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  • Date of Birth: 2015-03-16 16:14
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CCP Larrikin

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Last 20 Posts

  • Blood Raider Shipyards from Team Phenomenon (YC 119.4) in EVE Technology and Research Center

    Indahmawar Fazmarai wrote:

    ...the whole thing I've asked Team Phenomenon is why they develop PvE content that it's not accessible to PvE players. Someone must be making this decission for some reason. Who, why or what sense does it, are a mistery.


    I'd suggest you watch this > https://www.youtube.com/watch?v=Zho8nopiluc

    The TL;DR however is that the tools we're using to create the Blood Raider Shipyards can be used to make content at different sizes and in different locations. Solo content in Highsec, small gang content in WH space, or fleet content n Nullsec.

    We're releasing the Blood Raider Shipyards first because we want to test these tools in the harshest possible environment, v's 100's of players. Once we're happy with that, we'll be building follow on content in other areas of space.

    Kyttn wrote:
    1) How exactly will these BPC's drop once this feature is released? Will they just be in a cargo container, where anyone can come by and ninja salvage it if they are fast and sneaky enough, regardless of whether or not they just participated in the epic battle that most likely preceded the Shipyard's destruction? It seems like an awfully unfair and random way to determine who will get this multi-billion isk blueprint if so

    They drop in the wreck of the Sotyio. Yes, anyone can come along and steal the BPC. The Blood Raider XL EC isn't connected to the Upwell Asset Safety Network, so like in WH space, the items drop. Its up to players to secure them in whatever way they see fit.

    Kyttn wrote:
    2) What will happen if players bring capital ships? Will the Shipyards respond with capital fleets of their own? Will they have doomsdays and fighters too? Or will the Shipyards simply just spawn enough non-capital ships necessary to counter the player capitals which are on field?

    In time, the Blood Raiders will respond with capitals of their own. That may not be at release though but I would expect it will happen soon afterward.

    Kyttn wrote:
    3) Will the Shipyards be spawning warp disruption bubbles when in Null sec, and will player warp disruption bubbles work on NPC ships to keep them from pinging to a more strategic location?

    At this time, Blood Raiders won't drop bubbles. However their ships follow the rules of all player ships, so they can't warp inside a player dropped bubble.

    Kyttn wrote:
    4) Will NPC ships have access to the same ships and modules that players do? Can NPC ships cloak up, and will they have stealth bombers? What about ECM ships like the Falcon? Will there be NPC ships with MJD capabiliity? Or Bastion modules? What about command boosts?

    I would suggest checking out EVE Fanfest 2017 - Phenomenal PvE for some of the answers to your questions regarding fitting and how it works with NPCs. This won't answer everything (such as stealth bombers, ECM ships, MJDs, etc), for the answers to those questions you'll need to find out yourself. :)

    Kyttn wrote:
    5) Will NPC ships have drones, and if so will the NPCs pull the drones back to the ships if they start to take damage (like an alert pilot should)?

    No, the NPCs won't have drones, or fighters.

    Kyttn wrote:
    6) It's been said that the ships the NPC's are using are drawn directly from how a player would fit a similar ship. But what about the "pilot" flying the NPC ship. Ex: Capsuleers can get bonuses for flying a ship based on their skills, as well as for using implants and combat boosters. Do the Shipyard NPC's get any such bonuses?

    The NPC ships have the equivalent to all level 5 skills. The Shipyard has the equivalent of all level 0 skills.

    Kyttn wrote:
    7) How far away from the Shipyard can NPC ships/fleets be kited before giving up the chase and returning to base?

    8) If the Shipyard AI is always escalating to match the current threat, what happens when the player fleet starts losing significant numbers of ships, or if some or all of the player fleet cloaks or warps off entirely? Will the Shipyard eventually despawn/dock the excess numbers of ships, and if so how long will that take? Or will there always be an ever increasing number of ships that player will simply have to match once spawned?

