{I patched this up in my head since rocketting Wide awake at 2am today so it’s not university grade)
Each different Abyssal Deadspace Environment specifically dictates the ship that it is intended to train you in.
Dark Matter Field:
Bonus to maximum velocity
Penalty to turret range Minmatar Rupture/Munin/Broadsword
Plasma Firestorm:
Bonus to armor HP
Penalty to thermal resistance Gallente Thorax/Deimos Phobos
Exotic Particle Storm:
Bonus to scan resolution
Penalty to kinetic resistance Vedmak (future t2 vedmak?)
Electrical Storm:
Bonus to capacitor recharge
Penalty to EM resistance Amarr Maller/Zealot/Devoter
Gamma-Ray Afterglow:
Bonus to shield HP
Penalty to explosive resistance Caldari Moa/Eagle/Onyx
The ships are the progression that should be used to do the racial missions.
Once we learn how to fit and FLY the ships properly for the Abyss/Missions.
We will be ready to fit and FLY the Vedmak in it’s environment.
And here’s my understanding of the reason why… Once we have leaned to use the Vedmak properly, a new area of space will be probably be opened up and we will encounter the precursors (Jovians?) in their natural environment,
For example, If I wanted to train you to fly Amarr ships in PVE I might:
Create an environment that
-gave a bonus to your capacitor recharge rate so that when you fit your ship you would have more lee way and could better utilize your modules.
-taketh away that extra strength you have on your armor tank to balance out your overall resists because I’m going to throw a variety of challenges at you.
(I did not notice any incoming em damage on my adaptive armor resistance module I think it was just thermal and explosive when i moused over during a lvl 2)
[The other Environments seem obviously tailored to the other races ships bonuses]
After I created the environment for Amarr I might give it a cool name like “electrical storm” and then make it from easy to hard 1 - 5
Then if I were to decide which ships I wanted you to use I might specifically design each lvl to best test the ship I intended to train you in, in a variety of different ways.
I might choose a Maller for lvl 1 Electrical then give you challenges that tested your ability to quickly change crystal types for long and short range targets.
Change crystal types on the fly for high damage stationary targets or squishy distance targets that moved fast.
Tests that made you move your ship for best transversal and range on different types of targets and stay aware of your environment to keep out of range of negative influences and perhaps incoming weaponry or effects.
(man I can almost picture white board top down design sketches lying on the office floor in my head)
Then if you passed the lvl 1 test consecutive times and got a hang of the kinds of challenges I was going to throw at you i might suggest you head to lvl 2 and try out a faction ship like the Omen Navy Issue and throw more tests at you that required an even firmer grasp of the above basics and throw in some armor rep management and positioning tactics , make you seriously consider Tracking of your weapons and webbing and the effects of the warp scrambler on those nasty mwding frigates.
In successive levels of the Amarr training program I might have you strongly consider the bonuses of your pirate ships neuts and nosses if you chose to use them on ships that might rely on their capacitors or extended webs on ships that have the need for speed. (I think the previous is actually irrelevant now, but i’m leaving it in to remember)
(This next bit is old but i’m leaving it in. just learn to fly)
At the high levels (I conjecture I haven’t passed my training course yet) I might design your training to have you be expert at all of the above and hopped up on drugs with tons of gear in your head and a Faction fit HAC that you knew like the back of your hand {lvl 5 mastery perhaps}. [On further reflection, buffing your mods with Mutaplasmids might be the thing too]
In the design process I might make the consequences Digital… win yes… win no.
Rewards - are save up all your bits you collect and build your own Vedmak to TRAIN in the exotic particle storm
(How many of you will be flying a Triglavian cruiser? probably those who have earned them will wish to hang on to them, and no one is going to profit from farming the parts.)
And If I looked at the vastly bigger picture I might say that if Triglavian pilots who wished to be succesful wanted to really get ahead, they might want to get together in a community and trade the filaments needed to get into the Environment they wanted to focus on according to the Racial ships they felt most suited their flying style, instead of trying to make huge isk selling off their unwanted filaments to be able to afford huge isk to buy the wanted filaments (you can sell it for say a plasma for 1 isk on contracts I believe, then require to receive an electrical as well)
In conclusion: IMO The Abyssal Deadspace is not New Eve.
Abyssal Deadspace is an advanced tutorial to solo lvl 5 missions and to train for additional releases that will open up new space inhabitted by Triglavians or Precursors or whatever the F***.
Pick a Race.
Fly it’s ships.
Fly them well.
Or die.
Welcome to EVE.
(The 5th race/environment is triglavian ship training?)
edited for stream-of-conciouness. and spelling
https://www.eveonline.com/article/p9aexk/patch-notes-for-eve-online-into-the-abyss read it Carefully
In my bio, in game I’m updating what I’ve learned as I go.