Category Archives: Eve Expansion

Rescuing the Besieged Guristas

I logged in last night to a bit of uncertainty.  I am in a gimped fit Tengu that was supposed to meet up with an alt in a blockade runner to pick up some much-needed modules.  That rendezvous never happened so I had to make some choices.

Do I still attempt to make the rendezvous?  That will require some serious scanning and lucky wormhole connections.  Should I head over to a lowsec base where I have enough equipment stashed to make this ship viable?  Should I turn around and head back to high-sec and refit?

I chose option C.  But as I was heading out, I noticed one of the new sites on my scanner.  There was a “Besieged Covert Operation Facility” in the system!  I warped to it cloaked at 100km to check it out.  All I could see was a single can.  I docked and refit the best that I could (including a data analyzer) and warped t the site.

Upon landing, 3 Mordu Legion Battleships spawned and started attacking me.  I used the data analyzer on the can, but the mini game didn’t come up.  I got a message that I couldn’t access it while it was being guarded.  I killed the 3 battleships and tried again, but got the same message as 5 more Battleships spawned.  All 5 of them webbed and warp scrambled me.  I eventually killed them, but it was closer than I would have liked.  Thankfully no other players landed on grid.

After dispatching the last battleship, I approached the can and opened it.

Beseiged Covert Facility Drops

I picked up one of the new low-grade implants (Snake Delta in this case) and a ship-skin for a Brutix Serpentis Edition.  Since I was already planning to head to high-sec, I decided to pick up a Brutix and re-skin it using the new manufacturing interface.

I was a bit disappointed.  I forgot the manufacturing changes don’t go live until the next mini-expansion.  In any case, I flew the shiny new Brutix around a bit and took a couple of pictures before putting it up for sale.

 

brutix serp 2 brutix serp 1

So I got to try out some of the new content.  It felt a bit odd helping out the Guristas (you get a “thank you” message in local) since I am usually killing them.  I think I also received a bounty for killing Mordu’s Legion which was also a bit odd.  It didn’t seem to hurt my standings with them though.  Perhaps these are rogue elements of the Legion?

My Tengu is not back in Empire space for re-fitting.  Going to try a couple more ideas and then go roaming when I get the time.

I also need to eventually fly or clone jump to where my PI planets are.  Even with only casually remembering to restart my extractors I have a launch pad and storage silo nearly full Tier 2 planet goo.

 

 

 

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Some more love for low sec exploration

Forum Post

CCP Fozzie announced some changes to the current Pirate implants (for a great guide to these implants see Jester’s Trek).

The current low-grade pirate implants will maintain their current bonuses and give a +3 attribute bonus.  The will be re-named to “mid-grade”.

The current high-grade pirate implants will maintain their current bonuses and give a +4 attribute bonus.

A NEW low-grade pirate implant will be added to the game.  It will give a +2 attribute bonus and its other bonus will be approximately 2/3 of the old low-grade (now mid-grade) set.

The Ascendency set will not get a new low-grade implant.  Attribute bonuses will be bumped to +3 (mid-grade) and +4 (high-grade).

Per CCP Fozzie “These [new] implants will initially be available exclusively through low-sec exploration.  At a later point they will be added to the appropriate LP stores.  The existing implants (high-grade and renamed mid-grade) will continue to drop in the same places as before and be available in LP stores at the same prices as before.”

Currently both low-grade (renamed to mid-grade) and high-grade implants occasionally drop from Overlords during expeditions from DED unrated exploration sites.  Since both of these types of implants are gaining an attribute point, they will both increase in value.  This is a straight up buff to exploration (and missioning for pirate corps).

Allowing the new low-grade implants to ONLY drop in low-sec exploration is interesting.  Usually the lower grade implants only dropped from the frigate/destroyer/cruiser sized escalations.  Most of these are in high-sec with the final escalation being in low-sec.  CCP Fozzie isn’t stating where exactly in low sec exploration these will drop so I can only guess.  In any case, this is a buff, but a very modest one.  No matter how rare they are initially, the price on the new low-grade implants will never exceed the price of the newly named mid-grade implants and the supply of those implants remains the same.  Perhaps CCP plans to make up for the low price with a relatively high quantity of drops.

Transport Ship Changes

Several changes to Transport Ships (Blockade Runners and Deep Space Transports) were announced recently by CCP Fozzie.

BLOCKADE RUNNERS

For the Blockade Runners, it is a straight up buff (though nothing is final yet).  More cargo space, a 2nd high slot (3rd low for the Prowler which already had 2 high slots), Warp Speed bonus, and better resists.  About the only downside here is that the distinctions between the various faction versions have pretty much melted away.  My alt flies a Prowler, so basically he picked up more cargo space (or faster align with 3rd low) and faster warp speed.

(Forum Post)

Highlights are:

  • They all now have two highslots for a probe launcher or covert cyno alongside the cloak. The Prowler gets a third low.
  • A pretty significant cargohold increase across the whole line. They still have significantly less max cargo than any of the T1 haulers, but they can now all break the 10k threshold with T1 rigs.
  • Replaced the useless tanking bonus with +5% warp speed per level. This means that at Transport Ships level 5 they go 7.5au/s.
  • Their tanks still aren’t anything to write home about, but we have given them full T2 resists.

