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Originally posted here.

Dev Blog: War, Modules & Super Friends

Hi there! I’m SoniClover from Team Super Friends, and I’m here to tell you a bit about what the team has been up to lately.

This blog is going to focus mostly on the backend and mechanical stuff. Later this week we will have another dev blog out about the ally system, with lots of cool pics. Until then, you’ll have to accept my verbal diarrhea hitting your palate instead (yes, be happy there is no pic here illustrating that).

As most of you hopefully know by now, the big ticket feature the team has been working on this release is refactoring the War system. You can see more about the thinking behind this in my earlier dev blog here, but to quickly re-iterate, we wanted to give wars a bit more structure, fix a few exploits and give players more options in conducting a war. The overall goal was to keep the war system as a tool for players to use as they see fit, rather than as dictated by CCP and to reinforce the concept that more lucrative avenues in the game (like those enjoyed by being in a player corporation) come with increased risk.

Since that dev blog, we’ve been busy iterating on the system, with a few notable changes. Let’s cover the most important ones.

The Cost of War

We’ve updated the war cost formula bit, from the ‘hey, let’s throw this in and tune it later’ version we discussed earlier.

The refined formula is: (log2.05831 N)^2 * 300000 * N^0.27, where N is the number of corp members (see also comments below). The minimum is 50 million.

Note that the cost is now the same when declaring on a corporation or an alliance.

Here is a graph illustrating the cost increase with the new formula.

This graph shows the cost of declaring war on a corp of up to 5000 members. There is no cap, but the cost continues to taper off, breaking the 500 mill barrier at a little over 7200. Pulling out a few number as the graph is a bit hard to grog:

– It rises above 50 million around 130.
– It breaks the 100 million mark at 374.
– At 1000, the cost is 177 million.
– At 3000, the cost is 320 million.
– At 5000, the cost is 416 million.

The increased cost reflects the easier access to multiple targets. There have been some worries having the cost scale in this way creates incentive to declare war on small entities. Griefing on small entities is not rampant now, and with the cost increasing from 2 million to 50 million, there is no reason to assume griefing on small entities will increase with these changes.

The Even More Cost of War

Couple of important points on the cost formula:

Trial accounts are not counted when counting corp membership. We considered extending this to inactive accounts too, but as this is a fairly low percentage overall, decided to not exclude them. Note also that members in corps/alliances allied to the defender are never counted.

As before, the number of non-mutual wars the aggressor has declared acts as a multiplier (for each war). New wars are created now when a corporation leaves an alliance (to get rid of the dec shield exploit), but these new wars are not counted as cost multiplier. As an example, Alliance A declares war on Alliance B, if 10 corporations in Alliance B leave the alliance, then a new war is created for each of these 10 corporations, but these new wars do not add a x10 cost multiplier to the war cost for Alliance A.

The Corp Hop Song

We’ve also implemented a good suggestion from Fanfest, which is that if you leave your corporation while it is engaged in a non-mutual war, then you will not be able to rejoin the corporation until that war ends, or until 7 days pass, whichever comes first. Note that this rule only applies for non-mutual wars – mutual wars do not prohibit players from entering or leaving corporations. The main reason for this change is to combat the popular alt corp hopping (this doesn’t stop it completely, but limits it a lot).

The Enemy of My Enemy

A final note on the war front, we tightened up the ally system (see previous dev blog for more info on ally system) a little bit by making it so that if an ally corp joins an alliance, the ally status transfers over to the alliance (i.e. the alliance becomes the ally). We also contemplated giving limits to the contract length of an ally, this is something we want to do, but didn’t have time to implement for Inferno. We’ll look into implementing this post-Inferno.

 

New Toys

A secondary priority of Team Super Friends has been creating and modifying modules. As tends to be the case with non-primary objectives, they are susceptible to the cutting knife. We set out with a list of 12, our haul is likely going to be 7.

Adding modules is always massive fun, as it can have such wide-ranging ramification for so many existing tactics and setups.

Let’s start with what is coming in Inferno. I’m not listing any stats here, as we are still testing these and they could change. Feel free to jump on the Singularity test server and join the fun.

 

 

Armor Adaptive Hardener I – Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well.

 

 

Extrinsic Damage Amplifier I & II – Low slot. A damage amplifier module for drones.


 

Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now.

 

 

MagSheath Target Breaker I – Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships.  

Small/Medium/Large Overclocking Processor Unit I & II – A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate.

