* Statistik


  • *Beiträge gesamt: 42980
  • *Themen gesamt: 5240
  • *Heute online: 267
  • *Am meisten online: 277
(11. September 2017, 12:45:33)
  • *Benutzer: 0
  • *Gäste: 18
  • *Spider: 42
  • *Gesamt: 60

  • *Yahoo!
  • *Linkdex
  • *AhrefsBot (40)

Kalender

Mo Di Mi Do Fr Sa So
1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30
Geburtstage
24. Sep: Nicnac (42)
25. Sep: Darky (31)
27. Sep: Tobeycore (29)
Ereignisse
25. Sep: Downtime für OS Upgrade des Hosts

Autor Thema: Nächstes Addon: Dominion angekündigt...  (Gelesen 2360 mal)

0 Mitglieder und 1 Gast betrachten dieses Thema.

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« am: 09. September 2009, 18:12:53 »
So, das nächste Addon für EVE wurde angekündigt und hört auf den Namen "Dominion":

http://www.eveonline.com/dominion/

zu dem es hier:



ein Video gibt. Die einzige Änderung die ich bis jetzt gefunden habe ist an der Sovereignty- Spielmechanik. Diese Änderungen werden in diesem Dev- Blog beschrieben:

http://www.eveonline.com/devblog.asp?a=blog&bid=691
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #1 am: 09. September 2009, 18:14:27 »
Doch noch etwas gefunden:

Zitat
PAX 09: EVE Online: Dominion
EVE's 11th free expansion features an overhaul of the game's sovereignty mechanics.
by Marissa Monera

US, September 5, 2009 - We visited the CCP booth at Penny Arcade Expo and got to chat with EVE Online Lead Designer Noah Ward, a.k.a. "Hammerhead",on their recently announced expansion "Dominion". Slated for release in November 2009, this is EVE's 11th free expansion and it features an overhaul of the game's sovereignty mechanics. According to Noah, they are simplifying the way in which you claim space and attack people, and they are also letting alliances upgrade their space and invest in it.

Along with that, they are rebalancing the power of ships, making adjustments so that no one type of ship will be heavily favored. It's always been thought that the outcome of a battle was more or less settled with the presence of a Titan capital ship, the largest ship in the game, as its doomsday weapon could potentially wipe out an entire fleet. However, in the expansion this weapon is being changed from an area-effect to a single-target one. On the other end of the spectrum, they are introducing fighter-bombers, small ships much like the current fighters but which can destroy capital ships. Also in the pipeline are so-called "speedboat missions" for smaller ships, as most of the existing PvE missions tend to focus on the larger battleships.

As social networking seems to be the buzzword of the new millennium, EVE steps up to the plate by introducing COSMOS, a social networking framework that allows players to create Facebook-like pages for their EVE characters, allowing them to maintain friend lists, write blogs, update their status, send each other messages and upload pictures. E-mail sent ingame can be read by the recipient through the website. Corporations and alliances will also have their own page.

But, according to Noah, this is only the beginning of where they want to take this feature. Eventually, they want players to be able to access all sorts of ingame information from this website and even update their skills or buy and trade goods from the market without logging into the game, possibly even from their mobile phones. All the data that goes into the social network will also have API support, which will be valuable to fansites once they start putting in features like the calendar and market data. EVE currently supports an ingame web browser that's a little dated so this functionality will also be upgraded so players can access the website from within the game.

With the expansion, they are introducing more tutorials for advanced stuff like PvP and exploration. These tutorials are optional, meant for players who think they might need a little bit of help before they venture out into the cruel world. Planet graphics are being revamped so each planet will be unique and truly beautiful. Also, players will now be able to gift other players with Pilot License Extensions (PLEX), which are game time cards that can be purchased from the EVE website and that can be traded ingame.

We asked for an update on "Walking in Stations", the highly anticipated feature that will allow players to control an avatar while their ship is docked at a space station, and according to Noah, it is still in development. "It has been a lot bigger undertaking that we had thought," he said.

