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__TOC__
__TOC__


==1 Exploration==
==Exploration==


Exploration in Odyssey will change in many different ways. Not only is the whole process of scanning being overhauled, but also the way gameplay in exploration works and looks will differ a lot from what you might be used to.
Exploration in Odyssey will change in many different ways. Not only is the whole process of scanning being overhauled, but also the way gameplay in exploration works and looks will differ a lot from what you might be used to.


===1.1 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.
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.
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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 radial menu for scanning (read more about this in section 9.).


===1.2 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 ([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:
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[[File:scanwin_orange.jpg|200px|thumb|center|Scan Window: Medium Strength / Idle]]
[[File:scanwin_orange.jpg|200px|thumb|center|Scan Window: Medium Strength / Idle]]


===1.3 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 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.
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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.


===1.4 Exploration Minigame / Hacking===
===Exploration Minigame / Hacking===


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


===1.5 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.
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* Optimized Cryptic Augmentation (NEW): Probability -10% / Max. Run +7 / ME +2
* Optimized Cryptic Augmentation (NEW): Probability -10% / Max. Run +7 / ME +2


==2 Tags for Security Status==
==Tags for Security Status==


Odyssey will introduce a brand new feature and incentive to travel to low sec space. You can now farm special new NPCs for special new tags that can be used to raise sec status, but most importantly can also be traded. This allows for pirates to basically pay other players, so they don't have to spend their own time on the sec status grind, essentially opening up a new market and business branch in the New Eden sandbox.
Odyssey will introduce a brand new feature and incentive to travel to low sec space. You can now farm special new NPCs for special new tags that can be used to raise sec status, but most importantly can also be traded. This allows for pirates to basically pay other players, so they don't have to spend their own time on the sec status grind, essentially opening up a new market and business branch in the New Eden sandbox.
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 dev blog on this topic.
There's also a [http://community.eveonline.com/news/dev-blogs/wanttotrade-tags-for-security-status/ dev blog] on this topic.


===2.1 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.
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Each of these NPCs will allways drop one of the new tags.
Each of these NPCs will allways drop one of the new tags.


===2.2 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.
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You can use these tags to increase your security status.
You can use these tags to increase your security status.


===2.3 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.


security office
[[File:Security_office.jpg|200px|thumb|center|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:


    -10 to -8: 4x Clone Soldier Trainer Tag
* -10 to -8: 4x Clone Soldier Trainer Tag
    -8 to -5: 6x Clone Soldier Recruiter Tag
* -8 to -5: 6x Clone Soldier Recruiter Tag
    -5 to -2: 6x Clone Soldier Transporter Tag
* -5 to -2: 6x Clone Soldier Transporter Tag
    -2 to 0: 4x Clone Soldier Negotiator Tag
* -2 to 0: 4x Clone Soldier Negotiator Tag


Increasing your sec status above 0 is not possible with these tags.
Increasing your sec status above 0 is not possible with these tags.


===2.4 Splitting up CONCORD Standing and Sec Status===
===Splitting up CONCORD Standing and Sec Status===


Currently, CONCORD Standing and Sec Status are the same thing. They will get split in a three step process when the patch goes live, like this:
Currently, CONCORD Standing and Sec Status are the same thing. They will get split in a three step process when the patch goes live, like this:


        Each character gets a new Security Status attribute in the DB.
* 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 in to the new Security Status attribute.
        All CONCORD->character standings will be wiped.
* All CONCORD->character standings will be wiped.


All gameplay systems that affect security status will then use that newly created database attribute.
All gameplay systems that affect security status will then use that newly created database attribute.
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This will also fix the mechanic of Cycle Ratting, which could be abused to accelerate the rate of sec status gain. This will no longer be possible.
This will also fix the mechanic of Cycle Ratting, which could be abused to accelerate the rate of sec status gain. This will no longer be possible.


==3 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 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 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 here and here.
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].