Light & Medium Web Drones –  Light and medium versions of stasis webifying drones.

Capacitor Battery edits – All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.

Future Toys

There are a few notable absences in the list above. We do have a version of the Micro Jump Drive ready, and new graphic effects to go along with it, but there are a few minor issues that we still have to iron out before we can launch it. The salvage drone is another module that we really wanted to finish, but didn’t have time for. The graphic assets are well on their way though, so hopefully we can make this in the near future (can’t promise dates though). We also wanted to update the Tracking Disruptors to affect missiles too, but the version we implemented was too limited (it only worked if you were flying certain ships and/or the enemy was using certain missiles). We haven’t found a good universal solution yet, so we’ll have to wait on this one.

There are loads of other interesting modules we’re looking into, many of which are based on player ideas. This thread here is a good place to post your ideas, as we read over it regularly and note down interesting ideas for the future. There are many excellent suggestions already in there, but feel free to add your own (don't worry of they're the same or similar to existing ones). We’ll see what we can get to next.

The module work for the upcoming release taught us a lot about what works and what doesn’t work in the implementation process, and is a good foundation to build on. The next step is crafting an overall vision and roadmap of what purpose new module work serves in the bigger picture.

Toys’R’Drop

The new modules are being seeded into the universe a little bit differently than often in the past. The original idea was to have this very varied, with one module being available only through LP store and another only through Invention. In the end, we decided to lump them together into a single seeding method, so as not cause too much discrepancy in their availability.

So, three of the new modules will not be seeded directly on the market. The Extrinsic Damage Amplifier, the CPU rig and the web drones will be seeded directly on market. Also note that to get the T2 drone damage module, you need to invent it using T1 BPCs.

For those new modules that won't be seeded, they will not have any BPOs. Instead, BPCs of them drop as loot in profession sites in normal space and as commander & officer loot. These BPCs have between 3 and 50 runs, depending on difficulty of site/enemy. The sites in question are the pirate faction archaeology and hacking sites.

The reasons for not just seeding the new modules directly to the market are several. Seeding on market has always been sort of a quick-and-dirty way of getting things out there that we've basically used too much in the past – it's much more fun to put the whole process in the hand of the players, so that there is gameplay involved every step of the way (finding BPCs, trading them, manufacturing items, sell items, use items). Also, as the thinking is to start to add modules on a regular basis, so we're looking into ways of how we can fight the potential issues associated with it, such as bloating the market too much and introducing power creep. Seeding through loot drops gives us better control over where and when and how much to seed, which is an important feature for us to have for the future.

This is the End, My Friend

Overall, we in Team Super Friends are really excited to see our additions and changes in the hands of the players and look forward to see what mischiefs you guys get up to (ab)using the new stuff.

 

67 Comments

  1. Random CFC Grunt

    Small/Medium/Large Overclocking Processor Unit I & II – LMFAO

    May 14, 2012 at 5:39 pm Reply
    1. The Observers

      hey, these will be friggin amazing for small ships like destroyers and frigates.

      May 14, 2012 at 6:13 pm Reply
  2. xmas for moar queers

    The Corp Hop Song

    We’ve also implemented a good suggestion from Fanfest, which is that if you leave your corporation while it is engaged in a non-mutual war, then you will not be able to rejoin the corporation until that war ends, or until 7 days pass,

    good suggestion o.O from who moar queers

    May 14, 2012 at 5:43 pm Reply
    1. The Observers

      Easy solution? make the war mutual to allow people to come and go as they please. Though the cost of war goes down to zero…

      May 14, 2012 at 6:12 pm Reply
    2. hirrrrrrrrrrrrrrr

      yay make null sec logi more difficult..

      May 14, 2012 at 8:27 pm Reply
      1. Silentskills

        just join a blob

        May 14, 2012 at 9:49 pm Reply
  3. Allo

    Looks like fun… But something is bound to break in half ^^

    May 14, 2012 at 5:44 pm Reply
    1. ASCII

      Oh gods yes, something's going to get abused to high heaven. However, things were getting a bit stagnant in terms of fits. Hopefully this will at least change things up a bit.

      May 14, 2012 at 7:00 pm Reply
  4. AAA VET

    Buy your RattleSnakes and Dominix Navy Issues now! The Extrinsic Damage Amplifier I & II will make them a beast!