Quelle: http://uk.pc.ign.com/articles/102/1021847p1.html
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #2 am: 09. September 2009, 18:18:40 »
Und weiter geht es:

Zitat
Ten free expansions down. Now an eleventh.  Set for Winter 2009, EVE Online: Dominion will focus on what is often cited as EVE's "end game" - alliance warfare. It offers a complete overhaul of the current sovereignty mechanics in favor of a system that's a brilliant mix of our game design vision and the input we've received from fans on forums, at conventions (FANFEST!) and via the CSM. Savvy alliances will benefit greatly from following and understanding these changes, which will receive extensive testing.

In addition, we'll be adding some new epic arcs for pirate factions, offering the first iteration of the integrated social networking platform known as COSMOS, setting our artists free to rebeautify planets and more.
Desweiteren gibt es massig Änderungen an den Navy Schiffen sowie Navy Tier 1Versionen von Battleships wie z.B. der Dominix:

Zitat
As some of you may have guessed by now, Dominion release will bring improvements to most in-game faction ships, as we do feel they do not perform properly in their intended roles at the time being.

This thread will focus on upcoming navy ship improvements, meaning Tech 1 hull variants from the four main empire factions (Amarr Empire, Caldari State, Gallente Federation, Minmatar Republic). Other improvements are in the pipeline and will be posted when we feel an initial balance has been reached and ready for player feedback.

Please keep in mind such changes remains subject to modifications with time.

We would also like to thank every one involved in the testing and constructive feedback process so far, as it has proved to be quite invaluable during the first design process. Keep it coming!
Zitat
I. Navy Frigates:

Due to their split weapon layout and lack of dedicated role, navy frigates usefulness remains quite limited. We plan to turn them into an hybrid of interceptors and Assault frigate classes, combining points of both, being less specialized than the Tech2 hulls, thus more versatile but less resilient.

Amarr Navy Slicer:

•    Has been renamed to Imperal Navy Slicer
•    New slot layout: 3 high, 2 med and 5 low slots, 2 turrets, no launchers
•    Fittings: 115 CPU, 47 powergrid
•    Bonuses: 25% to small energy turret damage and 10% to turret range bonus per Amarr Frigate skill level
•    Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Punisher)
•    Capacitor: 500 capacitor, 281.55s recharge (about 1.8 cap/s)
•    Speed: 390m/s, 3.3 agility
•    Sensor: 31km targeting range, 4 locked targets, 550mm scan resolution, 10 radar sensor strength, 38m signature radius

Caldari Navy Hookbill:

•    New slot layout: 3 high, 5 med, 2 low slots, 3 launchers, no turrets
•    Fittings: 165 CPU, 37 powergrid
•    Bonuses: 20% to missile kinetic damage, 10% to other missile damage, 10% to missile velocity per level
•    Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Merlin)
•    Capacitor: 281 capacitor, 187.5s recharge (about 1.5 cap/s)
•    Speed: 370m/s, 3.3 agility
•    Sensor: 35km targeting range, 4 locked targets, 600mm scan resolution, 12 gravimetric sensor strength, 40m signature radius

Gallente Navy Comet:

•    Has been renamed to Federation Navy Comet
•    New slot layout: 3 high, 3 med, 4 low slots, 2 turrets, no launchers
•    Fittings: 152 CPU, 40 powergrid
•    Bonuses: 20% small hybrid turret damage and 7.5% small hybrid turret tracking per level
•    Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Tristan)
•    Dronebay increased to 30m3, drone bandwidth increased to 15m3
•    Capacitor: 365 capacitor, 234.375s recharge (about 1.55 cap/s)
•    Speed: 350m/s, 3.3 agility
•    Sensor: 32km targeting range, 4 locked targets, 580mm scan resolution, 11 magnetometric sensor strength, 42m signature radius

Republic Fleet Firetail:

•    New slot layout: 3 high, 4 med, 3 low, 2 turrets, 2 launchers
•    Fittings: 140 CPU, 39 powergrid
•    Bonuses: 20% small projectile turret damage and 7.5% small projectile turret tracking per level
•    Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Rifter)
•    Capacitor: 250 capacitor, 187.5s recharge (about 1.3 cap/s)
•    Speed: 410m/s, 3.2 agility
•    Sensor: 30km targeting range, 4 locked targets, 560mm scan resolution, 9 ladar sensor strength, 36m signature radius
Zitat
II. Navy Tier 2 Battleships:

Created a long time ago in a galaxy far, far away when they were at the top of the food chain with no capital or T2 hulls to compete with, navy tier 2 battleships actually receive little and disparate boost to their intended role(s). The following changes are aimed to fix this.

