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EVE Online: Odyssey, released on the 4th of June 2013, is an expansion focusing on [[Exploration]] related aspects of EVE Online. This expansion also includes ship balancing updates, quality of life improvements and graphical upgrades.


EVE Online: Odyssey, scheduled to launch on the 4th of June 2013, is an upcoming expansion focusing on [[Exploration]] related aspects of EVE Online. This expansion will also include ship balancing updates, quality of life improvements and graphical upgrades.
The following synopsis of changes and additions found in Odyssey is based on content from the now-defunct Neural-Boost.com news site. EVE University received permission to republish and amend this content, provided by the editor of Neural-Boost.com, Nar Tha.
 
The following synopsis of changes and additions to be found in Odyssey is based on content from the Neural-Boost.com news site: http://neural-boost.com/odyssey - EVE University has received permission to republish and amend this content, provided by the editor of Neural-Boost.com, Nar Tha.
 
Please note, that some features, like V3 for capitals, new station interior or the Naglfar changes, despite being commonly referred to as Odyssey features, went live already with Retribution 1.2 or another recent patch - therefore they are not included in this article.  


__TOC__
__TOC__
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===Discovery Scanner===
===Discovery Scanner===


The Discovery Scanner is basically a new visualisation of the former on-board scanner, with a few additions. Every time you enter a system the Discovery Scanner will start to search for cosmic anomalies and signatures. You will see a scan sweep moving from one side of your screen to the other and further all around the system.
[[File:Discovery_full.jpg|200px|thumb|right|Discovery: Full Signal Strength]]
[[File:scansweep.jpg|200px|thumb|center|Discovery Scanner in action]]
[[File:Discovery_low.jpg|200px|thumb|right|Discovery: Poor Signal Strength]]


Along with this, if the system has any anomalies or signatures, you will notice icons poping up in space, similar to the brackets of stations or stargates. These icons will not only mark the position of exploration sites, but also indicate your progress of pinpointing them. Anomalies will allways be at 100% signal strength right from the initial scan sweep, just like they do now. Signature results will only tell you the very rough area where they are located but will have 0% signal strength at the start, requiring you to further probe scan them down (see the next section). You can also interact with those icons via a tooltip window that will pop up when you hover over them.
The Discovery Scanner is a new visualisation of the former on-board scanner, with a few additions. Every time you enter a system the Discovery Scanner will start to search for cosmic anomalies and signatures. You will see a scan sweep moving from one side of your screen to the other and further all around the system.
[[File:scansweep.jpg|200px|thumb|right|Discovery Scanner in action]]


[[File:Discovery_full.jpg|200px|thumb|center|Discovery: Full Signal Strength]][[File:Discovery_low.jpg|200px|thumb|center|Discovery: Poor Signal Strength]] ‎
Along with this, if the system has any anomalies or signatures, you will notice icons popping up in space, similar to the brackets of stations or stargates. These icons will not only mark the position of exploration sites but also indicate your progress of pinpointing them. Anomalies will always be at 100% signal strength right from the initial scan sweep, just like they do now. Signature results will only tell you the very rough area where they are located but will have 0% signal strength at the start, requiring you to further probe scan them down (see [[#Probe Scanning|Probe Scanning]]). You can also interact with those icons via a tooltip window that will pop up when you hover over them.


At any time you can hide the Discovery Scanner via the new radial menu for scanning (read more about this in section 9.).
At any time you can hide the Discovery Scanner via the new [[#User_Interface:_Radial_Menu|radial menu]].


===Probe Scanning===
===Probe Scanning===


Scanning is becoming a lot quicker and easier ([http://community.eveonline.com/news/dev-blogs/team-super-friends-do-odyssey/ Dev blog source]). Basically, the new discovery scanner will show you all signatures that are available in your current system, but only the very rough location and no signal strength whatsoever. To be able to interact with them you have then to, as you are used to, pinpoint these signatures down to 100% signal strength. This process, however, is changing in the following ways:
Scanning is becoming a lot quicker and easier ([https://www.eveonline.com/news/view/team-super-friends-do-odyssey Dev blog source]). Basically, the new discovery scanner will show you all signatures that are available in your current system, but only the very rough location and no signal strength whatsoever. To be able to interact with them you have then to, as you are used to, pinpoint these signatures down to 100% signal strength. This process, however, is changing in the following ways:


* When you use your launcher module, all probes loaded will get launchet at once.
* When you use your launcher module, all probes loaded will get launched at once.
* There are two new buttons in the scan window, which allow you to launch 8 probes at once in a formation.
* There are two new buttons in the scan window, which allow you to launch 8 probes at once in a formation.
** Spread formation: Probes are positioned in such a way that they cover the whole system.
** Spread formation: Probes are positioned in such a way that they cover the whole system.
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** Once you reach 100%, a warp to button will be displayed instead of the signal strength.
** Once you reach 100%, a warp to button will be displayed instead of the signal strength.
** The time an individual scan process takes will now be displayed by a glow that moves from left to right behind the scan results.
** The time an individual scan process takes will now be displayed by a glow that moves from left to right behind the scan results.
** At the bottom of the window you will see how many results you filtered out or have ignored, with a button to show those.
** At the bottom of the window, you will see how many results you filtered out or have ignored, with a button to show those.
* Probes now instantly recall on system jump or station dock.
* Probes now instantly recall on system jump or station dock.
** If probes were automatically recalled, the formation they were in before will be remembered when you deploy them again.
** If probes were automatically recalled, the formation they were in before will be remembered when you deploy them again.


[[File:Probeform_spread.jpg|200px|thumb|center|Probe Formation: Spread]]  ‎
[[File:Probeform_spread.jpg|200px|thumb|right|Probe Formation: Spread]]  ‎


[[File:Probeform_pin.jpg|200px|thumb|center|Probe Formation: Pinpoint]]
[[File:Probeform_pin.jpg|200px|thumb|right|Probe Formation: Pinpoint]]


[[File:Scanwin red.jpg|200px|thumb|center|Scan Window: Low Strength / While Scanning]]
[[File:Scanwin red.jpg|200px|thumb|right|Scan Window: Low Strength / While Scanning]]


[[File:scanwin_orange.jpg|200px|thumb|center|Scan Window: Medium Strength / Idle]]
[[File:scanwin_orange.jpg|200px|thumb|right|Scan Window: Medium Strength / Idle]]


===Signatures and Anomalies===
===Signatures and Anomalies===


Signatures and Anomlies are being renamed, to make it more clear what they are. Wormholes and combat sites will now allways show which group they are in, when you discover them (no more Unknown). Also, former Gravimetric and the currently static Ice Belts, will become cosmic anomalies and both be known as Ore Sites.
Signatures and Anomalies are being renamed, to make it more clear what they are. Wormholes and combat sites will now always show which group they are in when you discover them (no more Unknown). Also, former Gravimetric and the currently static Ice Belts will become cosmic anomalies and both be known as Ore Sites.
This is what the groups of possible hits will look like after the patch:
This is what the groups of possible hits will look like after the patch:


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There will no longer be any containers that require a salvager in relic sites. However, relic sites will still contain the same amount of salvaging material.
There will no longer be any containers that require a salvager in relic sites. However, relic sites will still contain the same amount of salvaging material.


Because players are no longer guaranteed to get all the of a profession container (see next section), loot drops have been increased.
Because players are [[##Exploration_Minigame_.2F_Hacking|no longer guaranteed to get all the loot]] from a profession container, loot drops have been increased.


New loot in Data and Relic Sites:
New loot in Data and Relic Sites:
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* BPCs for faction POS structures (extremely low drop rate)
* BPCs for faction POS structures (extremely low drop rate)


Also, as reported in [https://forums.eveonline.com/default.aspx?g=posts&t=237815 this thread], T3 cruisers are no longer allowed to enter 3/10 and 4/10 DED sites. This change is expected to go live with Odyssey, but has not been confirmed yet.
Also, as reported in [https://forums.eveonline.com/default.aspx?g=posts&t=237815 this thread], T3 cruisers are no longer allowed to enter 3/10 and 4/10 DED sites. This change is expected to go live with Odyssey but has not been confirmed yet.


===Exploration Minigame / Hacking===
===Exploration Minigame / Hacking===
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The way you run data and relic sites is much different from what you might be used to. I will go through this feature in the order of how you will actually interact with it once it's on Tranquility. Note, that the art for the profession containers also got an overhaul, which you can read more about in section 8.4.
The way you run data and relic sites is much different from what you might be used to. I will go through this feature in the order of how you will actually interact with it once it's on Tranquility. Note, that the art for the profession containers also got an overhaul, which you can read more about in section 8.4.


'''Step I: Arriving at the Site and Infiltrating Target System'''
====Arrival====
 
Once you have pinpointed the data or relic signature of your choice, you can warp to it. When you arrive, you will notice a varying number of profession containers on your overview. They use a white cross as their icon. Fly in range (within 2,500 m) and target one of the profession containers to be able to interact with it. Once you're in range you can use the appropriate analyzing module to start the actual minigame.
 
[[File:Hacking_overview.jpg|200px|thumb|right|Hacking overview]] 


Once you have pinpointed the data or relic signature of your choice, you can warp to it. When you arrive, you will notice a varying number of profession containers on your overview. They use a white cross as their icon. Fly in range (<2,500m) and target one of the profession containers to be able to interact with it. Once you're in range you can use the appropriate analyzing module to start the actual minigame.
====Hacking Window====


[[File:Hacking_overview.jpg|200px|thumb|center|Hacking overview]]
The main section of the window contains the system's nodes in a hexagonal lattice arranged into nodes, which you'll interact with during [[#Hacking Attempt|the hack attempt]].


'''Step II: Understanding the Hacking Window'''
You control a virus that attempts to conquer individual nodes. Your virus has both a ''coherence rating'' and a ''strength rating''. Indicators describing your current coherence and strength ratings are in the lower-left of the hacking window; coherence is a star icon and strength is a signal icon.


The main part contains the system's nodes, which you will work through in order to complete the Hacking process (explained in Step III). In the bottom left you will find information on your viruses coherence (marked with a star icon) and strength (marked with a signal icon). Coherence is what commonly would be referred to as HP, strength is damage. When your visuses coherence reaches 0 your hacking attempt will fail. You can influence your viruses coherence and strength in the following ways:
Your strength rating determines the damage you inflict on other modules or subsystems that you may attack during the game. Your coherence rating determines your ability to withstand damage; when it reaches zero, you have failed this hacking attempt.
 
Other modules that you attack during the course of a hacking attempt also have coherence and strength ratings that function similarly. The higher their coherence, the tougher they are to destroy; the higher their strength, the more rapidly they can reduce your own coherence rating if you fail to destroy them.
 
You can influence your virus coherence and strength in the following ways:


* the tech level of the analyzing module you are using
* the tech level of the analyzing module you are using
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** T1 Memetic Algorithm Bank and Small Emission Scope Sharpener rigs give a +10 bonus to virus coherence
** T1 Memetic Algorithm Bank and Small Emission Scope Sharpener rigs give a +10 bonus to virus coherence
** T2 Memetic Algorithm Bank and Small Emission Scope Sharpener rigs give a +20 bonus to virus coherence
** T2 Memetic Algorithm Bank and Small Emission Scope Sharpener rigs give a +20 bonus to virus coherence
* T1 scanfrigs have a bonus to virus strength of +5
* T1 scanning frigates have a bonus to virus strength of +5
* T2 cov ops frigs have a bonus to virus strength of +10
* T2 covert ops frigs have a bonus to virus strength of +10
* the skills Archaeology and Hacking give a +10 bonus to virus coherence per level to their relative analyzing module
* Archaeology skill gives a +10 bonus to virus coherence per level to Relic Analyzers
* Hacking skill gives a +10 bonus to virus coherence per level to Data Analyzers
* utility subsystems found within the minigame
* utility subsystems found within the minigame


In the bottom center you will find a number of utility slots. You can fit these slots with utility subsystems found within the minigame. These utilities will benefit you in various ways to help complete the hacking process. Currently, all analyzing modules in all tech variants have 3 of these utility slots. I don't know if there are ways to add more of them as of yet.
In the bottom center you will find a number of utility slots. You can fit these slots with utility subsystems found within the minigame. These utilities will benefit you in various ways to help complete the hacking process.