    These are things you'll have to find out :)

    Kyttn wrote:
    9) Am I right to understand that once this feature goes live that there will only ever be 1 shipyard in all of New Eden at any given time? Will it just sit there indefinitely until someone happens to stumble upon the NPC mining operation and then bother to scan down the hauler?

    There will be only one Blood Raider Shipyard on TQ at a time.

    Kyttn wrote:
    10) If these shipyards will always be spawning enough ships to counter whatever numbers of ships are brought by players, then doesn't it seem logical that the answer is for the players to NOT bring large numbers of ships, and instead to focus on just bringing a small number of well-trained and well-equipped pilots to keep the Shipyard from spawning too many defenses? What would happen if just a few capsuleers tried to attack a shipyard? Or if someone tried to solo it?

    Bringing a smaller number of well-trained and well-equipped pilots is certainly a valid tactic. There is a minimum number of defenders the shipyard will spawn regardless of how many attackers there are on field however.

  • [MAY] Blood Raider Capitals in EVE Technology and Research Center

    Frostys Virpio wrote:
    Any comment on the hangar size debate so we can put it to rest?


    Sure, we're happy with the existing fleet hanger size. Its the same as the Vanquisher.

  • [MAY] Blood Raider Capitals in EVE Technology and Research Center

    Hi Space Friends, please check the OP, some updates have been made!

    Update (2017-03-28 1610)

    • Added local repair bonus to Dagon
    • Reduced Corpse bays for all

  • [MAY] Blood Raider Capitals in EVE Technology and Research Center

    Umino Iruka wrote:
    So...2 turret hardpoints on the dread and a 25% capital energy turret dmg role bonus....


    Oops, thats a typo. its 3 turret hardpoints.

  • [MAY] Blood Raider Capitals in EVE Technology and Research Center

    Questions & Answers

    Q)What Doomsdays/Phenomena Generators can the Molok fit?
    A) All Amarr and Minmatar Doomsdays and Phenomena Generators can be fit to the Molok.

    Q)Why doesn't the Blood Raider Force Auxiliary or Titan get bonuses to Command Burst Strength or Duration?
    A) Pirate Capitals typically don't get bonuses to Command Burst strength or duration.

    Q)Whats with the low fitting attributes and weird fitting bonuses on the Dagon?
    A) We've done this combination of low fitting attributes and fitting bonuses to Nos and Remote Reps to constrain some of the fitting options a available to the Dagon. We'd like to encourage Nos & Rep fits, and these bonuses do this. Its still possible to go for crazy fitting options but the trade offs are larger.

    Q)Is the mass on the Dagon a typo? It's a third lower than the mass of the existing FAXes.
    A) Yes, it was. A Copy / Paste error infact. Its been fixed now :)

    Q)Is the 30% bonus on the FAX vs 15% on the others is intended?
    A) Yes, it is! The 30% bonus only applies to Nos's, not neuts. This is simmilar to the bonuses on the Rabisu.

  • [MAY] Blood Raider Capitals in EVE Technology and Research Center



    Hi Space Friends,

    Blood Raider capitals are coming in the May Release. There will be a Force Auxiliary, a Dreadnought and a Titan. This post won't talk about how to acquire these powerful ships, that will come in latter communcations.

    However, we're very keen to get your feedback on these!


    Force Auxiliary: Dagon
    "Be wary of those who offer you aid with a smile and words of encouragement. They are false. Those that give life so that they may live are are more reliable and true in their motives. Eternity beckons for the Sabik but travelers on that road must be clothed in the blood of the weak and refreshed by the blood of the powerful and pure. Only give succor to a true fellow traveller, that they may aid you on your journey along that road."
    - Omir Sarikusa, Meditations on a Crimson Chalice

    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
    Role Bonus:
    • Can fit a Triage module
    • Can use two Command Burst modules
    • 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
    • 50% reduction in CPU requirements for Command Burst modules
    • 200% bonus to Command Burst area of effect range
    • 200% bonus to Logistics Drone transfer amount
    • 5x penalty to Entosis Link duration

