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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, 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.


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.
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.


__TOC__
__TOC__
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[[File:scansweep.jpg|200px|thumb|right|Discovery Scanner in action]]
[[File:scansweep.jpg|200px|thumb|right|Discovery Scanner in action]]


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 [[#Probe Scanning|Probe Scanning]]). You can also interact with those icons via a tooltip window that will pop up when you hover over them.
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 [[#User_Interface:_Radial_Menu|radial menu]].
At any time you can hide the Discovery Scanner via the new [[#User_Interface:_Radial_Menu|radial menu]].
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===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.
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===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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* 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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*** ''Kernel Rot:'' Reduces target's coherence by 50%.
*** ''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.
*** ''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 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====
====Loot Collection====
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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.
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|right|Security Office]]
[[File:Security_office.jpg|200px|thumb|right|Security Office]]
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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
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* 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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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.
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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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.
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:
Line 621: Line 621:
'''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 under the [[#Weapon_Modules|Weapon Modules]] changes.
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 under the [[#Weapon_Modules|Weapon Modules]] changes.
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:
Line 676: Line 676:


'''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:
Line 700: Line 700:


'''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]):
Line 822: Line 822:


===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 852: 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 885: 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 918: 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 950: 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 976: 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 1,005: 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 1,053: 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 1,076: 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 1,089: 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 1,124: 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]]  
[[File:Surveylauncher.jpg|200px|thumb|right|Survey Probe Launcher]]  
Line 1,133: Line 1,133:
* 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|right|Scan Acquisition Array]]  
[[File:Scan_acqui.jpg|200px|thumb|right|Scan Acquisition Array]]  
Line 1,143: Line 1,143:
===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 1,153: Line 1,153:


===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 [http://community.eveonline.com/news/dev-blogs/74234 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 [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 main aspects of the skill changes will be:
The main aspects of the skill changes will be:
* Destroyers and Battlecruisers skill are going to be split up into four racial versions each.
* 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.
* 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.
* Requirements to train capital hulls will only require battleship 3 instead of 5.
Line 1,162: Line 1,162:
* Ship skill training has been further adjusted when necessary to include specialized module requirements.
* 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.
* 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.
* 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.
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.


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 [http://community.eveonline.com/news/dev-blogs/74234 dev blog].
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].


Here are the detailed changes to skill requirements of the individual ship classes:
Here are the detailed changes to skill requirements of the individual ship classes:
Line 1,185: Line 1,185:
* Battlecruisers
* Battlecruisers
** Splitting the Battlecruisers skill into 4 racial variants (Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser)
** 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
** 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
** 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
** Racial Cruiser level3 requirements moved as a prerequisite for the racial Battlecruiser skill
Line 1,195: Line 1,195:
** 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.
** 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
* Carriers and Supercarriers
** Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1
** 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
** 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
** 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 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)
** Adding the Jump Drive Calibration skill at 3 as a prerequisite (which itself requires the Jump Drive Operation skill trained at 5)
* Dreadnoughts
* Dreadnoughts
** All racial Battleship requirements on Dreadnoughts reduced from 5 to 3
** All racial Battleship requirements on Dreadnoughts reduced from 5 to 3
** Capital Ships requirement on all Dreadnoughts increased from 1 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)
** Adding the Tactical Weapon Reconfiguration skill at 1 as a prerequisite (requires Advanced Weapon Upgrades at 5)
* Titans
* Titans
** All racial Battleship requirements on Titans reduced from 5 to 3
** 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)
** 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
* Electronic Attack Ships
** Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5
** Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5
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** Generic old Destroyer skill removed from the Interdictor skill
** Generic old Destroyer skill removed from the Interdictor skill
** Interceptor requirement removed from the Interdictor skill
** Interceptor requirement removed from the Interdictor skill
** Graviton Physics 1 added as skill requirement in the Interdictor skill
** Graviton Physics 1 added as a skill requirement in the Interdictor skill
** Propulsion Jamming 5 added as skill requirement in the Interdictor skill
** Propulsion Jamming 5 added as a skill requirement in the Interdictor skill
* Heavy Assault Ships
* Heavy Assault Ships
** Assault Ships requirement removed from the Heavy Assault Ship skill
** Assault Ships requirement removed from the Heavy Assault Ship skill
** Energy Grid Upgrades 5 added as skill requirement of the 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
** Energy Management 4 added as a skill requirement of the Assault Ship skill
*Re con Ships
*Recon Ships
** Covert Ops requirement removed from the Recon Ships skill
** Covert Ops requirement removed from the Recon Ships skill
** Cloaking 4 added as skill requirement of 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
** Electronic Upgrades 5 added as skill requirement of the Recon Ships skill
* Heavy Interdictors
* Heavy Interdictors
** Weapon Upgrades removed from the Heavy Interdictor skill
** Weapon Upgrades removed from the Heavy Interdictor skill
** Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill
** Graviton Physics 4 added as a skill requirement of the Heavy Interdictor skill
* Command Ships
* Command Ships
** Racial Cruiser 5 requirement swapped for racial Battlecruiser 5
** Racial Cruiser 5 requirement swapped for racial Battlecruiser 5
** Generic and old Battlecruiser skill removed from the Command Ship skill
** 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)
** 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)
** Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore)
** Information Warfare 5 skill added as requirement for the Command Ship skill
** Information Warfare 5 skill added as a requirement for the Command Ship skill
** Armored Warfare 5 skill added as 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 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 requirement for the Command Ship skill
** Skirmish Warfare 5 skill added as a requirement for the Command Ship skill
* Industrials
* Industrials
** All ship skill requirements reduced from 1-5 to 1.
** All ship skill requirements reduced from 1-5 to 1.
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* Industrial Command Ship
* Industrial Command Ship
** Mining barge skill requirement removed
** Mining barge skill requirement removed
** Adding ORE Industrial 3 as requirement
** Adding ORE Industrial 3 as a requirement
* Capital Industrial Ship
* Capital Industrial Ship
** Mining barge skill requirement removed from the Capital Industrial Ship skill
** Mining barge skill requirement removed from the Capital Industrial Ship skill
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* Astrometrics is now a starting skill, all new characters receive this at Level 1.
* Astrometrics 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)
* 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.
* Added +5% scan strength, -5% max scan deviation and -0.5 sec scan time per level.


