EVE Burning Empires patch notes

Looking into the future, because when you drink enough you can do that, I perused a patch set to come out that would be the resurrection of the game. Obviously, I felt the obligation to share these notes with everyone.

Changelog

High Security space balance changes:

  • T1 and T2 Abyssals can be run in High Sec
  • T3 Abyssals can be run in High Sec with a suspect timer.
  • War Dec change: A war declaration will prevent Concord from intervening, however you will now get a 10 minute suspect timer when you offensively engage a war declaration vessel (not structure). Targets which respond to offensive action do not gain a suspect timer.
  • Add the actual ore field to the ACL of athanors. Players showing on the mining ledger of an athanor that they are not on the ACL for will receive a suspect timer.
  • Addition of Resource Scarcity mechanic: Abyssal Filaments
  • Addition of Resource Scarcity mechanic: Combat Anomalies
  • Addition of Resource Scarcity mechanic: Exploration
  • Addition of Resource Scarcity mechanic: Mining

Low Security space balance changes:

  • T1, 2 or 3 Abyssals can be run in Low Sec.
  • Remove NPC guns from stations.
  • Remove NPC guns from gates with connections to null sec.
  • Add two additional NPC guns to gates with connections to high sec.
  • Increase percentage of NPC sotiyo spawns in low security space.
  • Increase object size of NPC Sotiyo by 50km.
  • Addition of Resource Scarcity mechanic: Abyssal Filaments
  • Addition of Resource Scarcity mechanic: Combat Anomalies
  • Addition of Resource Scarcity mechanic: Exploration
  • Addition of Resource Scarcity mechanic: Mining
  • Addition of Dagr Khepri Flex structure

Null Security space balance changes:

  • All tiers of filaments can be run for Abyssals.
  • Limited support throughout space restored to the fluidic router network.
  • Local placed on a 10 minute delay from gate fire.
  • Local placed on a 20 minute delay from wormhole transit.
  • Reduce percentage of NPC Sotiyo spawns in null security space.
  • Increase object size of NPC Sotiyo by 50km.
  • Addition of Resource Scarcity mechanic: Abyssal Filaments
  • Addition of Resource Scarcity mechanic: Combat Anomalies
  • Addition of Resource Scarcity mechanic: Exploration
  • Addition of Resource Scarcity mechanic: Mining
  • Addition of Dagr Khepri Flex structure

Wormhole space balance changes:

  • Reduction in overall blue loot awarded. Particularly the earnings of c5 and c6. This number will vary between 30-50 % per site.
  • Modify wormholes with two new mechanics changes. Each WH system can have one, both or multiple.
    • The static to K-space is now anchored to a region that is randomized daily. This hole can be any size. It can be rolled, however a new hole will open up to the same region within 5 minutes during that day (24 hour period resetting at downtime). This allows an active wormhole group to roll holes to prevent invaders from entering, but it also allows persistent invaders to keep trying to find a way in. Bonus if it’s into a busy region and you get to keep dropping on miners and ratters.
    • The K162 is rollable and can be any size (randomized per roll). It can roll into another wormhole or K space. This hole can be any size. It will however have a random mass of 25-150 % of the same size wormhole currently. This will allow rolling for content while adding in a bit more randomness on closing the hole. It would still reduce when critical and give that indication.
  • Allow a single clone jump into a WH (on cooldown timer), but not death clone.
    • Yes, this hurts 24 hour hole control – however it would allow defenders to get home and actually see a fight on both sides rather than a strangle hold eviction. Especially with WH changes.
  • Addition of warp scramblers to various rats in all combat sites within wormhole space.
  • Wormholes now show in both systems 300 seconds after spawn, regardless of interaction from a player.
  • Addition of Resource Scarcity mechanic: Abyssal Filaments
  • Addition of Resource Scarcity mechanic: Exploration
  • Addition of Dagr Khepri Flex structure

New Flex Upwell Structure in conjunction with ORE: Dagr Khepri

Concept: With the loss of the communications network supported by the core worlds, a new structure has been designed and implemented to bring a new light to the worlds beyond the reach of the great empires. The deployment of this structure allows for a far more thorough investigation and exploration of the local system, which can lead to a reduced number of unknown opportunities to explore over time.

  • Structure reduces the delay on communications within the system based on ADMs. Minimum delay is 300 seconds from gatefire and 600 seconds from wormhole transit.

  • Structure may be placed in J-space systems.

  • Limit of 1 Dagr Khepri per system.

  • No sovereignty requirements. Lack of sovereignty applies lowest ADM rating.

  • Flex structure with only a shield and structure timer.

  • Shield and structure timer at 24 and 4 hour vulnerability windows.

  • Damage cap is 10,000 and minimum reinforcement timer is 15 minutes.

  • Shield regeneration set at 4,000 dps.

  • Rig - T1 Wave Front Focus Array: Upgrade available to augment allowing Dagr Khepri detection of localized traffic.

    • Minimum delay achieved, as determined by ADMs, is 30 seconds from gatefire transit.
    • Reduce respawn rate of relic, data and combat sites by 25 %
    • Increase scan strength and speed of probe scanners by 25 % system wide.
  • Rig - T2 Wave Front Focus Array: Upgrade available to augment allowing Dagr Khepri detection of localized traffic.

    • Minimum delay achieved, as determined by ADMs, is 20 seconds from gatefire transit.
    • Reduce respawn rate of relic, data and combat sites by 20 %
    • Increase scan strength and speed of probe scanners by 30 % system wide.
  • Rig - T1 Anomalous Gravitational Detection Array: Upgrade available to augment allowing Dagr Khepri to detect wormhole arrival and traffic.

    • Minimum delay achieved, as determined by ADMs, is 60 seconds from wormhole transit.
    • Reduce respawn rate of relic, data and combat sites by 25 %
    • Increase scan strength and speed of probe scanners by 25 % system wide.
  • Rig - T2 Anomalous Gravitational Detection Array: Upgrade available to augment allowing Dagr Khepri to detect wormhole arrival and traffic.

    • Minimum delay achieved, as determined by ADMs, is 40 seconds from wormhole transit.
    • Reduce respawn rate of relic, data and combat sites by 20 %
    • Increase scan strength and speed of probe scanners by 30 % system wide.
  • Rig - T1 Wave Front Pulse Array: Upgrade available to assist in the detection of cloaked vessels.

    • Activation requires 5000 strontium clathrates.
    • 2 hour cooldown on activation.
    • All probe scanners in system gain 50 % strength for 5 minutes
    • Pulse decloaks all ships in system and prevents all ships in system during the pulse to have a 600 second cool down on cloaking. This time is reduced by the covert operations and black ops skills to a minimum of 60 seconds.
  • Rig - T2 Wave Front Pulse Array: Upgrade available to assist in the detection of cloaked vessels.

    • Activation requires 4000 strontium clathrates.
    • 1 hour cooldown on activation.
    • All probe scanners in system gain 75 % strength for 5 minutes.
    • Pulse decloaks all ships in system and prevents all ships in system during the pulse to have a 600 second cool down on cloaking. This time is reduced by the covert operations and black ops skills to a minimum of 60 seconds.
  • Rig - T1 Gravitational Reinforcement Field: Upgrade available to assist in analysis, monitoring and control of wormholes.

    • Activation requires 50,000 liquid ozone.
    • 10 hour cool down on activation.
    • Wormholes with mass limits have their mass reset to full.
    • All wormholes in system without mass limits have their lifetime increased by 6 hours.
  • Rig - T2 Gravitational Reinforcement Field: Upgrade available to assist in analysis, monitoring and control of wormholes.

    • Activation requires 40,000 liquid ozone.
    • 8 hour cool down on activation.
    • Wormholes with mass limits have their mass reset to full.
    • All wormholes in system without mass limits have their lifetime increased by 8 hours.
  • Rig - T1 Gravitational Collapse Field: Upgrade available to assist in the closure of wormholes.

    • Activation requires 50,000 liquid ozone.
    • 12 hour cool down on activation.
    • All wormholes in system with mass limits are reduced by half of their original mass.
    • All wormholes in system without mass limits have their lifetime decreased by 6 hours.
  • Rig - T2 Gravitational Collapse Field: Upgrade available to assist in the closure of wormholes.

    • Activation requires 40,000 liquid ozone.
    • 8 hour cool down on activation.
    • All wormholes in system with mass limits are reduced by half of their original mass.
    • All wormholes in system without mass limits have their lifetime decreased by 8 hours.
  • Rig - T1 Deep Space Monitoring Platform: Upgrade available to assist in locating derelict stations, ships and other structures typically difficult to locate due to a lack of emissions.

    • Increase respawn rate of relic, data and combat sites by 25 %
    • Increase chance for escalation by 25 %
  • Rig - T2 Deep Space Salvage and Recovery Platform: Upgrade available to assist in locating derelict stations, ships and other structures typically difficult to locate due to a lack of emissions.

    • Increase respawn rate of relic, data and combat sites by 40 %
    • Increase chance for escalation by 40 %
  • Rig - T1 Gravitational Anchor: Upgrade available to assist in generating localized connections to J-space.

    • Increase respawn rate of wormholes by 25 % within the system.
    • Increase the potential maximum mass limit of the hole by 25 %.
    • This modifier stacks with Quantum Flux Generators.
  • Rig - T2 Gravitational Anchor: Upgrade available to assist in generating localized connections to J-space.

    • Increase respawn rate of wormholes by 40 % within the system.
    • Increase the potential maximum mass limit of the hole by 40 %.
    • This modifier stacks with Quantum Flux Generators.
  • Rig - T1 Gravitational Spike Detection Array: Upgrade available to assist identifying wormholes.

    • Wormholes connecting to low and high security space will appear on the probe scanner immediately, when spawning, without the need to scan down their location. This will display for all probe launchers in system.
  • Rig - T2 Gravitational Spike Detection Array: Upgrade available to assist identifying wormholes.

    • Wormholes connecting to null security and wormhole space will appear on the probe scanner immediately, when spawning, without the need to scan down their location. This will display for all probe launchers in system.

Faction Warfare changes:

  • Give first gate has a docking ring, however there is no tether. Structure will have an object collision distance of 50km. This will eliminate cloaked ships sitting on a gate which has been proven to typically target newer players and is not productive for retention or combat outside of gank scenarios.

  • Expand the NPC inclusion in FW, by means of the longer/more participation/success from one side that empire eventually puts up a staging citadel. NPC owned. Only someone with that faction standings can dock. These structures have new, exclusive LP rewards.

  • Structure can be destroyed (think along the lines of a sotiyo for pirates) but with double the anti-capital firepower.

  • Easier to destroy them by losing that system in terms of FW and it is taken down.

  • After a certain standing/participation – t1 frigates with t1 fittings in the neighborhood of 2-3m fit (pre-fit) can be obtained for a very small amount of LP, almost like a hand out to newer players. A little more and it could be a t1 destroyer. Make the cost of learning and participating lower, but not overpoweringly so.

  • Pilots flying a ship design from the matching empire tech tree that they are fighting for will result in a 25 % LP reward boost.

  • All FW systems will now have an active, empire owned Tenebrex cynosural jammer. Attacking this structure will result in empire forces responding to defend it utilizing sub-capital, capital and super-capital empire assets. If this structure is destroyed, it will be replaced within 48 hours.

Resource scarcity: Incentives to move and prevent stagnation

Concept: Encourage movement to emptier/less traveled systems with increasing reward opportunities while reducing reward opportunities in densely populated areas. You cannot engineer human thinking/tribal behavior by simply saying you cannot group up or changing how alliances or standings work. People will still organize. You need to change how rewards are obtained and offer better rewards and incentives for spreading out.

Resource scarcity: Combat Anomalies.

Change spawn rate of combat anomalies in a system based on NPC kill rates. If NPCs are dying faster than X metric, add Y time to respawn rates. Metric would be based around how many people you would want a system to support at a given time doing the same activity. Maybe 4 to 6? 4 to 10?

  • Example: More than 200 rats dying in an hour +25 % respawn time. More than 400 rats dying per hour +50 % respawn time.

  • Raise belt rat spawn rates including officer spawns for regions with very low NPC kill rates to incentivize day tripping and spread.

  • Increase combat anomaly spawn rates, even with systems that do not have ihub upgrades in systems and regions with low NPC kill rates to encourage spread. These spawned anomalies accrue over time and do not quickly respawn like other anomalies.

  • Increase faction spawns in systems with low NPC kill rates.

  • Increase chance of DED escalation for systems with low NPC kill rates.

  • Add indicator for the system (on info? On map?) to show the index/value. If a person can see that a certain region has say, double or triple the chance of a faction spawn in a system they might risk it and travel there to rat.

Resource scarcity: Mining

Change the yield of ore belts, mining anomalies and moons based on total ore mined in that system with the last X days. Metric based on how many people you want a system to support doing the same activity at the same time.

  • Examples of reductions:

    • Ore belts/anomalies lose +5/+10 % ore grade.
    • Ore belts/anomalies have rocks 25-50 % smaller.
    • Moons less likely to have a bonanza spawn.
    • Moons stop spawning medium grade version of moon rocks.
    • Moons stop giving +15 % grade ore.
  • Examples of increases:

    • Ore belt rocks grow in size 3 to 5x the normal volume.
    • Ore belt randomly spawns R4 and R8 rocks in low sec and R4 – R32 rocks in null sec the lower the mining index.
    • Ore belts can have rocks with +15 % grade yield.
    • Frontier deposits in wormholes that have a low mining index have a chance to spawn R4 and R8 rocks.
    • Anomaly rocks grow in size up to double the normal volume.
    • Moons more likely to have a bonanza spawn.
    • Moons give a higher percentage of medium grade version on moon rocks.
    • Add indicator for the system index on the system information tab, the map and the upper left corner.

Resource scarcity: Abyssal filaments

The concept for this adjustment is to moderate or encourage movement and interaction with other people (taking gates) by adjusting rewards based on total number of filaments burned per hour/day in a constellation. This idea needs a lot of refinement to not simply be a tedium item that results in people just jumping back and forth one gate. This would be a sliding reward based on total number of filaments run in a constellation. Per hour/per day/per X. I lean towards day and reset at downtime so that different time zones don’t dick the next. Modify the drop rate from -X (25 %?) to +X (+25 %?).

  • Wormhole: base of 20 filaments per day (per system)

  • High sec: base of 50 filaments per day (per constellation)

  • Low sec: base of 75 filaments per day (per constellation)

  • Null sec: base of 100 filaments per day (per constellation)

  • Add indicator for the system index on the system information tab, the map and the upper left corner.

  • Resource scarcity: Exploration

  • Increase total/max number of data / combat / relic sites that can spawn in systems with low gate traffic (or wormhole traffic). These additional sites respawn slower than the original number of sites.

  • Increase total reward/salvage/drops by up to X (25 %?) in low traffic systems. This includes wormholes.

  • Asteroid belt change

    • Asteroid belts respawn at down time and 2300 EVE time.

Citadel changes

Concept: Drastically improve engageability and destructability of citadels, while increasing the reward of doing so for attackers and the loss factor for the owner.

  • Remove tether when a structure is in low power or has been reinforced.
  • Deactivate weapon systems (not point/scram/paint/etc) on a structure that is not being actively engaged and has shields reduced by 5 %.
  • Deactivate all weapon systems including ewar on a low power structure.
  • Change the armor timer to an 8 hour window and the structure timer to a 4 hour window.
  • In low power status, the armor window becomes 24 hour and the structure 8 hour.
  • Remove one entire timer from Raitaru’s, Astrahaus’ and Azbels.
  • Remove damage cap for the armor timer on low power structures.
  • The structure timer for low power structures is shortened to 18-36 hours.
  • Limitations placed on the number of structures that can be placed.
    • Limit 1 Keepstar per region: Each additional Keepstar placed requires an additional 20 % additional fuel blocks per hour for all services. This amount is cumulative. The increase will be assigned in the order they are constructed.
    • Limit 3 Sotiyos per region: Each additional Sotiyo placed requires an additional 20 % additional fuel blocks per hour for all services. This amount is cumulative. The increase will be assigned in the order they are constructed.
    • Limit 1 Tataras per constellation: Each additional Tatara placed requires an additional 100 % additional fuel blocks per hour for all services.This amount is cumulative. The increase will be assigned in the order they are constructed.
    • Limit 1 Fortizar per system: Each additional Fortizar placed requires an additional 100 % additional fuel blocks per hour for all services.This amount is cumulative. The increase will be assigned in the order they are constructed.
    • Limit a combined total of 3 Azbel/Astrahaus/Raitaru per system: Each additional structure placed requires an additional 100 % additional fuel blocks per hour for all services.This amount is cumulative. The increase will be assigned in the order they are constructed.

Asset safety

  • Change how the mechanic works.
    • From 0 – 50 % of your assets drop as loot when a structure dies. This number is determined by isk value.
    • Any remaining assets will enter the current asset safety transportation system and will be transported to low sec after 20 days for 15 % of it’s value.
    • Structures in low sec would have their remaining assets move sideways to the nearest structure in system or nearest low sec system with a structure.
    • Structures in low power have the potential of assets to drop changed to 50-100%.

Ship changes:

Interceptors

Concept: This class is currently in a bad place. It is outclassed by AFs in combat in terms of survivability, damage as well as some aspects of tackle. The overall change is designed to change this ship specifically into the advanced attack and tackle force of a fleet. This is also done with the idea in mind to return some of the lethality to geography (gates/bubbles/camps). The loss of nullification would be offset with greatly increased in system and on grid nimbleness as well as more tackle utility. Changes clearly create two different usage styles.

  • Remove nullification
  • Increase raw hit points by 10 %.
  • Increase base cargo by 50 m3.
  • Hull bonus: 80 % reduction in propulsion jamming systems activation cost.
  • Frigate bonus (per skill level):
    • 10 % afterburner speed.
    • Reduce heat accumulation/damage by 5 %.
    • 5 % bonus to warp scrambler and warp disruption optimal range.
  • Fleet Interceptor hull bonus: -90 % fitting requirement for probe scanner.
  • Fleet Interceptor bonus (per skill level):
    • 10 % base speed.
    • 10 % resistance to stasis effects.
    • 5 % probe scanner strength and speed
  • Combat Interceptor hull bonus: Does not appear on D-scan
    • 10 % damage to all turrets.
    • 10 % damage, speed and hit points for all drones.
    • 4 % bonus to armor (Amarr/Gallente) or shield (Caldari/Minmatar) resistances.

Deep Space Shuttle

Concept: New ship designed specifically for long distance travel through dangerous space for important personages.

  • Shuttle hull.
  • Hitpoint layout: 470 shield / 390 armor / 32 structure.
  • Matching resists to standard shuttles.
  • 10m3 cargo bay.
  • Nullified.
  • 8 au/s warp speed.
  • 2.22s base time to warp.

T1 Cruisers and T1 Battlecruisers

Concept: Reintroduce usage of cruiser and battle cruiser fleets into the game, which is currently being dominated heavily by ultra nimble, small ships and doctrines while being mindful of being upshipped by battleships.

  • Increase base speed by 10 %.
  • Increase warp speed by 1 au/s.
  • Reduce sig by 5 %.

Command Destroyers

Concept: Reduce the overall mobility of fleets utilizing command destroyers, which are currently dominating the meta. The idea is to do this without crippling the meta, but to add more opportunity for opposing forces to come to grips.

  • Add a global cooldown to MJD: All ships with an MJD that are booshed suffer a cooldown of 30 second. While under this cooldown, an MJD module takes an additional 4 seconds to cycle. This effect is cumulative, as in every time a command destroyer booshes, it applies a fresh cooldown and resets the timer to 30 seconds. If a fleet experiences 3 jumps in quick succession, any new MJD cycle for 30 seconds would require an additional 12 seconds.

Battleships

Concept: Breathe more life into this class of ships with a number of upward adjustments that have seen power creep over the years. Additionally, adding a t1 cyno capability to this hull allows for a slightly lower skill and asset cost for combat cynos while not being capital level of EHP or survivability. Additionally, the concept is that a battleship fleet would be the anchor point for an invasion now instead of capitals.

  • Give them an additional .5 to 1.0 au/s warp speed.
  • Give them 25-30 % more sensor resolution.
  • Give their weapons 5-10 % better application or tracking.
  • Increase base speed 10-20 %.
  • Allow T1 cyno on t1 battleship hulls.

Black Ops Battleships

Concept: Increase the usage of BLOPs as the attack force rather than typical uses of only being a bridger or being dropped on lone ratters. Encourage the use of this ship for more direct action.

  • Give them T2 resists.
  • Give them 25 % more hp.
  • Give them a slight fuel reduction when bridging, with the intent of bridging a few more larger ships.
  • Change Covert Bridge to only be usable by cruiser hulls, putting more assets on field cost wise when escalating.

Tech 3 Cruisers

Concept: Remove some flexibility in moving assets/forces past gate camps and engagements, lowering the hunting speed slightly as this is one hull class being used almost to the exclusion of others and provide some boosts in other directions to expand play style in different directions.

  • Remove covert cyno from T3Cs.
  • Having a module giving Nullification reduces warp speed by 1 au/s.
  • Remove SP loss on destruction.
  • T3Cs not mounting a cloak or nullification module will be able to use an MJD.
  • Give Legions a HAM damage boost of 10 %.
  • Balance pass Proteus, all of it. ALL OF IT.

Rorqual

Concept: Continue the push towards rorquals being a boosting ship rather than a mining ship. These changes would place a maximum skill exhumer with maximum boosts to match a recalibrated rorqual. Modify ore hold to carry more non-compressable moon ore with the direction to return a rorqual to a fleet support vessel.

  • Remove excavators. Give a slight boost to t2 / augmented when used on Rorqual. Allow use of 5 ice drones. Mining equivalent should be 1.5x max skilled and max boosted hulk.
  • Boost rorqual mining boosts 10 % for barges/exhumers.
  • Boost rorqual shield boosts 10 %.
  • Increase ore hold to 400,000 m3.

Bowhead

Concept: Replace the utility of carriers pre-cyno changes to provide a form of suitcase lifestyle opportunity.

  • Bowhead now has jump drives with similar ranges to a carrier and uses Gallente racial isotopes.
  • Bowhead can jump to Industrial cynosural field generator or Cynosural field generator.
  • Bowhead now requires Jump Drive calibration I
  • Bowhead now requires Jump Drive Operation V

Carriers

Concept: Move carriers towards an anti-subcap role, with the requirement of a support fleet.

  • Hull bonus for all carriers of 5 % per level to damage and hitpoints for superiority fighters.
  • Change support fighters to specifically impact capitals with stronger bonuses.
  • Allow carrier to carry three squadrons of superiority fighters.
  • Hull cannot fit disruptor, scram, web or paint modules.

Supercarriers

Concept: Remove the supercarriers ability to meaningfully engage subcapital fleets without fleet assistant.

  • Change support fighters to specifically impact capitals with stronger bonuses.
  • Heavy Fighters lose 10 % tracking and application.
  • Heavy Fighters receive additional bonus vs. painted targets.
  • Hull cannot fit disruptor, scram, web or paint.

Titans

Concept: Change the dynamic of titans being able to directly engage fleets of subcaps, while replacing that capability with some defensive improvements at close range.

  • Remove HAW guns.
  • Increase damage and range for smart bombs by 15 % per level.

Module/item change:

Industrial cynosural field generator T1

Concept: Reintroduce cynos for the purpose of moving freight or logistical movement of capital assets. This modification will keep with the intention of not being used to call in reinforcements.

· Usable on all ships above starter and t1 frigates. 10 minute cycle. Requires warm up cycle before it works. The cynosural field displays in local, on grid and the overview during the warm up period. This would mean any ship using this would be required to be on field for 20 minutes before it could move after lighting it, if you want anything to come through it. Same usage of LO as normal cyno.

  • Jump freighters can jump to the cyno while it is in warm up.
  • Cannot be equipped on any capital ship.

Bosonic field Generator:

Concept: Balance pass to make this more effective against capitals and less effective against subcapitals.

  • Reduce damage per second by 50 %.
  • Increase duration of effect by 100 %.
  • Increase range of effect by 50 %.

Autocannons:

Concept: These weapon systems are currently outclassed and outperformed by all of their peers in terms of application.

  • Increase tracking by 10 %.
  • Increase optimal by 20 % for small and medium, 10 % for large.
  • Increase fall off by 20 % for small and medium, 10 % for large

Tech 2 Salvage Drones:

Concept : Advanced salvaging drones with improved statistics.

  • 5m3 size, 5 drone bandwidth use.
  • Speed: 1200 m/s
  • Base salvage chance: 5 %
  • Cycle time is 10 seconds.
  • 0.5 % Chance on successful salvage of t1 wreck to result in t2 salvage.

Kinetic Anchor Bombardment Operational Override Matrix:

Concept: Add a higher dps ability for more risk on a dreadnaught to counter increasing super capital fleet numbers.

  • Module is a version of a damage control module that when activated, greatly enhances the internal structural stability of a dreadnaught’s bulkheads allowing a greater rate of sustained fire.

  • Low Slot Module

  • Module cycle time is 10 minutes.

  • While module is active, the ship cannot use local drive, enter warp or activate jump drives.

  • Module consumes strontium clathrates.

  • Module cannot be combined with damage control or emergency hull energizers.

  • Tech one KABOOM module increases the rate of fire of anti-capital weaponry by 35 %.

  • Tech two KABOOM module increases the rate of fire of anti capital weaponry by 50 %.

  • Module will be require similar building materials as similar tech one and tech two capital weaponry.

Mobile Entombment Medical Equipment:

Concept: Deployable structure that activates a tractor beam to recovery deceased capsuleers.

  • Deploys in 1 minute
  • Range of 150km
  • 1000 m3 hold
  • Unit is 100 m3
  • Chance to recover up to one implant from corpse.

Tech 2 Bomb

Concept: Single target ordnance for bomb launcher designed to apply damage to only one target. By reducing the wide dispersal of a normal bomb, this allows more individual bombs to strike a target without early sympathetic detonation which typically reduces the maximum number of bombs in a volley. These bombs were specifically designed to be used in large formations against large stationary objects.

  • Usable in t2 bomb launcher.
  • Same m3 as standard bombs.
  • Same damage as standard bombs.
  • 1000m explosion radius.
  • Detonation occurs after 30km travelled.

Additional patch notes to follow on first response:

Disclaimer: This is a work of fiction, but wouldn’t this be one of those patches that people would hail one of the great ones? Also - I know it would take a lot of coding, but man!

8 Likes

Combat anomaly changes:

Concept: Introduce new, different ratting interactions in null and low sec. Encourage more group related activities. Throttle rate of capital usage for ratting activity. Increased rewards for grouped subcaps vs capitals/grouped capitals. Higher pay out proportionally for group activities, which could (hopefully?) reduce income comparatively for botting activities.

  • 50 % of the current ratting/combat anomalies in a system remain unchanged.

  • 50 % of all ratting/combat anomalies in a system now fall under the gated anomaly set up below. Cannot cyno inside of a gated complex. Additionally, a capital ship in one of the specific capital gated complexes cannot jump out. They may, however, align and warp out.

  • Capital gates do not permit titans or supercarriers.

  • Ratting bounties are reduced to a level that will equate to 50 %.

  • Lost bounty payout will be replaced with blue loot / overseer effects of a similar value.

  • Tiers 1 – 4 are available in low sec, with a smaller number spawning due to no ihub upgrades.

  • Tiers 1 – 7 are available in null sec.

    • Subcap Tier 1: Gated with 3 rooms, only subcaps may enter. Designed for one player.

      • Number in system based on ADM/ihub upgrades.
      • Respawn is 10 minutes.
      • Payout is 10-30m in combination of ISK and/or Blue Loot.
      • Normal rat loot.
      • Chance of faction spawn.
      • Takes around 20-30 minutes.
      • Completion has a chance to spawn a subcap tier 2 event in system.
    • Subcap Tier 2: Gated with 4 rooms, only subcaps may enter. Designed for 5+ players.Payout is 100-200m in combination of ISK and/or Blue Loot.

      • Normal rat loot.
      • Higher potential for faction spawn.
      • Takes around 20-30 minutes.
      • Completion has a chance to spawn a subcap tier 3 event within the constellation. (In your agency window).
    • Subcap Tier 3: Gated with 4 rooms, only subcaps may enter. Designed for 5+ players.

      • Not scannable until activated by the person awarded escalation.
      • Payout is 300-500m in combination of ISK and/or Blue Loot.
      • Normal rat loot.
      • Higher potential for faction spawn.
      • Takes around 30-40 minutes.
      • Completion has a chance to spawn a subcap tier 4 event within the constellation. (In your agency window).
    • Subcap Tier 4: Gated with 5 rooms, only subcaps may enter. Designed for 5+ players.

      • Not scannable until activated by the person awarded escalation.
      • Payout is 400-1000m in combination of ISK and/or Blue Loot.
      • Normal rat loot.
      • Guaranteed faction spawn. Potential for officer spawn.
      • Takes around 40-60 minutes
    • Capital Tier 1: Gated with 3 rooms, capitals may enter. Designed for 1 player.

      • Number in system based on ADM/ihub upgrades.
      • Respawn is 20 minutes.
      • Payout is 30-60m in combination of ISK and/or Blue Loot.
      • Normal rat loot.
      • Chance of faction spawn.
      • Takes around 20-30 minutes (gates are only 20k apart, not 40-60).
      • Completion has a chance to spawn a capital tier 2 event within the constellation. (In your agency window).
    • Capital Tier 2: Gated with 4 rooms, capitals may enter. Designed for 5+ players.

      • Not scannable until activated by the person awarded escalation.
      • Payout is 400-800m in combination of ISK and/or Blue Loot.
      • Normal rat loot.
      • Higher potential for faction spawn.
      • Takes around 40-60 minutes (gates are only 20k apart, not 40-60)
  • Grand Battle: Gated with 5 rooms, only subcaps may enter. Designed for 20+.

    • Incursion level event. Randomly spawns in constellation based on gates cleared.
    • Automatically spawns when number of gates cleared is hit. Anyone running a site will receive a notification.
    • Payout is 1000-2000m in combination of ISK and/or Blue Loot.
    • Normal rat loot.
    • Guaranteed faction spawn.
    • Chance for officer spawn.
    • Chance for faction BPCs to drop. (I.E. Sotiyo drops).
    • Takes around 40-60 minutes.
    • A maximum of two of these can be spawned in a constellation.

Skill Injector changes:

Concept: Currently, injecting into the end game is only a matter of isk/cash. The concept of skill injectors and extractors isn’t going to go away with how much cash it makes CCP. However, it can be modified to be more beneficial for subcapital activities as well as other scalable income sources.

  • Full SP (500k) for frigate through battlecruiser skills and small and medium guns and missiles/rockets up to heavy missiles/HAMs.
  • Reduced SP (400k) for battleship and large weapon system skills. Also includes T3Cs and HACs. Includes barges.
  • Reduced SP (250k) for capital skills including carriers, dreadnaughts and rorquals. Also includes related skills (tier V of some specific skills) that unlock access to capital modules, capital weapon and fighter skills. Includes exhumers.
  • Reduced SP (100k) for titan related skills as well as carrier/dread/capital industrial skill IV and V

Extraction changes:

Concept: This change is in conjunction with new character changes and base limits of SP as well as a partial change created to impact skill farms.

  • The minimum level for extraction will now be placed at 10,000,000 skill points.
  • Maximum skill points extractable changed to a lifetime maximum of 12,000,000 per year after character creation.
    • This lifetime maximum increases by 12,000,000 on the characters birthday.

New pilot service: Synaptic re-education certificate

Concept: Allow a player to extract skill points and inject the same amount with no loss, on the same character.

  • Sold in the ingame store for 250 PLEX
  • Extracts 500,000 skill points.
  • Injects 500,000 skill points.

New pilot service: Advanced training protocol certificate

Concept: Allow players to accumulate skill points faster over time if they elect to do so.

  • Sold in the ingame store for 500 PLEX.
  • Usable only on Omega accounts.
  • Doubles the base training speed of an Omega account for 30 days.

New character changes:

Concept: New players currently face a situation that requires a large amount of time, not playing the game, to elapse before they feel that they can participate. While this can be largely a perception issue, it is an issue that needs addressed.

  • Newly created characters will be assigned the normal starting skill sets that are currently in place.
  • Newly created characters will have a pool of 2.5 million skill points to assign however they would like.
  • Newly created characters that enter Omega account status within 30 days of creation will be assigned an additional 2.5 million skill points to assign however they would like.
  • Newly created characters will be assigned ten Synaptic re-education certificate that are non-tradable.

New character growth:

Concept: Introduce new players to combat in a quick manner while rewarding game play.

  • New story line for each empire to participate in faction warfare.
    • One hub for each empire.
    • 10 missions in the arc.
    • Arc is repeatable, with diminishing returns to a minimum point.
    • List of all current pilots working on the mission tree and in faction warfare space will be placed into a matching chat room for that empire, similar to local or incursion chat.
    • Rewards for each mission include LP and SP.
    • Mission rewards will be increased if performed in a fleet with another player performing one of the missions.
    • Accepting a mission will reward that player with a combat ready ship.
    • Each mission will include a small tutorial on the fitting of that ship and the specific usage.

Combat simulation mode:

Concept: Allow players to test out a design, learning a ships limitations and play style.

  • A player may begin this simulation through the ship fitting window and will use the currently simulated ship.
  • The simulation will ignore skill limitations and allow a player to test out and fly any sub-capital ship in the game.
  • Simulation will place player in an arena like event in which waves of three enemy ships, progressively stronger, arrive at varying ranges until the player’s ship is destroyed. New waves will not spawn until all three ships of the current wave are destroyed.

New corporation LP program:

Concept: Players in a fleet that is exclusively composed of corporation members can elect to participate in a corporate sponsored fleet.

  • Corporation selects one LP faction to participate with. This can be done from any LP faction hub. 7 day cooldown.
  • Bounty payout is reduced by 10 %, after any applicable corporation taxes.
  • This amount of isk will be converted to a small portion of LP, similar to ESS mechanics.
  • Players must be on grid with the fleet to receive this reward, similar to a bounty payout.
  • Bonus in the amount of LP increases over time with continuous activity.
  • New Loyalty Point Market structure module available for each faction.
    • Tech one market will have limited to moderate access to rewards.
    • Tech two market will have access to most rewards.
    • Rewards purchased through a citadel LP Market will cost twice as much isk, of which zero percent will go to the corporation owning the structure.

New alliance LP program:

Concept: Players in a fleet that is exclusively composed of alliance members can elect to participate in a corporate sponsored fleet.

  • Alliance selects one LP faction to participate with. This can be done from any LP faction hub. 7 day cooldown.
  • Bounty payout is reduced by 10 %, after any applicable corporation taxes.
  • This amount of isk will be converted to a small portion of LP, similar to ESS mechanics.
  • Players must be on grid with the fleet to receive this reward, similar to a bounty payout.
  • Bonus in the amount of LP increases over time with continuous activity.
  • New Loyalty Point Market structure module available for each faction.
    • Tech one market will have limited to moderate access to rewards.
    • Tech two market will have access to most rewards.
    • Rewards purchased through a citadel LP Market will cost twice as much isk, of which zero percent will go to the corporation owning the structure.

Implant changes:

Concept: Minor change in regards to addition of the MEME unit.

  • Pilots may not remove implants while undocked.

Disclaimer: Still a not a real patch!

3 Likes

Sorry but CCP only has 2 devs they can only make one balance change every 4 years.

6 Likes

as far as I’m concerned this game went downhill the day they removed the 'roid belts in Rens.

2 Likes

CCP will never get Null to sign off on that many changes.

3 Likes

increase the cost of null sec systems

1 Like

Some good ideas in here and some meh ideas, but the effort is better than CCP’s, so good job there!

2 Likes

Yes, some good ideas in there and some ,er, meh ones.
Always been a champion of changing HS/LS gate set ups; would also add a “Frontier Fleet” spawn idea where heavily camped gates slowly grow on a per kill/attack basis an NPC fleet such that eventually drives gate campers temporarily off and the gate then slowly resumes normal operations as the reactionary fleet disperses with time.
What, no Marauder changes? Also, see the Battleship ideas thread in CSM subform; very good ideas in there.

1 Like

Some of the ideas in here are quite interesting and sound good. Hopefully someone at CCP takes notes. I’ve had mixed feeling about the blackout, but agree that something needs to change about how it works to keep life interesting.

1 Like

Well, if they were willing to budget more cash outlay for development teams and changes it might make it possible. We can hope for that or at least a few of these things to be put in piecemeal.

You could get null sec to sign off on many of these changes. Null sec isn’t bad if we actually had the tools during blackout to be able to do some of the things we wanted to do. Many of the null sec proposed changes here would actually make null sec better. As then we would at least have the tools to be able to control our space better. Yes you give up a bit of local time, but at least you would have the tools to control the space more efficiently.

That is a lot of stuff in one patch :dizzy_face:

2 Likes

ccpsquirrels

Is that you Soundwave?

1 Like

Why not just remove wardecs? Seems whats being angled for

100 items changed and your feedback is that it’s entirely about changing war decs? Come on homey…

What a well thought out idea! It deserves a well thought out response…

No.

1 Like

No, go away.

Im sure plenty of other people have lots to say about the other stuff. I picked one thing I wanted to query.

Im sure I could find more but why rehash what others probably would say.

If its ignored, I havent spent ages on something.

While I may agree that a lot those things may need to be looked at I do feel that the vast majority of the proposed fixes are ham-handed and done simply to provide change without a good basis for the specific changes.

I don’t agree with about 90% of the specific suggestions.