General: all navy battleship shield recharge time has been increased to 3390s.

Apocalypse Navy Issue:

•    Fittings: 580 CPU, 21525 powergrid
•    Dronebay increased by 25m3, bandwidth unchanged
•    Sensor: +25% sensor resolution

Raven Navy Issue:

•    Fittings: 735 CPU, 10925 powergrid
•    Dronebay increased by 25m3, bandwidth unchanged
•    Sensor: +25% sensor resolution

Megathron Navy Issue:

•    Fittings: 605 CPU, 16275 powergrid
•    Dronebay increased by 50m3, bandwidth unchanged
•    Speed: +5% max velocity and agility increased by 5%

Tempest Fleet Issue:

•    New slot layout: 8 high, 5 med, 6 low slots, 7 turrets, 4 launchers
•    Fittings: 577 CPU, 17050 powergrid
•    Dronebay increased by 25m3, bandwidth unchanged
•    Speed: +10% max velocity and agility increased by 10%
Zitat
III. Navy Tier 1 Battleships:

Tier 1 battleships now have navy versions with new skins thanks to our Art department. These will be obtainable through Factional Warfare LP stores (and only through them) with 150k LPs, nexus chips and the proper base hull version.

Armageddon Navy Issue:

•    Slot layout: 8 high, 4 med, 8 lows, 7 turrets, no launchers
•    Fittings: 557 CPU, 17325 powergrid, 350 calibration, 3 rig slots
•    Bonuses unchanged next to normal hull
•    Hitpoints: +50% hit points on hull (9316), armor (9961) and shields (8203)
•    Dronebay: +50m3 dronebay, bandwidth unchanged
•    Sensor: +25% radar sensor strength

Scorpion Navy Issue:

•    Slot layout: 7 high, 8 med, 4 low slots, 5 launchers, 4 turrets, 350 calibration, 3 rig slots
•    Fittings: 787 CPU, 10350 powergrid, 350 calibration, 3 rig slots
•    New bonuses: 5% bonus to cruise and siege launcher rate of fire and 5% shield resistances per level
•    Hitpoints: +50% hit points on hull (8203), armor (8203) and shields (9961)
•    Dronebay unchanged next to standard hull
•    Speed: +10% max velocity
•    Sensor: +25% gravimetric sensor strength, -50 signature radius next to standard hull

Dominix Navy Issue:

•    Slot layout: 6 high, 6 med, 7 low slots, 6 turrets, no launchers
•    Fittings: 660 CPU, 9900 powergrid, 350 calibration, 3 rig slots
•    Hitpoints: +50% hit points on hull (9961), armor (9316) and shields (8203)
•    Capacitor: +5% max capacitor (5250 capacitor, 1087.5s recharge)
•    Dronebay increased by 25m3, bandwidth unchanged
•    Sensor: +25% magnetometric sensor strength

Typhoon Fleet Issue:

•    Slot layout: 8 high, 4 med, 7 low, 5 turrets, 5 launchers
•    Fittings: 660 CPU, 13125 powergrid, 350 calibration, 3 rig slots
•    Hitpoints: +50% hit points on hull (9316), armor (9316) and shields (8203)*
•    Dronebay increased by 25m3, bandwidth unchanged
•    Speed: +10% max velocity and agility increased by 10%
•    Sensor: +25% ladar sensor strength

* Standard Typhoon armor and shield values have been swapped as well

Quelle: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1172933
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #3 am: 09. September 2009, 18:25:24 »
Zitat von: Rancor;23431
Dominix Navy Issue:

•    Slot layout: 6 high, 6 med, 7 low slots, 6 turrets, no launchers
•    Fittings: 660 CPU, 9900 powergrid, 350 calibration, 3 rig slots
•    Hitpoints: +50% hit points on hull (9961), armor (9316) and shields (8203)
•    Capacitor: +5% max capacitor (5250 capacitor, 1087.5s recharge)
•    Dronebay increased by 25m3, bandwidth unchanged
•    Sensor: +25% magnetometric sensor strength

Ich bin Fan... Ein weiterer Mid- Slot, 3000 mehr Armor und 250 mehr Cap. Was will man mehr? :w00t:
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #4 am: 15. September 2009, 15:45:46 »
So, es gibt noch ein paar weitere Änderungen bei den Faction- Schiffen:

Zitat
I. Sansha's Nation:

Sansha's Nation need some little tweaks to bring it in line with the other faction changes:

Succubus:

• Hitpoints: 609 shields, 544 armor, 517 hull
• Capacitor: 435 capacitor, 234.48s recharge (about 1.85 cap/s)
• Sensor: 32km targeting range, 5 locked targets, 650mm scan resolution, 13 radar sensor strength, 35m signature radius

Phantasm:

• Hitpoints: 2434 shields, 2175 armor, 2065 hull
• Capacitor: 1695 capacitor, 491.25s recharge (about 3.45 cap/s)
• Sensor: 59km targeting range, 7 locked targets, 275mm scan resolution, 20 radar sensor strength, 130m signature radius

Nightmare:

• Hitpoints: 9735 shields, 8695 armor, 8260 hull
• Capacitor: 6950 capacitor, 1154.845s recharge (about 6.02 cap/s)
• Sensor: 80km targeting range, 7 locked targets, 100mm scan resolution, 28 radar sensor strength, 400m signature radius


II. Blood Raiders:

Blood Raider ships lack fittings and proper bonuses/attributes for the roles they are supposed to achieve, which are close range leeches combined with medium to high damage output with lasers. Thus the changes below:

Cruor:

• Slot layout: 4 high, 3 med, 3 low slots, 2 turrets, no launchers
• Fittings: 137 CPU, 57 powergrid
• Bonuses: pirate: 100% damage bonus to small energy turrets, Amarr frigate: +15% to small Neut/NOS amount per level, Minmatar frigate: +10% to strength of stasis webifiers per level
• Hitpoints: 583 shields, 657 armor, 582 hull
• Capacitor: 470 capacitor, 234.48s recharge (about 2.0 cap/s)
• No Dronebay
• Speed: 308m/s max velocity, 3.6 agility, 1,003,000kg
• Sensor: 25km targeting range, 6 locked targets, 763mm scan resolution, 12 radar sensor strength, 35m signature radius

Ashimmu:

• Slot layout: 6 high, 4 med, 5 low slots, 4 turrets, no launchers
• Fittings: 350 CPU, 1420 powergrid
• Bonuses: pirate: 100% damage bonus to medium energy turrets, Amarr cruiser: +15% to medium Neut/NOS amount per level, Minmatar cruiser: +10% to strength of stasis webifiers per level
• Hitpoints: 2328 shields, 2625 armor, 2325 hull
• Capacitor: 1830 capacitor, 491.25s recharge (about 3.72 cap/s)
• No Dronebay
• Speed: 175m/s max velocity, 0.58 agility, 11,010,000kg
• Sensor: 45km targeting range, 8 locked targets, 338mm scan resolution, 19 radar sensor strength, 130m signature radius

Bhaalgorn:

• Slot layout: 7 high, 5 med, 7 low slots, 4 turrets, no launchers
• Fittings: 588 CPU, 18400 powergrid
• Bonuses: pirate: 100% damage bonus to large energy turrets, Amarr battleship: +15% to large Neut/NOS amount per level, Minmatar battleship: +20% to range of stasis webifiers per level
• Hitpoints: 9317 shields, 10500 armor, 9298 hull
• Capacitor: 7500 capacitor, 1154.875s recharge (about 6.5 cap/s)
• Dronebay: 75m3 bandwidth, 75m3 dronebay
• Speed: 101m/s max velocity, 0.136 agility, 97,100,000kg
• Sensor: 62km targeting range, 8 locked targets, 120mm scan resolution, 27 radar sensor strength, 400m signature radius