    Slot layout: 6H, 4M, 8L, 3R; 0 Turrets, 0 Launchers
    Fittings: 660,000 PWG, 540 CPU
    Defense (shields / armor / hull) : 90,000 / 126,000 / 190,000
    Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
    Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
    Capacitor (amount / recharge / cap per second) : 82,500 / 5,000s / 16.5
    Mobility (max velocity / agility / mass / align time): 85 / 0.07 / 1,310,000,000 / 77.63s
    Drones (bandwidth / bay): 125 / 600
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 110km / 65 / 7
    Sensor strength: 70 Radar
    Signature radius: 11,500
    Cargo Hold: 2,400m3
    Ship Maintenance Bay: 1,000,000m3
    Fleet Hangar: 10,000m3
    Corpse Bay: 1,000m3


    Dreadnought: Chemosh
    The Blood Raider Covenant has found itself needing to match the capabilities of the Amarr Navy and capsuleer alliances in the face of repeated clashes with both foes. Omir Sarikusa has commanded his fanatical followers to adapt to increased prevalence of capital ships in naval warfare by developing their own, marked by the usual perversion of Amarr ship designs to the battle doctrines of the Blood Raider fleets. The Chemosh class dreadnought is such a ship, sporting the Blood Raiders' signature Energy Nosferatu technology.

    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:
    • Can fit Siege modules
    • 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
    • 5x penalty to Entosis Link duration

    Slot layout: 6H, 4M, 8L, 3R; 3 Turrets, 0 Launchers
    Fittings: 858,000 PWG, 715 CPU
    Defense (shields / armor / hull) : 118,000 / 169,000 / 169,000
    Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
    Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
    Capacitor (amount / recharge / cap per second) : 66,000 / 4,400,000s / 15
    Mobility (max velocity / agility / mass / align time): 80 / 0.04 / 1,290,000,000 / 71.53s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 97.5km / 85 / 7
    Sensor strength: 45 Radar
    Signature radius: 11,800
    Cargo Hold: 2,400m3
    Ship Maintenance Bay: 1,000,000m3
    Fleet Hangar: 10,000m3
    Corpse Bay: 1,000m3


    Titan: Molok
    "Molok, libeled as 'The Deceiver' by the false faith, was truer than any so-called 'True Amarr' follower of the corrupted throne squatters could ever be. He it was that understood the true nature of the universe. There is only one truth: power is all; naked, merciless force wielded by those with the will to grapple with it. We drink the blood of the powerful and the pure because to survive and advance we must feed on their energy and make it our own. This is the lesson of Molok. His failure is of no moment, his glimpse of the Great Truth is all that matters."
    - Omir Sarikusa, Meditations on a Crimson Chalice

    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:
    • Can fit Doomsday devices
    • Can fit one Phenomena Generator module
    • Can fit Jump Portal Generator
    • Can fit Clone Vat Bay
    • Can use three Command Burst modules
    • Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
    • 200% bonus to Command Burst area of effect range
    • 1400% bonus to Capital Energy Turret damage
    • 500% bonus to Armor Plates and Shield Extenders
    • 80% bonus to Sensor Dampener resistance
    • 80% bonus to Weapon Disruption resistance
    • 80% bonus to Stasis effect resistance
    • 80% increase to Remote Electronic Assistance impedance
    • 5x penalty to Entosis Link duration

    Slot layout: 8H, 6M, 8L, 3R; 4 Turrets, 0 Launchers
    Fittings: 1,375,000 PWG, 900 CPU
    Defense (shields / armor / hull) : 390,000 / 950,000 / 580,000
    Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
    Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
    Capacitor (amount / recharge / cap per second) : 145,000 / 7,500s / 19.333
    Mobility (max velocity / agility / mass / align time): 65 / 0.03 / 2,400,000,000 / 99.81s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 250km / 70 / 8
    Sensor strength: 240 Radar
    Signature radius: 24,800
    Cargo Hold: 12,400m3
    Ship Maintenance Bay: 5,000,000m3
    Fleet Hangar: 100,000m3
    Corpse Bay: 2,000m3


    Update (2017-03-28 1610)
    • Added local repair bonus to Dagon
    • Reduced Corpse bays for all

  • [March] Balance Tweaks: Fighters, Supercarriers & Burst Projectors in EVE Technology and Research Center

    Questions & Answers

    Q:Regarding the increased fighter signature & bug fix, have you thought about the impact to PvE?
    A: Yes, and run many test :) We believe that carrier ratting will continue to be viable after this change. Balanced carrier ratting is part of the goal of this change, and we'll be watching the results of this change closely, ready to iterate as needed.