    May 14, 2012 at 5:44 pm Reply
    1. The Observers

      yup. sounds like my Domi whale fleet (thank you ISBoxer) will be raping those 8/10 and 9/10 DED sites now. And you can forget about grinding sanctums. Down to 5 minutes maybe?

      May 14, 2012 at 6:11 pm Reply
      1. bravomoonsailor

        not to mention the sentry ishtar!

        May 14, 2012 at 6:56 pm Reply
        1. duhhhh

          as was said above, the module SUCKS they seriously need to buff it before it goes to TQ as right now its useless, better to use a gun mod, and unbonused guns lol

          May 14, 2012 at 7:14 pm Reply
          1. GoonGrunt

            Wrong, because it is well enough for ships that can use Sentries, but aren't gallente ships, such as the Gila or Rattlesnake. Missiles aren't that strong and both ships have less launcher slots than other ships. For Sentries, 2 EDA I mean 100 more dps.

            And don't forget the option to fit your gallente ship with shield resistances. That makes it possible to fit EDA and gun mods -> more damage, but less tank. Sounds fair for me.

            May 15, 2012 at 3:37 pm
    2. Kratisto

      Unless the damage amplification has changed significantly, it is still better dpswise to fit turrets + turret damage mods to those ships, instead of the drone amps.

      May 14, 2012 at 6:19 pm Reply
      1. M1k3y

        I wonder, might drone damage amps mean shield superscarriers become more viable? Since they can add damage without compromising their tank as much as a nyx or aeon would.

        I know it would have to replace one of the CN PDS but they only add a 1-1.5million EHP each, vs however much DPS the mods will add.

        May 14, 2012 at 8:46 pm Reply
        1. hotandjust18

          its drones… not fighters….

          May 14, 2012 at 10:03 pm Reply
          1. Tallian

            bet he fits DNCs so his bombers go fasters….

            May 15, 2012 at 10:52 am
  5. Anom

    Magsheath target breaker = new abused module anyone?

    May 14, 2012 at 6:11 pm Reply
    1. <3

      That magsheath module is gunna be simply overpowered in/against blobs, breaks all locks, higher chance with more people. O.o

      May 14, 2012 at 6:38 pm Reply
      1. duhhhh

        its a quick break, and has a horrible scan res penalty, thats always affected not just when its bursting.

        May 14, 2012 at 7:13 pm Reply
        1. Anom

          Yeah. Ultimately it is going to depend on the penalty for scan res plus other factors like how high is the probability for unlock. I have a feeling this module will be abused, but by the people who know how to use it during the right time cause this could also screw you over by making your logi lock on you go byebye.

          May 14, 2012 at 9:56 pm Reply
        2. Tallian

          good for hics/dics tho.

          May 15, 2012 at 10:50 am Reply
    2. Allo

      Yah this is one mod I'm not looking forward to seeing… Basically a Super cap ecm burst for sub-caps imo….

      May 14, 2012 at 6:58 pm Reply
    3. The14th

      With a scan rez penalty and the fact that it also breaks your locks, this mod really only seems usefull in the same scenario that warp stabs are. Which is when making a run through unsafe space. I'm sure some pilots will screw around with a fleet fit featuring it, but I would bet a month's pay that it falls by the wayside for offensive fits.

      May 15, 2012 at 12:42 am Reply
  6. BoostingALT

    I wonder if it will be possible to fit a 5/6 x t2 link covops/nulli Loki now with three of those cpu rigs? I haven't touched the numbers, but just thought of it as a possibility now.

    I know you can fit a 6 link tengu at a pos without cloak/etc and a decent 4 link loki for low sec without the nulli subsystem.

    Looking forward to the possibilities with those rigs!

    May 14, 2012 at 6:13 pm Reply
  7. Nice addition to the already massive eve online modules diversity. Can't wait for the new drone boost modules but also for the soon to be implemented tracking disruptor for missiles.

    May 14, 2012 at 7:23 pm Reply
  8. Plain Old Me

    Just to be sure: those drones damage mods affect, by any chance, fighters and fighters bombers damage ?

    Yes, i rat in a thanatos. Yes, the carebear power is strong in me ?

    BTW, any other drones mods do affect fighters, liek omnidirecional tracking link and such ?

    Good Hunt;

    May 14, 2012 at 7:34 pm Reply
  9. Val_V

    MagSheath Target Breaker I – potentially big impact on fleet fights especially against goons fielding multiple full Whelpfleets. Depends how the probability increases…

    May 14, 2012 at 8:23 pm Reply
    1. eas

      Welpfleet is used to kill supers which can not fit this module.