III. Guristas:

Supposed to be a cross-over between Caldari and Gallente, Guristas try to mix missiles and hybrids with little effiency. Now combine missiles, shields from Caldari and drone management capabilities from Gallente

Worm:

• Slot layout: 3 high, 4 med, 3 low slots, 2 launchers, no turrets
• Fittings: 160 CPU, 35 powergrid
• Bonuses: pirate: 50% to rocket and light missile velocity, Caldari frigate: +5% to all shield resistances per level, Gallente frigate: +5m3 dronebay per level
• Hitpoints: 797 shields, 582 armor, 623 hull
• Capacitor: 350 capacitor, 234.48s recharge (about 1.49 cap/s)
• Dronebay: 25m3 drone bandwidth, 25m3 dronebay (base, add another +25m3 with Gallente Frigate at 5)
• Speed: 287m/s max velocity, 3.49 agility, 981,000kg
• Sensor: 30km targeting range, 5 locked targets, 650mm scan resolution, 15 gravimetric sensor strength, 40m signature radius

Gila:

• Slot layout: 5 high, 6 med, 4 low slots, 3 launchers, no turrets
• Fittings: 350 CPU, 630 powergrid
• Bonuses: pirate: 50% to heavy and heavy assault missile velocity, Caldari cruiser: +5% to all shield resistances per level, Gallente cruiser: +10% to drone damage and hitpoints per level
• Hitpoints: 3188 shields, 2325 armor, 2490 hull
• Capacitor: 1375 capacitor, 491.25s recharge (about 2.8 cap/s)
• Dronebay: 125m3 drone bandwidth, 400m3 drone bay
• Speed: 164m/s max velocity, 0.66 agility, 9,600,000kg
• Sensor: 55km targeting range, 7 locked targets, 275mm scan resolution, 22 gravimetric sensor strength, 150m signature radius

Rattlesnake:

• Slot layout: 6 high, 7 med, 6 low slots, 4 launchers, no turrets
• Fittings: 710 CPU, 10000 powergrid
• Bonuses: pirate: 50% to cruise and torpedo missile velocity, Caldari battleship: +5% to all shield resistances per level, Gallente battleship: +10% to drone damage and hitpoints per level
• Hitpoints: 12750 shields, 9298 armor, 9962 hull
• Capacitor: 5312 capacitor, 1154.875s recharge (about 4.6 cap/s)
• Dronebay: 125m3 bandwidth, 400m3 dronebay
• Speed: 94m/s max velocity, 0.136 agility, 99,300,000kg
• Sensor: 75km targeting range, 7 locked targets, 100mm scan resolution, 30 gravimetric sensor strength, 460m signature radius


IV. Serpentis:

Revisited, now specalized for close range blaster setups.

Daredevil:

• Slot layout: 3 high, 3 med, 4 low slots, 2 turrets, no launchers
• Fittings: 145 CPU, 35 powergrid
• Bonuses: pirate: 200% damage with small hybrid turrets, Gallente frigate: +10% falloff to small hybrid turrets per level, Minmatar frigate: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 537 shields, 582 armor, 657 hull
• Capacitor: 395 capacitor, 234.48s recharge (about 1.68 cap/s)
• No Dronebay:
• Speed: 384m/s max velocity, 3.39 agility, 823,000kg
• Sensor: 20km targeting range, 5 locked targets, 650mm scan resolution, 13 magnetometric sensor strength, 35m signature radius

Vigilant:

• Slot layout: 5 high, 4 med, 6 low slots, 5 turrets, no launchers
• Fittings: 360 CPU, 1200 powergrid
• Bonuses: pirate: 75% to medium hybrid turret damage, Gallente cruiser: +10% falloff to medium hybrid turrets per level, Minmatar cruiser: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 2175 shields, 2325 armor, 2625 hull
• Capacitor: 1545 capacitor, 491.25s recharge (about 3.14 cap/s)
• Dronebay: 50m3 drone bandwidth, 50m3 drone bay
• Speed: 196m/s max velocity, 0.51 agility, 9,830,000kg
• Sensor: 35km targeting range, 7 locked targets, 275mm scan resolution, 20 magnetometric sensor strength, 130m signature radius

