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Azeranth

Eve Changes

Jun 25th, 2022
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  1. Existing Mechanics
  2.  
  3. Cynosaural Beacons
  4. Activating a Cynosaural Beacon prevents targetting.
  5. When a Jump Bridge is opened to a Cynosaural Beacon, a Cynosaural Trace is generated.
  6. Relighting a Cyno with an existing Cynosaural Trace will not create a new Cynosaural Trace.
  7. Whenever a ship bridges to a Cynosaural Beacon, Cynosaural Trace gains Volatility.
  8. Whenever a Cynosaural Trace reaches maximum Volatility, a Cynosaural Flare is generated.
  9. A Cynosaural Flare will Disrupt the Cynosaural Beacon it originated from.
  10. A Cynosaural Flare can be bridged to by any pilot who has Acquired the Cynosaural Trace.
  11. Bridges can not be initiated by pilots with combat timers.
  12.  
  13. Passengers who are in the process of Bridging to a Cynosaural Beacon when it is Disrupted are returned to their origin.
  14. 50% of the Fuel Cost of Passengers returning to thier origin is refunded.
  15.  
  16. Four Cynosaural Field Generator Types
  17. Industrial Cyno
  18. Base cycle time is 8 minutes
  19. 500% Maximum Volatility Bonus
  20. Applies "High Energy Conduit Residue" status effect for 60 minutes
  21. Shield can not exceed 0.
  22. Can not recieve logi.
  23. Can not cloak.
  24. 400% Sig Radius.
  25. High Energy Conduit Residue status effect elapses 2 times faster while Tethered
  26. High Energy Conduit Residue status effect elapses 4 times faster while docked at a fully powered station
  27. Combat Cyno
  28. Base cycle time is 5 minutes
  29. 120 Second Combat Timer
  30. Black Ops Cyno
  31. Base cycle time is 12 minutes
  32. -60% Jump Range.
  33. Passenger must be cloaked to take Black Ops Bridge
  34. Activating cyno does not break cloak
  35. Cynosaural Trace is not visible until it has an effective radius of 1 LY (Increased by skills)
  36. Pilots who Bridge to a Covert Cynosaural Beacon while cloaked, do not lose cloak.
  37. Pilots who Bridge to a Covert Cynosaural Beacon while cloaked do not appear in local until
  38. They warp
  39. They decloak
  40. Their cloak stabalizes
  41. Expeditionary Cyno
  42. Base Cycle time is 2 minutes.
  43. Requires Lighting pilot to be in Siege.
  44. Fuel Requirements of Bridge are provided by Lighting pilot.
  45. -60% Jump Range.
  46.  
  47. New Skill: Cynosaural Tolerance - Jump Fatigue and Jump Activation incurred from the first Combat Bridge does not take effect for 120 Seconds
  48. Additional levels in this skill increase the number of consecutive Combat Bridges before Jump Fatigue takes effect
  49.  
  50. Sub Cap Bridging
  51. Black Ops Battle Ships can bridge to Covert Cyno
  52. Porpoise can bridge to Expeditionary Cyno. 200% penalty to Fuel Cost for non Industrial Hulls
  53. Force Recon can bridge to Expeditionary Cyno
  54. Bowhead can bridge to Industrial Cyno. Only the contents of its Maintainence Bay
  55.  
  56. Subcapital Ships which initiate a bridge can only take a limited number of ships with them.
  57. The limit is determined by the total fuel cost to initiate the Bridge.
  58.  
  59. To get an approximate sense of what a bridge group might look like imagine a point system
  60. Each hull size has an assigned value which is summed to find the gangs size
  61. Frigates - 2
  62. Destroyers - 2
  63. Hauler - 2
  64. Barge - 3
  65. Exhumer - 4
  66. Cruiser - 4
  67. B Crusier - 5
  68. B Ship - 8
  69. A Blops BS could bring approximately 20 points worth of ships for the ride
  70. A Porpoise could bring approximately 15 points worth of ships for the ride (non industrials are doubled so no BSs)
  71. A Force Recon could bring approximately 12 points worth of ships for the ride
  72.  
  73. Bowhead Changes
  74. Bowhead's may fit and initiate Jump to Industrial Cynos
  75. The Bowhead may transfer its Maintainence Bay to the Maintainence Bay of the Lighting pilot if possible.
  76. The Bridging and Lighting Bowhead each get 50% of the Jump Fatigue when transferring Maintainence Bays.
  77.  
  78. Propoise Changes
  79. -10% Jump Fatigue when Bridging per skill level of Industrial Command Ships
  80. While in Siege, the Porpoise may initiate a Bridge to an Expeditionary Cyno
  81. At the end of the Siege cycle, the Bridge will activate
  82. Fuel Consumption for Bridging is doubled for non-industrial hulls
  83.  
  84. Force Recon Changes
  85. -5% Jump Fatigue when Bridging per skill level of Recon Ships
  86. Force Recon ships may initiate a Bridge to an Expeditionary Cyno
  87.  
  88. Notes
  89. All cynos now have a limit to the amount of mass they can move in a given amount of time.
  90. Cynoing has three stages
  91. Beacon is lit
  92. Bridging begins
  93. Bridge is overwhelmed and a Flare occurs
  94. Industrial Cyno is the intended method for moving any large mass of ships and cargo.
  95. Industrial Cynos do not have hull restrictions, however, bonuses encourage certain ships.
  96. Industrial Cynos can carry any ship. It just won't be combat ready upon arrival.
  97. Combat Cyno is the intended method to allow a force to rapidly move from its staging area to the fight.
  98. Combat Cynos have far more restrictive threshholds on Volatility, which will interrupt the bridging process.
  99. However, reacquiring the resulting Flare allows bridging to continue unrestricted, with the added risk of getting counter dropped.
  100. Black Ops Cynos have been redesigned to force commitment and to prevent camping tackle from always guaranteeing a kill.
  101. It is still completely poosible for a gank to appear from nowhere as it is currently.
  102. But the order in which the cyno occurs and the tackle is landed is now reversed, giving prey a chance to flee or fight tackle like a normal engagement
  103. It also means that some black ops drops will be wasted from poor planning or impatience
  104. Expeditionary cynos are in someways like a reverse Cyno.
  105. They allow a capital to "recall" its expeditionary forces back to itself.
  106. This is designed to give roaming small gangs organized around a force recon ship to maraud into enemy territory
  107. It also means moving and Sieging caps several systems away from the front line to provide the umbrella for these gangs to operate under
  108. It further expands the support role and "floating citadel" role of Captial ships
  109. And it get capitals undocked for engagements that aren't as rare and one sided, even with relative safety of a few lightyears.
  110. This operational range and ability to recall your small gangs also increases the strategy behind geography when in contested space.
  111. It requires the coordination to secure, and hold a beachhead where caps can safely deploy
  112. Finally, multiple force recons/porpoises can recall to the same cyno. It just all contributes to the same Trace.
  113.  
  114. Trace Mechanics
  115. Cynosaural Traces have a max Voltaility. Affected by factors on the Lighting pilot such as
  116. Role Bonuses
  117. Hull Bonuses
  118. Skills
  119. Modules
  120. Rigs
  121. Bridges adds an amount of volatility to a Trace. Affected by factors on the Passenger pilot such as
  122. Role Bonuses
  123. Hull Bonuses
  124. Skills
  125. Modules
  126. Rigs
  127. Traces have a visibility which determines the number of LYs at which a Bridging pilot can detect the Trace
  128. Visibility increases as percent of max Volatility increases
  129. Bridging pilots may Acquire a Trace if they are within its visibility range
  130. Acquiring a Trace is required to Bridge to its corresponding Flare
  131. Pilots may begin acquiring a visible trace before a Flare occurs in order to Bridge instantly in the event of a Flare
  132. When a Flare occurs, the Trace is visible at maximum range regardless of skills
  133. Time required to acquire a Trace is determined by the skills of the Bridging pilot.
  134.  
  135. Covert Cynosaural Traces are visible system wide after a Flare occurs
  136. Covert Cynosaural Traces have a large bonus to decrease the range at which they are visible
  137. Covert Cynosaural Beacons have considerably reduced maximum Volatility
  138. Black Ops Battleships have a bonus to the range and speed at which they can lock onto a Cynosaural Trace.
  139.  
  140. Lighting Pilots
  141. New Rig: Cynosaural Field Stabalizer - Adds Max Volatility to Cynosaural Trace
  142. New Skill: Cynosaural Field Optimization - Adds Max Volatility to Cynosaural Trace
  143. New Skill: Cynosaural Field Modulation - Required to use Cynosaural Modulator
  144.  
  145. Cynosaural Modulators
  146. New Skill: Cynosaural Cryptologics - Skill at using Cynosaural Encrpytors
  147. New Module: Cynosaural Encryptor - Decreases range at which Cynosaural Trace is visible. Increases cycle time on Cynosaural Beacon
  148. New Skill: Cynosaural Preconfiguration - Skill at using Cynosaural Configurators
  149. New Module Cynosaural Configurator - Decreases cycle time on Cynosaural Beacon. 50m/s activation threshold. Decreases Volatility.
  150. New Skill: Cynosaural Staging - Skill at using Cynosaural Support Units
  151. New Module: Cynosaural Support Unit- Increases Volatility. Increases range at which Cynosaural Trace is visible.
  152.  
  153. Passenger Pilots
  154. New Rig: Cynosaural Laminar Slip Field - Decreases the Volatility added to Cynosaural Trace upon Bridging, Increases Jump Fatigue
  155. New Rig: Cynosaural Strain Deflector - Increases the Volatility added to Cynosaural Trace upon Bridging, Decreases Jump Fatigue
  156. New Skill: Cynosaural Field Rigging - Rigging Skill for Cyno Rigs
  157. New Skill: Cynosaural Entanglement - Decreases the Volatility added to Cynosaural Trace upon Bridging
  158. New Skill: Covert Cynosaural Entanglement - Decreases the Volatility added to Cynosaural Trace upon Bridging to a Covert Cyno
  159.  
  160. Bridging Pilots
  161. New Skill: Cynosaural Reverse Entanglement - Skill at using Cynosaural Reverse Entanglement Array
  162. New Module: Cynosaural Reverse Entanglement Array - Decreases time and range needed to acquire a Cynosaural Trace
  163.  
  164. Other Pilots
  165. New Module: Cynosaural Destabalizer - While active, if target activates Cynosaural Beacon, instead a Cynosaural Flare is generated.
  166.  
  167. Cloaking
  168. Cloak disruption field applies "Large Ion Residue"
  169. Can not cloak
  170. Cancels existing cloak
  171. -40% Sig Radius
  172.  
  173. New Deployable: Large Mobile Cloak Disruptor
  174. New Deployable: Small Mobile Cloak Disruptor
  175. New Charge: Cloak Disruption Probe
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