    Q:Could the fighter UI show the HP of the damaged fighter?
    A: This won't be coming in March, but it is something we're looking into! :)

    Q:Its annoying when fighters stop after killing a target!
    A: We recognise that fighter behavior isn't ideal. Its something we'd like to iterate on in the future.

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Helsir Qyrdun wrote:
    As a confirmed HIC and 100mn abuser I can say I like this direction.

    That said, few questions.

    Will links continue to not effect range?

    Correct, Command Bursts will not effect the range of scripted Warp Disrupt Field Generators

    Helsir Qyrdun wrote:
    What is the new cycle time?

    The cycle time hasn't changed. The new scrambling script has the same cycle time as the disruption script.

    Helsir Qyrdun wrote:
    Will either of the scripted points keep caps from jumping gates?

    Yes, both the scrambling script and disruption script will stop capitals from jumping gates.

    Good questions! Added to the Q&A.


    Bei ArtJay wrote:
    Cool change! Will encourage more skirmishing without 100mn again which is good, however I think the people who use them in fleet fights with supers have a point.

    I think that given the number of sirens on grid in your average cap brawl now, and the fact you can now point supers/titans with ceptors and such, and now tackle rorquals, HIC's feel like they have lost a little too much of their specialty.

    I think allowing them to receive reps all the time might not be such a bad idea these days?


    This is an interesting point. It would be possible to give 50% impedance to remote reps or something like that too. But I don't think that really addresses your core point about specialty. This is something I'd like to look at again in the future.

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Jay Amazingness wrote:
    Saeka Tyr wrote:
    at least let us overheat for range

    due to the longer cycle time this isn't such a bad idea.



    Hrm, I kinda like that idea. Maybe :)

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Questions & Answers

    Q:Can both scripts (Scrambling and Disrupting) still point a titan?
    A: Yes :)

    Q:Will links continue to not effect range?
    A: Correct, Command Bursts will not effect the range of scripted Warp Disrupt Field Generators

    Q:What is the new cycle time?
    A: The cycle time hasn't changed. The new scrambling script has the same cycle time as the disruption script.

    Q:Will either of the scripted points keep caps from jumping gates?
    A: Yes, both the scrambling script and disruption script will stop capitals from jumping gates.

  • [March] Balance Tweaks: Focused Warp Scrambling Script in EVE Technology and Research Center

    Hi m8s,

    In March, we're releasing a number of balance tweaks and we would love your feedback.

    WARP DISRUPTION FIELD GENERATORS
    The current state of Scripted Warp Disruption Field Generators is a little too oppressive, especially to the small gang PvP scene. We'd like to open up propulsion module options. As such, we're going to make some changes.

    Changes:

    • Remove the Warp Scrambling effect from the Focused Warp Disruption Script
    • Introduce a new Focused Warp Scrambling Script with a -20% range bonus

  • The new Focused Warp Scrambling Script will have the following ranges (with max skills):
    • T1: 16km
    • Meta: 18km
    • T2: 20km
    • Faction: 21km

    The blueprint for the Focused Warp Scrambling Script will be available at all the same place & price as the Focused Warp Disruption Script blueprint is available.

  • [March] Balance Tweaks: Fighters, Supercarriers & Burst Projectors in EVE Technology and Research Center

    Hi m8s,

    In March, we're releasing a number of balance tweaks and we would love your feedback.

    FIGHTERS
    We'd like to increase the potential counter-play options vs fighters. We're going to do this by increasing their signature radius which makes them a little easier to hit. They are currently around the small-medium drone range. This will put them in the same size category as heavy drones.
    Additionally, we're giving Shadow fighters a balance pass.

