  • For more information.


Luther Pendragon
Caldari Provisions
Posted - 2003.12.14 01:46:00 - [3]
 

Nice job Eight!

Regarding only resident agents shown in station, arent the current mission agents shown too? Or was that changed recently?

khalum
Destructive Influence
Band of Brothers
Posted - 2003.12.14 03:01:00 - [4]
 

Way to go!

Smile

Arch Aggelos
Caldari
Deep Core Mining Inc.
Posted - 2003.12.14 03:05:00 - [5]
 

Wonderful news!

Buell Fan
Special Branch
Infinite Space Alliance
Posted - 2003.12.14 03:07:00 - [6]
 

Can someone please confirm a rumor that I have heard several times which contends that any secure containers anchored in space will be destroyed when Castor is applied?

PLEASE tell me it's not true. If it is (panic) then can you tell me whether ships which are left in space will also be destoryed, if no pilot is onboard? We need to know so we can get ourselves prepared!

Vulcann
Caldari
Posted - 2003.12.14 03:09:00 - [7]
 

Nice summary aye ;)

Quote:
Ships must surpass one half of their maximum speed before they enter warp


meaning i.e. having top speed 200 m/s, warp will not begin now till ship exceeds 100 m/s (and aligned for warp) ?

Eight

Posted - 2003.12.14 03:24:00 - [8]
 

Edited by: Eight on 14/12/2003 03:29:13
Luther Pendragon: You are correct, agents you have active missions for will also show in the station tab. I have updated the item to reflect this.

Quote:
Nice summary aye ;)

Quote:
Ships must surpass one half of their maximum speed before they enter warp


meaning i.e. having top speed 200 m/s, warp will not begin now till ship exceeds 100 m/s (and aligned for warp) ?



I believe you've got it. As soon as you are both aligned and exceeding half of your maximum speed you will enter warp. It is perhaps worth noting that Stasis Webifiers and the like affect your max speed, so if you're reduced to 50m/s by a web, you need only reach 25m/s to enter warp.

Quote:
Can someone please confirm a rumor that I have heard several times which contends that any secure containers anchored in space will be destroyed when Castor is applied?

PLEASE tell me it's not true. If it is (panic) then can you tell me whether ships which are left in space will also be destoryed, if no pilot is onboard? We need to know so we can get ourselves prepared!


I have heard nothing to substantiate such claims, and presume it is simply the usual wild rumors. If it were to in fact happen, I expect reimbursement would be in order.

In other words: Shouldn't be something to worry about.

BigBadToughGuy
Caldari
Caldari Provisions
Posted - 2003.12.14 03:25:00 - [9]
 

I agree with a lot of the improvements, but does it seem to anyone else that some of these changes tip the balance even further towards making pirates lives easier? Shocked

Zoltaris
COLSUP
Posted - 2003.12.14 03:52:00 - [10]
 

Yep, with these changes, pirates can't blockade in empire space anymore (because of the sentries at the gates) but it is VERY hard to get through a blockade from them in 0.0 space (very hard for fast ships, impossible for indies) and stasis webs will be much more efficient now... so overall, yeah, pirates will have it easier!

Deep Spacer
Amarr
The Ancient 0rder
Posted - 2003.12.14 03:58:00 - [11]
 

This update seems like it will make life impossible for jump in campers. Real pirates may or may not get help with this, but you will just have to see. I see no problem with real pirates getting a boost, as long as campers go away. this game needs pirates as it does miners, hunters and traders, without pirates and risk it would become a very boring universe. this update looks pretty kool, but it seems to be lacking in the new stuff department (ships!!!!!) but anything new is a good thing Smile good job

Cael
Posted - 2003.12.14 04:04:00 - [12]
 

Quote:

You must be within 2.5km of the gate to Jump


Awww thanks for moaning against gatecampers!

Amin
Posted - 2003.12.14 04:05:00 - [13]
 

Thanks, this is exactly the kind of summary we needed. Great work Very Happy

Quote:

Sec rating and pirate corp standing will only be affected by the 'largest' pirate you kill in each 10 minutes of pirate combat.



Does this mean, for example, if i kill 3 x 30k rats and 1 x 50k rat, in 10 minutes, that my sec rating will only improve by the bonus given from the 50k rat?

Quote:

Afterburners and MicroWarpdrives are now rated in three classes: 1, 10, and 100 MegaNewtons.



Any idea what wil happen to current ab/mwd's. If they are converted into the new system, what size will they be? This affects the rare types more.

nails
Caldari
Ota Corps
Posted - 2003.12.14 04:32:00 - [14]
 

Thanks for the info Eight, an excellent breakdown of Castor.

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2003.12.14 04:55:00 - [15]
 

"Market"

... It seems the Market now supports purchase and sales of player-controlled company shares as 'freight goods' as well... o.O

ga'ia
Caldari
Posted - 2003.12.14 04:56:00 - [16]
 

Great! Good job =)

Babar
Minmatar
Posted - 2003.12.14 05:03:00 - [17]
 

Edited by: Babar on 14/12/2003 05:06:35
Quote:


Market



  • If you have insufficient funds to fulfill a buy order you have placed on the market and someone attempts to sell to you, you will be fined 10% of the price of either the sell order or the buy order, whichever is less, and your order will be cancelled. (added)





If i have the needed amount on my character when placing the order, but then transfer all isk to another character (or even account), this would affect me how?

You need to take an escrow for buy orders guys. Money up front.