[[File:Hacking_window_start.jpg|200px|thumb|center|Hacking Window: Start]]
Currently, all analyzing modules in all tech variants have 3 utility slots.


[[File:Hacking_window_progress.jpg|200px|thumb|center|Hacking Window: Progress]]
There may be ways to add more slots, but this is currently unconfirmed.


'''Step III: How Hacking works'''
[[File:Hacking_window_start.jpg|200px|thumb|right|Hacking Window: Start]]


The goal of the game is to reach and breach a specific node, the system core, that is hidden somewhere in the system. To work your way to the system core, you have to travel through and explore at least a certain number of other nodes. You can explore (left click) nodes adjacent to the ones you have previously conquered.
[[File:Hacking_window_progress.jpg|200px|thumb|right|Hacking Window: Progress]]


Most of the nodes will turn out to be empty, and conquering them doesn't have anything special to them. However, there are a lot of special nodes. Here is a list of all that we know of so far:
====Hacking Attempt====


* Empty Node
You progress through the hacking grid by clicking on unconquered nodes one at a time.
** no specific purpose; simply allows you to move on to adjacent nodes
* System Core
** breaking this will result in completing the Hacking process
** has a coherence and strength value of its own
** left click to attack
** if your viruses strength matches or is higher than the system core's coherence, it will be destroyed
** if your viruses strength is lower than the dsystem core's coherence (per attack)
*** the system core's coherence is reduced by the amount of your viruses strength
*** your viruses coherence is reduced by the amount of the system core's strength
* Data Cache
** can contain a defensive or utility subsystem
** left click to reveal content
* Defensive Subsystem
** you can not explore nodes adjacent to a defensive subsystem until you breach it
** has a coherence and strength value of its own
** left click to attack
** if your viruses strength matches or is higher than the defensive subsystem's coherence, it will be destroyed and you conquer the node
** if your viruses strength is lower than the defensive subsystem's coherence (per attack)
*** the densive subsystem's coherence is reduced by the amount of your viruses strength
*** your viruses coherence is reduced by the amount of the defensive subsystem's strength
** there are a number of different defensive subsystems
*** Firewall: high coherence, low strength
*** Anti-Virus: low coherence, high strength
*** Virus Suppressor: while active, lowers your viruses strength
* Utility Subsystem
** left click to fit to utility slot (requires an empty one)
** can be used by left clicking them, once fitted (which will consume them)
** there are a number of different utility subsystems
*** Kernel Rot: halves the coherence of target defensive subsystem or system core
*** Secondary Vector: decreases coherence of target defensive subsystem or system core by a varying amount per charge; comes with 3 charges; first charge consumed on use; second and third charge consumed one each after any interaction with the system
*** Self Repair: increases virus coherence by a varying amount per charge; comes with 3 charges; first charge consumed on use; second and third charge consumed one each after any interaction with the system


'''Step IV: Collecting the Loot'''
You succeed in the hacking attempt when you uncover and conquer the hidden ''System Core'' node that is present somewhere in the hacking grid. Along the way you may encounter defenses; you fail if your coherence rating drops to zero or less.


Once you have completed the hacking process by breaking the system core, the window will close and the profession container will release a number of mini-containers, that will float away in different directions. These mini-containers will disappear after a short amount of time, and your goal is to collect as many of them as possible before they do so. To collect them, just left click the brackets in space and your ship will suck them in, which will take a couple of seconds. You can only collect one of them at a time. When your ship is free to start sucking a mini-container in, the brackets will be colored green. If you are already in the process of doing so, the target mini-container's bracket will be colored white, while all other will we yelllow to indicate your ship is busy at the moment. In any case, if you're too far (>3,500m - no typo, this one is higher than the normal interacting range) you can't loot them and their brackets will turn grey.
Most nodes will be empty and will do nothing. Other kinds of nodes help or hinder your progress, as noted below.
A small icon at the left side of your HUD will be displayed for every item you acquire this way.


Also, for every failed hacking attempt, the number of mini-containers a specific profession container will release will increase. The overall loot however will stay the same, thus making it harder for you to collect the same amount of items.
Some nodes have strength and coherence ratings that oppose your own. When you uncover these kinds of nodes, you can conquer or deactivate them by left-clicking them. If you attack these kinds of nodes, your strength rating is compared to the node's coherence rating. If it is equal or higher, you conquer the node. If it is lower, you reduce the coherence rating of the node by an amount equal to your strength, but your coherence rating is lowered by an amount equal to the node's strength.


[[File:Hacking_minicont.jpg|200px|thumb|center|Mini-Containers: Initial Release]]
====Hacking Node Types====


[[File:Hacking_minicont_busy.jpg|200px|thumb|center|Mini-Containers: Busy]]  
* '''Empty Node'''
** You can proceed to move on to adjacent nodes.
* '''System Core'''
** The goal of each hacking attempt.
** Conquer this node to complete the hack.
** Has coherence/strength rating.
** Left-click to attack.
* '''Data Cache'''
** Contains a Defensive Subsystem or Utility Subsystem.
** Left-click to reveal contents.
* '''Defensive Subsystem'''
** Blocks you from exploring adjacent nodes until conquered.
** Has coherence/strength rating.
** Left-click to attack.
** Flavors:
*** ''Firewall:'' high coherence, low strength
*** ''Anti-Virus:'' low coherence, high strength
*** ''Virus Suppressor:'' while active, lowers your viruses strength
* '''Utility Subsystem'''
** Left-click to add to an empty utility slot.
** Later, use the utility subsystem by left-clicking the appropriate utility slot, which consumes the subsystem.
** Flavors:
*** ''Kernel Rot:'' Reduces target's coherence by 50%.
*** ''Secondary Vector:'' Reduces target's coherence by variable amount. Three charges. The first charge is consumed immediately after use, and subsequent charges are consumed after each interaction with the system.
*** ''Self Repair:'' Increases your virus coherence by a variable amount. Three charges. The first charge is consumed immediately after use, and subsequent charges are consumed after each interaction with the system.
 
====Loot Collection====
 
[[File:Hacking_minicont.jpg|200px|thumb|right|Materials Containers: Ejection]]
 
[[File:Hacking_minicont_busy.jpg|200px|thumb|right|Materials Containers: Busy]]  
[[File:Hacking_minicont_retrieved.jpg|200px|thumb|center|Mini-Containers: Loot Notice]]
[[File:Hacking_minicont_retrieved.jpg|200px|thumb|right|As you pick up materials containers, you'll see an indicator on your HUD letting you know how many you've collected so far.]]
 
Once you have completed the hacking process by breaking the system core, the window will close and the profession container will eject a number of ''materials containers'' that will float away in different directions.
 
* Material containers disappear after a short time.
* Your goal is to collect as many of them as possible before they do so.
* You can only scoop one container at a time.
* You must be within 3,500 m to scoop a materials container.
* To scoop a materials container:
** Left click the brackets in space of the container you'd like to scoop, and your ship will scoop it.
** This takes a few seconds.
* A small icon at the left side of your HUD will be displayed for each materials container you scoop.
 
The brackets on each materials container let you know its status.
 
* Green brackets: Your ship can start scooping the next container.
* White brackets: Your ship is currently scooping this container.
* Yellow brackets: Your ship is currently scooping another container.
* Gray brackets: Your ship is too far away to scoop this container.
 
Also, for every failed hacking attempt, the number of materials containers a specific profession container will release will increase. However, the overall loot will stay the same, thus making it harder for you to collect the same amount of items.


[http://youtu.be/gNbGU07GgOo?t=6m22s YouTube video of hacking example]
[https://youtu.be/gNbGU07GgOo?t=6m22s YouTube video of hacking example]


===Decryptors===
===Decryptors===


Decryptors, which you can find through exploration and are used for invention, will be reorganized quite a bit. They will now be put in their own market groups (Amarr, Caldari, Gallente and Minmatar Decryptors), be renamed and also get some additions.
Decryptors, which you can find through exploration and are used for invention, will be reorganized quite a bit. They will now be put in their own market groups (Amarr, Caldari, Gallente, and Minmatar Decryptors), be renamed, and also get some additions.


Below is a full list of how the decryptors look like after the patch, with changes highlighted.
Below is a full list of how the decryptors look like after the patch, with changes highlighted.
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'''Caldari Decryptors'''
'''Caldari Decryptors'''


* Esoteric Accelerant (renamed from Prototype Diagram): Probability +20% / Max. Run +1 / ME +2 / PE +5
* Esoteric Accelerant (renamed from Compact Diagram): Probability +20% / Max. Run +1 / ME +2 / PE +5
* Esoteric Attainment (renamed from Installation Guide): Probability +80% / Max. Run +4 / ME -1 / PE +2
* Esoteric Attainment (renamed from Installation Guide): Probability +80% / Max. Run +4 / ME -1 / PE +2
* Esoteric Augmentation (renamed from Interface Alignement Chart): Probability -40% / Max. Run +9 / ME -2 / PE +1
* Esoteric Augmentation (renamed from Interface Alignement Chart): Probability -40% / Max. Run +9 / ME -2 / PE +1
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The theme of this feature are the pirate factions, also looking into clone mercenary technology, with the space police will rewarding you for interrupting their business.
The theme of this feature are the pirate factions, also looking into clone mercenary technology, with the space police will rewarding you for interrupting their business.


There's also a [http://community.eveonline.com/news/dev-blogs/wanttotrade-tags-for-security-status/ dev blog] on this topic.
There's also a [https://www.eveonline.com/news/view/wanttotrade-tags-for-security-status dev blog] on this topic.


===New Pirate NPCs===
===New Pirate NPCs===


Each of the five pirate factions that populate low sec areas (Angels, Blood Raiders, Guristas, Sanshas and Serpentis) will get 4 new NPCs: the Clone Soldier Trainer, Clone Soldier Recruiter, Clone Soldier Transporter and Clone Soldier Negotiator.
Each of the five pirate factions that populate low sec areas (Angels, Blood Raiders, Guristas, Sanshas, and Serpentis) will get 4 new NPCs: the Clone Soldier Trainer, Clone Soldier Recruiter, Clone Soldier Transporter, and Clone Soldier Negotiator.
These guys will vary in difficulty and rarity and can only be found in asteroid belts in low sec space. They will be more common than officer or faction spawns but less common than normal rats. Also, they will be slightly tougher to fight than your average pirate NPC, for example using warp scramblers.
These guys will vary in difficulty and rarity and can only be found in asteroid belts in low sec space. They will be more common than officer or faction spawns but less common than normal rats. Also, they will be slightly tougher to fight than your average pirate NPC, for example using warp scramblers.


Each of these NPCs will allways drop one of the new tags.
Each of these NPCs will always drop one of the new tags.


===New Pirate Tags===
===New Pirate Tags===


There will be four new tags, one for each of the new NPC types: the Clone Soldier Trainer Tag, Clone Soldier Recruiter Tag, Clone Soldier Transporter Tag and Clone Soldier Negotiator Tag. These tags can be freely traded on the market.
There will be four new tags, one for each of the new NPC types: the Clone Soldier Trainer Tag, Clone Soldier Recruiter Tag, Clone Soldier Transporter Tag, and Clone Soldier Negotiator Tag. These tags can be freely traded on the market.


You can use these tags to increase your security status.
You can use these tags to increase your security status.
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===New Station Service===
===New Station Service===


There will be a new station service, unique to DED and CONCORD stations in low sec - the security office. There are 45 of these stations and you can highlight them on your ingame starmap (World Map Control -> Star Map -> Stars -> Services -> Security Offices). Using this service will prompt you with a new window. In this window you can drag a slider across a security status bar from -10 to 0. The tags and ISK (there will be an additional ISK fee) cost will adjust according to your current status and the status you dragged the slider to. If you have the required items you can then press the "Exchange Tags" button and your sec status will get updated.
There will be a new station service, unique to DED and CONCORD stations in low sec - the security office. There are 45 of these stations and you can highlight them on your ingame starmap (World Map Control -> Star Map -> Stars -> Services -> Security Offices). Using this service will prompt you with a new window. In this window, you can drag a slider across a security status bar from -10 to 0. The tags and ISK (there will be an additional ISK fee) cost will adjust according to your current status and the status you dragged the slider to. If you have the required items you can then press the "Exchange Tags" button and your sec status will get updated.


