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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Paradox
1505

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Posted - 2017.04.18 17:30:19 -
[1] - Quote
Brave Capsuleers, Team Phenomenon are excited to introduce you to the next phase of PvE content for EVE, building upon the NPC Mining Operations introduced in Ascension. Blood Raider Shipyards
A new production facility have been spotted throughout Blood Raider space. These structures look, and act just like player structures.
The structure follows our NPC Mining Operation naming scheme, by including a diamond icon before the Group and Type names. GÖª Engineering Complex - GÖª Sotiyo
Blood Raider Mining Operations will be more prevalent in the systems surrounding the structure. The structure is always vulnerable, and will go through the Shield Phase with 24 hour reinforcement, and then Hull phase only (no armor phase). A repair timer will also happen for both phases, if the shipyard has been repaired then it will be vulnerable again with full shields. They are hidden, and will only be found by following a Blood Raider Hauler that is taking part in an NPC Mining Operation. Structure will defend itself if discovered by utilizing its own modules against hostile targets. A strong defense response will guard the structure, including short-range and long-ranged based fleets. These fleets will re-position themselves around hostile targets should they become too far from their effective weapon ranges.
The Blood Raiders are expanding their capital fleet with these new vessels: Design feature thread is here if you wish to discuss the new capitals.
Chemosh - Dreadnought Class Amarr Dreadnought bonuses (per skill level): 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount Minmatar Dreadnought bonuses (per skill level): 20% bonus to Stasis Webifier optimal range Role Bonus: Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level 25% bonus to Capital Energy Turret damage
Dagon - Force Auxiliary Class Amarr Carrier bonuses (per skill level): 30% bonus to Energy Nosferatu drain amount 30% bonus to Energy Nosferatu optimal range and falloff Minmatar Carrier bonuses (per skill level): 5% bonus to Remote Armor Repairer cycle time 5% bonus to Armor Repairer amount[center] Role Bonus: Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level 90% reduction in powergrid requirements for Capital Remote Armor Repairers 90% reduction in CPU requirements for Energy Nosferatu
Molok - Titan Class Amarr Titan bonuses (per skill level): 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount 6+ bonus to ship warp core strength Minmatar Titan bonuses (per skill level): 20% bonus to Stasis Webifier optimal range 6+ bonus to ship warp core strength Role Bonus: Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level 1400% bonus to Capital Energy Turret damage
Testing Notes: There are multiple Structures (five) available on Singularity for you to find and attack. On Tranquility there will only be one. Mass Tests will take part shortly, please keep an eye on these forums for scheduling of that.
You can currently find shipyards in these following systems:
- 9ES-SI
- DG-L7S
- G-TT5V
- 08S-39
- KEE-N6
Known Issues:
- New Blood Raider capital Blueprint drop rates from the structure are still to be completed, they are currently placeholder values of 50%.
- Long-Range fleets will warp in too close to their targets.
- NPCs will currently not engage Drones or Fighters.
- The Shipyard itself can be currently found with the sensor overlay and warped to this way. This was to make testing easier, but will be removed in the next Singularity update.
- NPCs may become stuck on the shipyard after undocking.
- NPCs will currently pursue players around the system if the players warp away from the shipyard.
CCP Paradox | EVE QA | Team Genesis | Team Phenomenon
Space Magician
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Cephei Kells
Adversity. Pandemic Legion
33
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Posted - 2017.04.18 17:51:07 -
[2] - Quote
So you're saying it has a reasonable reinforcement mechanic? |

Igzorn Buelle
7
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Posted - 2017.04.18 17:57:32 -
[3] - Quote
nice stuff btw can i make a suggestion?
if this is a hit can we have something like that in in low (with an azbel) and in highsec (with a Raitaru) of cause without the captital bpc drop's. perhaps with a chance of a citadel bloodraider skin drop? |

Romvex
Jump Drive Appreciation Society Jump Drive Appreciation Alliance
578
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Posted - 2017.04.18 18:10:27 -
[4] - Quote
So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures?  |