Nothing to say on the correctness/lack thereof, though, if this is what's implemented.. ;)

Igwilve
Posted - 2003.12.14 05:36:00 - [18]
 

Quote:
If i have the needed amount on my character when placing the order, but then transfer all isk to another character (or even account), this would affect me how?


You get fined based on whether you have the money at the time the order is filled. So, you can risk placing a buy order you can't cover if you don't expect it will be filled all at once. If it is, you get fined.

Now, how is the fine applied to a character with 0 ISK?

Dar Torn
Minmatar
Sebiestor Tribe
Posted - 2003.12.14 06:04:00 - [19]
 

Thanks for the info.
Was wondering how you justify a battleship having worse targeting ability over a cruiser or frigate. I can see the small ship being harder to target but not the bigger ship being slow just because it is bigger.

I will have to see how the new jumpin system works out. Do you get to pick which gate you jump to, is it random, or is it the gate to the system you just came from?

Sulerian
Posted - 2003.12.14 06:04:00 - [20]
 

So hmm do taxes work yet?

Lord Annubis
Posted - 2003.12.14 06:11:00 - [21]
 

Oh thats just great...real greatShockedIam a newbie and well...what are you all going on about?..umm i should get back to my mining really but iam gonna nag at somthing that happened to me...i went on a lil mission with my second ship and i named it peacfull explorer..it was a minmatar probe ship..very very crude and couldnt harm a fly...also it was fitted with nothing but miners.....so i goes on this long voyage to outer gate...but on the way just as i jump through sum gate (about 3 gates from outer gate) just as i reach the other side these two grwat big honking motherships appear out of this black hole thing and fire this other thing that renders me unable to move:( then they kill meMad....so iam guessing this is what gate camping is right?...well i didnt really understand what was mentioned above,only because i dont understand the original game itself..as ive only been playing for a week...could anyone do me a huge favour and tell me straight....will i now be able to maybe...say...slip past these gate hugging ninken poops and find me some good ore?..i think us newbies should have more access to that rich mineral begining with k or watever....anyways thats all Rolling Eyesoh and 1 more thing i loooovvveeeee this gameVery Happy

Zyrla Bladestorm
Minmatar
Foundation
R0ADKILL
Posted - 2003.12.14 06:18:00 - [22]
 

if its the old fine system they had in beta, then you get a bill much like you do for re-renting a factory or lab, if you dont pay it it increases (interest) possibly a few times, if you still dont pay it the scc sics concord on you :P

DeadPerson
Posted - 2003.12.14 06:30:00 - [23]
 

What will happen to AB's and MWD's that we already have?

TimeKeepr
No Quarter.
C0VEN
Posted - 2003.12.14 06:32:00 - [24]
 

sounds like some good stuff, im glad i renewed my subscription

Golgrath
Minmatar
Shinra
Lotka Volterra
Posted - 2003.12.14 06:40:00 - [25]
 

Good job Eight. Some things you forgot:

* Agents are divided into different departments (like internal security department agents give mostly kill missions).

* Continuos seeding of NPC market supply (i'm not sure if this is in).

* Various changes to guns and ammo.

CHUMSICLE
Gallente
Expanded Minds Inc.
Posted - 2003.12.14 06:43:00 - [26]
 

This is how the bill is applied, at least the last I checked.

If you run out of money you get billed the 10% from Eve Market. Until you pay that bill you can't use some parts of the market. I don't remember if usurper included my suggestion of using the interest feature of the bill system :p

Last I checked, i had a 2 mil. bill to the eve market.

Antonia
Caldari
Caldari Provisions
Posted - 2003.12.14 06:43:00 - [27]
 

Edited by: Antonia on 14/12/2003 09:44:57
Like the summary but some rumors and questions still unanswered. Like the loss of the ship deployed cargo can mining. It was rumored that we can only use secures now. Saw no mention of any added items....you know the refineries, cloaking devices... things that are being tested on Chaos are they gonna launch with Castor or be held for a bit longer? Also ill the rumored battleship pirates be dropping large items?

CHUMSICLE
Gallente
Expanded Minds Inc.
Posted - 2003.12.14 06:46:00 - [28]
 

Oh, Eight.

Has TomB told you that I own the right to kill you? Might want to talk to him about that :p

Rigger
Posted - 2003.12.14 07:23:00 - [29]
 

Crying or Very sad i think the new microwarp and afterburn so called fix is a bunch of trash (to much of a change to cpu) and afterburnes needing 100 cpu is nuts should just say u can only use one microwarp and 2 afterburners max would have fixed the prob now this game is gone way south u will lose in masss most of your player base when this so called idea comes out.
vary sad the game started out good and ever since has been going down the drain. hope u guys got a night job

thank you for the game but see you after the patch.Evil or Very MadEvil or Very Mad

NoS Dingo
Posted - 2003.12.14 07:37:00 - [30]
 

I have to agree Rigger.

With my satelite connection, PvP is not a viable option due to drop outs and connection lag.

So instead, I "had" a nice manufacturing/mining character.

I say had, because now I won't be able to get hold of or research a tech 2 blueprint unless I submit to the CCP blackmail of doing agent missions. Why is this now a requirement?

I can always go watch TV while travelling of course, now that ABs and MWD are being nerfed as well.

Who cares about the isk paid for the modules.. who gives a ****. Lets just halve their performance. Lets just double travel time. It is the most enjoyable part of the game as we all know.

Please, CCP, pull your heads out of your *** and wake up to the fact you have (soon to be had) many different types of players, and that you are screwing them over. Then you MIGHT realise why people are leaving the game.


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