[[File:Security_office.jpg|200px|thumb|center|Security Office]]
[[File:Security_office.jpg|200px|thumb|right|Security Office]]


As you can see from the screenshot above, each tag type can only be used in a specific band of sec status. Each tag gives a bonus of 0.5 sec status and they are distributed like this:
As you can see from the screenshot above, each tag type can only be used in a specific band of sec status. Each tag gives a bonus of 0.5 sec status and they are distributed like this:
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* Each character gets a new Security Status attribute in the database.
* Each character gets a new Security Status attribute in the database.
* The (unmodified) CONCORD->character standing is copied in to the new Security Status attribute.
* The (unmodified) CONCORD-> character standing is copied into the new Security Status attribute.
* All CONCORD->character standings will be wiped.
* All CONCORD->character standings will be wiped.


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==Resource Rebalancing==
==Resource Rebalancing==


In an effort to balance resource distribution across the universe and make it worthwile in every part of space for pilots to participate in resource gathering professions, Odyssey will bring huge changes to how the base materials of all things in New Eden are to be found and also how important to the manufacturing industry they are. This will affect basically all parts of mining / harvesting, with the exception of gas.  
In an effort to balance resource distribution across the universe and make it worthwhile in every part of space for pilots to participate in resource gathering professions, Odyssey will bring huge changes to how the base materials of all things in New Eden are to be found and also how important to the manufacturing industry they are. This will affect basically all parts of mining / harvesting, with the exception of gas.  


In addition, Outposts will see huge buffs on the industry side of things and nullsec anomalies will get tweaked slightly.
In addition, Outposts will see huge buffs on the industry side of things and nullsec anomalies will get tweaked slightly.


There are two dev blogs on this topic, which you can read [http://community.eveonline.com/news/dev-blogs/resource-shakeup-blog here] and [http://community.eveonline.com/news/dev-blogs/resource-companion-blog here].
There are two dev blogs on this topic, which you can read [https://www.eveonline.com/news/view/resource-shakeup-blog here] and [https://www.eveonline.com/news/view/resource-companion-blog here].


===Moon Mining / T2 Production===
===Moon Mining / T2 Production===


T2 Production will be expanded with two new intermediate materials, four new composites and adjustments to the composition of Microprocessors, Capacitor Units and Reactors. This will make R64 minerals much more important (which is one of the goals). Because of that, 227 existing moons of low and nullsec will be newly seeded with certain types of those minerals. Also, the time required to complete a moon scan will be reduced.
T2 Production will be expanded with two new intermediate materials, four new composites, and adjustments to the composition of Microprocessors, Capacitor Units, and Reactors. This will make R64 minerals much more important (which is one of the goals). Because of that, 227 existing moons of low and nullsec will be newly seeded with certain types of those minerals. Also, the time required to complete a moon scan will be reduced.


Here are the details:
Here are the details:
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** All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates
** All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates


All T1 and faction items that currently require T2 composites and construction components to build, will no longer do so after the patch. ([https://forums.eveonline.com/default.aspx?g=posts&t=238311&find=unread Source])
All T1 and faction items that currently require T2 composites and construction components to build will no longer do so after the patch. ([https://forums.eveonline.com/default.aspx?g=posts&t=238311&find=unread Source])


* This affects many Faction Modules that have had the T2 materials and skills removed from the blueprint requirements.
* This affects many Faction Modules that have had the T2 materials and skills removed from the blueprint requirements.
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** All T1 gang links
** All T1 gang links
** Command processors
** Command processors
** Prototype cloaking devices
** Compact cloaking devices
** Warp disrupt probes
** Warp disrupt probes


These T1 blueprints have had their composite requirements replaced mainly with planetary interaction products, and in the case of the Warp disrupt probes, more Stront.
These T1 blueprints have had their composite requirements replaced mainly with planetary industry products, and in the case of the Warp disrupt probes, more Stront.


===Ore Mining===
===Ore Mining===
 
{{note box|As of July 2015, there have been significant additional rebalancings to refining/reprocessing. While this information was correct for this update, it is no longer authoritative.}}
Mineral composition of ores will be changed, so that the rewards will be more fitting to the higher risk of mining in more dangerous space. Also, null sec ores will contain much more low end minerals to help reduce the reliance on imports.
The mineral composition of ores will be changed so that the rewards will be more fitting to the higher risk of mining in a more dangerous space. Also, null sec ores will contain much more low end minerals to help reduce the reliance on imports.


Here are the details:
Here are the details:
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* Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine
* Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine
* Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte
* Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte


''Note: The following change has been pushed back to a later point release. ([https://forums.eveonline.com/default.aspx?g=posts&m=3094502#post3094502 Source]): There will be new rewards for fully upgrading system's Ore Prospecting Array, adding new variations of the Extra Large and Giant Asteroid Clusters, that can be found in the best quality systems (truesec). These will contain +5% and +10% versions of ore.''
''Note: The following change has been pushed back to a later point release. ([https://forums.eveonline.com/default.aspx?g=posts&m=3094502#post3094502 Source]): There will be new rewards for fully upgrading system's Ore Prospecting Array, adding new variations of the Extra Large and Giant Asteroid Clusters, that can be found in the best quality systems (truesec). These will contain +5% and +10% versions of ore.''
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===Ice Harvesting===
===Ice Harvesting===


Ice Harvesting will be made a bit more lucrative and dynamic. Ice Belts will become cosmic anomlies, that respawn allways in the same system four hours after they have been completed. These anomalies will be located in the same solar systems they are currently in, with the exception of some Clear Icicle belts.
Ice Harvesting will be made a bit more lucrative and dynamic. Ice Belts will become cosmic anomalies, that respawn always in the same system four hours after they have been completed. These anomalies will be located in the same solar systems they are currently in, with the exception of some Clear Icicle belts.


Here is a list of the high sec systems that will continue to spawn ice belts with Clear Icicle: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh
Here is a list of the high sec systems that will continue to spawn ice belts with Clear Icicle: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh


All null, low and high sec systems located in Caldari, Gallente or Minmatar space, that currently contain ice belts, will spawn ice belt anomalies after the patch. Systems that currently have multiple ice belts are likely to also spawn multiple ice belt anomalies in the future.
All null, low, and high sec systems located in Caldari, Gallente or Minmatar space, that currently contain ice belts, will spawn ice belt anomalies after the patch. Systems that currently have multiple ice belts are likely to also spawn multiple ice belt anomalies in the future.


The amount of ice found in these sites will be tuned so that in the future only 80% of the market demand can be provided through high sec.
The amount of ice found in these sites will be tuned so that in the future only 80% of the market demand can be provided through high sec.
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==POS Management Improvements==
==POS Management Improvements==


Player Owned Structures (POSes) will get some love in Odyssey. These are all changes that should help managing the every day life of POS operators and especially enhance the experience of players and corporations living in wormhole space. Please note that the following list of changes has not been 100% confirmed to be shipped on June 4th. Due to technical difficulties the ancient underlying code provides, some of them might have to be pushed back to a later patch.
Player Owned Structures (POSes) will get some love in Odyssey. These are all changes that should help manage the everyday life of POS operators and especially enhance the experience of players and corporations living in wormhole space. Please note that the following list of changes has not been 100% confirmed to be shipped on June 4th. Due to technical difficulties the ancient underlying code provides, some of them might have to be pushed back to a later patch.


Here is what will be added:
Here is what will be added:
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** normal members will only see their own items
** normal members will only see their own items
** directors can see each member's items but can't take or add to them
** directors can see each member's items but can't take or add to them
** no limit in number of characters
** no limit on the number of characters
** each character's storage limited to 10k - 40k m³ (yet to be decided)
** each character's storage is limited to 10k - 40k m³ (yet to be decided)
** if a member leaves, the according items can not be accessed until they rejoin
** if a member leaves, the according to items can not be accessed until they rejoin
** if destroyed, drops some of the items
** if destroyed, drops some of the items
** if unanchored, all items are destroyed
** if unanchored, all items are destroyed
Line 454: Line 478:
* removing sov requirement from capital ship maintenance arrays
* removing sov requirement from capital ship maintenance arrays


If you want to know more about these changes, head over to [http://community.eveonline.com/news/dev-blogs/odyssey-summer-expansion-starbase-iterations/ the dev blog].
If you want to know more about these changes, head over to [https://www.eveonline.com/news/view/odyssey-summer-expansion-starbase-iterations the dev blog].


==Ship Rebalancing / New Ships==
==Ship Rebalancing / New Ships==
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'''T1 Battleships - Amarr''' ([https://forums.eveonline.com/default.aspx?g=posts&t=231750&find=unread Source])
'''T1 Battleships - Amarr''' ([https://forums.eveonline.com/default.aspx?g=posts&t=231750&find=unread Source])
Please note that the following changes go hand in hand with tweaks to Large Energy Turrets, which you can read more about in section 6.1.
Please note that the following changes go hand in hand with tweaks to Large Energy Turrets, which you can read more about under the [[#Weapon_Modules|Weapon Modules]] changes.
* The Abaddon stays basically the same, with the exception of a tweak to its resistance bonus, which you can read more about in section 5.9.
* The Abaddon stays basically the same, with the exception of a tweak to its resistance bonus, which you can read more about in section 5.9.
* The Apocalypse trades its cap bonus for a tracking one along with slight buffs to fitting, defense, mobility, targeting and sig radius and a nerf to drone bandwidth. While the ship loses some capacitor amount, it will recharge faster now. Also, note that the Apocalypse ship model is being overhauled, which you can read more about in section 8.5.
* The Apocalypse trades its cap bonus for a tracking one along with slight buffs to fitting, defense, mobility, targeting, and sig radius and a nerf to drone bandwidth. While the ship loses some capacitor amount, it will recharge faster now. Also, note that the Apocalypse ship model is being overhauled, which you can read more about in section 8.5.
* The Armageddon is completely being reworked as a drone boat with bonuses to drone damage and hitpoints, as well as neut range. With 5 turret and 5 launcher hardpoints, the available 7 high slots can be used very flexible. The ship's fitting slightly moves focus towards CPU, recieves significant buffs to defense, capacitor, of course drone bay and sensor strength while losing some of its mobility and suffering from increased sig radius.
* The Armageddon is completely being reworked as a drone boat with bonuses to drone damage and hitpoints, as well as neut range. With 5 turret and 5 launcher hardpoints, the available 7 high slots can be used very flexibly. The ship's fitting slightly moves focus towards CPU, receives significant buffs to defense, capacitor, of course, drone bay, and sensor strength while losing some of its mobility and suffering from increased sig radius.


Here are the changes in detail:
Here are the changes in detail:
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'''T1 Battleships - Caldari''' ([https://forums.eveonline.com/default.aspx?g=posts&t=223608&find=unread Source])
'''T1 Battleships - Caldari''' ([https://forums.eveonline.com/default.aspx?g=posts&t=223608&find=unread Source])
Please note that the following changes go hand in hand with tweaks to Cruise Missiles, which you can read more about in section 6.1.
Please note that the following changes go hand in hand with tweaks to Cruise Missiles, which you can read more about under the [[#Weapon_Modules|Weapon Modules]] changes.
* The Raven loses a utility high slot for an extra mid, trading minor buffs to fitting, capacitor, mobility and sig radius with slight nerfs to defense and drone bandwidth, pushing it more into the attack role.
 
