EVE Online’s next expansion, Apocrypha, has been on Singularity (SiSi, their testing server) for a couple weeks and, for the most part, has been pretty unplayable. I sunk some time in yesterday downloading the new patches for it and getting started on putting my T3 Amarr ship (Legion) together, ending the evening with an attempt at the new scanning system.
The first thing I noticed was the skill queue was working now, and wonderfully. They gave the SiSi characters an injection of the subsystem skills needed to pilot the T3 strategic cruiser, so all I had to do was queue up the Amarr one and wait (roughly 43 minutes) for them to finish. There has been some complaints over the limited time span of the skill queue — you can only queue within a 24 hour period, but I’ve found it a very welcome and useful feature. The addition of the queue has also seen the addition of a couple extra options when using skill books — you can inject them (add them to your character sheet, but not begin training), train them to the first level, or add them to the end of your current queue.
In addition to the new skill queue UI window, the fitting window also got an upgrade, and some changes since its earlier incarnation. Before on SiSi the fitting screen was a large circle, clear in the center to show your ship in dock, with two collapsable windows on the sides that displayed modules in station on the left (along with drones, and a few other module/item related drop down menus) and ship stats on the right. (including effective HP, cap recharge, passive shield HP gain, etc — good stuff) The same features are still retained, but it’s more of a fusion of the old and new fitting windows. Gone is the hole in the circle (the circle is still there, it has your highs, mids and lows, rigs and subsystems) replaced with a seperate graphic depicting your ship in space — fully rotatable. The current fitting window is smaller than the previous new one, and can be minimized or closed like the old. I rather like the current desingn, I like the previous new one the best though.
Tech III (T3) ships are one of the major additions this expansion, and something I’ve been eagerly awaiting. My PvP alt character is spec’d specifically for cruiser class ships and customizing my own is just awesome. The one I set up first had 5 high slots, 2 medium and 8 lows, fitted with the heaviest tank I could for giggles and I got a buffer over 50k effective — not bad for just messing around with a little cruiser. (no, I couldn’t do much else with it after that, but it’d make a good bait ship!) The second and final setup for the night saw 5 highs, 3 meds and 7 lows — not a massive change from the previous, and the tank was still good (couldn’t tell the effective with armor hardners on, but it should’ve been roughly 35-40k effective) and I grabbed one of the new core launchers and some probes and headed out scanning.
My scanning skills on this character suck, in fact I have none — I had to train astrometrics to 1 before I could start my scanning adventure. I’m not sure on all the rules of the new scanning system, but I’m quite sure I didn’t have the skills to do any of it apart from practice. It seems to actually get a warpable location you have to pick up the objects signature with 4 different probes, from my weak skills I could only really use one on the map. Which brings up another new feature to scanning — at least I think it’s new, I don’t remember it in the bit of exploration I did long ago — the probes can warp by themselves and you can control them from the solar system map. Each probe shows on the map and has a X Y Z box and arrows to move it around the map to where you want it to go. You can also change the scan radius (between about 0.5 AU to 32 AU) to help track down locations further. It seems the initial search to see if there’s anything in a system will be fast — launch one probe and scan 32 AU, move on or explore further, with the actual probing taking a little bit longer — having probes moveable anywhere in the system is cool, adding a bit of depth to exploration. Also with the moveable probes comes recalling them. A simple button on the scanning interface causes all active probes to warp back to you so you can collect them — awesome feature. (though I havn’t gotten the pick up to work yet, either I’m doing it wrong or it’s still not in/bugged) I nearly tracked one cosmic anamoly down, but the map kept bugging, which then bugged the rest of the game, forcing me to either leave the system or restart the game. So, I havn’t been able to get the scanning to fully work yet.
If I can get the scanning to work, or get a corpmate to handle it, I’ll try checking out wormholes this weekend. (if they’re even up and working) I want to test out the T3 ships and the sleeper NPCs.