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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.
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.


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.
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.


Important things to note:  
Important things to note:  
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[[File:RightClickDualCharacterTraining.jpg|200px|thumb|right|Activating Dual Character Training]]  
[[File:RightClickDualCharacterTraining.jpg|200px|thumb|right|Activating Dual Character Training]]  


Read more about this feature in [http://community.eveonline.com/news/dev-blogs/dual-character-training/ this dev blog].
Read more about this feature in [https://www.eveonline.com/news/view/dual-character-training this dev blog].


==Art Overhaul==
==Art Overhaul==
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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 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.
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.


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


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


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


===Ship and Pod Death Animation===
===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])
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])


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.  
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.  


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.


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


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


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


Additionally, EoM Deathlord NPCs, who are using the same model, will also be affected by this. You can find screenshots of them [http://i.imgur.com/sFEcYjY.jpg here] and [http://i.imgur.com/eK70Ag8.jpg here], captured by player Funzinnu BT.
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===
===Daredevil Retexturing===
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===Blueprint Icons===
===Blueprint Icons===
Blueprint icons will look a lot more shiny after Odyssey, thanks to an improvement to the tools used for icon creation. (Source)
Blueprint icons will look a lot shinier after Odyssey, thanks to an improvement to the tools used for icon creation. (Source)


[[File:Bpicons.jpg|200px|thumb|right|New Blueprint Icons]]  
[[File:Bpicons.jpg|200px|thumb|right|New Blueprint Icons]]  
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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.


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


==User Interface: Radial Menu==
==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 digged up the old radial menu and gave it a huge overhaul - graphically as well as functionally.
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)]]
[[File:Radialmenu.jpg|200px|thumb|right|Radial Menu (Station)]]
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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 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.
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.


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 [http://community.eveonline.com/news/dev-blogs/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].
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].


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


[[File:Scanradial.jpg|200px|thumb|right|Scanner Radial Menu]]
[[File:Scanradial.jpg|200px|thumb|right|Scanner Radial Menu]]
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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 cancelling corporation jobs
* 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
** 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


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* 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.
* 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.


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


* 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.
* 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.
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** Warp To
** Warp To


* 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, you will also notice it will be a lot faster.
* 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.
* Supercapitals will be getting the "V3" treatment and will have updated textures and shaders, bringing them visually in-line with smaller ship sizes.
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==Media==
==Media==
===Fanfest Presentation===
===Fanfest Presentation===
Full EVE Keynote can be watched here: [http://www.twitch.tv/ccp/c/2208288]
Full EVE Keynote can be watched here: [https://www.twitch.tv/ccp/c/2208288]


===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]]
led to