* The Raven loses a utility high slot for an extra mid, trading minor buffs to fitting, capacitor, mobility, and sig radius with slight nerfs to defense and drone bandwidth, pushing it more into the attack role.
* The Rokh stays basically the same, with the exception of a tweak to its resistance bonus, which you can read more about in section 5.9.
* The Rokh stays basically the same, with the exception of a tweak to its resistance bonus, which you can read more about in section 5.9.
* The Scorpion trades a high slot for a low and gets some increased defense and capacitor.
* The Scorpion trades a high slot for a low and gets some increased defense and capacitor.
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'''T1 Battleships - Gallente''' ([https://forums.eveonline.com/default.aspx?g=posts&t=223610&find=unread Source])
'''T1 Battleships - Gallente''' ([https://forums.eveonline.com/default.aspx?g=posts&t=223610&find=unread Source])
* The Dominix forfeits its split weapon type oriented bonuses to become a full focused drone boat, trading the hybrid damage for a drone tracking bonus. It also gets slithly more powegrid, significantly more defense and capacitor while on the other hand suffering from increased mass and sig radius.
* The Dominix forfeits its split weapon type oriented bonuses to become a full focused drone boat, trading the hybrid damage for a drone tracking bonus. It also gets slightly more powegrid, significantly more defense and capacitor while on the other hand suffering from increased mass and sig radius.
* While the Hyperion now only can fit 6 turrets the ships damage bonus is getting doubled. Also, because the ship only loses one high it practically gains a utility slot, along with an additional low. A minor buff to powergrid is accompanied by significant buff to drone bandwidth and bay, now allowing for a full flight of heavy or sentry drones.
* While the Hyperion now only can fit 6 turrets the ship's damage bonus is getting doubled. Also, because the ship only loses one high it practically gains a utility slot, along with an additional low. A minor buff to powergrid is accompanied by a significant buff to drone bandwidth and bay, now allowing for a full flight of heavy or sentry drones.
* The Megathron trades the hybrid damage bonus for rate of fire, losing a utility high in exchange for a low slot and is getting rid of its launcher hardpoints. These changes come together with minor buffs to CPU, shield, capacitor, mobility, sig radius and slight nerfs to armor as well as drone bandwidth and bay.
* The Megathron trades the hybrid damage bonus for rate of fire, losing a utility high in exchange for a low slot, and is getting rid of its launcher hardpoints. These changes come together with minor buffs to CPU, shield, capacitor, mobility, sig radius and slight nerfs to armor as well as drone bandwidth and bay.


Here are the changes in detail:
Here are the changes in detail:
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'''T1 Battleships - Minmatar''' ([https://forums.eveonline.com/default.aspx?g=posts&t=223610&find=unread Source])
'''T1 Battleships - Minmatar''' ([https://forums.eveonline.com/default.aspx?g=posts&t=223610&find=unread Source])
* The Maelstrom stays exactly the same.
* The Maelstrom stays exactly the same.
* The Tempest recieves slight buffs to powergrid, armor, hull, capacitor, mobility, targeting and sensor strength, while losing a little bit of shield and having increased sig radius.
* The Tempest receives slight buffs to powergrid, armor, hull, capacitor, mobility, targeting, and sensor strength while losing a little bit of shield and having increased sig radius.
* The Typhoon gets reworked into a missile boat, trading the projectile rate of fire bonus for missile explosion velocity. It gains a mid slot as well as one turret and launcher hardpoint each, while losing a high. Slight buffs to CPU, shield, armor, capacitor, mobility, targeting and sensor strength go hand in hand slight nerfs to hull and sig radius as well as a significant cut in drone bandwidth and bay.
* The Typhoon gets reworked into a missile boat, trading the projectile rate of fire bonus for missile explosion velocity. It gains a mid slot as well as one turret and launcher hardpoint each while losing a high. Slight buffs to CPU, shield, armor, capacitor, mobility, targeting and sensor strength go hand in hand with slight nerfs to hull and sig radius as well as a significant cut in drone bandwidth and bay.


Here are the changes in detail:
Here are the changes in detail:
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'''Navy Battleships - Amarr''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
'''Navy Battleships - Amarr''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
Please note that the following changes go hand in hand with tweaks to Large Energy Turrets, which you can read more about in section 6.1.
Please note that the following changes go hand in hand with tweaks to Large Energy Turrets, which you can read more about under the [[#Weapon_Modules|Weapon Modules]] changes.
* The Apocalypse Navy Issue, according to its T1 counterpart, trades the cap bonus for tracking speed. The ship is getting rid of the unused launcher hardpoints, recieves slight buffs to powergrid, hull and sig radius, significantly enhanced mobility and targeting as well as a nerf to shield, armor and capacitor. Also, note that the Apocalypse Navy Issue ship model is being overhauled, which you can read more about in section 8.5.
* The Apocalypse Navy Issue, according to its T1 counterpart, trades the cap bonus for tracking speed. The ship is getting rid of the unused launcher hardpoints, receives slight buffs to powergrid, hull, and sig radius, significantly enhanced mobility and targeting as well as a nerf to shield, armor and capacitor. Also, note that the Apocalypse Navy Issue ship model is being overhauled, which you can read more about in section 8.5.
* The Armageddon Navy Issue in contrary will not follow the T1 Armageddon redesign and stay the lase brawler it is. However, the ship's general attributes will shift in the same direction, recieving buffs to fitting, defense, capacitor, drone bay, targeting and sensor strength while having its sig radius increased.
* The Armageddon Navy Issue on the contrary will not follow the T1 Armageddon redesign and stay the lase brawler it is. However, the ship's general attributes will shift in the same direction, receiving buffs to fitting, defense, capacitor, drone bay, targeting, and sensor strength while having its sig radius increased.


Here are the changes in detail:
Here are the changes in detail:
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'''Navy Battleships - Caldari''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
'''Navy Battleships - Caldari''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
Please note that the following changes go hand in hand with tweaks to Cruise Missiles, which you can read more about in section 6.1.
Please note that the following changes go hand in hand with tweaks to Cruise Missiles, which you can read more about under the [[#Weapon_Modules|Weapon Modules]] changes.
* The Raven Navy Issue trades its rate of fire bonus for explosion radius and gets an additional launcher hardpoint to make up for that. It receives an extra mid slot, enhanced fitting, capacitor, mobility, sensor strength and sig radius while only losing a tiny bit of targeting capability.
* The Raven Navy Issue trades its rate of fire bonus for explosion radius and gets an additional launcher hardpoint to make up for that. It receives an extra mid slot, enhanced fitting, capacitor, mobility, sensor strength, and sig radius while only losing a tiny bit of targeting capability.
* The Scorpion Navy Issue gets its resistance bonus tweaked, which you can read more about in section 5.9. The ship gains a low slot as well as minor buffs to powergrid, defense, capacitor, mobility and increased sig radius.
* The Scorpion Navy Issue gets its resistance bonus tweaked, which you can read more about in section 5.9. The ship gains a low slot as well as minor buffs to powergrid, defense, capacitor, mobility, and increased sig radius.


Here are the changes in detail:
Here are the changes in detail:
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'''Navy Battleships - Gallente''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
'''Navy Battleships - Gallente''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
* The Megathron Navy Issue generally follows the rebalancing philosophy of its T1 counterpart, also trading the damage bonus for rate of fire. One launcher hardpoint is getting cut, CPU, capacitor, mobility and sig radius are getting slightly buffed. Defense and sensor strength are both getting slightly nerfed.
* The Megathron Navy Issue generally follows the rebalancing philosophy of its T1 counterpart, also trading the damage bonus for rate of fire. One launcher hardpoint is getting cut, and CPU, capacitor, mobility, and sig radius are getting slightly buffed. Defense and sensor strength are both getting slightly nerfed.
* The Dominix Navy Issue, in contrary to the T1 Dominix, sticks to its split weapon bonuses. They share the general idea behind the rest of the changes though, resulting in slight buffs powergrid, capacitor, mobility and a significant buff to defense. Also, the ship will suffer from a slightly higher sig radius.
* The Dominix Navy Issue, contrary to the T1 Dominix, sticks to its split weapon bonuses. They share the general idea behind the rest of the changes though, resulting in slight buffs powergrid, capacitor, mobility, and a significant buff to defense. Also, the ship will suffer from a slightly higher sig radius.


Here are the changes in detail:
Here are the changes in detail:
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'''Navy Battleships - Minmatar''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
'''Navy Battleships - Minmatar''' ([https://forums.eveonline.com/default.aspx?g=posts&t=235324&find=unread Source])
* The Tempest Fleet Issue recieves minor buffs to fitting, shield, armor, capacitor, sensor strength and a highly increased targeting range. However, it loses hull, mobility and has slightly higher sig radius.
* The Tempest Fleet Issue receives minor buffs to fitting, shield, armor, capacitor, sensor strength, and a highly increased targeting range. However, it loses hull, mobility and has a slightly higher sig radius.
* The Typhoon Fleet Issue retains and even recieves buffs to its flexibility with the split weapon bonuses, trading the missile rate of fire bonus with damage, though. It will get one more mid instead at the cost of a low slot and also get one additional turret and launcher hardpoint each. The ship recieves slight buffs to shield, capacitor, mobility, targeting and sensor strength while powergrid, armor and hull are being slightly lowered.
* The Typhoon Fleet Issue retains and even receives buffs to its flexibility with the split weapon bonuses, trading the missile rate of fire bonus with damage, though. It will get one more mid instead at the cost of a low slot and also get one additional turret and launcher hardpoint each. The ship receives slight buffs to shield, capacitor, mobility, targeting, and sensor strength while powergrid, armor, and hull are being slightly lowered.


Here are the changes in detail:
Here are the changes in detail:
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===T1 Battlecruisers===
===T1 Battlecruisers===
Attack battlecruisers are recieving some tweaks to further bring them in line with ship progression. All four ships will have their mobility, targeting and signature radius slightly nerfed. ([https://forums.eveonline.com/default.aspx?g=posts&t=219864&find=unread Source])
Attack battlecruisers are receiving some tweaks to further bring them in line with ship progression. All four ships will have their mobility, targeting, and signature radius slightly nerfed. ([https://forums.eveonline.com/default.aspx?g=posts&t=219864&find=unread Source])


Here are the details:
Here are the details:
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===Navy Battlecruisers===
===Navy Battlecruisers===


Odyssey is introducing a navy variant of each of the four races combat battlecruiser: the Harbinger Navy Issue, Drake Navy Issue, Brutix Navy Issue and Hurricane Fleet Issue. The skill requirements will match the overhauled skill requirements of T1 battlecruisers, which you can read more about in section 7. The only exeption is that you will need the racial battlecruiser skill at level 2 ([https://forums.eveonline.com/default.aspx?g=posts&m=3099800#post3099800 Source]).
Odyssey is introducing a navy variant of each of the four races' combat battlecruiser: the Harbinger Navy Issue, Drake Navy Issue, Brutix Navy Issue, and Hurricane Fleet Issue. The skill requirements will match the overhauled skill requirements of T1 battlecruisers, which you can read more about in section 7. The only exception is that you will need the racial battlecruiser skill at level 2 ([https://forums.eveonline.com/default.aspx?g=posts&m=3099800#post3099800 Source]).


This section has been updated (and thus might differ slighty from the original forum posts), according to [https://forums.eveonline.com/default.aspx?g=posts&m=3094690#post3094690 CCP Ytterbium's post here].
This section has been updated (and thus might differ slightly from the original forum posts), according to [https://forums.eveonline.com/default.aspx?g=posts&m=3094690#post3094690 CCP Ytterbium's post here].