===3.1 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.
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Here are the details:
Here are the details:


    Our new Intermediate Materials are:
* Our new Intermediate Materials are:
** Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite
** Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite
* Both of these reactions will have alchemy versions as well:
** 100 Vanadium + 100 Hafnium =  1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium
** 100 Chromium + 100 Mercury =  1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury


    Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite
* Our new Composites are:
    Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite
** Gallentium: 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Gallentium
** Matarium: 100 Neo Mercurite + 100 Fernite Alloy = 300 Matarium
** Amarrium: 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Amarrium
** Caldarium: 100 Ferrofluid + 100 Titanium Chromide = 300 Caldarium


   
* Changed blueprints are:
** All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Composites
** All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Composites
** All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates
** All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Composites
** All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Composites
** All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates


    Both of these reactions will have alchemy versions as well:
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])


    100 Vanadium + 100 Hafnium =  1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium
* This affects many Faction Modules that have had the T2 materials and skills removed from the blueprint requirements.
    100 Chromium + 100 Mercury =  1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury


   
* This also affects the following T1 modules:
** All T1 gang links
** Command processors
** Prototype cloaking devices
** Warp disrupt probes


    Our new Composites are:
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.


    Gallentium: 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Gallentium
===Ore Mining===
    Matarium: 100 Neo Mercurite + 100 Fernite Alloy = 300 Matarium
    Amarrium: 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Amarrium
    Caldarium: 100 Ferrofluid + 100 Titanium Chromide = 300 Caldarium


   
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.


    Changed blueprints are:
    All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Composites
    All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Composites
    All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates
    All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Composites
    All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Composites
    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. (Source)
    This affects many Faction Modules that have had the T2 materials and skills removed from the blueprint requirements.
    This also affects the following T1 modules:
        All T1 gang links
        Command processors
        Prototype cloaking devices
        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.
===3.2 Ore Mining===
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.
Here are the details:
Here are the details:
* Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte
* Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte
* Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine
* Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine
* Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine
* Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte


    Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte
    Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte
    Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine
    Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine
    Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine
    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.''
 
- This change has been pushed back to a later point release. (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.
- This change has been pushed back to a later point release. -


Also, Ore Sites (formerly known as Gravimetric) will now be cosmic anomalies and therefore able to be pinpointed directly by the scan sweep of the new discovery scanner (see section 1.1.).
Also, Ore Sites (formerly known as Gravimetric) will now be cosmic anomalies and therefore able to be pinpointed directly by the scan sweep of the new discovery scanner (see section 1.1.).


===3.3 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 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.
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 anomlies 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.
Here are the exact numbers on how many ice you will find in the anomalies, depending on the system's security level (Source):
Here are the exact numbers on how many ice you will find in the anomalies, depending on the system's security level ([https://forums.eveonline.com/default.aspx?g=posts&m=2994788 Source]):


    Highsec:
* Highsec:
    2500 units of standard racial ice.
** 2500 units of standard racial ice.


    Lowsec:
* Lowsec:
    3000 units of standard racial ice
** 3000 units of standard racial ice
    400 units of Glare Crust
** 400 units of Glare Crust


    Nullsec with weak truesec (0.0 to -0.5):
* Nullsec with weak truesec (0.0 to -0.5):
    3000 units of improved racial ice
** 3000 units of improved racial ice
    400 units of Glare Crust
** 400 units of Glare Crust
    500 units of Dark Glitter
** 500 units of Dark Glitter
    200 units of Gelidus
** 200 units of Gelidus


    Nullsec with strong truesec (-0.5 to -1.0):
* Nullsec with strong truesec (-0.5 to -1.0):
    3500 units of improved racial ice
** 3500 units of improved racial ice
    400 units of Glare Crust
** 400 units of Glare Crust
    1000 units of Dark Glitter
** 1000 units of Dark Glitter
    300 units of Gelidus
** 300 units of Gelidus
    250 units of Krystallos
** 250 units of Krystallos
 


In addition to this, the composition of Krystallos is going to change to the following values:
In addition to this, the composition of Krystallos is going to change to the following values:
 
* Heavy Water: 125 (+25)
    Heavy Water: 125 (+25)
* Liquid Ozone: 500 (+250)
    Liquid Ozone: 500 (+250)
* Stront: 125 (+25)
    Stront: 125 (+25)


Also, ice harvester cycle time will be reduced by 50%, doubling the yield over time.
Also, ice harvester cycle time will be reduced by 50%, doubling the yield over time.
* Ice Harvester I: 300s cycle time (-300)
* Ice Harvester II: 250s cycle time (-250)
* ORE Ive Harvester: 250s cycle time (-250)


    Ice Harvester I: 300s cycle time (-300)
===Outposts===
    Ice Harvester II: 250s cycle time (-250)
    ORE Ive Harvester: 250s cycle time (-250)


===3.4 Outposts===
In an effort to enhance the experience of building an empire in EVE, the number of installations in outposts will significantly be increased. Please note that the changes to the number of booster slots, that were part of the dev blogs, are not going to be included in the initial Odyssey release, because of technical issues ([https://forums.eveonline.com/default.aspx?g=posts&m=3076063#post3076063 Source]). Therefore, they are also not included in this article.