    Changes:

    • Light Fighters (Space Superiority) - Signature Radius: 80 (+43)
    • Light Fighters (Attack) - Signature Radius: 100 (+59)
    • Support Fighters - Signature Radius: 120 (+80)
    • Heavy Fighters (Attack) - Signature Radius: 110 (+60)
    • Heavy Fighters (Long Range) - Signature Radius: 120 (+60)
    • Shadows - Signature Radius: 100 (+55)
    • Shadows - EM Damage: 200 (+40)
    • Shadows - Thermal Damage: 200 (+40)

  • These changes bring Fighters closer in-line with the signature of Heavy Drones.
    Lastly, there was a bug when our AI evaluated the threat of fighters. NPCs didn't consider fighters as threatening as they should have. This bug has now been fixed, and NPCs will more often shoot at fighters.
    You may also want to check out this thread about brand new fighter hotkeys (thanks Five-0!)


    SUPERCARRIERS
    After our discussions with the CSM, they brought up the state of the Wyvern fighter hangar bay (and shield supers in general). While we'll re-asses the state of shield supers after the release of Shield Slaves, we think their points about fighter hangar bays had some merit.

    Changes:
    • Wyvern Fighter Hangar Bay): 90,000 (+10,000) m3
    • Hel Fighter Hangar Bay: 110,000 (+10,000) m3


    BURST PROJECTORS
    We're going to increase the effect duration of burst projectors. The difficulty in using them doesn't really justify their existing small effect time.

    Changes:
    • ECM Jammer Burst Projector Effect Duration: 40 (+10) seconds
    • Sensor Dampening Burst Projector Effect Duration: 60 (+30) seconds
    • Weapon Disruption Burst Projector Effect Duration: 60 (+30) seconds
    • Target Illumination Burst Projector Effect Duration: 60 (+30) seconds
    • Warp Disruption Burst Projector Effect Duration: 40 (+20) seconds
    • Stasis Webification Burst Projector Effect Duration: 40 (+20) seconds

  • [December] Defender Missiles in EVE Technology and Research Center

    Icarus Narcissus wrote:
    Will these modules also impact guided bombs from structures?

    Nope. :)

    Vivace Naaris wrote:
    So the distance of two bombs from the launch point will not make a difference? If one is 5km, another 15 or 20km, it could just as easily go for the 15-20km one?

    Correct.

    Mila Strelok wrote:
    CCP Larrikin wrote:
    The Defender Launcher I has a 120 second reactivation timer.

    Cycle time or reload ammo time?

    Its nether. Its the reactivation delay like on a cloaking module.

    Dejara Thoris wrote:
    Do missile guidance disruptors work on these new Defender missiles?

    They don't. But I think they probably could...what do you think?

    Loran Chelien wrote:
    What if a defender missile is going after a bomb and that bomb gets blown up by another defender missile, does it retarget to another bomb?

    The defender missile won't re-target another bomb. It will wander off into the distance like all missiles fired at something that is destroyed or leaves grid before the missile hits. Lost, and alone :(

    Malakai Asamov wrote:
    Why would you not announce the details of this new feature at EDU in person?

    Because I'm not at EDU :(

    Spark Progenitori wrote:
    also some variety in bombs would be cool: velocity, range, aoe, maybe even other effects along the lines of void bombs (web, sensor strength, tracking disruption)

    Variety in bombs is something we're looking at :)

  • [December] Defender Missiles in EVE Technology and Research Center

    VCBee 2fast2furious wrote:
    Just to confirm, do Defender Missiles 2.0 distinguish between friendly and non-friendly bombs?

    They do not, they target a random bomb within intercept range. It does not consider friendly or non-friendly bombs.

    Rowells wrote:
    So, in regards to how it selects a bomb, is it truly random or does it pick the closest one?

    Its truly random.

