Summon the Swarm

Agreed, a simple fix would be that activating it the first time is instant and generates something like an anom/sig/escalation in system that it needs to be anchored in to work.

Maybe this is a bug but you have to kill the ogres that the dominixā€™s spawn to keep the timer going. Just attempted in a super and well timed out cos of all the small stuff to kill for a capital.

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Great, you can drop on grid with structures. Well done, CCP, well done.

If you really want people to ā€œriskā€ their shiny toys and the rewards when they print ISK like mad(wo)men with these beacons, you must prevent them from being dropped on grid with structures. That way you also prevent people from dropping 3 of them on a KS grid and thus make it unreasonably hard to counter these beacons.

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They do not define whether or not the Deployable broadcasts to the system or is targettable as a warp-to. They also donā€™t mention whether or not it broadcasts information from which can be deduced that such a deployable is active. Iā€™m predicting that both of these cases will be true and so hostiles will have all the intel they need to setup to gank a target. The also donā€™t really explain the effectiveness of said capitals vs these sites, only that you need the capital mechanically to deploy the object. Iā€™m thinking CCP expects this to be some kind of group content in which the capital pilot stands by twiddling his thumbs with nothing to do while other people do the ratting. And of course, if it is group content, that means the rewards for the sites are going to be even worse due to splitting the reward, something CCP has always been notoriously bad at.

The capital is only immobilized during the linking. As long as whoever has the ships and firepower on hand to take on the content, the carrier can go dock back up. Just donā€™t let the beacon get blown up because that is where you rewards come from

Iā€™m referring to the effectiveness of the capitals vs the drones, which someone already mentioned is bad. Its not like this thing spawns Battleships and Dreadnaughts, it is spawning rogue drones. Iā€™m expecting alot of drone-sized and frigate-sized NPCs to which fighters are bad at applying dmg. Iā€™m thinking this is only going to be effective for Dreads to do because of their tank and ability to fit HAW. Iā€™ve been out of the game for awhile but if I follow correctly Dreads are alot harder to replace right now so the input cost isnā€™t negligable anymore.

Why is there no shiny new activation UI on the module like in the ESS? Why is it the small activation timer and a dark blue circle that is hard to discern in space?

Why can#t I see it on dscan? Yes, itā€™s on the overview but that doesnā€™t mean it should not show up as dscan result.

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It also has a cargo hold. I think they took a mobile depot and repurposed it.

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Donā€™t confuse Rogue Drones the faction with drones the little ships. These sites spawn battleships and battlecruisers.

Agreed. Thereā€™s no reason why these should be droppable close to a structure.

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2 years for this

Welcome to haven.

That the NPC warp in is soooo annoying already just 5 minutes into this. It#s not like you donā€™t have a slow locking time in a dread anyway.

The beacon should be visible from any point in space like mobile observatories, otherwise some guy with a silly deep safe bookmark will be able to run this 24/7 without any interruption

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They will not be able to be anchored on grid with a structure.

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That means the current range limit of 10,000 km will be increased to 1M km or something?

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Oh CCP :woman_facepalming:

Thing is though Steve, sheā€™s right. People are so risk averse (especially with capitals in the current state of scarcity) that it will be a binary thing.

Either it prints isk (and is therefore worth the risk) or its DOA content.

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Just want to reiterate that this is on the test server and the values are subject to change - weā€™d love to get your feedback on the numbers/value of the site. Do note that once you finish the site there is a box in the CRAB deployable that has considerable value.

The deployable will also not be anchorable on-grid with citadels. Likewise, if you see ā€˜interferenceā€™ numbers showing up on the map they are totally randomised placeholder values.

Just another note: currently the deployable can be placed on grid with a Citadal/POS. This will NOT be the case.

e: ā€œUnlike the ESS where we deliberately had low values (so the ESS banks didnā€™t get depleted in testing), these are much closer to what we intendā€ - I misspoke, a little. The expected bounty payout from the NPCs will very likely be higher. All values are subject to change, including tether time, bounty payouts, et cetera.

Your feedback is invaluable, so thank you everyone for chiming in.

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Killing the ogres that the domiā€™s spawn is annoying for the timer to continue, please fix

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Another use is to raise ADMs in fresh null systems since this will affect military indices. Keeping vulnerability timers as narrow as possible is very important for some groups that rely on timezone tanking.

1 Like