      May 15, 2012 at 12:46 pm Reply
  10. bob

    the new drone mods does not affect fighters same with the current tracking link it does not affect fighters

    May 14, 2012 at 8:34 pm Reply
    1. Tallian

      Fighters are not drones, and so drone mods don't affect them. Only one that does is DCU.

      I was all excited for my ratting thanny too :'(

      May 15, 2012 at 10:55 am Reply
  11. Salvage drones, making salvaging easier for carebears since 2012? We get the Noctis and you're still not happy??

    May 14, 2012 at 8:38 pm Reply
    1. CFC With Intellect

      I also had this concern back when the concept was first bandied about.
      However, consider: some moron in a carrier/supercarrier is going to linger in his site for another 5 minutes with his salvage drones out for that extra buck.

      That's another 5 minutes to wipe a cap off the field.

      May 14, 2012 at 9:21 pm Reply
      1. har har

        lol nvr thought i'd "like" a comment from a cfc member. lawls. good point tho

        May 14, 2012 at 9:31 pm Reply
        1. Arlekyn

          he's statement is not available for supercarriers though, other than that he actually has a good point, surprisingly for me as well :))

          May 14, 2012 at 10:45 pm Reply
    2. xXx

      Actually wouldn't it help PvPers? having the extra drone space be salvagers to clean up after a fight will be grate for small gang warfair

      May 15, 2012 at 2:55 am Reply
  12. Caldari Citizen 69

    Hold the phone! Lock break already exists it called ECM. And WTMF is tracking disruption effecting missiles for now. stop nerfing caldari on the cool. Where already fucked up! all we have is ECM, drakes and the tengu… Would you like to blind our entire race and genetically give our clones T-Rex arms while your at it!!! Maybe we should give up on having thumbs!! Holy shit! you can stop kicking the dead horse he is Alpo already…Gez

    May 14, 2012 at 8:49 pm Reply
    1. The14th

      I'm not bothered by the lockbreaker, but the possibility for tracking disruptors to work on missiles is not good. The trade-offs for missile travel time and no wreck-chance was the ability to consistenly hit (something that has not been valued highly in the pvp meta for a long time). And people don't fly the few missile boats in use for pvp (drakes and tengus) for the weapons, they do it for the tank. If tracking distruptors begin to work on missiles, we better get something in return.

      May 15, 2012 at 12:50 am Reply
    2. ...

      yes, die caldari.

      May 15, 2012 at 1:34 am Reply
    3. Billy Goat Gruff

      Missiles don't have tracking they Home in on targets. EMP Bursts, Flares or defender missiles should be the counter to homing. Not tracking!
      http://science.howstuffworks.com/sidewinder1.htm

      May 15, 2012 at 4:52 pm Reply
  13. guest

    Confirming, there is a lot of win in this devblog. The new wardec cost formula looks solid to me, although I still wish they would use more ways to measure the corps/alliances than just member count.

    Also, "MagSheath Target Breaker I" looks like it will change a lot in the blob warfare. Interesting times ahead.

    May 14, 2012 at 11:31 pm Reply
    1. Someguy

      "Also, "MagSheath Target Breaker I" looks like it will change a lot in the blob warfare. Interesting times ahead."

      Translation: I have no idea how alpha dmg factors into modern fleet composition.

      May 15, 2012 at 6:54 pm Reply
      1. TEST guy

        If we begin to see targeting feedback and the module is effective before a full lock is achieved, this module could change things indeed.

        May 16, 2012 at 7:20 am Reply
  14. Inferno Lies

    Your equation does not help war system. It still destroys organizations such as adopt which currently war dec the large 00 alliance (Including eve university, pretty sure its yall crying the most about wars… how to teach) and dec them in large numbers. So instead of having the 8 wars against who ever they wanted (goons, eve uni, test, fcon, aaa, etc) they will not be able too since the current cost of that war week would be (50+100+150+200+…+…= which would eventually round out to around 500 mil as the most expensive giving you a total cost for the week of 2.75 bil [10 wars]) now to dec the same people using your log formula ((log2.05831 N)^2 * 300000 * N^0.27) it will cost 5 billion.

    So thank you for protecting eve uni and the 00 alliance. I hope you constant stream of income from the current players is enough for you to finish your vampire game… PS.. Still waiting on DUST…

    May 15, 2012 at 3:59 am Reply
    1. Jesus loves you

      Because the elite pvp that is adopt is something that really needs protection.