Shadowace Evi
CroGi Gorathian Federation
13
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Posted - 2017.04.18 18:16:28 -
[5] - Quote
Romvex wrote:So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures? 
Its almost like player citadels should be difficult to destroy otherwise no one would use them for the main purpose, and that is to store assets. |

Avery Lewis
Hoover Inc. Pandemic Legion
4
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Posted - 2017.04.18 18:25:32 -
[6] - Quote
Shadowace Evi wrote:Romvex wrote:So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures?  Its almost like player citadels should be difficult to destroy otherwise no one would use them for the main purpose, and that is to store assets.
Yeah, nobody used POSes in EVE before citadels came around.
(And that's not even taking into account that citadels are always safer than POSes due to the asset safety mechanic...) |

Suitonia
The Deliberate Forces HYDRA RELOADED
854
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Posted - 2017.04.18 18:27:07 -
[7] - Quote
Quote:NPCs will currently pursue players around the system if the players warp away from the shipyard.
This should be a feature, if you disturb them they should want you to leave the system .
Contributer to Eve is Easy:
https://www.youtube.com/user/eveiseasy/videos
Solo PvP is possible with a 20 day old character! :)
https://www.youtube.com/watch?v=BvOB4KXYk-o
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Fish Hunter
Blacksteel Mining and Manufacturing Renaissance Federation
30
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Posted - 2017.04.18 18:34:20 -
[8] - Quote
Avery Lewis wrote:Shadowace Evi wrote:Romvex wrote:So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures?  Its almost like player citadels should be difficult to destroy otherwise no one would use them for the main purpose, and that is to store assets. Yeah, nobody used POSes in EVE before citadels came around. (And that's not even taking into account that citadels are always safer than POSes due to the asset safety mechanic...)
Outside of highsec POS's saw very little use for anything except staging and lowsec exclusive activities. CCP took a guess at what it would take for players to flock to planting citadels and they may have made it too safe outside of J space but they got people to plant the suckers aplenty so mission successful. |

Tribal Trogdor
Better Off Red Unspoken Alliance.
40
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Posted - 2017.04.18 18:34:57 -
[9] - Quote
Quote:There are multiple Structures (five) available on Singularity for you to find and attack. On Tranquility there will only be one.
So there's only going to be one at a time across all BR space? Will they despawn after a time? Seems like they're going to be insanely hard to find if that's the case, give you have to follow around a hauler, which I've yet to see even one of :( |

Jireel
Money in da bank
6
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Posted - 2017.04.18 18:41:57 -
[10] - Quote
Suitonia wrote:Quote:NPCs will currently pursue players around the system if the players warp away from the shipyard. This should be a feature, if you disturb them they should want you to leave the system  .
Agreed :D |
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Aiwha
Infinite Point Test Alliance Please Ignore
1246
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Posted - 2017.04.18 18:57:56 -
[11] - Quote
I have a serious question. Will these NPC fleets be tackle able with bubbles? And will they react accordingly to bubbles on the field?
Sanity is fun leaving the body.
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Amak Boma
Dragon Factory
227
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Posted - 2017.04.18 19:17:28 -
[12] - Quote
bait them to keepstar and doomsday rats |

Gaia Ma'chello
V.I.C.E.
134
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Posted - 2017.04.18 19:37:46 -
[13] - Quote
Romvex wrote:So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures?  Last I checked, the NPC AI never has to sleep, or take the kids to school. |

Cade Windstalker
1373
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Posted - 2017.04.18 19:47:58 -
[14] - Quote
Quote:NPCs will currently pursue players around the system if the players warp away from the shipyard.
IMO this shouldn't be viewed as a bug, at least not entirely.
Sure it's not good if the enemies can be split off and prevented from defending effectively but it absolutely makes sense that they should be able to pursue a fleeing enemy so long as they come back and defend if the structure comes under attack again.
This could open up interesting tactics like pulling off part of their fleet into a trap, as well as increasing the danger of engaging them since if you start losing it'll be harder to hold the attack together and regroup and recover. |