PRORATOR

Amarr Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2(+1)H, 2M, 4L; 1 turret
Fittings: 150 PWG, 200(+5) CPU
Defense (shields / armor / hull) : 800(-255) / 2000(-109) / 2100(-150)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+15) / 87.5(+12.5)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+18.75) / 80(+20)
Capacitor (amount / recharge / cap per second) : 1375(+437.5) / 393(+112)s / 3.5
Mobility (max velocity / agility / mass / align time): 170(+10) / 0.52(-0.03) / 10,750,000 / 7.75s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 240 / 2
Sensor strength: 14
Signature radius: 110(-5)
Cargo Hold: 2900(+400)m3

CRANE

Caldari Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2(+1)H, 4M, 2L; 1 launcher
Fittings: 125 PWG, 285 CPU
Defense (shields / armor / hull) : 2100(+342) / 1000(-196) / 1900(-69)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+20) / 70(+15) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+13.75) / 62.5(+18.75) / 10
Capacitor (amount / recharge / cap per second) : 1300(+456.25) / 371(+118)s / 3.5
Mobility (max velocity / agility / mass / align time): 160(-5) / 0.51(+0.03) / 11,000,000(-500,000) / 7.78s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 225 / 2
Sensor strength: 17
Signature radius: 115
Cargo Hold: 4300(+800)m3

VIATOR

Gallente Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2(+1)H, 3M, 3L; 1 turret
Fittings: 135 PWG, 250 CPU
Defense (shields / armor / hull) : 1000(-266) / 1700(+1) / 2700(+98)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+20) / 85(+15) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+16.25) / 83.75(+16.25) / 10
Capacitor (amount / recharge / cap per second) : 1300(+425) / 371(+109)s / 3.5
Mobility (max velocity / agility / mass / align time): 165(-5) / 0.54(-0.01) / 10,000,000(-1,150,000) / 7.49s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 230 / 2
Sensor strength: 15
Signature radius: 120(+5)
Cargo Hold: 3600(+600)m3

PROWLER

Minmatar Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices

Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.

Slot layout: 2H, 3M, 3(+1)L; 1 turret, 1 launcher
Fittings: 130 PWG, 230(+5) CPU
Defense (shields / armor / hull) : 1500(-47) / 1500(+94) / 1700(+22)
Base shield resistances (EM/Therm/Kin/Exp): 75(+25) / 60(+20) / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 90(+10) / 67.5(+16.25) / 25 / 10
Capacitor (amount / recharge / cap per second) : 1200(+418.75) / 343(+109)s / 3.5
Mobility (max velocity / agility / mass / align time): 185 / 0.49(-0.06) / 11,150,000(+1,150,000) / 7.57s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 245 / 2
Sensor strength: 12
Signature radius: 105(-5)
Cargo Hold: 3500(+250)m3

 

DEEP SPACE TRANSPORTS

The changes to Deep Space Transports are a little more significant.  Before, they were nearly a useless ship.  Now they are a little more interesting, but I am still not sure they are useful (at least to me).  The biggest change is that they pick up a 50,000m3 Fleet Hangar (with a +5%/level of Transport Ship bonus).  I had to look up what a Fleet Hangar was.  I thought (hoped) it meant it could carry small ships, but I was wrong.  Instead, it is a storage space that can be shared and accessed by a fleet.  Since I fly solo, the fleet option isn’t useful.  The storage space might be though, as long as you don’t have to move it around a lot.  DST’s are still slow, but they come with a +2 warp strength and an improved overheating tanking option.  They also pick up the ability to use the new medium micro jump module, more slots, and more power/cpu to fit them.  As a log-off deep space storage option, they might be ok.  Keeping it aligned and loading it up with warp core stabilizers would make it difficult to tackle solo.  They can also tank like crazy for a short amount of time. I will probably play around with it a bit when it comes out.

(Forum post)

These ships have been largely overshadowed by Orcas and high capacity T1 haulers for heavy duty hauling, and of course they cannot compete with the amazing evasion abilities of Blockade Runners.

 So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity.

 The fleet hangar is intended to make DSTs a viable choice for many hauling situations, and allowed us to then add a series of options to the DST defensive toolbox. We know that once people start using a ship it will be inevitable that they get into bad situations with them and that it can be immensely fun gameplay to escape a dangerous situation when you have no guarantee of survival. For this purpose we have provided the Deep Space Transports with defensive tools that are much less consistent than the covert cloak on the Blockade Runners but that are powerful nonetheless.

 The key new addition is a role bonus that doubles the benefits from overheating tanking modules and propulsion modules. This means that Deep Space Transports can have obscene tanks for short periods of time and gain strong bursts of mobility, especially useful for fighting your way back to a stargate (or for playing bait).

They are also gaining the ability to use the new Medium Micro Jump Drive modules for extra escape and bubble evasion options.