Here are the individual ship's bonuses and attributes ([https://forums.eveonline.com/default.aspx?g=posts&t=224248&find=unread Source]):
Here are the individual ship's bonuses and attributes ([https://forums.eveonline.com/default.aspx?g=posts&t=224248&find=unread Source]):


[[File:Navy_harbinger.jpg|200px|thumb|center|Harbinger Navy Issue]]  
[[File:Navy_harbinger.jpg|200px|thumb|right|Harbinger Navy Issue]]  


* Harbinger Navy Issue
* Harbinger Navy Issue
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** Signature Radius: 270
** Signature Radius: 270


[[File:Navy_drake.jpg|200px|thumb|center|Drake Navy Issue]]     
[[File:Navy_drake.jpg|200px|thumb|right|Drake Navy Issue]]     


* Drake Navy Issue
* Drake Navy Issue
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** Signature Radius: 295
** Signature Radius: 295


[[File:Navy_brutix.jpg|200px|thumb|center|Brutix Navy Issue]]   
[[File:Navy_brutix.jpg|200px|thumb|right|Brutix Navy Issue]]   


* Brutix Navy Issue
* Brutix Navy Issue
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** Signature Radius: 305
** Signature Radius: 305


[[File:Navy_hurricane.jpg|200px|thumb|center|Hurricane Fleet Issue]]  
[[File:Navy_hurricane.jpg|200px|thumb|right|Hurricane Fleet Issue]]  


* Hurricane Fleet Issue
* Hurricane Fleet Issue
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** Signature Radius: 250
** Signature Radius: 250


These new navy battlecruisers can be acquired either through direct purchase or the according blueprint, available in LP stores of Factional Warfare as well as regular NPC corporations. ([https://forums.eveonline.com/default.aspx?g=posts&m=3094690#post3094690 Source])
These new navy battlecruisers can be acquired either through direct purchase or the according blueprint, available in LP stores of Factional Warfare as well as regular NPC corporations. ([https://forums.eveonline.com/default.aspx?g=posts&m=3094690#post3094690 Source]) Here are the details on pricing:
 
* Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
Here are the details on pricing:
* Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips
** Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
* Faction Warfare Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC
** Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips
* Faction Warfare Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips
** Faction Warfare Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC
** Faction Warfare Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips


===T1 Cruisers===
===T1 Cruisers===
As an iteration on recent rebalancing changes of T1 cruisers, in Odyssey there will be some tweaks to this ship class. The support cruisers Augoror, Osprey, Exequror and Scythe will recieve nerfs to their electronics to make them more vulnarable to electronic warfare and further distinguish them from their T2 counterparts. The Omen and Stabber will get buffed. ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
As an iteration on recent rebalancing changes of T1 cruisers, in Odyssey, there will be some tweaks to this ship class. The support cruisers Augoror, Osprey, Exequror, and Scythe will receive nerfs to their electronics to make them more vulnarable to electronic warfare and further distinguish them from their T2 counterparts. The Omen and Stabber will get buffed. ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])


Here are the details:
Here are the details:
Line 829: Line 852:


'''Navy Cruisers - Amarr''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
'''Navy Cruisers - Amarr''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
* The Augoror Navy Issue trades its cap bonus for significant damage, to make up for these changes however loses 2 turret hardpoints. It receives a buff to fitting, armor, hull, shield recharge time, capacitor, mobility, number of max targets, sensor strength, sig radius and cargo. It loses some shield and scan resolution.
* The Augoror Navy Issue trades its cap bonus for significant damage, to make up for these changes however loses 2 turret hardpoints. It receives a buff to fitting, armor, hull, shield recharge time, capacitor, mobility, number of max targets, sensor strength, sig radius, and cargo. It loses some shield and scan resolution.
* The Omen Navy Issue trades its cap bonus for damage and the rate of fire bonus for optimal range. It loses one high slot, one turret hardpoint, defense and getting cut on the number of max targets. The ship is getting slightly buffed on powergrid, shield recharge time, mobility, drone bandwidth and bay (now allowing for a full flight of medium drones), targeting range, scan resolution, sensor strength, sig radius and cargo. While the ships capacitor amount slighty increases, it will take longer to recharge.
* The Omen Navy Issue trades its cap bonus for damage and the rate of fire bonus for optimal range. It loses one high slot, one turret hardpoint, and defense and gets cut on the number of max targets. The ship is getting slightly buffed on powergrid, shield recharge time, mobility, drone bandwidth and bay (now allowing for a full flight of medium drones), targeting range, scan resolution, sensor strength, sig radius, and cargo. While the ships capacitor amount slightly increases, it will take longer to recharge.


Here are the changes in detail:
Here are the changes in detail:
Line 862: Line 885:


'''Navy Cruisers - Caldari''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
'''Navy Cruisers - Caldari''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
* The Caracal Navy Issue trades its bonus to kinetic missile damage for launcher rate of fire and the missile velocity bonus for missile explosion radius. Fitting, shield, shield recharge time, capacitor, scan resolution, sensor strength, sig radius and cargo are getting buffed, while the ship loses its turret hardpoints, some hull as well as all drone bandwidth and bay. While the ship is getting significantly faster, it's also getting slightly less agile.
* The Caracal Navy Issue trades its bonus to kinetic missile damage for launcher rate of fire and the missile velocity bonus for missile explosion radius. Fitting, shield, shield recharge time, capacitor, scan resolution, sensor strength, sig radius, and cargo are getting buffed, while the ship loses its turret hardpoints, some hull as well as all drone bandwidth and bay. While the ship is getting significantly faster, it's also getting slightly less agile.
* The Osprey Navy Issue trades its bonus to launcher rate of fire for missile damage, with an emphasis on kintetic missiles, and the missile velocity bonus now also applies to light missiles. It gains one high, medium and low slot each, getting buffed on fitting, defense, capacitor, targeting and sensor strength. Shield recharge time, mobility, sig radius, and cargo are getting a minor nerf, though.
* The Osprey Navy Issue trades its bonus to launcher rate of fire for missile damage, with an emphasis on kinetic missiles, and the missile velocity bonus now also applies to light missiles. It gains one high, medium, and low slot each, getting buffed on fitting, defense, capacitor, targeting, and sensor strength. Shield recharge time, mobility, sig radius, and cargo are getting a minor nerf, though.


Here are the changes in detail:
Here are the changes in detail:
Line 895: Line 918:


'''Navy Cruisers - Gallente''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
'''Navy Cruisers - Gallente''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
* The Exequror Navy Issue recieves one high, mid and low slot each as well as an additional turret hardpoint. The ship's fitting, defense, shield recharge time, capacitor, mobility, drone bandwidth and bay (now allowing for a full flight of light drones), targeting, sensor strength and cargo are getting buffed. The only negative aspect is a very minor increase of sig radius.
* The Exequror Navy Issue receives one high, mid and low slot each as well as an additional turret hardpoint. The ship's fitting, defense, shield recharge time, capacitor, mobility, drone bandwidth and bay (now allowing for a full flight of light drones), targeting, sensor strength, and cargo are getting buffed. The only negative aspect is a very minor increase of sig radius.
* The Vexor Navy Issue is becoming more drone focused, trading its medium hybrid turred damage bonus with drone velocity and tracking. Along with this the ship loses one high slot and 3 turret hardpoints but gains an additional mid slot. It's getting buffed on fitting, armor, hull, shield recharge time, capacitor, mobility, drone bandwidth and bay (now allowing for a full flight of heavy or sentry drones), targeting, sensor strength and cargo. However, shield will be significantly cut.
* The Vexor Navy Issue is becoming more drone-focused, trading its medium hybrid turret damage bonus with drone velocity and tracking. Along with this the ship loses one high slot and 3 turret hardpoints but gains an additional mid slot. It's getting buffed on fitting, armor, hull, shield recharge time, capacitor, mobility, drone bandwidth and bay (now allowing for a full flight of heavy or sentry drones), targeting, sensor strength, and cargo. However, shield will be significantly cut.


Here are the changes in detail:
Here are the changes in detail:
Line 927: Line 950:


'''Navy Cruisers - Minmatar''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
'''Navy Cruisers - Minmatar''' ([https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread Source])
* The Scythe Fleet Issue retains and even recieves buffs to its flexibility with the split weapon bonuses. The medium projectile turret rate of fire bonus will get doubled, the launcher rate of fire bonus will get swapped with significantly more missile damage. The ship loses one high slot, but gains one medium, 2 lows and one turret and launcher hardpoint each. It's recieving buffs to CPU, defense, shield recharge time, capacitor, mobility, targeting and sensor strength.
* The Scythe Fleet Issue retains and even receives buffs to its flexibility with the split weapon bonuses. The medium projectile turret rate of fire bonus will get doubled, and the launcher rate of fire bonus will get swapped with significantly more missile damage. The ship loses one high slot but gains one medium, 2 lows, and one turret and launcher hardpoint each. It's receiving buffs to CPU, defense, shield recharge time, capacitor, mobility, targeting, and sensor strength.
* The Stabber Fleet Issue loses minor amounts of CPU, armor, hull, mobility and suffers from slightly increased sif radius. It recieves buffs to shield, capacitor, sensor strength and cargo.
* The Stabber Fleet Issue loses minor amounts of CPU, armor, hull, and mobility and suffers from slightly increased sig radius. It receives buffs to shield, capacitor, sensor strength, and cargo.


Here are the changes in detail:
Here are the changes in detail:
Line 953: Line 976:


===T1 Frigates===
===T1 Frigates===
As an iteration on recent rebalancing changes of T1 frigates, in Odyssey there will be some, mostly very minor, attribute tweaks to this ship class. ([https://forums.eveonline.com/default.aspx?g=posts&t=214280&find=unread Source])
As an iteration on recent rebalancing changes of T1 frigates, in Odyssey, there will be some, mostly very minor, attribute tweaks to this ship class. ([https://forums.eveonline.com/default.aspx?g=posts&t=214280&find=unread Source])


Here are the details:
Here are the details:
Line 982: Line 1,005:
** Defense (shields / armor / hull): 500 / 350 / 350 (+50)
** Defense (shields / armor / hull): 500 / 350 / 350 (+50)


Also, all dedicated exploration vessels will recieve a new role bonus to virus scan strength of data and relic analyzers (see section 1.4.). T1 scan frigates will give +5 to virus strength and T2 cov ops frigates will give +10 to virus strength. ([https://forums.eveonline.com/default.aspx?g=posts&m=3106057#post3106057 Source])
Also, all dedicated exploration vessels will receive a new role bonus to virus scan strength of data and relic analyzers (see section 1.4.). T1 scan frigates will give +5 to virus strength and T2 cov ops frigates will give +10 to virus strength. ([https://forums.eveonline.com/default.aspx?g=posts&m=3106057#post3106057 Source])


===Navy Frigates===
===Navy Frigates===
* The Imperial Navy Slicer recieves buffs to fitting, armor, hull, capacitor, targeting and sensor strength, getting slightly cut on shield, though.
* The Imperial Navy Slicer receives buffs to fitting, armor, hull, capacitor, targeting and sensor strength, getting slightly cut on shield, though.
* The Caldari Navy Hookbill recieves buffs to defense, capacitor, targeting and sensor strength, getting slightly cut on mobility, though.
* The Caldari Navy Hookbill receives buffs to defense, capacitor, targeting, and sensor strength, getting slightly cut on mobility, though.
* The Federation Navy Comet recieves buffs to CPU, armor, hull, capacitor and targeting, getting slightly cut on shield, though.
* The Federation Navy Comet receives buffs to CPU, armor, hull, capacitor, and targeting, getting slightly cut on shield, though.
* The Republic Fleet Firetail recieves buffs to its damage bonus as well as fitting, defense, capaciror,  targeting and sensor strength.
* The Republic Fleet Firetail receives buffs to its damage bonus as well as fitting, defense, capacitor,  targeting, and sensor strength.


Here are the changes in detail ([https://forums.eveonline.com/default.aspx?g=posts&t=214283&find=unread Source]):
Here are the changes in detail ([https://forums.eveonline.com/default.aspx?g=posts&t=214283&find=unread Source]):
Line 1,030: Line 1,053:


==Module Rebalancing / New Modules==
==Module Rebalancing / New Modules==
Along with the enourmous amount of ship changes there will be some tweaks to certain module groups.
Along with the enormous amount of ship changes, there will be some tweaks to certain module groups.


===Weapon Modules===
===Weapon Modules===
Line 1,053: Line 1,076:


===Remote Sensor Booster===
===Remote Sensor Booster===
The scan resolution bonus of remote sensor boosters were too strong, instalock gatecamps too easy to set up being one of the main resulting issues. Therefore the bonus will be reduced. However, the bonus to targeting range, that used to be static, will now increase slightly according to module meta level.
The scan resolution bonus of remote sensor boosters was too strong, instalock gatecamps too easy to set up being one of the main resulting issues. Therefore the bonus will be reduced. However, the bonus to targeting range, which used to be static, will now increase slightly according to module meta level.


The new numbers are ([https://forums.eveonline.com/default.aspx?g=posts&t=219330&find=unread Source]):
The new numbers are ([https://forums.eveonline.com/default.aspx?g=posts&t=219330&find=unread Source]):
Line 1,066: Line 1,089:


===Tracking Enhancer===
===Tracking Enhancer===
The bonuses to falloff and optimal range that tracking enhancers provide in addition to their tracking bonus were too strong and caused wide reaching balance issue, like overly increaded shield tank usage. Therefore these bonuses will be lowered by 1/3.
The bonuses to falloff and optimal range that tracking enhancers provide in addition to their tracking bonus were too strong and caused wide reaching balance issues, like overly increased shield tank usage. Therefore these bonuses will be lowered by 1/3.


The new numbers are ([https://forums.eveonline.com/default.aspx?g=posts&t=219330&find=unread Source]):
The new numbers are ([https://forums.eveonline.com/default.aspx?g=posts&t=219330&find=unread Source]):
Line 1,088: Line 1,111:
* Tobias' Modified Tracking Enhancer: 24% falloff (-12) / 18 12% optimal range (-6)
* Tobias' Modified Tracking Enhancer: 24% falloff (-12) / 18 12% optimal range (-6)


===mall Navy Cap Booster===
===Small Navy Cap Booster===
The group of small navy cap boosters will get some new additions, so now there will be a navy version for each size. Some of the existing ones will increase in cost. ([https://forums.eveonline.com/default.aspx?g=posts&t=240521&find=unread Source])
The group of small navy cap boosters will get some new additions, so now there will be a navy version for each size. Some of the existing ones will increase in cost. ([https://forums.eveonline.com/default.aspx?g=posts&t=240521&find=unread Source])


Line 1,101: Line 1,124:


===Scanning and Exploration Modules===
===Scanning and Exploration Modules===
There will be some changes to scanning and exploration related modules and items. ([https://forums.eveonline.com/default.aspx?g=posts&t=233600&find=unread Source] / [http://community.eveonline.com/news/dev-blogs/team-super-friends-do-odyssey/ Source])
There will be some changes to scanning and exploration related modules and items. ([https://forums.eveonline.com/default.aspx?g=posts&t=233600&find=unread Source] / [https://www.eveonline.com/news/view/team-super-friends-do-odyssey Source])


[[File:Surveylauncher.jpg|200px|thumb|right|Survey Probe Launcher]]
* Probes
* Probes
** Deep Space Probes will be removed. All currently in the game will be changed into core scan probes.
** Deep Space Probes will be removed. All currently in the game will be changed into core scan probes.
** Survey Probes are now in their own group and have their own launcher (Survey Probe Launcher).
** Survey Probes are now in their own group and have their own launcher (Survey Probe Launcher).
[[File:Surveylauncher.jpg|200px|thumb|center|Survey Probe Launcher]]


* Exploration Modules
* Exploration Modules
** Codebreakers are now called "Data Analyzer" and Analyzers are now called "Relic Analyzer".
** Codebreakers are now called "Data Analyzer" and Analyzers are now called "Relic Analyzer".
** There are a three new mid slot modules in the new group "Scanning Upgrades". They are the "Scan Acquisition Array", the "Scan Pinpointing Array" and the "Scan Rangefinding Array".
** There are three new mid slot modules in the new group "Scanning Upgrades". They are the "Scan Acquisition Array", the "Scan Pinpointing Array" and the "Scan Rangefinding Array".


[[File:Scan_acqui.jpg|200px|thumb|center|Scan Acquisition Array]]  
[[File:Scan_acqui.jpg|200px|thumb|right|Scan Acquisition Array]]  


[[File:Scan_pin.jpg|200px|thumb|center|Scan Pinpointing Array]]  
[[File:Scan_pin.jpg|200px|thumb|right|Scan Pinpointing Array]]  


[[File:Scan_range.jpg|200px|thumb|center|Scan Rangefinding Array]]
[[File:Scan_range.jpg|200px|thumb|right|Scan Rangefinding Array]]


===Capital Rigs===
===Capital Rigs===
Capital ships will now get their own rig size. A few facts on these ([https://forums.eveonline.com/default.aspx?g=posts&t=228222&find=unread Source]):
Capital ships will now get their own rig size. A few facts on these ([https://forums.eveonline.com/default.aspx?g=posts&t=228222&find=unread Source]):
* Rigs that previously did not affect capital modules will now do so (e.g. Core Defense Capacitor Safeguard, Auxiliary Nano Pump and Nanobot Accelerator)
* Rigs that previously did not affect capital modules will now do so (e.g. Core Defense Capacitor Safeguard, Auxiliary Nano Pump, and Nanobot Accelerator)
* T1 BPOs will cost 50m ISK
* T1 BPOs will cost 50m ISK
* Manufacturing capital rigs takes 5 times the materials of large rigs
* Manufacturing capital rigs takes 5 times the materials of large rigs
Line 1,127: Line 1,149:
* Skill requirements will match those of other rigs
* Skill requirements will match those of other rigs


==7 Skill Changes==
==Skill Changes==
 
There are quite a few changes to the skill system ahead, with especially ship requirements getting shaken up quite a bit. But we will also see tweaks to the Astrometics skills, clone costs and the opportunity to use the new Dual Character Training feature.
There are quite a few changes to the skill system ahead, with especially ship requirements getting shaken up quite a bit. But we will also see tweaks to the Astrometics skills, clone costs and the opportunity to use the new Dual Character Training feature.


===7.1 Ship Skill Requirements===
===Ship Skill Requirements===
 
The skills you will need to fly specific ships will change for a large number of them in Odyssey. The details were announced a long time in advance to help pilots prepare in [https://www.eveonline.com/news/view/the-great-skill-change-of-blessed-2013 this dev blog]. Despite quite some skill requirements switching around, the overall skill training time for individual ships is staying roughly the same in nearly all cases.
The skills you will need to fly specific ships will change for a large number of them in Odyssey. The details were announced a long time in advance to help pilots prepare in this dev blog, which I strongly suggest you to read if you haven't done so yet. Despite quite some skill requirements switching around, the overall skilltime for invidiual ships is roughly staying the same in nearly all cases.
 
The main aspects of this will be:
 
    Destroyers and Battlecruisers skill are going to be split up into four racial versions each.
    The new racial Destroyer and Battlecruiser skills will be set as requirements to train larger ship classes. To compensate for the extra training steps, all prerequisites to hop into the next, larger tech 1 hull will be reduced from 4 to 3.
    Requirements to train capital hulls will only require battleship 3 instead of 5.
    All tech 2 ships requiring skill training conditions from other tech 2 ships will be cut.
    Ship skill training has been further adjusted when necessary to include specialized module requirements.
    The ORE branch (Venture, Noctis, Orca, Rorqual plus all mining barge variations) has been tweaked to a consistent progression.
    Assault Ships, Heavy Assault Ships and Heavy Interdictors classes are going to be renamed to Assault Frigates, Heavy Assault Cruisers and Heavy Interdiction Cruisers.
 
With all this getting reworked, it is important to note that, if you could fly a ship before the changes, you will be also be able to do so after them.
The split of the destroyer and battlecruiser skill will be handled like this: Basically, your current level in the destroyer / battlecruiser skill will be translated into the respective new racial destroyer / battlecruiser skills with the same level, but only if you also had the necessary level of the according racial frigate / cruiser skill (level 3) that is currently needed to fly that races destroyers / battlecruisers. This is explained in much more detail in the already earlier mentioned dev blog - and again I strongly recommend you to read it.
 
However, here are the detailed changes to skill requirements of the individual ship classes:
 
    Rookie ships
 
        Removing racial frigate as a requirement. We now only keep Spaceship Command 1.
 
   
 
    Navy Frigates
 
        Decreasing Racial Frigate level from 3 to 2.
 
   
 
    Destroyers
 
        Splitting the Destroyers skill into 4 racial variants (Amarr Destroyer, Caldari Destroyer, Gallente Destroyer, Minmatar Destroyer).
        All these new skillbooks will have the same training attributes, rank and cost as the previous generic Destroyers skill.
        Racial Frigate level 3 requirement moved as a prerequisite to train the Racial Destroyer skill.
        Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.
 
   
 
    Cruisers
 
        Spaceship Command requirement decreased from 3 to 2 on all cruiser skills
        All racial cruiser skills now require respective racial Destroyer skill at 3 instead of racial frigate at 4
 
   
 
    Navy Cruisers
 
        Decreasing Racial Cruiser skill from level 3-4 to 2
 
   
 
    Battlecruisers
 
        Splitting the Battlecruisers skill into 4 racial variants (Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser)
        All these new skillbooks will have the same training attributes, rank and cost than the previous generic Battlecruisers skill
        Oracle, Naga, Talos and Tornado racial Battlecruiser requirements reduced from 3 to 1 as part of the Tiericide initiative
        Racial Cruiser level3 requirements moved as a prerequisite for the racial Battlecruiser skill
        Spaceship Command requirement reduced from 4 to 3
 
   
 
    Battleships
 
        All racial Battleship skill requirements have been reduced from 1-3 to level1, depending on their former tier position.
        All racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4
 
   
 
    Navy Battleships
 
        Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships. Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly Navy Battleships.
 
   
 
    Carriers and Supercarriers
 
        Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1
        Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4
        All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3
        Adding the Jump Fuel Conservation skill at 4 as prerequisite
        Adding the Jump Drive Calibration skill at 3 as prerequisite (which itself requires the Jump Drive Operation skill trained at 5)
 
   
 
    Dreadnoughts
 
        All racial Battleship requirements on Dreadnoughts reduced from 5 to 3
        Capital Ships requirement on all Dreadnoughts increased from 1 to 3
        Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite (requires Advanced Weapon Upgrades at 5)
 
   
 
    Titans
 
        All racial Battleship requirements on Titans reduced from 5 to 3
        Adding the Jump Portal Generation skill at 1 as requirement (which itself requires the Jump Drive Operation skill trained at 5)
 
   
 
    Electronic Attack Ships
 
        Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5
 
   
 
    Interdictors
 
        Racial Frigate 5 requirement swapped for racial Destroyer 5
        Generic old Destroyer skill removed from the Interdictor skill
        Interceptor requirement removed from the Interdictor skill
        Graviton Physics 1 added as skill requirement in the Interdictor skill
        Propulsion Jamming 5 added as skill requirement in the Interdictor skill
 
   
 
    Heavy Assault Ships
 
        Assault Ships requirement removed from the Heavy Assault Ship skill
        Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill
        Energy Management 4 added as skill requirement of the Assault Ship skill
 
   
 
    Recon Ships
 
        Covert Ops requirement removed from the Recon Ships skill
        Cloaking 4 added as skill requirement of the Recon Ships skill
        Electronic Upgrades 5 added as skill requirement of the Recon Ships skill
 
   
 
    Heavy Interdictors
 
        Weapon Upgrades removed from the Heavy Interdictor skill
        Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill
 
   
 
    Command Ships
 
        Racial Cruiser 5 requirement swapped for racial Battlecruiser 5
        Generic and old Battlecruiser skill removed from the Command Ship skill
        Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir)
        Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore)
        Information Warfare 5 skill added as requirement for the Command Ship skill
        Armored Warfare 5 skill added as requirement for the Command Ship skill
        Siege Warfare 5 skill added as requirement for the Command Ship skill
        Skirmish Warfare 5 skill added as requirement for the Command Ship skill
 
   
 
    Industrials
 
        All ship skill requirements reduced from 1-5 to 1.
        Racial Frigate skill requirement removed from the Industrial skill
 
   
 
    Freighters


        Now requires Advanced Spaceship Command 5 instead of 1
The main aspects of the skill changes will be:
        Racial Industrial skill requirement reduced from 5 to 3
* Destroyers and Battlecruisers skills are going to be split up into four racial versions each.
* The new racial Destroyer and Battlecruiser skills will be set as requirements to train larger ship classes. To compensate for the extra training steps, all prerequisites to hop into the next, larger tech 1 hull will be reduced from 4 to 3.
* Requirements to train capital hulls will only require battleship 3 instead of 5.
* All tech 2 ships requiring skill training conditions from other tech 2 ships will be cut.
* Ship skill training has been further adjusted when necessary to include specialized module requirements.
* The ORE branch (Venture, Noctis, Orca, Rorqual plus all mining barge variations) has been tweaked to a consistent progression.
* Assault Ships, Heavy Assault Ships, and Heavy Interdictors classes are going to be renamed to Assault Frigates, Heavy Assault Cruisers, and Heavy Interdiction Cruisers.


   
With all this getting reworked, it is important to note that, if you could fly a ship before the changes, you will also be able to do so after them.


    Mining Barges
The split of the destroyer and battlecruiser skill will be handled like this: Basically, your current level in the destroyer / battlecruiser skill will be translated into the respective new racial destroyer / battlecruiser skills with the same level, but only if you also had the necessary level of the according racial frigate / cruiser skill (level 3) that is currently needed to fly that races destroyers / battlecruisers. This is explained in much more detail in the already earlier mentioned [https://www.eveonline.com/news/view/the-great-skill-change-of-blessed-2013 dev blog].