Anthar Thebess
1692
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Posted - 2017.04.18 20:19:47 -
[15] - Quote
If the complex drop just BPC, can we change this to strongbox? like 1000m3 in size? Without this just wait as someone kill the damn thing, and then just warp 10 ceptors to steel the drop. This is quite bad, make someone at least fight for the stuff.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Hairpins Blueprint
The Northerners Northern Coalition.
203
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Posted - 2017.04.18 20:39:07 -
[16] - Quote
Anthar Thebess wrote:If the complex drop just BPC, can we change this to strongbox? like 1000m3 in size? Without this just wait as someone kill the damn thing, and then just warp 10 ceptors to steel the drop. This is quite bad, make someone at least fight for the stuff.
guess something like 300-450 m3 would be sufficient. just make it above maximum interceptor cargo. |

Cade Windstalker
1376
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Posted - 2017.04.18 20:41:29 -
[17] - Quote
Anthar Thebess wrote:If the complex drop just BPC, can we change this to strongbox? like 1000m3 in size? Without this just wait as someone kill the damn thing, and then just warp 10 ceptors to steel the drop. This is quite bad, make someone at least fight for the stuff.
This is an NPC thing that spawns in Null-Sec. Theft is part of the name of the game here, and preventing other players from getting the loot is going to be as much a part of this encounter as killing the NPCs, especially with only one of these spawning in the game at a time.
Besides even if you have 10 Inties, since you won't be able to set up a warp directly to the lootable object until the shipyard pops, the people actually holding the grid should have a much stronger chance of pulling the loot than someone trying to ninja it, especially if they're quick and clever.
You can look at Incursions as an example here. When the Mothership pops at the end you do sometimes get a successful loot theft, but it's pretty hard to pull off and the person trying gets nothing but their ship popped the majority of the time, even in Low Sec. |

Ace Xadi
Xadi's Ind
0
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Posted - 2017.04.18 20:48:03 -
[18] - Quote
Anthar Thebess wrote:If the complex drop just BPC, can we change this to strongbox? like 1000m3 in size? Without this just wait as someone kill the damn thing, and then just warp 10 ceptors to steel the drop. This is quite bad, make someone at least fight for the stuff.
or just make it a deadspace and you warp like 50 km from the structure |

Michael Oskold
BURN EDEN Northern Coalition.
29
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Posted - 2017.04.18 21:04:47 -
[19] - Quote
yeh dagon looks way cooler now and actually warrants flying. just hope it isnt completely op in wh space. |

Anthar Thebess
1693
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Posted - 2017.04.18 21:05:25 -
[20] - Quote
Cade Windstalker wrote:Anthar Thebess wrote:If the complex drop just BPC, can we change this to strongbox? like 1000m3 in size? Without this just wait as someone kill the damn thing, and then just warp 10 ceptors to steel the drop. This is quite bad, make someone at least fight for the stuff. This is an NPC thing that spawns in Null-Sec. Theft is part of the name of the game here, and preventing other players from getting the loot is going to be as much a part of this encounter as killing the NPCs, especially with only one of these spawning in the game at a time. Besides even if you have 10 Inties, since you won't be able to set up a warp directly to the lootable object until the shipyard pops, the people actually holding the grid should have a much stronger chance of pulling the loot than someone trying to ninja it, especially if they're quick and clever. You can look at Incursions as an example here. When the Mothership pops at the end you do sometimes get a successful loot theft, but it's pretty hard to pull off and the person trying gets nothing but their ship popped the majority of the time, even in Low Sec.
The main issue is that there is hard to control grid with the interceptors that by design are to ignore any grid control. Let someone fight for the stuff, drop a cyno jump in capital fleet - this is fun.
Insta warping inty can fit cloack and MWD.
Quote:guess something like 300-450 m3 would be sufficient. just make it above maximum interceptor cargo.
We have nullified T3, they also don't cost much and can instantly warp. 1000m3 force you to use indy or a cargo rigged BO.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Rovinia
Exotic Dancers Union SONS of BANE
645
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Posted - 2017.04.18 21:55:50 -
[21] - Quote
CCP Paradox wrote:Known Issues:
- NPCs will currently pursue players around the system if the players warp away from the shipyard.
Why is that an Issue? I like it! As long as enough of the NPC's stay on the station do defend it ofc. |