IMPEL

Amarr Industrial Bonus per level:
+7.5% Armor Repairer Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Armor Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 2(+1)M, 7L; 2(+2) launchers
Fittings: 330(+80) PWG, 240(+65) CPU
Defense (shields / armor / hull) : 2000(-109) / 4300(+81) / 4500
Capacitor (amount / recharge / cap per second) : 3500(+2250) / 875(+563)s / 4
Mobility (max velocity / agility / mass / align time): 90(+10) / 1 / 19,500,000(+500,000) / 27.03s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 205 / 3(+1)
Sensor strength: 16
Signature radius: 160
Cargo Hold: 1000(-3000)m3
Fleet Hangar: 50000m3

BUSTARD

Caldari Industrial Bonus per level:
+7.5% Shield Booster Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Shield Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 6(+3)M, 3(-2)L; 2(+2) launchers
Fittings: 200 PWG, 290(+40) CPU
Defense (shields / armor / hull) : 4300(+784) / 2300(-91) / 4000(+62)
Capacitor (amount / recharge / cap per second) : 2900(+1806.25) / 725(+456)s / 4
Mobility (max velocity / agility / mass / align time): 80() / 1(+0.07) / 20,000,000 / 27.73s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 195 / 3(+1)
Sensor strength: 20
Signature radius: 165
Cargo Hold: 1000(-4500)m3
Fleet Hangar: 50000m3

OCCATOR

Gallente Industrial Bonus per level:
+7.5% Armor Repairer Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Armor Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 3(+1)M, 6L; 2(+2) turrets
Fittings: 290(+45) PWG, 260(+60) CPU
Defense (shields / armor / hull) : 2400(-131) / 4000(+203) / 5000(-203)
Capacitor (amount / recharge / cap per second) : 3100(+1943.75) / 775(+281)s / 4
Mobility (max velocity / agility / mass / align time): 110(+20) / 1 / 19,000,000(-500,000) / 26.34s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 200 / 3(+1)
Sensor strength: 18
Signature radius: 165
Cargo Hold: 1000(-4000)m3
Fleet Hangar: 50000m3

MASTODON

Minmatar Industrial Bonus per level:
+7.5% Shield Booster Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Shield Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules

Note: Can fit Medium Micro Jump Drives

Slot layout: 2(+1)H, 5(+2)M, 4(-1)L; 2(+2) turrets
Fittings: 230(+15) PWG, 270(+80) CPU
Defense (shields / armor / hull) : 4000(+906) / 2800(-13) / 3100()
Capacitor (amount / recharge / cap per second) : 2700(+1700) / 675(+425)s / 4
Mobility (max velocity / agility / mass / align time): 120(+20) / 1 / 19,200,000(700,000) / 26.62s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 210 / 3(+1)
Sensor strength: 14
Signature radius: 150
Cargo Hold: 1000(-4250)m3
Fleet Hangar: 50000m3

 

More Wormholes

Looks like we might be getting more wormholes in lowsec. Specifically, more wormholes to low and null sec.

On the plus side, access to more areas of lowsec is kind of cool. And daytripping to null just got easier.

On the downside, this means yet more signatures to resolve.

It is probably an equal trade off. I guess I like it because it makes lowsec more interesting and almost any change can create opportunities.

Hat tip to Wild Rose of Molden Heath

Forum Post

Tech 3 Modules, New Space, and a Hacking Suggestion

I was recently re-reading a favorite book entitled A Fire Upon the Deep by Vernor Vinge.  One of the concepts in the book is that the universe is divided into Zones of Thought.  In the middle (the Unthinking Depths), faster than light travel is impossible.  The farther out you travel into the Beyond, multiples of lightspeed are possible.  These zones have implications on the possibilities of automation.  In the High Beyond, automation approaches sentience.  In the Transcend, automation is super-sentinent or godlike.  One of the protections offered by the Zones is that much of super-sentient automation in the Transcend degrades or fails entirely in the lower Zones.  This fact drives much of the plot of the book.

Naturally, I was thinking about this in terms of EVE.

I think the New Space (accessed by player built stargates) should be a place where higher automation is possible and contains the components and blueprints for building Tech 3 modules.  These modules would have a significant improvement over Tech 2, but would have significantly higher processing requirements.  A new module called a “Tech 3 Processor” (low or mid slot) would be introduced.  A single Tech 3 Processor would support four Tech 3 modules.  So – in effect – you can trade a low/mid slot for 4 enhanced slots.  The downside is that Tech 3 modules would only function at their full capabilities in the New Space.  In current K-space or wormhole space, they would function about like a Meta 4 module (similar to how ASB’s and AAR’s are better when they have charges and worse when they do not).

From an exploration standpoint, hacking could also take on a more risky (and profitable) tone.  A new type of site could be introduced where you might be trying to hack a system that is smarter than you are.  Succeed, and one of your ship’s modules (random) is upgraded to Tech 3 (still only usable under the conditions described above). Fail, and the consequences might be severe (destruction of a module? loss of control of your ship?).

Lots of balance things to consider here, of course, but I really like the idea of new space where new things are possible.  It gives some great options to a broad spectrum of players without negating the activities in the rest of New Eden.  There should still be some goodies that should come back to New Eden, but I think the game will be better if many of the rewards of the New Space are only useful in the New Space.