      GET OUT!

      May 15, 2012 at 11:07 am Reply
      1. Inferno Lies

        this is a reply to all the replys to my post.
        The reason i bring this up is that it is going to remove war decs all together. Currently there are only 2 groups of people that actually war dec. Group 1, follows the adopt, moar tears, priveteers concept, which is dec 5-10 large alliances, and kill their hualers, mission runners, and fail fleets that come to fight (because quality 00 fcs refuse to come to high).
        Group 2 is the small griefer corp that decs small to medium sized corps or alliances in the attempt to extort isk or get a few kills.

        With this new system cost the group 1 will no longer exist. group 1 will either go to other things or become part of group 2.
        Group 2 will continue to war dec smaller entities but sooner or later the smaller entities will realize that if they join a larger group they will no longer get decced. Thus removing group 2 from the field as well.

        So high sec mercs are ending. which is fine, people will move on that is the way of eve. What i was ranting about ccp is claiming that inferno is a War dec patch and will increase the war amounts…

        Just want ccp to admit that inferno is to protect carebears and those that cant pvp with out capitals or 200 man drake gangs.

        May 17, 2012 at 9:22 pm Reply
    2. GoonGrunt

      Go into nullsec and fight them there. Costs you nothing. But, wait… Forgot you refuse to fly through nullsec cause there is the real pvp :d

      May 15, 2012 at 3:30 pm Reply
    3. abloobloo, I can't dec all of null and then camp the jita undock for risk-free "pvp" for less than 5bil a week (for my entire alliance).

      Cry more faggot.

      May 17, 2012 at 5:24 pm Reply
  15. Inferno Lies

    This will just encourage players to war dec smaller organizations since it will be cost effective, until those players all join larger organizations to protect themselves.

    Just removing small corporations and actually increasing the idea of dec shielding… Building large enough to not get the dec in the first place. But hey, HOW TO GRAMMAR… (Dec shrugging and dec shielding are different.)

    May 15, 2012 at 4:02 am Reply
  16. Wilson Yu

    what the fuck is going on ccp. Tracking disruptor affecting missiles? are you out of your mind, seriously, how can tracking disruptor affect the tracking of missiles when missiles don't even use tracking? wtf man that is the stupidest idea i ever heard. We need to set ccp straight because that is kind of stupid, doesn't make sense.

    May 15, 2012 at 7:44 am Reply
    1. _Bob

      Tracking disruptors affecting a missile's guidance and tracking system maybe? In game effect was on the explosion radius and velocity making it harder to hit moving / small targets

      May 15, 2012 at 2:43 pm Reply
  17. EveManiac

    It seems to me this is going to be another classic update from CCP. The way they drop three completely different topics into one blog make it look like a quicky.

    TL;DR version: FUBAR in the making

    Each of the topics presented will have beyond any shadow of a doubt second order effects that our beloved friends did not see coming and will affect the gameplay seriously.

    The wardec system will create a new order in which small industrial corps cannot survive. They will be cheap to wardec and the typical 20 member corp that has (very) active members will be a very interesting target for the typical small merc corp. And although this site is for 80% or so about PvP, the majority of the people online are missioning or industrial carebears: playing the game minding their own business. If playing is made very hard for them, they will exit the game. Many diehard PvP may say, fine, but….. they fund a major part of Eve for CCP. So I am afraid this will backfire.

    About the 4 new mods and other mods to come. CCP always tell us what they do and how great that is. The main question I always have is: WHY? What problem in gameplay is solved by introducing this mod. Tweaking or nerfing the game must be done very carefully. Eve is reaching maturity now. A lot of checks and balances have formed over the years. Changing one thing must be done carefully. But now they introduce 4 new modules that can and probably will change fleet battles and fitting. Even thinking about having mods affect missiles once in flight.
    CCP: Have you any idea what you are doing? Or are you just introducing new mods cause players want more, even at the risk of creating another legendary pach???

    The blogger ends with the catching line: "This is the end my friend". If you keep going at it like this, you will be right about that…….

    May 15, 2012 at 8:05 am Reply
  18. gamemechruined

    LOL Adaptive hardener gives even bigger advantage to armor tanked ships.

    This is really Caldari persecution by devs. Now, only Naga and Tengu are useful ships, everything else is terrible. Missile ships are limited by having damage bonus only to kinetic missiles and they will even be neutralized by tracking disruptors.

