Friday, 27 September 2013

New Eve expansion.... Rubicon


I watched the official launch on the ccp twitch channel.
I made some notes as it went along and the only problem that I saw for me was the change to planetary interaction.

Both my mains use PI for their Hi-sec POS. And it's been chugging along nicely for a long time.
I guess I've been lazy when doing my PI. Using the customs office instead of the launch to space option.

If this all leads to players starting to run the stations in hi-sec... that will annoy me.
In wow terms imagine a guild running the bank in your nearest major city. Not good. But that's another expansion, with luck far far away, if at all.

I compiled some info to help me prep for the PI change mainly from, Eve Uni, Youtube etc.
Maybe I'm overreacting but until I am confident in scraping my current process of PI management and replacing my ways, giving the same results with little or no extra cost, then I'll be "happy". 
6 weeks till the expansion and change. 

I usually do a collection of processed PI and sell stuff on a weekly basis, will test and see what way this works without a customs office......

Another player did up a similar list that is more complete with some great links and posted it all up on redit, here it is (PI notes follow it):
  ______________________________
 



Rubicon Running Feature List (self.Eve)
submitted 12 hours ago* by derekivCaldari
 
Editing this post as things annouced: 

November 17th Release
High Res Album Courtesy of /u/nuadi: http://imgur.com/a/o31kL#0

High Sec POCOs now owned by players

Personal Deploy-able Structure:
All destroy-able without concord intervening 4 different types (For this expansion)
Nothing set in stone, names likely to change.
Different code-base than the old POS system, so no need to worry about legacy bugs.

  • Siphon Unit* http://i.imgur.com/zovYeVC.jpg Steals resources from moon mining and reactions. Anyone can take from it.
  • Depot: http://i.imgur.com/XzeDx2U.jpg Personal Mobile Home. Allows the refitting and storage of modules on the fly.
  • Auto-Tractor Looting Device: Set up anywhere to let you collect loot. Will not loot stuff that isn't your own, but may tractor it together.
  • Disposable Cyno Jammer: One time Use 70-100km. Does not block covert ops cynos.
Fixing acceleration gates.
 
Warp Speed Changes: Warp speed now affects acceleration and deceleration.

  • Tech One cruisers unchanged
  • Fancy changes to freighters: Less warp accel, more warp top speed. Faster in large systems, shorter in small systems.
  • Faster ships will be more noticeably different than larger ships
Ship Balancing:
  • Intecetors: BUBBLE IMMUNITY! Loosing a little hp, small cargo bay (to minimize cyno capabilities)
  • Marauders: Graphics http://i.imgur.com/lPqYBCe.jpg
  • EAF: 35km neut sentinals. Closer to cruiser ewar stats.
  • Light and Heavy Interdictors: Faster warp speed. Pretty bubbles
New Weapon Launcher:
Battleship Rapid Heavy Missile Launcher
Better DPS against small targets than current BS missile launchers, but less dps against large targets.


New Game Launcher

NEW SHIPS: Sisters of Eve (Gallente/Amarr): Armor, Drones, Exploration, Data Bonuses, Cov Ops Cloaks
Capable of running hacking sites, then running a 6/10 without refitting.
Speculation: Requires PI products, based on what Guard said near reveal of High-sec Pocos
Frigate: http://i.imgur.com/XV9tAeh.jpg
Cruiser: http://i.imgur.com/4bFBe25.jpg

 
Usability Features:
Certificates Gone: http://i.imgur.com/e1QCjFf.png
Now called mastery. http://imgur.com/OxXY2kX
Automatically claimed. Will tell you when you are "SUPER ELITE". 


Interbus Space ship view:
Mastery of ships visible in this view.
http://i.imgur.com/me2QGG8.png

 
Character Selection Screen Changes: Easier to use.
Easier to redeem stuff.
More knowledged presented about your character. 


Twitch Integration

HD Valkyrie at Eve Vegas

Stream Over

http://www.reddit.com/r/Eve/comments/1n786y/rubicon_running_feature_list/
 
 ______________________________
 
You have two options for getting goods off your planet, either launching a simple (and small) rocket from your CC or placing a Launchpad on your colony (rather expensive) and using it to interact with an orbiting Customs Office


The Launchpad has the greater cost up front, but is far superior to the CC and exports for 2/3rds of the fee of a CC. It can also launch far larger amounts, and is the only way to import stuff on to the planet. However, keep in mind that you are charged 50% of the export fee to import items to your launchpad. Consider the costs carefully before setting up a multi-planet production chain. 

A launch prepared from your CC, accessed via the Rocket-looking icon. 
Simply click the items in your storage to add them to the pending launch and when you're happy click the nice "Go for launch" button and the contents of the launch will end up in a jet can orbiting the planet at a random spot. You get an entry in your journal for its location, and a timer - don't worry too much, it can last several days before pickup! 

Taxes are paid on all items imported and exported. The percentages will be set at the planets customs office. High sec customs offices are always 10% tax. NPC low/null sec is 17% and player owned customs offices can be set to anything, and can be set to different levels for depending on your status with the owner.



No comments:

Post a Comment