Eli Stan
Center for Advanced Studies Gallente Federation
660
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Posted - 2017.04.19 01:57:16 -
[22] - Quote
I'm really curious to see what fleet comps players end up using in the face of the AI escalation. If the escalation is designed such that, say, they ship up enough to take out 40% of a fleet by the time the shield/hull is destroyed, why would players ever use more than a fleet of cheap T1 cruisers? (Assuming they have enough pilots to hit the DPS cap, and assuming other different players don't crash the party.) Losing 40% of a Vexor fleet is a hell of a lot cheaper than losing 40% of a Rattlesnake fleet or cap fleet, and potentially just as effective. |

Cade Windstalker
1378
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Posted - 2017.04.19 02:51:19 -
[23] - Quote
Anthar Thebess wrote:The main issue is that there is hard to control grid with the interceptors that by design are to ignore any grid control. Let someone fight for the stuff, drop a cyno jump in capital fleet - this is fun.
Insta warping inty can fit cloack and MWD.
Yes, but the Inty still has to warp into the middle of an EC wreck to scoop the loot, which means it can't cloak, and grid is going to be full of at least one fleet as well as some angry NPCs, any of whom would be more than happy to nuke the crap out of any Inties on field.
Plus those Inty pilots need to find the EC in the first place which requires probes, and be around for the fight, and...
I'm not saying it'll never happen, but I think it's being overblown as a concern here.
If you or some other enterprising individual wants to prove me wrong that would be a perfect thing to try on the Test Server, and preferably record. Just make sure if it's outside one of the Mass Tests that you get the permission of whoever is killing the thing to try and ninja their loot, otherwise you'd be interfering with someone's testing and CCP will in fact ban your account from Sisi, contrary to popular belief... |

Marcus Roche
Ice Dalak Conglomerate
1
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Posted - 2017.04.19 03:55:06 -
[24] - Quote
Rovinia wrote:CCP Paradox wrote:Known Issues:
- NPCs will currently pursue players around the system if the players warp away from the shipyard.
Why is that an Issue? I like it! As long as enough of the NPC's stay on the station do defend it ofc.
I guess it really does depend on the second half of your statement. The most important part of these encounters is to kill the station; the NPC ships themselves are functionally worthless. So players will need to tank the NPCs and reinforce/kill the station. If players are able to drag off some of the agro by having the NPCs chase them around system while the rest of the team kills the station then it kind of undermines the encounter. Especially if you have frigates dragging off the capitals which warp at the speed of molasses.
A second possible problem depend on the programmed Intelligence of the NPCs; if they are simply chasing the original source of agro around system and only attacking them then that'll be kind of OK. But the Team Phenomenon crew indicated in their presentation that the NPCs will be out to kill any non-NPC which could lead to players utilizing the NPCs to ambush other players who enter the system. This does sound like a "cool" mechanic till you take a look at what happened in Everquest with "FANSY THE FAMOUS BARD" and his every loving train of monsters.
I'm not saying this bug couldn't be a cool new feature; but it would need to be thought about carefully.
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Balthasar Enaka
ShekelSquad Interhole Revenue Service
0
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Posted - 2017.04.19 07:04:51 -
[25] - Quote
Avery Lewis wrote:Shadowace Evi wrote:Romvex wrote:So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures?  Its almost like player citadels should be difficult to destroy otherwise no one would use them for the main purpose, and that is to store assets. Yeah, nobody used POSes in EVE before citadels came around. (And that's not even taking into account that citadels are always safer than POSes due to the asset safety mechanic...) I mean, look at wormhole space where there's no asset safey; 3 days for an eviction isn't unreasonable.
The k-space mechanic needs a look over, but why do I feel like wh space - and the lack of asset safety - will be forgotten with any citadel changes? |

Amak Boma
Dragon Factory
227
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Posted - 2017.04.19 09:22:47 -
[26] - Quote
i see there interessing mechanic,players who would defend blood raider shipyards from attacks done by other players should gain standings to blood raiders and also recevie blood raider loyality points so they can be exchanged for the blood raider capital ship blueprint copy. |

Blavish
Brave Newbies Inc. Brave Collective
16
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Posted - 2017.04.19 09:38:45 -
[27] - Quote
CCP Paradox wrote:Brave Capsuleers, Team Phenomenon are excited to introduce you to the next phase of PvE content for EVE, building upon the NPC Mining Operations introduced in Ascension. Blood Raider Shipyards A new production facility have been spotted throughout Blood Raider space. These structures look, and act just like player structures. The structure follows our NPC Mining Operation naming scheme, by including a diamond icon before the Group and Type names. GÖª Engineering Complex - GÖª Sotiyo Blood Raider Mining Operations will be more prevalent in the systems surrounding the structure. The structure is always vulnerable, and will go through the Shield Phase with 24 hour reinforcement, and then Hull phase only (no armor phase). A repair timer will also happen for both phases, if the shipyard has been repaired then it will be vulnerable again with full shields. They are hidden, and will only be found by following a Blood Raider Hauler that is taking part in an NPC Mining Operation. Structure will defend itself if discovered by utilizing its own modules against hostile targets. A strong defense response will guard the structure, including short-range and long-ranged based fleets. These fleets will re-position themselves around hostile targets should they become too far from their effective weapon ranges. The Blood Raiders are expanding their capital fleet with these new vessels: Design feature thread is here if you wish to discuss the new capitals.Chemosh - Dreadnought ClassAmarr Dreadnought bonuses (per skill level): 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount Minmatar Dreadnought bonuses (per skill level): 20% bonus to Stasis Webifier optimal range Role Bonus: Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level 25% bonus to Capital Energy Turret damage Dagon - Force Auxiliary ClassAmarr Carrier bonuses (per skill level): 30% bonus to Energy Nosferatu drain amount 30% bonus to Energy Nosferatu optimal range and falloff Minmatar Carrier bonuses (per skill level): 5% bonus to Remote Armor Repairer cycle time 5% bonus to Armor Repairer amount[center] Role Bonus: Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level 90% reduction in powergrid requirements for Capital Remote Armor Repairers 90% reduction in CPU requirements for Energy Nosferatu Molok - Titan Class Amarr Titan bonuses (per skill level): 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount 6+ bonus to ship warp core strength Minmatar Titan bonuses (per skill level): 20% bonus to Stasis Webifier optimal range 6+ bonus to ship warp core strength Role Bonus: Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level 1400% bonus to Capital Energy Turret damage Testing Notes: There are multiple Structures (five) available on Singularity for you to find and attack. On Tranquility there will only be one. Mass Tests will take part shortly, please keep an eye on these forums for scheduling of that. You can currently find shipyards in these following systems:
- 9ES-SI
- DG-L7S
- G-TT5V
- 08S-39
- KEE-N6
Known Issues:
- New Blood Raider capital Blueprint drop rates from the structure are still to be completed, they are currently placeholder values of 50%.
- Long-Range fleets will warp in too close to their targets.
- NPCs will currently not engage Drones or Fighters.
- The Shipyard itself can be currently found with the sensor overlay and warped to this way. This was to make testing easier, but will be removed in the next Singularity update.
- NPCs may become stuck on the shipyard after undocking.
- NPCs will currently pursue players around the system if the players warp away from the shipyard.
Yay, more content for the goons and pl. Smaller corps lose again. |

Capqu
ElitistOps Pandemic Legion
1314
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Posted - 2017.04.19 10:06:42 -
[28] - Quote
in 5 years instead of players vs npcs on keepstars its gonna be npcs vs npcs on keepstars because there wont be any ******* players at this rate
you know its bad when you literally are mimicking how you want players to behave with npcs in a SANDBOX
https://www.youtube.com/watch?v=K5tVbVu9Mkg
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Anthar Thebess
1693
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Posted - 2017.04.19 10:36:37 -
[29] - Quote
Amak Boma wrote:i see there interessing mechanic,players who would defend blood raider shipyards from attacks done by other players should gain standings to blood raiders and also recevie blood raider loyality points so they can be exchanged for the blood raider capital ship blueprint copy. Way to easy to abuse.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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Lhord GankBang
Black Omega Security Mercenary Coalition
1
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Posted - 2017.04.19 11:49:35 -
[30] - Quote
Most important question: What is the isk/hr and what do those drop? |
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