Vindicator:

• Slot layout: 8 high, 5 med, 7 low slots, 8 turrets, no launchers
• Fittings: 630 CPU, 17500 powergrid
• Bonuses: pirate: 25% to large hybrid turret damage, Gallente battleship: +7.5% to large hybrid turrets per level, Minmatar battleship: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 8695 shields, 9298 armor, 10500 hull
• Capacitor: 6330 capacitor, 1154.875s recharge (about 5.48 cap/s)
• Dronebay: 125m3 bandwidth, 125m3 dronebay
• Speed: 121m/s max velocity, 0.0924 agility, 105,200,000kg
• Sensor: 50km targeting range, 7 locked targets, 100mm scan resolution, 28 magnetometric sensor strength, 400m signature radius


V. Angel Cartel:

Combine excellent mobility with good damage and improved dronebays

Dramiel:

• Slot layout: 3 high, 4 med, 3 low slots, 2 turrets, 1 launcher
• Fittings: 145 CPU, 38 powergrid
• Bonuses: pirate: 100% damage with small projectile turrets, Minmatar frigate: +10% falloff to small projectile turrets per level, Minmatar frigate: +7.5% to small projectile turret tracking per level
• Hitpoints: 583 shields, 582 armor, 517 hull
• Capacitor: 365 capacitor, 234.48s recharge (about 1.55 cap/s)
• Dronebay: 15m3 bandwidth, 20m3 drone bay
• Speed: 473m/s max velocity, 3.12 agility, 740,700kg
• Sensor: 25km targeting range, 5 locked targets, 990mm scan resolution, 11 ladar sensor strength, 32m signature radius

Cynabal:

• Slot layout: 5 high, 5 med, 5 low slots, 4 turrets, no launchers
• Fittings: 350 CPU, 1100 powergrid
• Bonuses: pirate: 25% bonus to medium projectile rate of fire, Minmatar cruiser: +10% damage to medium projectile turrets per level, Gallente cruiser: +10% falloff to medium projectile turrets per level
• Hitpoints: 2328 shields, 2325 armor, 2065 hull
• Capacitor: 1415 capacitor, 491.25s recharge (about 2.88 cap/s)
• Dronebay: 50m3 drone bandwidth, 50m3 drone bay
• Speed: 257m/s max velocity, 0.42 agility, 8,847,000kg
• Sensor: 45km targeting range, 7 locked targets, 423mm scan resolution, 16 ladar sensor strength, 110m signature radius

Machariel:

• Slot layout: 8 high, 5 med, 7 low slots, 7 turrets, no launchers
• Fittings: 600 CPU, 17950 powergrid
• Bonuses: pirate: 25% bonus to large projectile rate of fire, Minmatar battleship: +5% to large projectile turret damage per level, Gallente battleship: +10% falloff to large projectile turrets per level
• Hitpoints: 9317 shields, 9298 armor, 8260 hull
• Capacitor: 5800 capacitor, 1154.875s recharge (about 5.02 cap/s)
• Dronebay: 100m3 bandwidth, 125m3 dronebay
• Speed: 161m/s max velocity, 0.084 agility, 94,680,000kg
• Sensor: 62km targeting range, 7 locked targets, 150mm scan resolution, 26 ladar sensor strength, 340m signature radius       
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #5 am: 16. September 2009, 09:36:24 »
Krass, in Dominion wird noch einiges an den Capitals verändert:

http://www.eveger.de/page_text.php?news_detail=4337&qsprache=e
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #6 am: 17. September 2009, 12:56:02 »
Das Dominion Addon läuft wohl schon zum Teil auf dem Testserver Sisi, den Patch von der aktuellen Apocrypha Version 1.5.1 auf die Testversion findet Ihr hier:

http://www.eveonline.com/patches/patches.asp?action=patcherror&do=1&n=101786&from=101786&to=103012&err=BITS&errtext=The+BITS+Service+is+disabled.+Please+use+manual+download.&test=1

Wie Ihr auf den Testserver connecten könnt findet Ihr hier:

http://www.prielwurmjaeger.de/forum/showthread.php?p=23513
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #7 am: 18. September 2009, 19:07:41 »
Zitat
Rattlesnake:

• Slot layout: 6 high, 7 med, 6 low slots, 4 launchers, no turrets
• Fittings: 710 CPU, 10000 powergrid
• Bonuses: pirate: 50% to cruise and torpedo missile velocity, Caldari battleship: +5% to all shield resistances per level, Gallente battleship: +10% to drone damage and hitpoints per level
• Hitpoints: 12750 shields, 9298 armor, 9962 hull
• Capacitor: 5312 capacitor, 1154.875s recharge (about 4.6 cap/s)
• Dronebay: 125m3 bandwidth, 400m3 dronebay
• Speed: 94m/s max velocity, 0.136 agility, 99,300,000kg
• Sensor: 75km targeting range, 7 locked targets, 100mm scan resolution, 30 gravimetric sensor strength, 460m signature radius
Ich brauche das Schiff... :w00t: Kostet aber leider seit der Bekanntgabe der Veränderungen mal locker 300 bis 500 Mille mehr... :-/

*Edith*

Achso, noch wegen den Änderungen bei den Faction Schiffen. Denke deswegen ist dieses CSM Mitglied wie hier berichtet zurückgetreten:

http://www.eveger.de/page_text.php?news_detail=4308&qsprache=d&transid=1971
« Letzte Änderung: 18. September 2009, 19:11:00 von Rancor »
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #8 am: 02. November 2009, 14:37:50 »
Das Releasedatum ist wohl der 1ste Dezember 2009...
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #9 am: 26. November 2009, 11:36:17 »
Jupp, Releasedatum ist definitiv der 1. Dezember und ne Feature- Page mit Videos und mehr Infos zu Dominion ist jetzt auch online:

http://www.eveonline.com/dominion/index.html
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #10 am: 27. November 2009, 10:24:55 »
Der Zeitplan für das Aufspielen des Addons steht jetzt auch:

Zitat
EVE Online: Dominion will be deployed on Tuesday, December 01, 2009.
The deployment process will begin at 02:00 GMT/UTC and is expected to be completed at 21:00 GMT/UTC. The EVE API will be unavailable during this time and the EVE website, Account Management and forums, which will be disabled temporarily, will be restored later in the day. Patch notes are in the final stages of preparation and will be published on Saturday, November 28.

Werft also nen langen Skill an der min. bis Mittwoch Morgen läuft. Bei so großen Addons verlängert sich die angegebene Downtime meistens...
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Holgerius/Bier-Elfe

  • Gods Of Hell
  • Spam Forever
  • ****
  • Beiträge: 10716
  • Karma: +106/-1
    • http://www.GodsofHell.de/Holgerius
Nächstes Addon: Dominion angekündigt...
« Antwort #11 am: 27. November 2009, 17:41:56 »
hasttest das hier schon irgendwo dazugespämt?
 
http://www.looki.de/video/eve_online_trailer_dominion_v7330.html
Kommt ne Ente ins Milchgeschäft, fragt der Verkäufer:" Milch?" ,darauf die Ente ":Quack!" =D

http://www.screaminggoatpiano.com/ http://www.knallerseite.de/
http://www.apfelhure.de/ http://slither.io/

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #12 am: 27. November 2009, 18:37:59 »
Jupp, gibt es auf der Seite hier: :-)

Zitat von: Rancor;24262
Jupp, Releasedatum ist definitiv der 1. Dezember und ne Feature- Page mit Videos und mehr Infos zu Dominion ist jetzt auch online:

http://www.eveonline.com/dominion/index.html
We don't stop playing because we grow old...We grow old because we stop playing!!!

Offline Rancor

  • Administrator
  • Spam Forever
  • *****
  • Beiträge: 15157
  • Karma: +120/-0
    • Prielwurmjäger
Nächstes Addon: Dominion angekündigt...
« Antwort #13 am: 29. November 2009, 13:40:45 »
We don't stop playing because we grow old...We grow old because we stop playing!!!

Tags: