Guardian Ships

Guardian Ships are for the Elite of New Eden.

Cost : 7,000 AUR for the ship, or 15,000 AUR for a bundle of ten Guardian ship 50/50 BPC of your choice based on the four factions in New Eden and later on, NPC pirate factions.

A Maximum of 15 Guardian ships can be owned by an alliance or 5 Guardian ships by a corporation at any time. The Guardian Ship will be registered to the players account and cannot be but can be traded, within the alliance or corporation only. The same rules would apply to the BPC as well.

A yearlong event to acquire the BPC’s for the Guardian Ship would need to be developed.

What is a Guardian Ship? A Guardian Ship is as close to becoming Jovian that a Capsuleer can possibly hope to achieve. With superior firepower, armor and shields and maneuverability over any Capsuleer ship smaller than a battlecruiser, the Guardian Ship is the last or first call in the line of defense. The Guardian Ship is the first ship for your solo PvP needs.

Bonuses:
Gallente Guardian Ship used as an example
Medium ship
8 High Slots, 5 mids, 3 lows and two rig slots, two Subsystem slots
25% to Warp Scrambler and Dampener range.
500% damage to hybrid damage
25% to falloff and tracking
15% to armor repper repair amount and reduced time for cycle
10% increased armor hit points per size of armor plating up to 1800 mm plate
Can fit Covert Ops Cloak and Interdiction Nullifier
250% to MWD / Velocity, -15% to capacitor use.

Armor HP - 15,000
Shield - 2,500
Hull - 3,500

Resistance across the board - 90%, would only be able to reach 95% resistance.

The Guardian Ship could be used to launch low number Capsuleer/ High DPS raids, ganking in Low and Null or just simple pruning of New Eden.

Cannot be used in consensual duels.

Same rules for ganking apply, gank in High say Good-bye.

Can only be piloted by Omega accounts.

No more than 1,000 Guardian ships will ever exist at any time in an assembled state.

Can be carried in the BS Frig escape ship slot.

There are Elite PvPers of New Eden and then there’s the Guardians.

Does aurum still even exist? I completely forgot about it until now but cannot find any reference to it that’s not elderly…

So alliances just make extra Guardian-holding alliances to fly any number of these ships they want?

This is not the way to limit these assets. Alliances already have holding corporations and holding alliances for structures and other purposes. An additional alliance to have access to more limited ships is really not the hurdle you think it to be.

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Watch out he will remove you from his xmas list. :upside_down_face:

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I don’t think AUR is in use anymore. Can we get a battleship version?

PLEX then.

Gold ammo bad.

The main goal of the Guardian Ship is to give PvPers the oppurtunity to be truly elite PvPers of Eve Online.

If they need your Golden Ammo to be “truly elite PvPers,” then by definition they are not.

Experience is how you get better at PvP, not a moronic pay to win scenario.

Can we add “Premium” ships that generate ISK/hr whenever they’re undocked? :rofl:

I am still mad this is the ultimate space strategy sim without starlanes and I’ve had it installed for 30 years waiting for something newer that’s just as good.

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Lower the resistance and make them use special damage control unit which can burn out. You have to use it right or risk blown away fast.

What, no Golden ammo?

Guardian Ships wouldn’t immortal but would be able to take on a Drifter Battleship in solo combat and easily win. Titan players in Titan ships.

I’d settle for a high-sec carrier or drone marauder…

Guardian Flyer Hack Sites. Abyssal Campaign Add-on Module

To find Guardian BPO’s, only 4 known in existence, one for each playable race, BPC’s, up to 150 / 5, spread out across New Eden, and components, both normal and Trig plus Sleeper, and Rogue Drone components for the Guardian Flyer + basic minerals from New Eden and Triglavian Space being needed. The hacker will have to have the absolute best probing and hacking skills, ship, implants and rigs possible.

A Guardian Hack Site will have up to five levels that need hacked to get to the BPO/BPC or actual Guardian Flyer ship at the very bottom most dungeon, there are only 15 Guardian Flyer ships, fully assembled. Each dungeon level above the bottom most dungeon gets easier and easier until level one is reached. Level one has four terminals with a central hack can that needs hacked in order for the next network of hack sites to be unveiled. See image below.

Top Dungeon - four central cores, 20 to 32 nodes to hack to access next dungeon. NPC’s comparable to C-3 Sleepers. Value - 100 to 125 million.
Dungeon #2 - four central cores, 20 to 32 nodes to hack to access next dungeon. NPC’s comparable to C-2 and C-3 Sleepers. Value - 200 to 300 million.
Dungeon #3 - three to four central cores, 20 to 32 nodes to hack to access next dungeon. NPC’s comparable to C-2, C-3 and C-4 Sleepers. Value - 450 to 600 million.
Dungeon #4 - five central cores, 32 nodes to hack to access next dungeon. NPC’s comparable to a mix of L1 Anomic and C2 Sleepers. Anomic ships in Anomic nodes would be accompanied by no less than ten L2 frigates and no more than 12. Value 550 to 700 million.
Dungeon #5 - three central cores - five nodes each that must be hacked to access the final core.
NPC’s comparable to C-4 Sleepers, L3 NPC’s and L2 Anomic. Value up to 800 million
Final Core - one room, NPC’s comparable to C-5 Sleepers and Triglavians of the Zorya Liminal, extremely powerful Trig ships from Zorya’s personal Clade guarding the Zorya Dreadnaught containing the loot. Most Zorya will drop components to build the Guardian Flyer from while the Dread will contain the Guardian Flyer fully assembled, the BPC or BPO + 2 billion in other loot.

Restoration Nodes - these types of nodes will contain 1 - 5 restoration systems that can be used to repair or basically cheat the Guardian Ship security network into believing a node that failed was actually hacked. Restoration Nodes remain active for 30 days and then expire. Restoration Nodes can be carried out of the site as well.

When the gate to the top dungeon level is probed out and a ship warps to the site, a timer starts. The site will remain active for up to ten days. At this point the site is active for all to enter, thus allowing PvP to take place between fleets vying for the site, inside and out. Once in the dungeon, the site becomes a Locus site, possibly to replace Sleeper space nodes not being used as well as causing High Sec and Low systems to be locked down when a node is being hacked. A High or Low Sec system locked down due to Capsuleers hacking a Guardian Node, would remain locked down for one hour when the can containing the trigger has been hacked.

Upon entering each dungeon, the type and approximate ship numbers will pop up in a dialogue box. Upon entering the top dungeon, the flavor of NPC damage and resistance would pop up in a dialogue box, Sleepers would have a fixed damage and resistance type consistent with other non-Omni NPC’s.

A Citadel could be anchored within range of the first dungeon level barrow entrance to defend the Guardian Ship site or resupply and repair ships. Titan class ships can enter the dungeon but only one per fleet. Fleet size

Fleet size would be comparable to Sansha Incursion sites + 2 to 10 additional ships would be needed per site.

Dungeon 1 - three additional ships
Dungeon 2 - three to five additional ships
Dungeon 3 - five additional ships
Dungeon 4 - eight additional ships
Dungeon 5 and Final Core - 10 additional ships.

Abyssal dungeons could even link to various levels of the Guardian Dungeons that would allow ships from an Abyssal site to enter a Guardian site and vice versus that would create raids and even form new friendships as adventurers travel back and forth between the two campaigns.
Each member of a fleet could hack a node network in the dungeon, or the fleet could hack each network node as a fleet.

Two hack cans per node site can be failed for each dungeon to level 3. All cans must be successfully hacked to complete levels four and five. After ten days, the Guardian Site will begin to collapse and will cause 1,000,000 system wide damage upon collapse, if the site has been probed down and warped to. Undisturbed barrows will simply fade out and respawn somewhere else. A Guardia site that collapses due to not being finished will be destroyed, permanently and not respawn.

On a race chance, a node in a Guardian site could dump the fleet into another Guardian site, either empty or occupied. If empty, the level one dungeon pops a message into local for two hours alerting the region that a Guardian Ship site has emerged in-system and explorate can be begin immediately.

Guardian Ship sites that appear in High Sec, either probed or popped will have upto three levels, Low Sec would have upto four levels and null sec sites would have one to five level dungeons.

tl;dr. no gold ammo, no intentionally overpowered crap.

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