In an effort to enhance the experience of building an empire in EVE, the number of installations in outposts will significantly be increased. Please note that the changes to the number of booster slots, that were part of the dev blogs, are not going to be included in the initial Odyssey release, because of technical issues (Source). Therefore, they are also not included in this article.
Here are the details:
Here are the details:


    Caldari Research Outpost
* Caldari Research Outpost
 
** Manufacturing: 5 (+3)
    Manufacturing: 5 (+3)
** Copying: 20 (+10)
    Copying: 20 (+10)
** ME Research: 20 (+10)
    ME Research: 20 (+10)
** PE Research: 20 (+10)
    PE Research: 20 (+10)
** Invention: 20 (+10)
    Invention: 20 (+10)
** Reverse Engineering: 30 (+15)
    Reverse Engineering: 30 (+15)
** Offices: 18 (+10)
    Offices: 18 (+10)
 
    Caldari Factory Upgrade: 5 (+2), 10 (+5), 15 (+8) Manufacturing lines
    Caldari Lab Upgrade: 10 (+5), 20 (+15), 30 (+21) Copying, ME, PE slots
    Caldari Research Upgrade: 10 (+5), 20 (+13), 30 (+21) Invention slots
    Caldari Office Upgrade: 10 (+7), 15 (+10), 20 (+13) Offices
 
   
 
    Amarr Factory Outpost
 
    Manufacturing: 50 (+30)
    Copying: 2 (+1)
    ME Research: 2 (+1)
    PE Research: 2 (+1)
    Offices: 16 (+12)
 
    Amarr Factory Upgrade: 20 (+15), 40 (+33), 60 (+51) Manufacturing lines
    Amarr Plant Upgrade: 20 (+17), 40 (+35), 60 (+53) Manufacturing lines
    Amarr Lab Upgrade: 3 (+5), 5 (+13), 7 (+21) Copying, ME, PE slots
    Amarr Office Upgrade: 10 (+7), 15 (+11), 20 (+13) Offices
 
   


    Minmatar Service Outpost
** Caldari Factory Upgrade: 5 (+2), 10 (+5), 15 (+8) Manufacturing lines
** Caldari Lab Upgrade: 10 (+5), 20 (+15), 30 (+21) Copying, ME, PE slots
** Caldari Research Upgrade: 10 (+5), 20 (+13), 30 (+21) Invention slots
** Caldari Office Upgrade: 10 (+7), 15 (+10), 20 (+13) Offices


    Manufacturing: 5 (+3)
* Amarr Factory Outpost
    Offices: 10 (+4)
** Manufacturing: 50 (+30)
** Copying: 2 (+1)
** ME Research: 2 (+1)
** PE Research: 2 (+1)
** Offices: 16 (+12)


    Minmatar Plant Upgrade: 10 (+7), 15 (+10), 20 (+13) Manufacturing lines
** Amarr Factory Upgrade: 20 (+15), 40 (+33), 60 (+51) Manufacturing lines
    Minmatar Lab Upgrade: 3 (+1), 5 (+2), 7 (+3) Copying, ME, PE slots
** Amarr Plant Upgrade: 20 (+17), 40 (+35), 60 (+53) Manufacturing lines
    Minmatar Office Upgrade: 5 (+2), 7 (+2), 10 (+3) Offices
** Amarr Lab Upgrade: 3 (+5), 5 (+13), 7 (+21) Copying, ME, PE slots
** Amarr Office Upgrade: 10 (+7), 15 (+11), 20 (+13) Offices


   
* Minmatar Service Outpost
** Manufacturing: 5 (+3)
** Offices: 10 (+4)


