Concept:
Introduce a universe-wide “artifact cycle” featuring a single ultra-rare blueprint (BPC) for a true Jovian ship. This blueprint spawns randomly across New Eden (Low-Sec, Null-Sec, or Wormholes) inside standard relic/data exploration sites to keep it hidden and incentivize active exploration, opening new trading opportunities, increasing content diversity, and adding unpredictability to future battles.
Economy & Material Mechanics:
- Universal Jove Components: The materials and salvage required to build these ships are always available in standard exploration sites globally. Players can constantly farm, stockpile, and trade them on regional markets.
- Material Variations: Note: Depending on development complexity and balancing needs, these resources can be completely identical or partially different for each specific ship class.
- The Element of Surprise: Since the components are universal, players can never predict which class of ship (Frigate, Cruiser, Battleship, etc.) the single active universe blueprint will roll for the current cycle until it is actually discovered.
Anti-Hoarding & Hull Variations:
1. The “Decay” Timer: To prevent major alliances from buying and locking the BPC in a hangar forever, the blueprint has a strict expiration date once found. Production must be started immediately, or the blueprint irreversibly degrades and self-destructs due to its extreme antiquity and data instability.
2. Hull Design Options (Two Variants for Developers):
• Variant A (Modular): The Jovian hulls utilize a modular subsystem system (similar to Tech 3 Strategic Cruisers), allowing the finding group to adapt the randomized hull to their specific needs.
• Variant B (Pure Power): The hulls come as pre-designed, non-modular ships. They are perfectly pre-balanced by CCP but possess overwhelming, raw combat power.
3 .The Core Decay (Planned Obsolescence): The ship’s lifespan is tied to a unique, non-repairable Jovian Power Core module. The core has a hard operational timer (e.g., 30 to 60 days). Once the core burns out, the reactor collapses, destroying the ship.
4. The Respawn Trigger: A new randomized blueprint spawns somewhere in the universe only after the active cycle completely ends. This rule applies equally to both the blueprint and the built ship: a new respawn is triggered only if the blueprint decayed before construction, or if the built ship was either destroyed in battle or its Power Core decayed.
Ship Power & Tactical Impact:
• Tier-Shifted Combat Capabilities: These ships punch well above their weight class. As an example, a Jovian Cruiser would possess the combat power of a Battleship, and a Jovian Battleship would match a Dreadnought. Note: This is just a basic example; the actual ship line can be much wider and include Frigates, Destroyers, Battlecruisers, etc.
• Player Motivation: This ultimate reward will spark a massive desire among many players to pilot such a legendary ship at least once. It will heavily incentivize pilots to go on dangerous exploration runs into deep, hostile, and remote corners of space.
•The Ultimate Wildcard: This mechanic adds massive intrigue to New Eden’s warfare. A Jovian ship can suddenly drop into a battlefield at the worst possible moment for the enemy. It can completely overturn a seemingly “predetermined” battle outcome, turning guaranteed victory into a tactical disaster for big blocs and creating massive political consequences.
- Yes, New Eden needs a wildcard like this!
- No, this would be too hard to balance.
- It needs tweaks, but the core idea is good.
addition:
- What is about resources, that is meaan accent/focus on final result, it’s Jovian ship. Resource it’s only part from long time event: get posible to control(limited time) the most powerful weapon in New Eden. it’s not happened every day, this ships will be to appear, max 4-time in ear, or less frequently. Resources will appear as additional items in already existing anomalies.
2)After Jovy Ship destroy, game can have artificial delay realisation, to restore any possible damage caused to previously introduced in-game mechanics.
