[DevBlog] The nation strikes back

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Publié par CCP Ytterbium
It is another routine day in your friendly New Eden neighborhood: some capsuleers are gazing at the exciting, humming glow of strip miners with a blank, almost lifeless stare; others are playing carousels with their ships inside stations; the rest are merrily shooting each other in the face while exchanging strange remarks about their sisters in local chat.
Suddenly, all this buzzing activity comes to a stop. Something feels amiss, like a half-eaten Roquefort cheese left too long on the kitchen table. Blockades appear on star gates, asteroid belts are invaded, and even the ambient nebula light has shifts to a pernicious shade. For those inside stations, sirens go off while a constellation wide emergency is declared: an incursion has begun.


We brake for nobody

Incursions may happen anywhere, at any time, from null-sec alliance space to high-sec travel routes. The Sansha's Nation is seriously pissed and doesn't care about politics; trust us, you would be quite mad as well if you were stuck living with giant spikes on your head ‘n' shoulders.
Active incursions will bring a variety of disruptive changes that will greatly impact player activities; first off, celestial pirate NPCs you would normally encounter at star gates and asteroid belts will be replaced by new ones tied with the incursion, and they will demonstrate updated attributes and Sleeper-like AI. Note, however, that this will not affect CONCORD, or the empire navies, even if an incursion will suppress custom NPCs.
In addition, systems invaded by Sanshas will receive certain system wide effects that affect all players inside them:
· Reduction of all shield/armor resistances
· Reduction of turret, missile, drone and smartbomb damage
· Jamming of cynosural fields throughout the system
· Reduction of 50% on all NPC bounties
The purpose of such modifications is to provide a dynamic, opportunity-rich environment that breaks the routine and offers new possibilities. Capital ships won't be able to jump in low and null-security space, leveling the fields between small corporations and organized alliances; gate camps discourage players to block traffic there, and instead motivate them to look for prey inside the incursion sites themselves, where they also can be shot by the NPCs; NPC bounty reductions provides an incentive for players to gather arms, team up, and face the threat.


Gone shootin'

Countering the Sansha offensive and thus removing the negative effects is achieved through the control of influence. It reduces the penalties to ship resistances, damage and when sufficient influence is achieved, the final boss will appear.
Influence is gained by completing sites. Sites are sorted into three levels, which dictate the magnitude of the Sansha strike force occupying the system they are in:
· Vanguard: weakest occupation, aimed for small player groups of 5-10.
· Assault: moderate difficulty, designed for 10-20 pilots per site.
· Headquarter: highest challenge, 20-40 players recommended.

There is also one system per incursion designated as a "staging area," aimed for new players and designed as the main place for pilots to gather up before heading into the more difficult areas. This will be shown in the in-flight UI and star map.
So what's the point in completing more difficult sites? Not only do they give more rewards, but also net more influence, which is the key at successfully repelling the invasion, since Sansha forces will continuously attempt to push influence downwards overtime. Thus, incursions always are an ongoing struggle, a fluctuating frontline that needs to be maintained because its collapse resets system effects back to their highest values.
Below are some screenshots of the new incursion in-flight and journal tools. Please note this is still work in progress, as our UI developers are relentlessly fine-tuning on it as we speak:

Incursion_profile.jpg

The in-flight profile appears in incursion infested systems, and displays Sansha (red) versus player (blue) influence through the main gauge. The system occupation level is indicated by the bronze/silver/gold Sansha tags, while system effects are displayed on the bottom part. UI elements can be hovered over with the mouse for more information.

Incursion_journal_globalreport.jpg

The journal report is aimed to locate active incursions and facilitate grouping. It shows which original faction/alliance controls the affected area, the exact infested constellation/staging system location, time remaining before expiration and distance in jumps to the affected systems. It also provides map filters to identify corporation members, contacts with positive standings and display loyalty points earned and that may be granted if the final boss is defeated.


Show me the money

Participation in incursions grants rewards, of course. Completing sites will secure ISK and CONCORD loyalty points, the latter actually paid out only when an incursion has been successfully repelled by the destruction of its final boss (thus making it particularly important). CONCORD only pays for a job that's finished, private.
Please also note that, - besides the fact that attempting to solo an incursion is a very, very bad idea - the rewards themselves are designed for groups and based on site objectives. The NPCs themselves have no bounty, no loot, and very little salvage as we wanted players to focus on the actual encounters. Site rewards are paid as follows:
· To actual combat ships: no pods, shuttles or cloaked vessels
· To players who are inside the site when it is completed
· To players in the fleet that participated the most in the site in question; if there is more than one fleet in a site, others won't be paid. CONCORD only rewards the most effective capsuleers. If you are not ready to face the competition, we recommend you either merge your fleets together, or spread out to other unchecked sites.
· Depending on the player numbers in the most contributing fleet. A ratio is calculated from the total number of active fleet players in the site and how many players this site is from. The closer, the better.
ISK and loyalty points granted per site will be made apparent in the journal so players know what to expect and can make rational decisions before engaging themselves in the content.

Incursion_journal_encounterreport.jpg
Click to enlarge

Here is an example of the mechanics explained above; site briefing and main objectives are listed under the encounters tab, while the reward is affected by a ratio depending on player count and security status location.
Loyalty points gained in incursions can be spent to buy named capital module blueprint copies and new implant variations from any CONCORD store. Alternatively, they can also be changed into any empire corporation loyalty point, at a certain exchange rate. Pirate corporations are excluded, however.
Finally, the last Sansha boss in each incursion will also drop Sansha sub-capital ship blueprint copies as well as some other goodies. In low-security space (and only there), there will also be a chance of receiving a blueprint copy of the boss ship type itself, the Sansha supercarrier.


Adding more sand in the box, one grain at a time

Of course, all of the above is absolutely open for anybody to participate. No matter where or when an incursion occurs, there will be no player number restrictions, (although there are some mandated ship class requirements on certain sites).
That means you will be totally free to engage each other at will in circumstances that would normally allow it, or to tackle an incursion as you see fit. Be careful however, as NPCs do not know discrimination: they most likely will change targets to any newcomers, so plunder these sites for juicy player targets at your own risk.
Speaking of the NPCs, while we adopted a "wolf pack" approach for the Sleepers in Apocrypha, we chose to create very specialized units for this feature, inspired from players setups. We also improved the Sleeper AI to match their new capabilities. As such you will face NPC equivalent of logistics, stealth bombers, remote spider-repairing battleships, interceptors, command ships, EW platforms, and more.

So be prepared: Incursions are full war assaults, treat them as such.
- CCP Ytterbium
Le BPC de supercarrier Sansha ne sera drop qu'uniquement en low sec, ça promet un jolie bordel et pas mal de viols...

On peut reprendre les spéculations sur la gueule du supercarrier Sansha ! \o/
Mon cov ops est déjà prêt à aller tester le ninja de BPC en low sec

Et ca va aussi faire un bon surplus de sub-cap Sansha sur le marché, donc certainement des prix cassés pour ceux qui les utilisent.
Citation :
Publié par The Londonian
Mon cov ops est déjà prêt à aller tester le ninja de BPC en low sec
Sauf que les BPC vont pas se loot comme ça, c.f. (feu) Meissa.
Citation :
Publié par Selty
Sauf que les BPC vont pas se loot comme ça, c.f. (feu) Meissa.
pourquoi feu?
(c'est vrai que ca fait un moment que je l'ai pas vu)
Citation :
Publié par The Londonian
Et ca va aussi faire un bon surplus de sub-cap Sansha sur le marché, donc certainement des prix cassés pour ceux qui les utilisent.
Y a déjà un surplus de subcap Sansha grace à nos amis rusco qui farm ça en mode pr0.
A noter que cette invasion ne pourra pas avoir lieu dans Stain vu que c'est la région Sansha.
Citation :
Publié par CCP Ytterbium
Incursions and Sansha infested space: they will not appear in Stain, which is their headquarters region.
source
Citation :
Publié par Selty
Sauf que les BPC vont pas se loot comme ça, c.f. (feu) Meissa.
Y'a un lancer de dés/loot réservé au FC avec un wreck bloqué alors ?

Parce que le dev blog dit clairement que CONCORD nous file des ISK/LP à la fin de l'incursion, que la vermine sansha de base qu'on démonte ne droppera quasi rien et que le boss aura du phatz (BPC compris) sur lui.
Citation :
Publié par Allistia
pourquoi feu?
Parce que ça fait un petit bout de temps, oui.

Je c/c ce que disait Meissa (je pense pouvoir le foutre là, c'était sur son canal public. Si du monde est gêné, me MP.)
(Après, j'avais souvenir d'une autre conversation concernant les BPC, mais je ne retrouve pas. Donc là apparemment, si, les bpc looteraient "comme ça".)

Citation :
[ 2010.10.15 22:13:20 ] Meissa Anunthiel > Invasions, ça a l'air plus sympa que ce que je pensait
[ 2010.10.15 22:13:53 ] Meissa Anunthiel > en gros c'est collaboratif, c'est à dire que le groupe qui fait le plus de dégâts touche les sous (genre pas de freeloaders "hors fleet")
[ 2010.10.15 22:14:12 ] Meissa Anunthiel > mais les logistics et CS comptent et touchent des LPs s'ils sont là pour le combat
[ 2010.10.15 22:14:38 ] Allistia > c'est sensé duré combien de temps comme event?
[ 2010.10.15 22:14:43 ] Meissa Anunthiel > Max une semaine
[ 2010.10.15 22:14:50 ] Meissa Anunthiel > puis ça change de constellation
[ 2010.10.15 22:15:10 ] Allistia > et donc ceux qui font le plus de dégat en une semaine touche tout le paxtole?
[ 2010.10.15 22:15:27 ] Meissa Anunthiel > nombre de joueurs varie en 3 "tiers". 3-8 pour les petits, 5-10 pour les moyens, 5-20 pour les gros
[ 2010.10.15 22:15:40 ] Meissa Anunthiel > non, y'a plusieurs cibles par constellation
[ 2010.10.15 22:15:50 ] Meissa Anunthiel > donc ça cumule
[ 2010.10.15 22:16:06 ] Allistia > désolé j'ai du mal a comprendre
[ 2010.10.15 22:16:07 ] Meissa Anunthiel > Y'a des récompenses immédiates
[ 2010.10.15 22:16:09 ] Meissa Anunthiel > Ok
[ 2010.10.15 22:16:13 ] Meissa Anunthiel > 3 types de récompenses
[Meissa se fait péter son ship, parenthèse]
[ 2010.10.15 22:21:44 ] Alinilam Anunthiel > récompense immédiate
[ 2010.10.15 22:21:50 ] Alinilam Anunthiel > genre bounties
[ 2010.10.15 22:22:16 ] Alinilam Anunthiel > recompense tardive, quand le site despawn, le groupe qui a fait le plus de dégats gagne des LP concord
[...]
[ 2010.10.15 22:22:33 ] Alinilam Anunthiel > récompense faction quand le dernier truc est tué
[...]
[ 2010.10.15 22:23:34 ] Allistia > mais le site en lui même dure une semaine ou est ce que c'est l'event qui dure une semaine?
[...]
[ 2010.10.15 22:23:59 ] Alinilam Anunthiel > l'event dure une semaine
[ 2010.10.15 22:24:06 ] Alinilam Anunthiel > les sites durent jusqu'à ce qu'ils soit tués
[ 2010.10.15 22:24:11 ] Allistia > ok
[...]
[ 2010.10.15 22:26:14 ] Alinilam Anunthiel > et, finalement, le loot faction
[ 2010.10.15 22:26:39 ] Alinilam Anunthiel > qui est ce qui droppe lorsque la dernière étape de l'event est accomplie
[ 2010.10.15 22:26:50 ] Alinilam Anunthiel > c'est ça qui droppe le BPC de mothership (supercarrier) sansha
[ 2010.10.15 22:27:01 ] Alinilam Anunthiel > Qui ne droppera, lui, que en lowsec
[ 2010.10.15 22:27:23 ] Allistia > low et null ou que low?
[ 2010.10.15 22:27:31 ] Alinilam Anunthiel > low et low
[ 2010.10.15 22:27:33 ] Alinilam Anunthiel > low
[ 2010.10.15 22:28:06 ] Dimdamm > et ça passe de constel en constel, en high low et null ?
[ 2010.10.15 22:28:14 ] Meissa Anunthiel > oui
[ 2010.10.15 22:28:37 ] Meissa Anunthiel > donc y'aura toujours une invasion qque part, mais ça va bouger beaucoup
[...]
[ 2010.10.15 22:29:08 ] Dimdamm > sur shc ils parlaient de malus dans les constel avec les plex sansha en question, ce sera quoi ?
[...]
[ 2010.10.15 22:31:16 ] Meissa Anunthiel > pour les pénalités, elles sont de 4 types
[ 2010.10.15 22:31:29 ] Meissa Anunthiel > elles seront pas toutes toujours présentes
[ 2010.10.15 22:31:32 ] Meissa Anunthiel > et leur intensité varie
[ 2010.10.15 22:31:43 ] Meissa Anunthiel > mais en gros, c'est tank, remote rep, dégâts, cynojamming
[ 2010.10.15 22:32:24 ] Meissa Anunthiel > plus on prend de temps pour éliminer l'invasion, plus la pénalité est grande
[ 2010.10.15 22:32:46 ] Dimdamm > ok
[ 2010.10.15 22:32:50 ] Meissa Anunthiel > pour tuer les invasions, ce qui est sympa c'est que c'est pas juste "je tanke et je tire sur tout"
[ 2010.10.15 22:33:01 ] Meissa Anunthiel > genre y'a des mini objectifs dans les sites
[ 2010.10.15 22:33:27 ] Dimdamm > et des infos sur le stats du ms-sansha-qui-va-couter-200b ?
[ 2010.10.15 22:33:30 ] Meissa Anunthiel > hacker un module pour empêcher l'ennemi de se réparer, transférer des trucs d'un conteneur à un autre pour diminuer leur dégâts, etc.
[ 2010.10.15 22:33:37 ] Meissa Anunthiel > non, aucune info jusqu'à présent
[ 2010.10.15 22:33:43 ] Meissa Anunthiel > j'ai vu le modèle, mais c'est tout
[ 2010.10.15 22:33:45 ] Dimdamm > k
[ 2010.10.15 22:33:57 ] Meissa Anunthiel > y'a des rumeurs de version faction de modules capitaux aussi
[ 2010.10.15 22:34:15 ] Meissa Anunthiel > mais c'est que des rumeurs, j'ai reçu aucune confirmation
Les stats pour l'instant:

Citation :
BONUSES:

Special Ability:
30% to maximum jump range

Can activate one extra Drone Control Unit


Amarr Carrier Skill Bonuses:
Can deploy 3 additional Fighters or Fighter Bombers per level

Can fit 1 additional Warfare Link module per level


Caldari Carrier Skill Bonuses:
50% bonus to Capital Energy and Shield transfer range per level

5% bonus to deployed Fighters or Fighter Bomber damage per level


Role Bonuses:
99% reduction in CPU need for Warfare Link modules

Can fit Projected Electronic Counter Measures 200% bonus to Fighter or Fighter Bomber control range

Immune to all forms of Electronic Warfare

ATTRIBUTES:

Structure:
Structure hitpoints: 560,000

Cargo capacity: 1,405 m3

Drone capacity: 250,000 m3

Drone bandwidth: 13,000 Mbit/sec

Mass: 1,546,875,000 kg

Volume: 62,000,000 m3

Inertia modifier: 0.04

Hull EM / EX / KIN / TH resistances: 0 %


Armor:
Armor hitpoints: 610,000

Armor EM / EX / KIN / TH resistances: 50 % / 20 % / 25 % / 35 %


Shield:
Shield hitpoints: 980,000

Shield recharge time: 39200s

Shield EM / EX / KIN / TH resistances: 0 % / 50 % / 40 % / 20 %


Capacitor:
Capacity: 82,500

Recharge time: 5362.5s


Targeting:
Maximum targeting range: 184km

Max locked targets: 6

Scan resolution: 45mm

Radar sensor strength: 165

Signature radius: 11.87km


Shared facilities:
Same as any regular supercarrier


Jump drive systems:
Same as any regular supercarrier, uses helium isotopes


Propulsion:
60 m/sec

Ship warp speed: 1.5 AU/s



FITTING:

CPU: 950

Powergrid: 625,000

Calibration: 350

Low slots: 4

Med slots: 7

High slots: 7

Upgrade hardpoints: 3
aelm6b.jpg


Les capital modules named :

Citation :
Capital Murky Energy Transmitter
Capital Inefficient Armor Repair Unit
Capital Coaxial Regenerative Projector (armor)
Limited Mega Ion Siege Blaster
Dual 1000mm 'Scout' Accelerator Cannon
Dual Giga Modal Laser
Dual Modal Giga Pulse Laser
Limos' Citadel Cruiser Launcher
Shock 'Limos' Citadel Torpedo Bay
Quad 3500mm Gallium Cannon
6x2500 Heavy Gallium Repeating Cannon
2i7n6uv.jpg
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