    The uber shield booster looks nice – but caldari ships dont have bonus for shield boost amount AND they have NO EM DMG RESIST! It will only help making solo Sleipnirs even deadlier tool without need to spent a lot for deadspace shield boosters

    And damage mod for drones – another nice thing adding something to game that does NOT help caldari at all.

    But the most shitty thing is the issue with modification of cap booster returning effects of neutralizers. That is ridiculous – Curse, Pilgrim, Ashimmu, Bhaalgorn – cab boosters will not just help to escape from them, but will become a weapon to defeat them. Hope that devs reinvent common sense and give these ships immunity to new cap booster effects.
    If not, the next thing i expect is hislot module that jams the falcon that tries jamming your vaga.

    May 15, 2012 at 8:50 am Reply
    1. Witchking Angmar

      Not sure if stupid or trolling…

      The new armor hardeners give 60% to a single resist at most, and can be fooled by sending a rifter with EM smarties in the middle of the hostile fleet and then pounding it with explosive damage.

      Who gives a shit about Caldari?

      Drones have needed this boost for a very long time. Stop complaining, Caldari ships are already too good for how many jobs they can do.

      English motherfucker, can you read it? The dev blog says cap BATTERIES, not boosters. How often do you see a fit using a cap battery?

      May 15, 2012 at 10:11 am Reply
    2. _Bob

      You do realize it introduces, i dunno, tactics? For example armour ship getting shot by drakes. All his resists get shifted to kinetic to stop the scourge. Then the 10 tornados the drake fleet brought blows right through the unbonused explosive hole. Think before you cry

      May 15, 2012 at 2:41 pm Reply
    3. GoonGrunt

      Just test the module and you will find it's just a weak module. The resistance switching takes time – a LOT time. We tested it. 2 minutes, before one resistance get's the full 60% by this hardener. In most fights you will be killed before this module playes any role. It's only interesting for solo or smallscale pvp. For anything else, the average resistance is too small compared to other hardeners. There it's just a wasted slot.

      May 15, 2012 at 3:45 pm Reply
  19. TrollofTrolls

    They are messing with modules and want to add new stuff fine. but please for the love of god make T2 armorplates viable (worse and cost more resources and demand better skill and is worse then the Meta version).

    and when your looing in to the EWAR why not make all the EWAR usable … Mimatar EWAR is laughable at best. Target painting … *facepalm*

    May 15, 2012 at 9:07 am Reply
    1. Tallian

      target painters are a titans new best friend.

      May 15, 2012 at 10:41 am Reply
      1. GoonGrunt

        And have always been missile boats best friend. Can't understand what's wrong with target painters o0

        May 15, 2012 at 3:40 pm Reply
        1. 1400's have been known to appreciate a little TP assistance as well.

          May 17, 2012 at 5:20 pm Reply
  20. fsfiglmfo

    Smartbombing BS + new lockbreaker mod = win

    May 15, 2012 at 10:51 am Reply
  21. LOL.

    bpc dropping instead of bpo.
    thanks for nothing ccp.

    May 15, 2012 at 12:03 pm Reply
  22. interesting

    Why not just make wardec cost dependent on corp v corps killboard? Corps with good killboards will have to pay alot more to dec corps with a shitty killboard. Allows more equal fighting between corps with shitty killboards as they would have to pay a smaller fee allowing noob corps to fight each other.

    May 15, 2012 at 4:38 pm Reply
    1. NUB

      hahahahahahahaahahahahaahahahahaha

      YOU ARE A FUCKIN MORON SIR..

      HAHAHAHAHAHAHAHAHAHAHAHAHA

      May 16, 2012 at 8:35 am Reply
    2. Troll

      So….you want it to pay to be bad?

      May 16, 2012 at 2:18 pm Reply
  23. Phiad

    As the core of the game is fine maybe CCP could be more carefull & clever with the introduction of
    new toys in future. I'm thinking that racial bonuses, or bounuses from a new tech is countered by the enemy factions R & D Dept. (skunkworks) new counter mod. (Come on they should must have 4 Devs with the relevant racial DNA)
    Some mods hit market of all races.. some aren't.. but they leak out & end up in the hands of the enemy but not in the same numbers. ThIs then causes the opposing Faction race to invent a counter..

    May 16, 2012 at 11:09 am Reply
  24. fadetofor

    g.e.n.i.u.s.

    February 23, 2013 at 10:50 am Reply

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