    Gallente Administrative Outpost
** Minmatar Plant Upgrade: 10 (+7), 15 (+10), 20 (+13) Manufacturing lines
** Minmatar Lab Upgrade: 3 (+1), 5 (+2), 7 (+3) Copying, ME, PE slots
** Minmatar Office Upgrade: 5 (+2), 7 (+2), 10 (+3) Offices


    Manufacturing: 10 (+6)
* Gallente Administrative Outpost
    Copying: 4 (+3)
** Manufacturing: 10 (+6)
    ME Research: 4 (+2)
** Copying: 4 (+3)
    PE Research: 4 (+2)
** ME Research: 4 (+2)
    Invention: 2 (+1)
** PE Research: 4 (+2)
    Offices: 36 (+12)
** Invention: 2 (+1)
** Offices: 36 (+12)


    Gallente Plant Upgrade: 5 (+2), 10 (+5), 15 (+8) Manufacturing lines
** Gallente Plant Upgrade: 5 (+2), 10 (+5), 15 (+8) Manufacturing lines
    Gallente Lab Upgrade: 5 (+3), 7 (+4), 10 (+6) Copying, ME, PE slots
** Gallente Lab Upgrade: 5 (+3), 7 (+4), 10 (+6) Copying, ME, PE slots
    Gallente Office Upgrade: 12 (+7), 24 (+17), 36 (+27) Offices
** Gallente Office Upgrade: 12 (+7), 24 (+17), 36 (+27) Offices


===3.5 Nullsec Anomalies===
===Nullsec Anomalies===


All of the high level (combat) anomalies will have warp disrupting NPCs added to them. Also, sanctums and hubs will see the following tweaks to balance them out more.
All of the high level (combat) anomalies will have warp disrupting NPCs added to them. Also, sanctums and hubs will see the following tweaks to balance them out more.


    some NPCs in hubs will be switched out for elite frigates and cruisers  
* some NPCs in hubs will be switched out for elite frigates and cruisers  
    some of the elites in sanctums will be switched out for battlecruisers
* some of the elites in sanctums will be switched out for battlecruisers


==4 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 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.


Here is what will be added:
Here is what will be added:
* private starbase hangars
** similar fittings to corp hangars, but higher cost
** normal members will only see their own items
** directors can see each member's items but can't take or add to them
** no limit in number of characters
** each character's storage limited to 10k - 40k m³ (yet to be decided)
** if a member leaves, the according items can not be accessed until they rejoin
** if destroyed, drops some of the items
** if unanchored, all items are destroyed
* repacking items in starbase arrays
* swapping and fitting subsystems
* accessing starbase arrays from anywhere within the shield
* UI improvements to help with setting up structures, like the navigational arrows that are also used in probe scanning
* removing sov requirement from capital ship maintenance arrays


    private starbase hangars
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].
        similar fittings to corp hangars, but higher cost
        normal members will only see their own items
        directors can see each member's items but can't take or add to them
        no limit in number of characters
        each character's storage limited to 10k - 40k m³ (yet to be decided)
        if a member leaves, the according items can not be accessed until they rejoin
        if destroyed, drops some of the items
        if unanchored, all items are destroyed
    repacking items in starbase arrays
    swapping and fitting subsystems
    accessing starbase arrays from anywhere within the shield
    UI improvements to help with setting up structures, like the navigational arrows that are also used in probe scanning
    removing sov requirement from capital ship maintenance arrays


If you want to know more about these changes, head over to the according dev blog.
==Ship Rebalancing / New Ships==


==5 Ship Rebalancing / New Ships==
As the Tiericide project moves forward, ship rebalancing in Odyssey focuses on T1 Battleships and Navy Ships, along with the special addition of 4 completely new navy battlecruisers. There will also be a bunch of changes to other ship classes apart from this, mainly minor iterations on previous balance passes.


As the Tiericide project moves forward, ship rebalancing in Odyssey focuses on T1 Battleships and Navy Ships, along with the special addition of 4 completely new navy battlecruisers. There will also be a bunch of changes to other ship classes apart from this, mainly minor iterations on previous balance passes.
Heavily connected to the ship tweaks will be the overhaul of associated skill requirements and ship skill progression in general. More info on this can be found in section 7.1.
Heavily connected to the ship tweaks will be the overhaul of associated skill requirements and ship skill progression in general. More info on this can be found in section 7.1.