        Mining Frigate 3 skill added as a requirement of the Mining Barge skill
Here are the detailed changes to skill requirements of the individual ship classes:
* Rookie ships
** Removing racial frigate as a requirement. We now only keep Spaceship Command 1.
* Navy Frigates
** Decreasing Racial Frigate level from 3 to 2.
* Destroyers
** Splitting the Destroyers skill into 4 racial variants (Amarr Destroyer, Caldari Destroyer, Gallente Destroyer, Minmatar Destroyer).
** All these new skillbooks will have the same training attributes, rank and cost as the previous generic Destroyers skill.
** Racial Frigate level 3 requirement moved as a prerequisite to train the Racial Destroyer skill.
** Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.
* Cruisers
** Spaceship Command requirement decreased from 3 to 2 on all cruiser skills
** All racial cruiser skills now require respective racial Destroyer skill at 3 instead of racial frigate at 4
* Navy Cruisers
** Decreasing Racial Cruiser skill from level 3-4 to 2
* Battlecruisers
** Splitting the Battlecruisers skill into 4 racial variants (Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser)
** All these new skillbooks will have the same training attributes, rank, and cost of the previous generic Battlecruisers skill
** Oracle, Naga, Talos and Tornado racial Battlecruiser requirements reduced from 3 to 1 as part of the "tiericide" ship balancing initiative
** Racial Cruiser level3 requirements moved as a prerequisite for the racial Battlecruiser skill
** Spaceship Command requirement reduced from 4 to 3
* Battleships
** All racial Battleship skill requirements have been reduced from 1-3 to level1, depending on their former tier position.
** All racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4
* Navy Battleships
** Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships. Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly Navy Battleships.
* Carriers and Supercarriers
** Racial Carrier requirements on the Aeon, Wyvern, Nyx, and Hel have been reduced from 3 to 1
** Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4
** All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3
** Adding the Jump Fuel Conservation skill at 4 as prerequisite
** Adding the Jump Drive Calibration skill at 3 as a prerequisite (which itself requires the Jump Drive Operation skill trained at 5)
* Dreadnoughts
** All racial Battleship requirements on Dreadnoughts reduced from 5 to 3
** Capital Ships requirement on all Dreadnoughts increased from 1 to 3
** Adding the Tactical Weapon Reconfiguration skill at 1 as a prerequisite (requires Advanced Weapon Upgrades at 5)
* Titans
** All racial Battleship requirements on Titans reduced from 5 to 3
** Adding the Jump Portal Generation skill at 1 as a requirement (which itself requires the Jump Drive Operation skill trained at 5)
* Electronic Attack Ships
** Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5
* Interdictors
** Racial Frigate 5 requirement swapped for racial Destroyer 5
** Generic old Destroyer skill removed from the Interdictor skill
** Interceptor requirement removed from the Interdictor skill
** Graviton Physics 1 added as a skill requirement in the Interdictor skill
** Propulsion Jamming 5 added as a skill requirement in the Interdictor skill
* Heavy Assault Ships
** Assault Ships requirement removed from the Heavy Assault Ship skill
** Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill
** Energy Management 4 added as a skill requirement of the Assault Ship skill
*Recon Ships
** Covert Ops requirement removed from the Recon Ships skill
** Cloaking 4 added as a skill requirement of the Recon Ships skill
** Electronic Upgrades 5 added as skill requirement of the Recon Ships skill
* Heavy Interdictors
** Weapon Upgrades removed from the Heavy Interdictor skill
** Graviton Physics 4 added as a skill requirement of the Heavy Interdictor skill
* Command Ships
** Racial Cruiser 5 requirement swapped for racial Battlecruiser 5
** Generic and old Battlecruiser skills removed from the Command Ship skill
** Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir)
** Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore)
** Information Warfare 5 skill added as a requirement for the Command Ship skill
** Armored Warfare 5 skill added as a requirement for the Command Ship skill
** Siege Warfare 5 skill added as a requirement for the Command Ship skill
** Skirmish Warfare 5 skill added as a requirement for the Command Ship skill
* Industrials
** All ship skill requirements reduced from 1-5 to 1.
** Racial Frigate skill requirement removed from the Industrial skill
* Freighters
** Now requires Advanced Spaceship Command 5 instead of 1
**Racial Industrial skill requirement reduced from 5 to 3
* Mining Barges
** Mining Frigate 3 skill added as a requirement of the Mining Barge skill
* Industrial Command Ship
** Mining barge skill requirement removed
** Adding ORE Industrial 3 as a requirement
* Capital Industrial Ship
** Mining barge skill requirement removed from the Capital Industrial Ship skill
** Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill
** Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill


   
All the other vessels not listed here (shuttles, frigates, Interceptors, Assault Ships, Covert Ops, Logistics, Strategic Cruisers, Black Ops, Marauders, Pirate Frigates, Pirate Cruisers, Pirate Battleships, Pirate Supercarrier, Transport Ships, Jump Freighters, Mining Frigate, Ore Industrial, Exhumers) are not directly affected by the skill modifications, although this may create prerequisite changes in nested requirements. For instance, Marauders require Battleship at 5, whose own requirements are changing.
 
    Industrial Command Ship
 
        Mining barge skill requirement removed
        Adding ORE Industrial 3 as requirement
 
   
 
    Capital Industrial Ship
 
        Mining barge skill requirement removed from the Capital Industrial Ship skill
        Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill
        Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill
 
   
 
    All the other vessels not listed here (shuttles, frigates, Interceptors, Assault Ships, Covert Ops, Logistics, Strategic Cruisers, Black Ops, Marauders, Pirate Frigates, Pirate Cruisers, Pirate Battleships, Pirate Supercarrier, Transport Ships, Jump Freighters, Mining Frigate, Ore Industrial, Exhumers) are not directly affected by the skill modifications, although this may create prerequisite changes in nested requirements. For instance, Marauders require Battleship at 5, whose own requirements are changing.
 
===7.2 Astrometics Skill Changes===


===Astrometics Skill Changes===
With scanning being the core activity in EVE that it is now, and the additional focus on exploration in general, coming with Odyssey, there will be some changes to the Astrometics skill set. The big difference is, that scanning will be much more accessible to low skill point characters.
With scanning being the core activity in EVE that it is now, and the additional focus on exploration in general, coming with Odyssey, there will be some changes to the Astrometics skill set. The big difference is, that scanning will be much more accessible to low skill point characters.
Here are the details (Source):
    Astrometrics
        This is now a starting skill, all new characters receive this at Level 1.
        Does not alter ability to launch probes, all players can now launch 8 probes. (went up from 7 in the first iteration of the change)
        Added +5% scan strength, -5% max scan deviation and -0.5 sec scan time per level.
    Also: Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.


===7.3 Clone Cost Changes===
Here are the details ([https://forums.eveonline.com/default.aspx?g=posts&t=233600&find=unread Source]):


The costs of setting up a medical clone will be lowered by 30% across the board, to change how this affects player behavior. (Source)
* Astrometrics is now a starting skill, all new characters receive this at Level 1.
* Does not alter the ability to launch probes, all players can now launch 8 probes. (went up from 7 in the first iteration of the change)
* Added +5% scan strength, -5% max scan deviation and -0.5 sec scan time per level.


clonecost thumb
Also: Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.


===7.4 Dual Character Training===
===Clone Cost Changes===
The costs of setting up a medical clone will be lowered by 30% across the board, to change how this affects player behavior. ([https://forums.eveonline.com/default.aspx?g=posts&t=235816&find=unread Source])


Odyssey will offer a new option, that mainly will help people train alt characters, with a specific purpose and a limited amount of SP needed, on the same account and without the need to stop the skill queue of their main character.
[[File:Clonecost.jpg|200px|thumb|right|New Medical Clone Costs]]


When right clicking a PLEX there will now be a new option called "Activate Dual Character Training". Using this will consume the PLEX and you will be able to to train two characters on the same account for 30 days.
===Dual Character Training===
Important things to note: Dual Character Training time will not extend your current account game time, even if it's below 30 days. When your Dual Character Training time expires, the character with the most skillpoints will be considered your main and that one's skill queue will continue automatically, while the other will be stopped. Also, Dual Character Training time can not be stacked (yet).
Odyssey will offer a new option that mainly will help people train alt characters with a specific purpose and a limited amount of SP needed, on the same account and without the need to stop the skill queue of their main character.


dualchartrain
When right-clicking a PLEX, there will now be a new option called "Activate Dual Character Training". Using this will consume the PLEX and you will be able to train two characters on the same account for 30 days.


Read more about this feature in the according devblog.
Important things to note:
* Dual Character Training time will not extend your current account game time, even if it's below 30 days.
* When your Dual Character Training time expires, the character with the most skill points will be considered your main and that one's skill queue will continue automatically, while the other will be stopped. Also, Dual Character Training time can not be stacked (yet).


==8 Art Overhaul==
[[File:RightClickDualCharacterTraining.jpg|200px|thumb|right|Activating Dual Character Training]]


With Odyssey the art of certain areas of the game will see some serious facelift. Along with some love for the Apocalypse hull and the containers of mini-profession sites, CCP started a war against loading bars and outdated transition effects.
Read more about this feature in [https://www.eveonline.com/news/view/dual-character-training this dev blog].


In addition to all the changes I will list below, there is a general change that will make your camera automatically rotate towards any item selected.
==Art Overhaul==
With Odyssey, the art of certain areas of the game will see some serious facelifts. Along with some love for the Apocalypse hull and the containers of mini-profession sites, CCP started a war against loading bars and outdated transition effects.


===8.1 Stargates and Jump Effect===
In addition, there is a general change that will make your camera automatically rotate towards any item selected.


===Stargates and Jump Effect===
Stargates are getting a graphical overhaul, most notably a nice new "energy field" effect that spans in between the actual jump zone, and a lot more blinking lights.
Stargates are getting a graphical overhaul, most notably a nice new "energy field" effect that spans in between the actual jump zone, and a lot more blinking lights.


In an effort to remove the number of loading bars within the game and improve immersion, Odyssey will introduce a spectacular new jump effect. When you initiate a jump, the camera will turn to a certain angle towards the stargate. You will then see an animation of flying through a "jump tunnel", on the end of which you can already see the nebula of the destination system. Data will load during this animation and after that is done, you exit the jump tunnel and the camera will seamlessly return to be controllable again.


Amarr System Stargate
[https://www.youtube.com/watch?v=rAOrzQWBifU&feature=player_embedded YouTube video of new jump effect]


===New Station Buttons / Undocking===
The undock button has moved from the [[NeoCom|NeoCom]] to the station services window, right below the station corporation logo and next to an also new button for entering / leaving the captain's quarter.


Amarr Constellation Stargate
The undocking process is also getting rid of the loading bar. While you wait for assets to load, the undock button will progressively get slightly brighter and flash red in the end.
 
 
Amarr Region Stargate
 
 
Amarr Border Stargate
 
 
Caldari System Stargate
 
 
Caldari Constellation Stargate
 
 
Caldari Region Stargate
 
 
Caldari Border Stargate
 
 
Gallente System Stargate
 
 
Gallente Constellation Stargate
 
 
Gallente Region Stargate
 
 
Gallente Border Stargate
 
 
Minmatar System Stargate


[[File:Stationbuttons.jpg|200px|thumb|right|New Station Buttons]]


Minmatar Constellation Stargate
[https://www.youtube.com/watch?feature=player_embedded&v=jqtSjO67ZUo YouTube video of new undock]


===Ship and Pod Death Animation===
The transition from ship to pod when your ship explodes and also the whole visualization of getting podded will get revamped. ([https://forums.eveonline.com/default.aspx?g=posts&t=235687 Source])


Minmatar Region Stargate
The ship death animation transition effect is rather subtle, in essence just getting rid of the loading bar and replacing it with a quick change of camera. However, there is a new text warning that will pop up above your ship HUD when your armor, shield, or hull is getting low and when your capsule is being ejected. Both the critical stage of hull and the pod ejection are additionally highlighted with a red backdrop. When your ship blows up you will also see some lines of red "error messages" from your board computer.


Minmatar Border Stargate
Smuggler Route Stargate
In an effort to remove the number of loading bars within the game and improve immersion, Odyssey will introduce a spectacular new jump effect. When you initiate jump, the camera will turn to a certain angle towards the stargate. You will then see an animation of flying through a "jump tunnel", on the end of which you can already see the nebula of the destination system. Data will load during this animation and after that is done, you exit the jump tunnel and the camera will seamlessly return to be controlable again.
===8.2 New Station Buttons / Undocking===
The undock button has moved from the neocom to the station services window, right below the station corporation logo and next to an also new button for entering / leaving the captain's quarter.
The undocking process is also getting rid of the loading bar. While you wait for assets to load, the undock button will progressively get slightly brighter and flash red in the end.
stationbuttons thumb
===8.3 Ship and Pod Death Animation===
The transition from ship to pod when your ship explodes and also the whole visualization of getting podded will get revamped. (Source)
The ship death animation transition effect is rather subtle, in essence just getting rid of the loading bar and replacing it with a quick change of camera. However, there is a new text warning that will pop up above your ship HUD when your armor, shield or hull is getting low and when your capsule is being ejected. Both the critical stage of hull and the pod ejection being additionally highlighted with a red backdrop. When your ship blows up you will also see some lines of red "error messages" from your board computer.
When your pod dies, the camera will zoom in through the explosion focusing your dead clone's body. On the bottom left of your screen will be a few lines of information on the clone transfer process. When your client is ready, you will then just switch to the station your clone is set to.
When your pod dies, the camera will zoom in through the explosion focusing your dead clone's body. On the bottom left of your screen will be a few lines of information on the clone transfer process. When your client is ready, you will then just switch to the station your clone is set to.


===8.4 Exploration Sites===
[https://www.youtube.com/watch?v=fyvAh6a6HEw&feature=player_embedded YouTube video of New Ship and Pod Death Animation]


===Exploration Sites===
Along with all the other changes to the exploration mini professions, which you can read more about in section 1., there will be new art for containers of data (former radar / hacking) as well as relic (former magnetometric / archeology) sites.
Along with all the other changes to the exploration mini professions, which you can read more about in section 1., there will be new art for containers of data (former radar / hacking) as well as relic (former magnetometric / archeology) sites.


[[File:Container_data.jpg|200px|thumb|right|Data Site Container]]


Data Site Container
[[File:Container_relic.jpg|200px|thumb|right|Relic Site Container]]
 
 
Relic Site Container
 
===8.5 Apocalypse Model===
 
The Apocalypse and all variants of it recieve a model overhaul. It's basically getting a bit beafier and is looking simply fantastic.
 
 
Apocalypse


===Apocalypse Model===
The Apocalypse and all variants of it receive a model overhaul. It's basically getting a bit beefier and is looking simply fantastic.


Apocalypse Navy Issue
[[File:Apoc.jpg|200px|thumb|right|Apocalypse]]


It looks like the Paladin might get a separate model before Odyssey goes live ([https://forums.eveonline.com/default.aspx?g=posts&m=3086229#post3086229 Source]).


Paladin
Additionally, EoM Deathlord NPCs, who are using the same model, will also be affected by this. You can find screenshots of them [https://i.imgur.com/sFEcYjY.jpg here] and [https://i.imgur.com/eK70Ag8.jpg here], captured by player Funzinnu BT.


===Daredevil Retexturing===
The Daredevil will get a new, more Serpentis texture.


Apocalypse Imperial Issue
[[File:Daredevil.jpg|200px|thumb|right|Daredevil]]


It looks like the Paladin might get a seperate model before Odyssey goes live, though (Source). I will update this when I know more.
===Blueprint Icons===
Blueprint icons will look a lot shinier after Odyssey, thanks to an improvement to the tools used for icon creation. (Source)


Additionally, EoM Deathlord NPCs, who are using the same model, will also be affected by this. You can find screenshots of them here and here, captured by player Funzinnu BT.
[[File:Bpicons.jpg|200px|thumb|right|New Blueprint Icons]]
 
===8.6 Daredevil Retexturing===
 
The Daredevil will get a new, more Serpentis like texture.
 
daredevil thumb
 
===8.7 Blueprint Icons===
 
Blueprint icons will look a lot more shiny after Odyssey, thanks to an improvement to the tools used for icon creation. (Source)
 
bpicons thumb
 
===8.8 New Login Video===


===New Login Video===
The new trailer, that was released on Fanfest, EVE Online: Origins, will be the new intro video played ingame upon your first login. It explains the basic backstory of EVE.
The new trailer, that was released on Fanfest, EVE Online: Origins, will be the new intro video played ingame upon your first login. It explains the basic backstory of EVE.


==9 UI: Radial Menu==
[https://www.youtube.com/watch?v=FZPCiqBLPM8&feature=player_embedded EVE Origins video]


In an effort to move away from everything being accessed through multilevel right click drop down menus with 20+ entries, Team Pony Express digged up the old radial menu and gave it a huge overhaul - graphically as well as functionally.
==User Interface: Radial Menu==
In an effort to move away from everything being accessed through multilevel right click drop down menus with 20+ entries, Team Pony Express dug up the old radial menu and gave it a huge overhaul - graphically as well as functionally.


[[File:Radialmenu.jpg|200px|thumb|right|Radial Menu (Station)]]


Radial Menu (Station)
The new radial menu will pop up when you hold down the left mouse button on any item for a short moment, be it a bracket in space, an item on the overview or one of your locked targets. With left click still pressed you can then release upon the option of your choice. Some of them, like orbit, react dynamically (in this case varying orbiting range) to your cursor position relative to the center of the menu.
 


More Options Submenu
The menu is split into 8 segments. The 12 o'clock position will allways be a primary action like jump for stargates, board for ships, dock for stations, or open cargo for containers. On the opposite side, in the 6 o'clock position there will always be the targeting command. To the left (9 o'clock) and right (3 o'clock) you will find show info and a button for some additional options, like look at or bookmark. The rest of the sections, one each lying in between the positions I already explained, will hold the navigational commands, align, warp to, orbit, and keep at range.
 
The new radial menu will pop up when you hold down the left mouse button on any item for a short moment, be it a bracket in space, an item on the overview or one of your locked targets. With left click still pressed you can then release upon the option of your choice. Some of them, like orbit, react dynamically (in this case varying orbiting range) to your cursor position relative to the center of the menu.
The menu is split into 8 segments. The 12 o'clock position will allways be a primary action like jump for stargates, board for ships, dock for stations or open cargo for containers. On the opposite side, in the 6 o'clock position there will allways be the targeting command. To the left (9 o'clock) and right (3 o'clock) you will find show info and a button for some additional options, like look at or bookmark. The rest of the sections, one each lying in between the positions I already explained, will hold the navigational commands, align, warp to, orbit and keep at range.


You will be able to rebind the key for the radial menu and its delay in the game's options.
You will be able to rebind the key for the radial menu and its delay in the game's options.


Read more on this feature in the according devblog and an update to it in this forum post.
Read more on this feature in [https://www.eveonline.com/news/view/new-radial-menu the dev blog] and an update to it in [https://forums.eveonline.com/default.aspx?g=posts&m=3091534#post3091534 this forum post].


[https://www.youtube.com/watch?v=ruiPh3QYAJo&feature=player_embedded Video of Fanfest presentation: Improving User Experience]


Also, there will be an individual small radial menu for the scanning button, at the left side of your ship's HUD. The left (9 o'clock) option will take you the probe scanning window, the right one (3 o'clock) to the directional scanning window and the bottom one (6 o'clock) to the moon survey window. With the top option (12 o'clock) you can toggle whether you want the Discovery Scanner overlay to be displayed or not (learn more about the Discovery Scanner in section 1.1.).
Also, there will be an individual small radial menu for the scanning button, at the left side of your ship's HUD. The left (9 o'clock) option will take you the probe scanning window, the right one (3 o'clock) to the directional scanning window, and the bottom one (6 o'clock) to the moon survey window. With the top option (12 o'clock) you can toggle whether you want the Discovery Scanner overlay to be displayed or not (learn more about the Discovery Scanner in section 1.1.).


scanradial
[[File:Scanradial.jpg|200px|thumb|right|Scanner Radial Menu]]


==10 "Little Things" aka The Rest==
=="Little Things" aka The Rest==
This is a compilation of minor changes that have not been covered in the previous sections.


This is a compilation of minor changes, that have not been covered in the previous sections.
* Change to permissions for canceling corporation jobs
** After Odyssey, the only people who will be able to cancel a corporation job will be ([https://forums.eveonline.com/default.aspx?g=posts&t=238305 Source]): a) the person who started the job, or b) a corporation director


* New market groups: there will be two new groups under "Ship Equipment", "Scanning Equipment" (will include all scanners, analyzers and probe launchers) and "Harvesting Equipment" (will include salvagers, mining lasers, ice harvesters, gas harvesters and mining upgrades).


Change to permissions for cancelling corporation jobs
* New status text above HUD: There is some new text being displayed while your ship is operating a specific navigational command. This is an addition to the text, that is already being displayed when you are warping.
After Odyssey, the only people who will be able to cancel a corporation job will be (Source):
a) the person who started the job
b) a corporation director


* Target UI disappearing with a blink effect on kill: when one of your targets dies, the accompanied target UI will now no longer just disappear but blink briefly. This is to help distinguish if a target really died or not just warped away.


New status text above HUD
* Text highlighted right away when saving location: when saving a location, the text in the label field is now highlighted/marked by default so you can quickly name the item without having to click there and delete the standard text first.
There is some new text being displayed while your ship is operating a specific navigational command. This is an addition to the text, that is already being displayed when you are warping.


* Hotkeys for Tagging: You can now bind hotkeys for overview item tagging operations.


[[File:Tagging_hotkeys.jpg|200px|thumb|right|Tagging Hotkeys]]


Hotkeys for Tagging
* District Satellites on Default Overviews: district satellites will be displayed in the following default overview profiles after Odyssey. ([https://forums.eveonline.com/default.aspx?g=posts&m=3101297#post3101297 Source])
You can now bind hotkeys for overview item tagging operations.
** All
** PvP
** Default
** Warp To


tagging thumb
* Performance improvements: Odyssey will increase performance for unloading objects at warping and jumping ([https://forums.eveonline.com/default.aspx?g=posts&m=2887089#post2887089 Source]). So, jumping will not only look better, but you will also notice it will be a lot faster.


* Supercapitals will be getting the "V3" treatment and will have updated textures and shaders, bringing them visually in-line with smaller ship sizes.


Performance improvements
* Station interiors have been re-done. They are more detailed, have better shaders and some new effects are added to the undocking sequence.
Odyssey will increase performance for unloading objects at warping and jumping (Source). So, jumping will not only look better, you will also notice it will be a lot faster.


===Miscellaneous===
* Nullsec and wormholes space will be getting more music.
There are also minor UI updates, quality of life updates coming with this expansion. The UI updates include a new, useful radial menu.


Supercapitals will be getting the "V3" treatment and will have updated textures and shaders, bringing them visually in-line with smaller ship sizes.
* Turret sound effects have been touched up.


Station interiors have been re-done. They are more detailed, have better shaders and some new effects are added to the undocking sequence.
==Media==
 
===Fanfest Presentation===
New pod and death transitions have been added, making both events smoother.
Full EVE Keynote can be watched here: [https://www.twitch.tv/ccp/c/2208288]
 
The Apocalypse has been redesigned.
 
Nullsec and wormholes space will be getting more music.
 
Turret sound effects have been touched up.


Full EVE Keynote can be watched here: [http://www.twitch.tv/ccp/c/2208288]
==Media==
===Trailers===
===Trailers===
'''Cinematic Trailers'''<br>
'''Cinematic Trailers'''<br>
[http://www.youtube.com/watch?v=FZPCiqBLPM8 Eve Online: Origins] in celebration of EVE's 10th Birthday.
[https://www.youtube.com/watch?v=FZPCiqBLPM8 Eve Online: Origins] in celebration of EVE's 10th Birthday.


'''Comedy Trailers'''<br>
'''Comedy Trailers'''<br>
[http://www.youtube.com/watch?v=2FxpY7YfWBs April Fools: In Development: EVE Online: Odyssey Further Features]
[https://www.youtube.com/watch?v=2FxpY7YfWBs April Fools: In Development: EVE Online: Odyssey Further Features]


[[Category:Expansions]]
[[Category:Expansions]]