  • [December] Defender Missiles in EVE Technology and Research Center

    Sentient Blade wrote:
    So in order to guard your fleet effectively, you really need to put these almost directly on top of your existing fleet (which to need them would be something slow and heavy, say battlecruisers or battleships)... But they're destroyers... so realistically one or two bombs gets through and they're going to explode due to the low EHP of destroyers, especially when sig-bloomed by MWD.

    They'll probably get annihilated by a small wing of RLML caracals anyway prior to bombs launching, but I'd say a passive bonus resistance to bomb damage wouldn't go amiss when fitting to destroyers.


    This is by design. We want to ensure there is plenty of counter-gameplay to destroyers screening a fleet from bombs with defenders.


    Altrue wrote:
    These missiles shouldn't do enough damage to oneshot a bomb. Why not have bombs take two hits to explode for instance?

    Given the random nature of the defender-to-bomb targeting, this would make defender missiles mostly useless, unless used en-mass.

    Altrue wrote:
    Or maybe introduce a new type of bombs with a 20km diameter area but that can take one defender hit without dying.

    Thats a cool idea. Part of the effect of this change is that we have additional design room with bombs, such as hardier bombs, or new types of Ewar bombs. To clarify, we're not promising these things, just suggesting at some of the design space this change enables.

  • [December] Defender Missiles in EVE Technology and Research Center

    Reserved

  • [December] Defender Missiles in EVE Technology and Research Center

    Hi Space Friends,

    Coming with the December release, we're going to be releasing a feature we talked about at EVE Vegas 2016.


    Defender Missile Skill
    The skill, Defender Missiles, will no longer require Missile Launcher Operation. All alpha characters will be able to train this to Level 1. The skill will provide a 10% per level bonus to Defender Missile velocity. No other skills will effect Defender Missiles.


    Defender Missiles
    Defender Missiles will no longer shoot down missiles aimed at you. Instead they will launch at a random bomb (non-structure) within its flight range. A single defender missile will kill any bomb. These defender missiles can only be loaded into a new defender launcher (described below)
    The Defender Missile I has a base range of 30km (45km at max skills), and a flight time of 3 seconds.
    During the December patch downtime, all existing defender missiles (and their blueprints) will become the new Defender Missile I


    Defender Launchers
    The Defender Launcher I can only load Defender Missiles. It may only be fit to Destroyer class vessels (Destroyers, Interdictors, Command Destroyers and Tactical Destroyers). Once activated, it will scan local space for any bombs,and if it finds one within range, launch a defender missile to intercept it. If it doesn't find any bombs within range, it will still cycle.
    The Defender Launcher I has a 120 second reactivation timer. It doesn't require a launcher hardpoint, and has low fitting requirements (10 cpu, 2 powergrid), but uses some capacitor (50gj) to activate. You can only fit one defender launcher.


    Command Destroyers
    Command Destroyers receive at 50% role bonus to decreasing the reactivation timer on Defender Launchers.


    Bomb Changes
    Bombs now have a Minimum Velocity of 1m/s that you must be traveling at before you can launch. This is to fix some issues that can happen when your velocity is 0, causing the bomb not to move and just explode on you.


    You can checkout these changes (and more) on Sisi soon. We appreciate any feedback you have!

    Cheers,
    CCP Larrikin and Team Phenomenon

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Ncc 1709 wrote:
    are there any plans for Rouge drone mining ops?


    Yes, but not for the Ascension Release.

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    Michael Pawlicki wrote:
    Have the mining NPCs been enabled to drop the strongboxes, or is this not enabled yet?


    Only the NPC haulers can drop the strong boxes.

    Just to clarify, thats NPC Haulers that are apart of the new NPC mining ops :)

  • NPC Mining Operations have now begun on Singularity in EVE Technology and Research Center

    As of today on Sisi:

    • You'll be-able to see the Mining Ops on your directional scanner, or probe them down.
    • We've altered the coloration of the MIning Ops NPC standings bracket coloration to better follow player overview standards:
  • Red/Orage = Hostile
    White = Neutral
    Light Blue/Dark Blue = Friendly

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Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin