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History of Incursions: Difference between revisions

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{{Work in progress}}
{{Incursions links}}
{{Incursions links}}


The '''history of Incursions''' is long and storied. Game balance changes by CCP over the years have both indirectly and directly changed the shape of Incursions and the groups that run them.
The '''history of Incursions''' is long and storied. Game balance changes by CCP over the years have both indirectly and directly changed the shape of Incursions and the groups that run them.


As an activity that is concentrated around singular constellations and requires people to group together (and/or multibox heavily) in order to do, many communities have formed together and faded away. Friendships, rivalries, and animosities were created amongst them, much like in any other space or activity in EVE. However, given their subjective value, non-balance change events are limited to those that had a substantive impact on [[EVE University Incursion Community|EVE University's Incursion Community]] or on the larger Incursion community.
This page serves largely as a collection of devblogs and patches documenting the history of Incursions and [[EVE University Incursion Community|EVE University's Incursion Community]]. While it is a very social activity, given their subjective importance, non-balance change events are limited to those that had a substantive impact on E-UNI's Incursion Community or on the larger Incursion community.


== Timeline ==
== Timeline ==
 
{| cellspacing="0" style="margin:10px; border: 1px dashed #333333; padding: 10px; background-color: #151515; font-size:90%; text-align: center; vertical-align: middle;"
{| cellspacing="0" style="border:1px dashed #333333; font-size:90%; text-align:center; vertical-align:middle; padding:10px; margin:10px; background:#151515;"
|-
| nowrap colspan="2" | <small>''"Introducing Incursions"''</small><br>[[#January 2011 - Introducing Incursions|January 2011]]<br />&darr;
| nowrap colspan="2" | <small>''"Balance restored"''</small><br>[[#June 2012 - Balance restored|June 2012]]<br />&darr;
| nowrap colspan="2" | <small>''"Battlecruisers retired"''</small><br>[[#July 2013 - Battlecruisers retired|July 2013]]<br />&darr;
| nowrap colspan="2" | <small>''"Scout sites revamped"''</small><br>[[#August 2014 - Scout sites revamped|August 2014]]<br />&darr;
| nowrap colspan="2" | <small>''"Capital escalation"''</small><br>[[#April 2016 - Capital escalation|April 2016]]<br />&darr;
| nowrap colspan="2" | <small>''"Alpha Clones"''</small><br>[[#December 2017 - Alpha Clones|December 2017]]<br />&darr;
| nowrap colspan="2" | <small>''"Reboot of Community"''</small><br>[[#December 2018 - Reboot of Community|December 2018]]<br />&darr;
| nowrap colspan="2" | <small>''"Hacking Changes"''</small><br>[[#September 2019 - Hacking Changes|September 2019]]<br />&darr;
| nowrap colspan="2" | <small>''"Marauders: The Third Tier"''</small><br>[[#February 2021 - Marauders: The Third Tier|February 2021]]<br />&darr;
| nowrap colspan="2" | <small>''"Headshot protection"''</small><br>[[#June 2024 - Headshot protection|June 2024]]<br />&darr;
|-
|-
| style="width:50px; background:grey; padding:0px; border:0px;" | <p style="font-size:20%;">&nbsp;</p>
| colspan="2" style="white-space: nowrap;" | <small>''"Introducing Incursions"''</small><br>[[#January 2011 - Introducing Incursions|January 2011]]<br>&darr;
| style="width:50px; background:limegreen; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Balance restored"''</small><br>[[#June 2012 - Balance restored|June 2012]]<br>&darr;
| style="width:50px; background:firebrick; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Battlecruisers retired"''</small><br>[[#July 2013 - Battlecruisers retired|July 2013]]<br>&darr;
| style="width:50px; background:darksalmon; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Scout sites revamped"''</small><br>[[#August 2014 - Scout sites revamped|August 2014]]<br>&darr;
| style="width:50px; background:royalblue; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Capital escalation"''</small><br>[[#April 2016 - Capital escalation|April 2016]]<br>&darr;
| style="width:50px; background:limegreen; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Alpha Clones"''</small><br>[[#December 2017 - Alpha Clones|December 2017]]<br>&darr;
| style="width:50px; background:SeaGreen; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Reboot of Community"''</small><br>[[#December 2018 - Reboot of Community|December 2018]]<br>&darr;
| style="width:50px; background:limegreen; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Hacking changes"''</small><br>[[#September 2019 - Hacking changes|September 2019]]<br>&darr;
| style="width:50px; background:SeaGreen; padding:0px; border:0px;" |  
| colspan="2" style="white-space: nowrap;" | <small>''"Marauders: The Third Tier"''</small><br>[[#February 2021 - Marauders: The Third Tier|February 2021]]<br>&darr;
| style="width:50px; background:limegreen; padding:0px; border:0px;" |
| colspan="2" style="white-space: nowrap;" | <small>''"Headshot protection"''</small><br>[[#June 2024 - Headshot protection|June 2024]]<br>&darr;
| style="width:50px; background:SeaGreen; padding:0px; border:0px;" |  
|- style="height: 5px;"
| style="width:50px; background:limegreen; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: grey;" |
| style="width:50px; background:firebrick; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: limegreen;" |  
| style="width:50px; background:YellowGreen; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: firebrick;" |  
| style="width:50px; background:OliveDrab; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: darksalmon;" |  
| style="width:50px; background:YellowGreen; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: royalblue;" |  
| style="width:60px; background:OliveDrab; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: limegreen;" |  
| style="width:60px; background:YellowGreen; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: SeaGreen;" |  
| style="width:60px; background:firebrick; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: limegreen;" |  
| style="width:60px; background:YellowGreen; padding:0px; border:0px;" |
| style="width: 50px; border: 0; padding: 0; background-color: SeaGreen;" |  
| style="width: 50px; border: 0; padding: 0; background-color: limegreen;" |
| style="width: 50px; border: 0; padding: 0; background-color: SeaGreen;" |  
| style="width: 50px; border: 0; padding: 0; background-color: limegreen;" |
| style="width: 50px; border: 0; padding: 0; background-color: firebrick;" |
| style="width: 50px; border: 0; padding: 0; background-color: YellowGreen;" |
| style="width: 50px; border: 0; padding: 0; background-color: OliveDrab;" |
| style="width: 50px; border: 0; padding: 0; background-color: YellowGreen;" |
| style="width: 60px; border: 0; padding: 0; background-color: OliveDrab;" |
| style="width: 60px; border: 0; padding: 0; background-color: YellowGreen;" |
| style="width: 60px; border: 0; padding: 0; background-color: firebrick;" |
| style="width: 60px; border: 0; padding: 0; background-color: YellowGreen;" |
|-
|-
| nowrap |
|  
| nowrap colspan="2" | &uarr;<br>[[#April 2012 - The Dead Zone|April 2012]]<br><small>''"The Dead Zone"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#April 2012 - The Dead Zone|April 2012]]<br><small>''"The Dead Zone"''</small>
| nowrap colspan="2" | &uarr;<br>[[#November 2012 - Incursions wiki reborn|November 2012]]<br><small>''"Incursions wiki reborn"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#November 2012 - Incursions wiki reborn|November 2012]]<br><small>''"Incursions wiki reborn"''</small>
| nowrap colspan="2" | &uarr;<br>[[#January 2014 - Accolades|January 2014]]<br><small>''"Accolades"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#January 2014 - Accolades|January 2014]]<br><small>''"Accolades"''</small>
| nowrap colspan="2" | &uarr;<br>[[#December 2015 - Remote Repair Revision|December 2015]]<br><small>''"Remote Repair Revision"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#December 2015 - Remote repair revision|December 2015]]<br><small>''"Remote repair revision"''</small>
| nowrap colspan="2" | &uarr;<br>[[#November 2016 - On Grid Boosts|November 2016]]<br><small>''"On Grid Boosts"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#November 2016 - On Grid Boosts|November 2016]]<br><small>''"On Grid Boosts"''</small>
| nowrap colspan="2" | &uarr;<br>[[#May 2018 - Into the Abyss|May 2018]]<br><small>''"Into the Abyss"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#May 2018 - Into the Abyss|May 2018]]<br><small>''"Into the Abyss"''</small>
| nowrap colspan="2" | &uarr;<br>[[#May 2019 - Single Highsec Focus|May 2019]]<br><small>''"Single Highsec Focus"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#May 2019 - Single highsec focus|May 2019]]<br><small>''"Single highsec focus"''</small>
| nowrap colspan="2" | &uarr;<br>[[#April 2020 - Surgical Strike|April 2020]]<br><small>''"Surgical Strike"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#April 2020 - Surgical Strike|April 2020]]<br><small>''"Surgical Strike"''</small>
| nowrap colspan="2" | &uarr;<br>[[#December 2023 - Focus Headshot Campaign|December 2023]]<br><small>''"Focus Headshot Campaign"''</small>
| colspan="2" style="white-space: nowrap;" | &uarr;<br>[[#December 2023–June 2024 - Focus headshot campaign|December 2023]]<br><small>''"Focus headshot campaign"''</small>
|}
|}


= History of Incursions =
This is a collection of devblogs and patches documenting the history of Incursions and our community.
== January 2011 - Introducing Incursions ==
== January 2011 - Introducing Incursions ==
Initially CCP ran Incursions as global events, until they were finalized and added as to New Eden in the point-release for Incursion on January 18th, followed by a few patches.
Initially CCP ran Incursions as global events, until they were finalized and added as to New Eden in the point-release for Incursion on January 18th, followed by a few patches.


==== Patches & devblogs ====
==== Patches & devblogs ====
From the devblog [http://community.eveonline.com/news/dev-blogs/the-sanshas-are-coming-1/ The Sanshas Are Coming] (January 14th, 2011):
From the devblog [https://www.eveonline.com/news/view/the-sanshas-are-coming-1 The Sanshas Are Coming] (January 14th, 2011):
{{quote|If you like ships with lots of spikes that fly around and try to kill players, you’re in luck. Patch day is coming soon, which means you will all get to play with the Incursion feature shortly. On January 18, we will softly rub the hamsters in the server room till they fall asleep, prod them sweetly with foreign objects, and, if we’re lucky, they’ll wake up again with brand new content later that day. (If they don’t, we’ll have to place the largest order ever for very small coffins. Sadface).
{{quote|If you like ships with lots of spikes that fly around and try to kill players, you’re in luck. Patch day is coming soon, which means you will all get to play with the Incursion feature shortly. On January 18, we will softly rub the hamsters in the server room till they fall asleep, prod them sweetly with foreign objects, and, if we’re lucky, they’ll wake up again with brand new content later that day. (If they don’t, we’ll have to place the largest order ever for very small coffins. Sadface).


Line 73: Line 69:
CCP Soundwave}}
CCP Soundwave}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.1.0-1 Patch Notes for Incursion 1.1.0] (January 18th, 2011):
From the [https://www.eveonline.com/news/view/patch-notes-for-incursion-1.1.0-1 Patch Notes for Incursion 1.1.0] (January 18th, 2011):
{{quote|
{{quote|
* Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!
* Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!
Line 79: Line 75:
* New implants and capital weapons relating to Incursions are available.}}
* New implants and capital weapons relating to Incursions are available.}}


From the devblog [http://community.eveonline.com/news/dev-blogs/dear-incurserers-1/ Dear Incurserers(!)] (January 28th, 2011):
From the devblog [https://www.eveonline.com/news/view/dear-incurserers-1 Dear Incurserers(?)] (January 28th, 2011):
{{quote|Incursions opened Tuesday, January 25, 2011, and we’re seeing tremendous activity in the constellations. I’d like to thank everyone who has tried this feature, regardless if you made it out of the sites alive or not. As with most other features, tossing thousands of players at them means that some things break or need tweaking, and Incursions are no different. Yesterday, we deployed the first set of changes:
{{quote|Incursions opened Tuesday, January 25, 2011, and we’re seeing tremendous activity in the constellations. I’d like to thank everyone who has tried this feature, regardless if you made it out of the sites alive or not. As with most other features, tossing thousands of players at them means that some things break or need tweaking, and Incursions are no different. Yesterday, we deployed the first set of changes:


Line 90: Line 86:
That said, we’d like to continue making tweaks, fixes and balance changes. The first step is ironing out the bugs and most critical issues so we can get a realistic picture of how the feature works. From there on, we’ll evaluate the balance and gameplay, and make changes if needed. With the fixes made today, actually completing an Incursion should be considerably easier, and we’ll be monitoring the progression over the weekend. Most of us will either participating on our player characters until we run out of drakes/money, or will be on our dev characters observing.}}
That said, we’d like to continue making tweaks, fixes and balance changes. The first step is ironing out the bugs and most critical issues so we can get a realistic picture of how the feature works. From there on, we’ll evaluate the balance and gameplay, and make changes if needed. With the fixes made today, actually completing an Incursion should be considerably easier, and we’ll be monitoring the progression over the weekend. Most of us will either participating on our player characters until we run out of drakes/money, or will be on our dev characters observing.}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.1.2-1 Incursion 1.1.2 Patch Notes] (January 27-28th, 2011):
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.1.2-1 Incursion 1.1.2 Patch Notes] (January 27-28th, 2011):
{{quote|
{{quote|
'''Incursions?'''
'''Incursions?'''
Line 103: Line 99:


==== Patches & devblogs ====
==== Patches & devblogs ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.2-1 Incursion 1.2 Patch Notes] (February 15th, 2011):
From the [https://www.eveonline.com/news/view/patch-notes-for-incursion-1.1.2-1 Incursion 1.2 Patch Notes] (February 15th, 2011):
{{quote|
{{quote|
'''Exploration & Deadspace'''
'''Exploration & Deadspace'''
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* Adjusted Incursion site contribution to give slightly less influence. We also adjusted the influence regain in low- security and null security, to make sure they can be completed.}}
* Adjusted Incursion site contribution to give slightly less influence. We also adjusted the influence regain in low- security and null security, to make sure they can be completed.}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.4-1 Incursion 1.4 Patch Notes] (April 6th, 2011):
From the [https://www.eveonline.com/news/view/patch-notes-for-incursion-1.4-1 Incursion 1.4 Patch Notes] (April 6th, 2011):
{{quote|
{{quote|
'''NPCs'''
'''NPCs'''
* Drones set to 'aggressive' were getting confused and not engaging Sansha ships. Drones have now realized that Sansha are not friendly and engage accordingly.}}
* Drones set to 'aggressive' were getting confused and not engaging Sansha ships. Drones have now realized that Sansha are not friendly and engage accordingly.}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.5-1 Incursion 1.5 Patch Notes] (May 19th, 2011):
From the [https://www.eveonline.com/news/view/patch-notes-for-incursion-1.5-1 Incursion 1.5 Patch Notes] (May 19th, 2011):
{{quote|
{{quote|
'''Incursions'''
'''Incursions'''
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* Incursion Encounters reward graphs featured the label 'Reward payout ratio' which has been re-named with the more accurate label 'Reward Multiplier'.}}
* Incursion Encounters reward graphs featured the label 'Reward payout ratio' which has been re-named with the more accurate label 'Reward Multiplier'.}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incarna-1-1 Incarna Patch Notes] (June 21st, 2011):
From the [https://www.eveonline.com/news/view/patch-notes-for-incarna-1-1 Incarna Patch Notes] (June 21st, 2011):
{{quote|
{{quote|
'''Exploration, Deadspace and Incursions'''
'''Exploration, Deadspace and Incursions'''
Line 133: Line 129:


While many of the changes were warranted and for the most part, reasonable, too many things were changed at once. The end result turned out to be a classic example of how hard it is to predict the outcome when you're making too many changes at once.
While many of the changes were warranted and for the most part, reasonable, too many things were changed at once. The end result turned out to be a classic example of how hard it is to predict the outcome when you're making too many changes at once.
==== Patches & devblogs ====
==== Patches & devblogs ====
From the devblog [http://community.eveonline.com/news/dev-blogs/28587 Carebearing 2.0]:
From the devblog [https://web.archive.org/web/20140430035516/https://community.eveonline.com/news/dev-blogs/28587 Carebearing 2.0]:
{{quote|Incursions have been a hot topic on the forums, so Team Five 0 decided to see what we could do to shake things up a bit.  After collecting a lot of valuable feedback from you guys, we decided to give the spawns more variety, without significantly altering the difficulty of any one spawn.  This was done by grouping the NPCs into waves, and moving the trigger to spawn the next wave from an individual NPC to the group as a whole. This will mean that you now need to kill the whole wave to trigger the next one, rather than just specific NPCs.
{{quote|Incursions have been a hot topic on the forums, so Team Five 0 decided to see what we could do to shake things up a bit.  After collecting a lot of valuable feedback from you guys, we decided to give the spawns more variety, without significantly altering the difficulty of any one spawn.  This was done by grouping the NPCs into waves, and moving the trigger to spawn the next wave from an individual NPC to the group as a whole. This will mean that you now need to kill the whole wave to trigger the next one, rather than just specific NPCs.


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** Spawn triggers moved from individual NPCs to the group as a whole.
** Spawn triggers moved from individual NPCs to the group as a whole.
** Lowered the rewards from Vanguard sites by 10%.}}
** Lowered the rewards from Vanguard sites by 10%.}}
==== Changes ====
==== Changes ====
CCP didn't tell us anywhere near all the things they changed, glossing over many highly relevant details in their devblogs and patch notes. Below is a list of some of the actual changes:
CCP didn't tell us anywhere near all the things they changed, glossing over many highly relevant details in their devblogs and patch notes. Below is a list of some of the actual changes:
Line 169: Line 167:
== June 2012 - Balance restored ==
== June 2012 - Balance restored ==
Balance was restored, somewhat, after CCP reverted some of their changes as well as finetuned some of their changes from '''Escalation''' back in April. Vanguard communities, including ours, gained renewed strength and bounced back.
Balance was restored, somewhat, after CCP reverted some of their changes as well as finetuned some of their changes from '''Escalation''' back in April. Vanguard communities, including ours, gained renewed strength and bounced back.
==== Patches & devblogs ====
==== Patches & devblogs ====
From the devblog [http://community.eveonline.com/news/dev-blogs/72880 Incursions Update] (June 12th, 2012):
From the devblog [https://web.archive.org/web/20160222060851/https://community.eveonline.com/news/dev-blogs/72880 Incursions Update] (June 12th, 2012):
{{quote|With the Escalation to Inferno release we made several changes to Incursions. We promised to monitor the result of these changes and we stand to our promise: after evaluating both your feedback and our internal metrics, we have decided to roll back a few changes. With so many tweaks made at once, it became very difficult to determine the success of each individual change. We have rolled back the following changes:
{{quote|With the Escalation to Inferno release we made several changes to Incursions. We promised to monitor the result of these changes and we stand to our promise: after evaluating both your feedback and our internal metrics, we have decided to roll back a few changes. With so many tweaks made at once, it became very difficult to determine the success of each individual change. We have rolled back the following changes:
* Lowering the reward for vanguard sites by 10%
* Lowering the reward for vanguard sites by 10%
* The system influence
* The system influence
Line 182: Line 180:
This is now available for testing on Singularity and we will continue to monitor the feedback closely.}}
This is now available for testing on Singularity and we will continue to monitor the feedback closely.}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.1 Inferno 1.1 Patch Notes] (June 25th, 2012):
From the [https://www.eveonline.com/news/view/patch-notes-for-inferno-1.1 Inferno 1.1 Patch Notes] (June 25th, 2012):
{{quote|
{{quote|
'''Incursions'''
'''Incursions'''
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** Lowering the reward for vanguard sites by 10%.
** Lowering the reward for vanguard sites by 10%.
** Increasing the system influence change rate.}}
** Increasing the system influence change rate.}}
==== Changes ====
==== Changes ====
Just like with the first set of changes back in April, CCP left out a lot. Additionally the following was changed:
Just like with the first set of changes back in April, CCP left out a lot. Additionally the following was changed:
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== February 2013 ==
== February 2013 ==
The introduction of info panels came with some changes to the Incursions info panel. The fancy icons were replaced by drab, grey icons.
The introduction of info panels came with some changes to the Incursions info panel. The fancy icons were replaced by drab, grey icons.
==== Patches ====
==== Patches ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-retribution-1.1 Retribution 1.1 Patch Notes] (February 19th, 2013):
From the [https://www.eveonline.com/news/view/patch-notes-for-retribution-1.1 Retribution 1.1 Patch Notes] (February 19th, 2013):
{{quote|
{{quote|
'''Info panels'''
'''Info panels'''
Line 218: Line 218:
== June 2013 ==
== June 2013 ==
Odyssey brought some changes to modules that indirectly affected Incursions. The new hacking minigame was never introduced for Incursions, they still run the same old system (so you still use multiple data analyzers to increase your hacking speed).
Odyssey brought some changes to modules that indirectly affected Incursions. The new hacking minigame was never introduced for Incursions, they still run the same old system (so you still use multiple data analyzers to increase your hacking speed).
==== Patches & devblogs ====
==== Patches & devblogs ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for Odyssey 1.0 Patch Notes] (June 4th, 2013):
From the [https://www.eveonline.com/news/view/patch-notes-for Odyssey 1.0 Patch Notes](June 4th, 2013):
{{quote|
{{quote|
'''Modules'''
'''Modules'''
Line 235: Line 236:
* Navy Battleships:
* Navy Battleships:
** Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships.}}
** Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships.}}
From the devblog [http://community.eveonline.com/news/dev-blogs/74234 The great ship skill changes of summer 2013]:
From the devblog [https://web.archive.org/web/20160222060852/http://community.eveonline.com/news/dev-blogs/74234 The great ship skill changes of summer 2013]:
{{quote|
{{quote|
What are the impacts of all of this?
What are the impacts of all of this?
Line 244: Line 245:
* Tech 2 specialization will be faster, or at least have more related skills. Training for a tech 2 hull requirement will give you skills you need to fly the vessel you aim for instead of being unrelated time-sinks.
* Tech 2 specialization will be faster, or at least have more related skills. Training for a tech 2 hull requirement will give you skills you need to fly the vessel you aim for instead of being unrelated time-sinks.
* The ORE ship progression will no longer be inconsistent and will offer two paths of progression: mining hulls with the Venture, then the Mining Barges, or industrial support vessels with the Noctis, Orca and Rorqual. As a side-effect, the Orca will be significantly easier to train for.}}
* The ORE ship progression will no longer be inconsistent and will offer two paths of progression: mining hulls with the Venture, then the Mining Barges, or industrial support vessels with the Noctis, Orca and Rorqual. As a side-effect, the Orca will be significantly easier to train for.}}
== July 2013 - Battlecruisers retired ==
== July 2013 - Battlecruisers retired ==
The changes from Odyssey sunk in and we realized that it was simply not realistic to continue dragging battlecruisers around.
The changes from Odyssey sunk in and we realized that it was simply not realistic to continue dragging battlecruisers around.
==== Changes ====
==== Changes ====
The reduced efficiency of '''Tracking Enhancers''' pushed some ships and fits that barely had the range needed before, to a place where they simply didn't measure up anymore. Combined with the reduced skill requirements for battleships, the community made the decision to finally retire battlecruisers once and for all.
The reduced efficiency of '''Tracking Enhancers''' pushed some ships and fits that barely had the range needed before, to a place where they simply didn't measure up anymore. Combined with the reduced skill requirements for battleships, the community made the decision to finally retire battlecruisers once and for all.


Battlecruisers never really measured up since Escalation back in April 2012, but we bent over backwards trying to be as inclusive as we possibly could. The changes in Odyssey was simply the last straw that broke the camel's back.
Battlecruisers never really measured up since Escalation back in April 2012, but we bent over backwards trying to be as inclusive as we possibly could. The changes in Odyssey was simply the last straw that broke the camel's back.
==== Effect on the community ====
==== Effect on the community ====
At the end of the day not much changed. We didn't have many battlecruisers and the training time pre-Odyssey for battlecruiser pilots was about the same as the post-Odyssey trains for a proper battleship.
At the end of the day not much changed. We didn't have many battlecruisers and the training time pre-Odyssey for battlecruiser pilots was about the same as the post-Odyssey trains for a proper battleship.
Line 257: Line 261:


==== Patches ====
==== Patches ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 Odyssey 1.1 Patch Notes] (September 3rd, 2013):
From the [https://www.eveonline.com/news/view/patch-notes-for-odyssey-1.1 Odyssey 1.1 Patch Notes] (September 3rd, 2013):
{{quote|
{{quote|
'''Modules'''
'''Modules'''
Line 342: Line 346:
*** 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
*** 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
}}
}}
==== Changes ====
==== Changes ====
The changes dropped the efficiency of warfare links, most noticeably the web ranges as well as an overall reduction in the efficiency of the shield boosts.
The changes dropped the efficiency of warfare links, most noticeably the web ranges as well as an overall reduction in the efficiency of the shield boosts.
Line 358: Line 363:
== November 2013 ==
== November 2013 ==
With Rubicon came some changes to Marauders that made some of them lose their webbing role.
With Rubicon came some changes to Marauders that made some of them lose their webbing role.
==== Patches ====
==== Patches ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon Rubicon 1.0 Patch Notes] (November 19th, 2013):
From the [https://www.eveonline.com/news/view/patch-notes-for-rubicon Rubicon 1.0 Patch Notes] (November 19th, 2013):
{{quote|
{{quote|
'''Ship Balancing'''
'''Ship Balancing'''
Line 407: Line 413:
** Sensor strength: 11 Ladar
** Sensor strength: 11 Ladar
** Signature radius: 360(-65)}}
** Signature radius: 360(-65)}}
== January 2014 - Accolades ==
== January 2014 - Accolades ==
From '''Frood Frooster's''' forum post [http://forum.eveuniversity.org/viewtopic.php?p=663480&sid=baba36161d8155c96d924d82d2c6f226#p663480 Eve University Medals] (January 26th):
From '''Frood Frooster's''' forum post "EVE University Medals" (currently inaccessible <!---[https://forum.eveuniversity.org/viewtopic.php?p=663480&sid=baba36161d8155c96d924d82d2c6f226#p663480 EVE University Medals]<ref group="Dead link">9 September 2024 - "You are not authorised to read this forum." Did this part disappeared with the reworking of the forum?</ref>---> (January 26th):
{{quote|
{{quote|
I am not a man of lots of words. There are two people who have spent a huge amount of their time for building up and maintaining Eve Uni's Incursion community. It is my honour to award them Eve Uni's [[EVE_University_Medals#The_Star_of_Outstanding_Service|Star of Outstanding Service]]. This is one of Eve Uni's highest awards, which we only hand out for very special contributions.
I am not a man of lots of words. There are two people who have spent a huge amount of their time for building up and maintaining Eve Uni's Incursion community. It is my honour to award them Eve Uni's [[EVE_University_Medals#The_Star_of_Outstanding_Service|Star of Outstanding Service]]. This is one of Eve Uni's highest awards, which we only hand out for very special contributions.
Line 416: Line 423:
== February 2014 - The world is changing ==
== February 2014 - The world is changing ==
CCP made various updates on the backend of the database, which had some effects on things like asteroid belts, incursion spawns etc.
CCP made various updates on the backend of the database, which had some effects on things like asteroid belts, incursion spawns etc.
==== Patches ====
==== Patches ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon-1.2 Rubicon 1.2 Patch Notes] (February 18th, 2014):
From the [https://www.eveonline.com/news/view/patch-notes-for-rubicon-1.2 Rubicon 1.2 Patch Notes] (February 18th, 2014):
{{quote|
{{quote|
'''Database backend'''
'''Database backend'''
Line 423: Line 431:


==== Effect on the community ====
==== Effect on the community ====
The old list of constellations and systems over at '''EVE Survival''' became out of date, so instead of relying on their [http://eve-survival.org/wikka.php?wakka=IncursionConstelationLayout Incursion Constellation Layout] page, we created our own. You can find that information under [[Constellation layouts for Incursions]] now.
The old list of constellations and systems over at '''EVE Survival''' became out of date, so instead of relying on their [https://eve-survival.org/wikka.php?wakka=IncursionConstelationLayout Incursion Constellation Layout] page, we created our own. You can find that information under [[Constellation layouts for Incursions]] now.


== March 2014 - Incursions on Dotlan ==
== March 2014 - Incursions on Dotlan ==
The new CREST-features opened up for third party programs, like [http://evemaps.dotlan.net dotlan] to pull some information about current Incursions; Constellation and staging systems, state (established, mobilizing, withdrawing), influence and whether the mothership site has spawned or not.
The new CREST-features opened up for third party programs, like [https://evemaps.dotlan.net dotlan] to pull some information about current Incursions; Constellation and staging systems, state (established, mobilizing, withdrawing), influence and whether the mothership site has spawned or not.


==== New features on Dotlan ====
==== New features on Dotlan ====
From the [http://evemaps.dotlan.net/blog/2014/03/04/incursions-incoming/ Incursions incoming] devblog on Dotlan (March 4th, 2014):
From the [https://evemaps.dotlan.net/blog/2014/03/04/incursions-incoming/ Incursions incoming] devblog on Dotlan (March 4th, 2014):
{{quote|CCP FoxFour announced yesterday on the forum that there’s a CREST point incoming for getting information and states about incursions. Yeah! Finally! It’s been a long time since I’ve asked for exactly one of those information layers that are public available on the ingame map but not accessible outside.
{{quote|CCP FoxFour announced yesterday on the forum that there’s a CREST point incoming for getting information and states about incursions. Yeah! Finally! It’s been a long time since I’ve asked for exactly one of those information layers that are public available on the ingame map but not accessible outside.
   
   
Line 442: Line 450:
With the ability to track incursions changes and influence over time you’ll get a nice history about all the incursions, where they happend and how they progressed over time. I only have to decide in which section I’ll pack the incursions stuff into, so I don’t overload the navigation bar or the site structure.}}
With the ability to track incursions changes and influence over time you’ll get a nice history about all the incursions, where they happend and how they progressed over time. I only have to decide in which section I’ll pack the incursions stuff into, so I don’t overload the navigation bar or the site structure.}}


From the [http://evemaps.dotlan.net/blog/2014/03/12/incursions-are-live/ Incursions are live] devblog on Dotlan (March 12th, 2014):
From the [https://evemaps.dotlan.net/blog/2014/03/12/incursions-are-live/ Incursions are live] devblog on Dotlan (March 12th, 2014):
{{quote|CCP deployed the CREST endpoint for Sansha Incrusions today. I updated the site! Lets see how the progress tracking of the sansha influence looks like. On sisi there wasn’t so much activity.
{{quote|CCP deployed the CREST endpoint for Sansha Incrusions today. I updated the site! Lets see how the progress tracking of the sansha influence looks like. On sisi there wasn’t so much activity.
   
   
Line 448: Line 456:
   
   
Links:
Links:
* [http://evemaps.dotlan.net/incursions Active Sansha Incursions]}}
* [https://evemaps.dotlan.net/incursions Active Sansha Incursions]}}
 
== August 2014 - Scout sites revamped ==
== August 2014 - Scout sites revamped ==
In an attempt to bring scout sites back into the fold they received a substantial revamp. Changes were also done to the spawn mechanics of assault sites, as a stopgap measure for fixing the [[Nation Consolidation Network]] assault site. They also lowered the respawn time of Incursions, making them spawn again at a faster pace.
In an attempt to bring scout sites back into the fold they received a substantial revamp. Changes were also done to the spawn mechanics of assault sites, as a stopgap measure for fixing the [[Nation Consolidation Network]] assault site. They also lowered the respawn time of Incursions, making them spawn again at a faster pace.
==== Patches & devblogs ====
==== Patches & devblogs ====
From the devblog [http://community.eveonline.com/news/dev-blogs/incursion-changes-in-hyperion/ Incursion changes in Hyperion] (August 19th, 2014):
From the devblog [https://www.eveonline.com/news/view/incursion-changes-in-hyperion Incursion changes in Hyperion] (August 19th, 2014):
{{quote|
{{quote|
'''Reducing the re-spawn time of Incursions'''
'''Reducing the re-spawn time of Incursions'''
Line 487: Line 497:
This change will only effect null sec Vanguard sites for now. Once this goes live we will monitor closely and see if this actually makes a difference in the way we want. If everything goes well we will consider applying the change to other sites as well and possibly low sec. If everything goes horribly wrong we may also revert the change. For now though we are looking forward to seeing how this plays out on TQ come Hyperion's release.}}
This change will only effect null sec Vanguard sites for now. Once this goes live we will monitor closely and see if this actually makes a difference in the way we want. If everything goes well we will consider applying the change to other sites as well and possibly low sec. If everything goes horribly wrong we may also revert the change. For now though we are looking forward to seeing how this plays out on TQ come Hyperion's release.}}


From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-hyperion/ Hyperion 1.0 Patch Notes] (August 26th, 2014):
From the [https://www.eveonline.com/news/view/patch-notes-for-hyperion Hyperion 1.0 Patch Notes] (August 26th, 2014):
{{quote|
{{quote|
'''Missions & NPCs'''
'''Missions & NPCs'''


* Incursion Scout sites have been rebalanced to be more in line with the risk vs reward of the other Incursion sites. Sansha presence has been increased within them and they now pay out 3,500,000 ISK and 400 LP.}}
* Incursion Scout sites have been rebalanced to be more in line with the risk vs reward of the other Incursion sites. Sansha presence has been increased within them and they now pay out 3,500,000 ISK and 400 LP.}}
==== Changes ====
==== Changes ====
Besides the announced changes there were some minor changes:
Besides the announced changes there were some minor changes:
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* The preferred orbit for the '''Antem Neo''', '''Vylade Dien''' and the '''Yulai Crus Cerebi''' was reduced to 60km instead of their usual 120 - 140km orbit.
* The preferred orbit for the '''Antem Neo''', '''Vylade Dien''' and the '''Yulai Crus Cerebi''' was reduced to 60km instead of their usual 120 - 140km orbit.
* The Sansha rats also seem to stay on target for a longer period of time, changing targets a little less often.
* The Sansha rats also seem to stay on target for a longer period of time, changing targets a little less often.
==== Effect on the community ====
==== Effect on the community ====
Overall these changes has little to no practical effect on the Incursion Community as a whole, or for the Eve University Community.
Overall these changes has little to no practical effect on the Incursion Community as a whole, or for the Eve University Community.
Line 517: Line 529:
== December 2014 - Command Ships unlocked ==
== December 2014 - Command Ships unlocked ==
Until this patch the Command Ships weren't treated like Battlecruiser-hulls in terms of being able to take the acceleration gate to the cruiser-side of the [[Nation Consolidation Network]] sites, but now they are and can freely take either gate.
Until this patch the Command Ships weren't treated like Battlecruiser-hulls in terms of being able to take the acceleration gate to the cruiser-side of the [[Nation Consolidation Network]] sites, but now they are and can freely take either gate.
==== Patches ====
==== Patches ====
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-rhea Patch Notes for Rhea 1.0] (December 9, 2014):  
From the [https://www.eveonline.com/news/view/patch-notes-for-rhea Patch Notes for Rhea 1.0] (December 9, 2014):  
{{quote|  
{{quote|  
'''Gameplay:'''
'''Gameplay:'''
* The ‘Gate to Residential Areas’ acceleration gate in the Nation Consolidation Network Incursion site now allows Command ships to use it}}
* The ‘Gate to Residential Areas’ acceleration gate in the Nation Consolidation Network Incursion site now allows Command ships to use it}}
==== Effect on the community ====
==== Effect on the community ====
This opens up a few more options for doing [[Nation Consolidation Network]] sites. Instead of having to rely on Strategic Cruisers we can also bring Command Ships as well, but unlike Strategic Cruisers the Command Ships can take any of the two gates. This makes it a little easier to split the fleet more effectively.
This opens up a few more options for doing [[Nation Consolidation Network]] sites. Instead of having to rely on Strategic Cruisers we can also bring Command Ships as well, but unlike Strategic Cruisers the Command Ships can take any of the two gates. This makes it a little easier to split the fleet more effectively.
== March 2015 - Incursions on Shadowlauch ==
== March 2015 - Incursions on Shadowlauch ==
In March 2015 [http://incursions.shadowlauch.de/ Shadowlauch] launched with even more specific information about incursion spawns, perhaps more readily available than the information previously only available though [http://evemaps.dotlan.net/incursions dotlan].
In March 2015 Shadowlauch, later renamed to [https://eve-incursions.de/ EVE-Incursions], launched with even more specific information about incursion spawns, perhaps more readily available than the information previously only available though [https://evemaps.dotlan.net/incursions dotlan].


== July 2015 - Null security incursion incentive strengthened ==
== July 2015 - Null security incursion incentive strengthened ==
Line 535: Line 550:
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-aegis-sovereignty Aegis Sovereignty v1.0] patch notes (July 14th, 2015):
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-aegis-sovereignty Aegis Sovereignty v1.0] patch notes (July 14th, 2015):
{{quote|Nullsec and Lowsec versions of the Assault, Headquarters and Mothership Incursion sites now allow 50% more players before rewards begin to decrease.}}
{{quote|Nullsec and Lowsec versions of the Assault, Headquarters and Mothership Incursion sites now allow 50% more players before rewards begin to decrease.}}
==== Changes ====
==== Changes ====
Total payout for an incursion fleet in low and null security space rose by up to 50% due to the extra pilots, who also contribute to faster, safer and more flexible fleets that make even more ISK/hour than before.
Total payout for an incursion fleet in low and null security space rose by up to 50% due to the extra pilots, who also contribute to faster, safer and more flexible fleets that make even more ISK/hour than before.
Line 544: Line 560:
== September 2015 - Empowered capsuleers ==
== September 2015 - Empowered capsuleers ==
With the '''Vanguard''' release, new capsuleers started off with roughly +350,000 more skillpoints than before (400k instead of 50k), which not only allows them to use a wide variety of modules from the get go, but also saves them the trouble of getting basic fitting and support skills injected and trained to a decent level.
With the '''Vanguard''' release, new capsuleers started off with roughly +350,000 more skillpoints than before (400k instead of 50k), which not only allows them to use a wide variety of modules from the get go, but also saves them the trouble of getting basic fitting and support skills injected and trained to a decent level.
==== Patches ====
==== Patches ====
From the Patch Notes for [http://community.eveonline.com/news/patch-notes/patch-notes-for-vanguard Vanguard 1.0] (September 29th, 2015):  
From the Patch Notes for [https://community.eveonline.com/news/patch-notes/patch-notes-for-vanguard Vanguard 1.0] (September 29th, 2015):  
{{quote|'''Skills:'''
{{quote|'''Skills:'''
* All new characters will now start with approximately 400,000 skillpoints rather than 50,000.}}
* All new characters will now start with approximately 400,000 skillpoints rather than 50,000.}}
==== Effect on the community ====
==== Effect on the community ====
The role of [[Roles in Incursions#Hacker/Scout|hacker/scout]] can now be performed by anyone since new capsuleers start with {{sk|Hacking|I}} trained. The additional skills also reduced several trains, such as '''minimum skills''' for both [[Preparing_for_Incursions#Minimum skills for damage dealers|damage dealers]] and [[Preparing_for_Incursions#Minimum skills for logistics|logistics]] but also for [[Preparing_for_Incursions#Valet_alt|valet alts]] and [[Preparing_for_Incursions#Orca|Orca alts]], allowing people to get those skills trained a little faster.
The role of [[Roles in Incursions#Hacker/Scout|hacker/scout]] can now be performed by anyone since new capsuleers start with {{sk|Hacking|I}} trained. The additional skills also reduced several trains, such as '''minimum skills''' for both [[Preparing_for_Incursions#Minimum skills for damage dealers|damage dealers]] and [[Preparing_for_Incursions#Minimum skills for logistics|logistics]] but also for [[Preparing_for_Incursions#Valet_alt|valet alts]] and [[Preparing_for_Incursions#Orca|Orca alts]], allowing people to get those skills trained a little faster.


== December 2015 - Remote Repair Revision ==
== December 2015 - Remote repair revision ==
With the '''Frostline''' expansion CCP made various changes to remote repairing, which simplified made no change to the overall damage repaired by these modules, but practically made them repair for more but cycle much more slowly. They also introduced falloff to various modules, including the remote repair modules and increased the grid size by a magnitude of 32.
With the '''Frostline''' expansion CCP made various changes to remote repairing, which simplified made no change to the overall damage repaired by these modules, but practically made them repair for more but cycle much more slowly. They also introduced falloff to various modules, including the remote repair modules and increased the grid size by a magnitude of 32.
==== Patches, devblogs & forum posts ====
==== Patches, devblogs & forum posts ====
From the devblog [https://community.eveonline.com/news/dev-blogs/grid-sizes-you/ Grid Sizes & You] (December 8th, 2015):
From the devblog [https://community.eveonline.com/news/dev-blogs/grid-sizes-you/ Grid Sizes & You] (December 8th, 2015):
Line 589: Line 608:
* Shield logi frigate (T1 and T2): 300% Falloff role bonus
* Shield logi frigate (T1 and T2): 300% Falloff role bonus
* Carriers, Supercarriers, Rorqual: 40% Optimal and Falloff per level}}
* Carriers, Supercarriers, Rorqual: 40% Optimal and Falloff per level}}
==== Changes ====
==== Changes ====
Practically these changes had the following effects:
Practically these changes had the following effects:
Line 594: Line 614:
* The increased cycle time of remote armour repairers meant you took 20% more damage before reps landed, buffer became a little bit more important for armour communities.
* The increased cycle time of remote armour repairers meant you took 20% more damage before reps landed, buffer became a little bit more important for armour communities.
* The increased cycle time of shield had little to no effect for incursions.
* The increased cycle time of shield had little to no effect for incursions.
==== Effect on the community ====
==== Effect on the community ====
After a period of adjustment most things returned to normal. This changed things somewhat, but on a grand scheme it made very little difference for how we run incursions or the effectiveness of logistics.
After a period of adjustment most things returned to normal. This changed things somewhat, but on a grand scheme it made very little difference for how we run incursions or the effectiveness of logistics.
Line 635: Line 656:
== August 2016 ==
== August 2016 ==
Minor adjustments were made to fix some gates locking capitals out of the end of the [[True Power Provisional Headquarters]] site.
Minor adjustments were made to fix some gates locking capitals out of the end of the [[True Power Provisional Headquarters]] site.
==== Patches ====
==== Patches ====
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-118.7-release Patch notes for YC118.7 release] (August 4th):
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-118.7-release Patch notes for YC118.7 release] (August 4th):
{{quote|
{{quote|
Corrected an issue that prevented capital ships from progressing beyond the first room of the True Power Provisional Headquarters incursion site.}}
Corrected an issue that prevented capital ships from progressing beyond the first room of the True Power Provisional Headquarters incursion site.}}
==== Effect on the community ====
==== Effect on the community ====
Very little, as that particular site was the least favourite headquarter site to begin with.
Very little, as that particular site was the least favourite headquarter site to begin with.
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== November 2016 - On Grid Boosts ==
== November 2016 - On Grid Boosts ==
CCP brought off grid boosts on grid.
CCP brought off grid boosts on grid.
==== Patches ====
==== Patches ====
From the [https://www.eveonline.com/article/patch-notes-for-eve-online-ascension Patch notes for EVE Online: Ascension] (November 15th)
From the [https://www.eveonline.com/article/patch-notes-for-eve-online-ascension Patch notes for EVE Online: Ascension] (November 15th)
Line 657: Line 681:
== August 2017 ==
== August 2017 ==
Changes were made to tighten up the requirements to get paid for a site, it's no longer enough to simply be in the fleet anymore; you have to actually participate in the site somehow.
Changes were made to tighten up the requirements to get paid for a site, it's no longer enough to simply be in the fleet anymore; you have to actually participate in the site somehow.
==== Patches ====
==== Patches ====
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-august-2017-release Patch notes for August 2017 release] (August 16th):
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-august-2017-release Patch notes for August 2017 release] (August 16th):
Line 684: Line 709:


==== Effect on the community ====
==== Effect on the community ====
Alpha clone pilots could now pilot battleships, and most incursion groups tweaked their entry fits to accommodate the skill set they were allowed. The Uni's Incursion Community replaced T2 sensor boosters and heavy shield maintenance bots on its minimum fits with meta and medium versions, respectively.
Alpha clone pilots could now pilot battleships, and most incursion groups tweaked their entry fits to accommodate the skill set they were allowed. The Uni's Incursion Community replaced T2 sensor boosters and heavy shield maintenance bots on its minimum fits with meta and medium versions, respectively.


Line 691: Line 715:


==== Patches ====
==== Patches ====
From the [https://www.eveonline.com/article/p9aexk/patch-notes-for-eve-online-into-the-abyss Patch notes for EVE Online: Into the Abyss] (May 29th, 2018)
From the [https://www.eveonline.com/article/p9aexk/patch-notes-for-eve-online-into-the-abyss Patch notes for EVE Online: Into the Abyss] (May 29th, 2018)


{{quote|Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog.
{{quote|Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog.


*Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game
* Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game
*Abyssal Deadspace can be reached by activating Abyssal Filaments
* Abyssal Deadspace can be reached by activating Abyssal Filaments
*Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape
* Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape
*Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player's ship and capsule
* Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player's ship and capsule
*Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest
* Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest
*Abyssal Deadspace pockets have distinct system environments, each with its own effects and visuals. Note: Environment effects apply to player ships as well as NPC ships.
* Abyssal Deadspace pockets have distinct system environments, each with its own effects and visuals. Note: Environment effects apply to player ships as well as NPC ships.
}}
}}


Line 711: Line 734:
When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created
When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created
Mutaplasmids come in three quality variations:
Mutaplasmids come in three quality variations:
 
* Decayed: Lowest range of effect
*Decayed: Lowest range of effect
* Gravid: Best average resulting effect
*Gravid: Best average resulting effect
* Unstable: Largest range of effect
*Unstable: Largest range of effect


Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added:
Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added:
 
* Warp Scramblers
*Warp Scramblers
* Warp Disruptors
*Warp Disruptors
* Stasis Webifiers
*Stasis Webifiers
* Armor Repairers
*Armor Repairers
* Armor Plates
*Armor Plates
* Shield Boosters
*Shield Boosters
* Shield Extenders
*Shield Extenders
* Energy Neutralizers
*Energy Neutralizers
* Microwarpdrives
*Microwarpdrives
* Afterburners
*Afterburners


Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid
Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid


*Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
* Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids
*Mutaplasmids can be traded on the market under the Ship and Module modifications section
* Mutaplasmids can be traded on the market under the Ship and Module modifications section
*Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows}}
* Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows}}


{{quote|Entropic Disintegrators:
{{quote|Entropic Disintegrators:
Entropic Disintegrators are a new base weapon system used by Triglavians.
Entropic Disintegrators are a new base weapon system used by Triglavians.


*Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill
* Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill
*Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula
* Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula
*Entropic Disintegrators have the following unique qualities:
* Entropic Disintegrators have the following unique qualities:


*Damage multiplier increases with each cycle on the same target, up to a cap
* Damage multiplier increases with each cycle on the same target, up to a cap
*Cap is set at 150% increased damage for all Entropic Disintegrators
* Cap is set at 150% increased damage for all Entropic Disintegrators
*No falloff range
* No falloff range
*Deactivates if target is outside optimal range
* Deactivates if target is outside optimal range


[...]  
[...]  
Line 751: Line 772:
Entropic Disintegrators use a new ammo type called Exotic Plasma Charge
Entropic Disintegrators use a new ammo type called Exotic Plasma Charge


*Exotic Plasma Charges are normal charges that consume on use
* Exotic Plasma Charges are normal charges that consume on use
*Exotic Plasma Charges do a mix of explosive and thermal damage types
* Exotic Plasma Charges do a mix of explosive and thermal damage types
*Exotic Plasma Charges appear in 5 variations at each size:
* Exotic Plasma Charges appear in 5 variations at each size:


*Tetryon - Short Range / High Damage
* Tetryon - Short Range / High Damage
*Baryon - Mid Range / Medium Damage
* Baryon - Mid Range / Medium Damage
*Meson - Long Range / Low Damage
* Meson - Long Range / Low Damage
*Occult - Tech II - Short Range / High Damage
* Occult - Tech II - Short Range / High Damage
*Mystic - Tech II - Long Range / Medium Damage}}
* Mystic - Tech II - Long Range / Medium Damage}}


==== Changes ====
==== Changes ====
* The addition of a competing form of highsec, high end PvE, that didn't require a group to run or be in any particular location, but could earn a similar or better amount of ISK in loot drops
* The addition of a competing form of highsec, high end PvE, that didn't require a group to run or be in any particular location, but could earn a similar or better amount of ISK in loot drops
* [[Mutaplasmids]] enabled the {{Sh|Vindicator}} to have even higher strength webs and/or better range
* [[Mutaplasmids]] enabled the {{Sh|Vindicator}} to have even higher strength webs and/or better range
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==== Effect on the community ====
==== Effect on the community ====
; Leshak


;Leshak
: Due to two of the three headquarters sites requiring a tower bash (9M HP) to complete, the eventual high damage output of the Leshak led it to be universally adopted by headquarters communities.


:Due to two of the three headquarters sites requiring a tower bash (9M HP) to complete, the eventual high damage output of the Leshak led it to be universally adopted by headquarters communities.  
: For armor communities, its high damage and armor HP with eight low slots helped shore up armor communities' traditional downside of having less damage than shield communities. The Leshak's damage output was so good that even shield communities would adopt a ship that had abysmal base shield HP (3,500) and only four mid slots, mandating deadspace hardeners with T2 tank rigs to make it work.


:For armor communities, its high damage and armor HP with eight low slots helped shore up armor communities' traditional downside of having less damage than shield communities. The Leshak's damage output was so good that even shield communities would adopt a ship that had abysmal base shield HP (3,500) and only four mid slots, mandating deadspace hardeners with T2 tank rigs to make it work.
; Abyssal Webs


;Abyssal Webs
: Mutaplasmids for Stasis Webifiers could improve both their strength and range. This could push a webifier's base strength past -60%. With the Vindi's maximal 50% web strength bonus, the already oppressive stopping power of 90% webs could now be overshadowed by >95% webs. Or, an abyssal modified Dark Blood or True Sansha web could have a range of 17-18 km, values that previously could only be acquired from an officer module.


:Mutaplasmids for Stasis Webifiers could improve both their strength and range. This could push a webifier's base strength past -60%. With the Vindi's maximal 50% web strength bonus, the already oppressive stopping power of 90% webs could now be overshadowed by >95% webs. Or, an abyssal modified Dark Blood or True Sansha web could have a range of 17-18 km, values that previously could only be acquired from an officer module.  
: However, given the random stats surrounding mutaplasmid rolls, getting a module with such good stats could easily get very expensive, and as such served as another area of the fit where large sums of ISK could be invested into.


:However, given the random stats surrounding mutaplasmid rolls, getting a module with such good stats could easily get very expensive, and as such served as another area of the fit where large sums of ISK could be invested into.
; EVE Uni's Incursion Community
: But the Uni's Incursion Community didn't feel this much, as it wouldn't run much Incursions at all following this update. Materials to build the new Triglavian ships (Leshak, [[Vedmak]], and [[Damavik]]), mutaplasmids, and skillbooks all could only be attained from Abyssal Deadspace, meaning all of those things were very valuable in the beginning. This meant that running the higher level sites could easily fetch significantly more ISK/hr than what could be gotten through the Uni's Incursion group, without the hassle of moving or needing other people to run.  


;EVE Uni's Incursion Community
: The community lacked the numbers to get Vanguard fleets for months, leading the group to be deemed inoperative by November.
:But the Uni's Incursion Community didn't feel this much, as it wouldn't run much Incursions at all following this update. Materials to build the new Triglavian ships (Leshak, [[Vedmak]], and [[Damavik]]), mutaplasmids, and skillbooks all could only be attained from Abyssal Deadspace, meaning all of those things were very valuable in the beginning. This meant that running the higher level sites could easily fetch significantly more ISK/hr than what could be gotten through the Uni's Incursion group, without the hassle of moving or needing other people to run.  


:The community lacked the numbers to get Vanguard fleets for months, leading the group to be deemed inoperative by November.
: [[User:Cassiel Seraphim|Cassiel Seraphim]], who had served as the Uni's Incursion Coordinator since the ascension of the group to Special Projects status in May 2015, and a member of the Uni's Incursion group long before then, stepped down on December 1st. With nobody interested in taking his place, the Incursion Community was left without any leadership or points of contact.
 
:Cassiel Seraphim, who had served as the Uni's Incursion Coordinator since the ascension of the group to Special Projects status in May 2015, and a member of the Uni's Incursion group long before then, stepped down on December 1st. With nobody interested in taking his place, the Incursion Community was left without any leadership or points of contact.


== November 2018 ==
== November 2018 ==
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==== Effects on the community ====
==== Effects on the community ====
Given the nonexistance of faction and officer sinks (which would later be added during the [[Triglavian Invasion]]), abyssal rolled Entropic Radiation Sinks became one of the only ways for Leshaks to improve their damage output beyond skill training and a rate of fire implant.
Given the nonexistance of faction and officer sinks (which would later be added during the [[Triglavian Invasion]]), abyssal rolled Entropic Radiation Sinks became one of the only ways for Leshaks to improve their damage output beyond skill training and a rate of fire implant.


== December 2018 - Reboot of Community ==
== December 2018 - Reboot of Community ==
Not long after Cassiel stepped down, the Uni's Incursion Community was able to get back on its feet. A wave of new blood within the Uni that was interested in Incursions, paired with many old timers like Cassiel to fly the more SP intensive roles, were able to break past the critical threshold needed to run fleets regularly once again. Within a couple of months, Ian Tucenghi was appointed as the new Incursion Coordinator, with John Parmelee as assistant coordinator. The community was back with weekly forms and fleets, a pace that has roughly been maintained to this day as of May 2020.
Not long after Cassiel stepped down, the Uni's Incursion Community was able to get back on its feet. A wave of new blood within the Uni that was interested in Incursions, paired with many old timers like Cassiel to fly the more SP intensive roles, were able to break past the critical threshold needed to run fleets regularly once again. Within a couple of months, Ian Tucenghi was appointed as the new Incursion Coordinator, with John Parmelee as assistant coordinator. The community was back with weekly forms and fleets, a pace that has roughly been maintained to this day as of May 2020.


== May 2019 - Single Highsec Focus ==
== May 2019 - Single highsec focus ==
The Invasion update reduced the number of foci in highsec from three to one amidst the [[Triglavian Invasion]], while also allowing faction, storyline, and officer guns and launchers to use T2 ammo.
The Invasion update reduced the number of foci in highsec from three to one amidst the [[Triglavian Invasion]], while also allowing faction, storyline, and officer guns and launchers to use T2 ammo.
==== Patches ====
==== Patches ====


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{{quote|All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations}}
{{quote|All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations}}
==== Effect on the community ====
==== Effect on the community ====
The reduction to a single highsec focus was a significant hit to highsec incursion communities, as it now mandated a wait time of 12-36 hours during which no incursions could be done in highsec. Further, this forced HQ groups to share a single system, limiting how many groups could run at once.
The reduction to a single highsec focus was a significant hit to highsec incursion communities, as it now mandated a wait time of 12-36 hours during which no incursions could be done in highsec. Further, this forced HQ groups to share a single system, limiting how many groups could run at once.


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As for the ammo changes, they did not appear to affect incursions much. Using T2 ammo still requires the skills to use T2 guns anyways, and T2 guns deal more damage than faction guns after the damage bonus from the specialization skill. Faction entropic disintegrators are a partial exception, as their higher damage multiplier to the T2 disintegrator means that disintegrator specialization V is needed before the T2 gun outpaces it. A niche benefit of this change is that Nightmares can equip faction beam lasers that use less capacitor to mitigate traditional cap issues that would otherwise be solved by swapping to pulses. This can be useful in groups that may neither have combat capacitor available nor run fast enough to make low capacitor sustainability a non-issue, such as the Uni's.
As for the ammo changes, they did not appear to affect incursions much. Using T2 ammo still requires the skills to use T2 guns anyways, and T2 guns deal more damage than faction guns after the damage bonus from the specialization skill. Faction entropic disintegrators are a partial exception, as their higher damage multiplier to the T2 disintegrator means that disintegrator specialization V is needed before the T2 gun outpaces it. A niche benefit of this change is that Nightmares can equip faction beam lasers that use less capacitor to mitigate traditional cap issues that would otherwise be solved by swapping to pulses. This can be useful in groups that may neither have combat capacitor available nor run fast enough to make low capacitor sustainability a non-issue, such as the Uni's.


== September 2019 - Hacking Changes ==
== September 2019 - Hacking changes ==
The hacking site of an Override Transfer Array was changed to use the minigame that all other cans had used since 2013.
The hacking site of an Override Transfer Array was changed to use the minigame that all other cans had used since 2013.
==== Patches ====
==== Patches ====
From the [https://www.eveonline.com/article/pxf1u0/patch-notes-for-september-2019-release Patch notes for September 2019 release] (September 10th, 2019)
From the [https://www.eveonline.com/article/pxf1u0/patch-notes-for-september-2019-release Patch notes for September 2019 release] (September 10th, 2019)


{{quote|The Logistics Control Array structures within the Override Transfer Array incursion site have been updated to use the hacking minigame instead of the old random chance mechanic.}}
{{quote|The Logistics Control Array structures within the Override Transfer Array incursion site have been updated to use the hacking minigame instead of the old random chance mechanic.}}
==== Changes ====
==== Changes ====
* Instead of using the old hacking system, where multiple analyzers could each be used on a single can for a chance of completion, the can in the Override Transfer Array was now an intermediate difficulty can (yellow core, 70 coherence), with no penalty for failure.
* Instead of using the old hacking system, where multiple analyzers could each be used on a single can for a chance of completion, the can in the Override Transfer Array was now an intermediate difficulty can (yellow core, 70 coherence), with no penalty for failure.
==== Effect on the community ====
==== Effect on the community ====
Hacking the can in the Override Transfer Array became harder to do quickly. What was once something that could be done with a cycling of four analyzers now needed active attention to the minigame board, and a bad setup could force restarts. This made it especially harder to multibox the hack and an ongrid ship at the same time. While the Uni's Incursion Community still runs the hack, some groups have opted to forgo the hack completely and focus fire through the entire site.
Hacking the can in the Override Transfer Array became harder to do quickly. What was once something that could be done with a cycling of four analyzers now needed active attention to the minigame board, and a bad setup could force restarts. This made it especially harder to multibox the hack and an ongrid ship at the same time. While the Uni's Incursion Community still runs the hack, some groups have opted to forgo the hack completely and focus fire through the entire site.
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== October 2019 - Warp Drives Active ==
== October 2019 - Warp Drives Active ==
CCP gives all cruiser, battlecruiser, and battleship size hulls a significant warp speed buff. In the meantime, Emerging Conduits, a significantly easier version of [[Triglavian Invasion (Chapter 1 & 2)|Triglavian Invasion]] Minor Conduits, were introduced to all areas of high security space.
CCP gives all cruiser, battlecruiser, and battleship size hulls a significant warp speed buff. In the meantime, Emerging Conduits, a significantly easier version of [[Triglavian Invasion (Chapter 1 & 2)|Triglavian Invasion]] Minor Conduits, were introduced to all areas of high security space.
==== Patches ====
==== Patches ====
From the [https://www.eveonline.com/article/pyuth5/patch-notes-for-october-2019-release patch notes for the October 2019 Release] (October 15th, 2019)
From the [https://www.eveonline.com/article/pyuth5/patch-notes-for-october-2019-release patch notes for the October 2019 Release] (October 15th, 2019)
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Hail S, M, and L ammo reduced tracking speed is now 25% (previously 30%)}}
Hail S, M, and L ammo reduced tracking speed is now 25% (previously 30%)}}


==== Effects on the Community ====
==== Effects on the community ====
A small nerf to the Machariel (after a uniform warp speed increase the month before) and a small buff to T2 autocannon ammo didn't make a significant impact on Incursions.
A small nerf to the Machariel (after a uniform warp speed increase the month before) and a small buff to T2 autocannon ammo didn't make a significant impact on Incursions.


== February 2020 ==
== February 2020 ==
CCP successfully implements the anti-''sponging'' mechanic that was attempted in [[#August 2017|August 2017]], and tiericides away meta capacitor transmitters from Incursions.
CCP successfully implements the anti-''sponging'' mechanic that was attempted in [[#August 2017|August 2017]], and tiericides away meta capacitor transmitters from Incursions.
==== Patches ====
==== Patches ====
From the [https://www.eveonline.com/article/q5jak4/patch-notes-for-february-2020-release Patch notes for February 2020 release] (February 11th, 2020)
From the [https://www.eveonline.com/article/q5jak4/patch-notes-for-february-2020-release Patch notes for February 2020 release] (February 11th, 2020)
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New attributes for changed modules:
New attributes for changed modules:


*Small Radiative Scoped Remote Capacitor Transmitter - Meta Level: 1, Volume: 5, CPU: 30(+1), PG: 4, Transfer Amount: 35(+3), Capacitor: 38, Range: 4025(+350)
* Small Radiative Scoped Remote Capacitor Transmitter - Meta Level: 1, Volume: 5, CPU: 30(+1), PG: 4, Transfer Amount: 35(+3), Capacitor: 38, Range: 4025(+350)
*Small Inductive Compact Remote Capacitor Transmitter - Meta Level: 1(-3), Volume: 5, CPU: 24, PG: 4, Transfer Amount: 35(-1), Capacitor: 38, Range: 3500(-700)
* Small Inductive Compact Remote Capacitor Transmitter - Meta Level: 1(-3), Volume: 5, CPU: 24, PG: 4, Transfer Amount: 35(-1), Capacitor: 38, Range: 3500(-700)
*'Squire' Small Remote Capacitor Transmitter - Meta Level: 6, Volume: 5, CPU: 22(-2), PG: 3(-1), Transfer Amount: 39, Capacitor: 49, Range: 4550
* 'Squire' Small Remote Capacitor Transmitter - Meta Level: 6, Volume: 5, CPU: 22(-2), PG: 3(-1), Transfer Amount: 39, Capacitor: 49, Range: 4550
*Medium Radiative Scoped Remote Capacitor Transmitter - Meta Level: 1, Volume: 10(+5), CPU: 40(+2), PG: 80, Transfer Amount: 104(+9), Capacitor: 113, Range: 5750(+500)
* Medium Radiative Scoped Remote Capacitor Transmitter - Meta Level: 1, Volume: 10(+5), CPU: 40(+2), PG: 80, Transfer Amount: 104(+9), Capacitor: 113, Range: 5750(+500)
*Medium Inductive Compact Remote Capacitor Transmitter - Meta Level: 1(-3), Volume: 10(+5), CPU: 32, PG: 72(-8), Transfer Amount: 104(-4), Capacitor: 113, Range: 5000(-1000)
* Medium Inductive Compact Remote Capacitor Transmitter - Meta Level: 1(-3), Volume: 10(+5), CPU: 32, PG: 72(-8), Transfer Amount: 104(-4), Capacitor: 113, Range: 5000(-1000)
*'Knight' Medium Remote Capacitor Transmitter - Meta Level: 6, Volume: 10(+5), CPU: 30(-2), PG: 68(-4), Transfer Amount: 117, Capacitor: 146, Range: 6500
* 'Knight' Medium Remote Capacitor Transmitter - Meta Level: 6, Volume: 10(+5), CPU: 30(-2), PG: 68(-4), Transfer Amount: 117, Capacitor: 146, Range: 6500
*Large Radiative Scoped Remote Capacitor Transmitter - Meta Level: 1, Volume: 25(+20), CPU: 50(+2), PG: 320, Transfer Amount: 311(+27), Capacitor: 338, Range: 8625(+750)
* Large Radiative Scoped Remote Capacitor Transmitter - Meta Level: 1, Volume: 25(+20), CPU: 50(+2), PG: 320, Transfer Amount: 311(+27), Capacitor: 338, Range: 8625(+750)
*Large Inductive Compact Remote Capacitor Transmitter - Meta Level: 1(-3), Volume: 25(+20), CPU: 40, PG: 288(-32), Transfer Amount: 311(-13), Capacitor: 338, Range: 7500(-1500)
* Large Inductive Compact Remote Capacitor Transmitter - Meta Level: 1(-3), Volume: 25(+20), CPU: 40, PG: 288(-32), Transfer Amount: 311(-13), Capacitor: 338, Range: 7500(-1500)
*'Chivalry' Large Remote Capacitor Transmitter - Meta Level: 6, Volume: 25(+20), CPU: 37(-3), PG: 272(-16), Transfer Amount: 351, Capacitor: 439, Range: 9750
* 'Chivalry' Large Remote Capacitor Transmitter - Meta Level: 6, Volume: 25(+20), CPU: 37(-3), PG: 272(-16), Transfer Amount: 351, Capacitor: 439, Range: 9750
}}
}}
==== Changes ====
==== Changes ====
* Pilots in an Incursion fleet now must do some damage or repping in site in order to qualify for payout
* Pilots in an Incursion fleet now must do some damage or repping in site in order to qualify for payout
* The transfer amount for large capacitor transmitters has been normalized at the meta 3 level, a nerf from the meta 4 capacitor transmitter amounts.
* The transfer amount for large capacitor transmitters has been normalized at the meta 3 level, a nerf from the meta 4 capacitor transmitter amounts.
==== Effect on the community ====
==== Effect on the community ====
With the anti-sponging change now working as intended, padding a fleet with members to sponge a payout would now require each character to do some damage or repping in addition to the previous requirements of being uncloaked on grid. In fact, it made it slightly easier to include ore dropping or secondary boosting alts in fleet without having to worry about them taking pay away from other pilots. This change did not cause significant issues in of itself, but the update it came with did break contesting for about a week. In a situation with multiple fleets contesting a site, nobody would be paid at the end. That means that groups that would normally contest other groups steered clear until this was fixed.
With the anti-sponging change now working as intended, padding a fleet with members to sponge a payout would now require each character to do some damage or repping in addition to the previous requirements of being uncloaked on grid. In fact, it made it slightly easier to include ore dropping or secondary boosting alts in fleet without having to worry about them taking pay away from other pilots. This change did not cause significant issues in of itself, but the update it came with did break contesting for about a week. In a situation with multiple fleets contesting a site, nobody would be paid at the end. That means that groups that would normally contest other groups steered clear until this was fixed.
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From the [https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Path notes for 18.04 Release] (April 15th, 2020)
From the [https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Path notes for 18.04 Release] (April 15th, 2020)
{{quote|
{{quote|
*Increased damage of Void, Conflagration, Hail, and Rage ammunition (Small, Medium, Large and X-Large) by 15%
* Increased damage of Void, Conflagration, Hail, and Rage ammunition (Small, Medium, Large and X-Large) by 15%
*Reduced effectiveness of all resistance modules by 20%
* Reduced effectiveness of all resistance modules by 20%
**Includes all active and passive armor and shield resistance modules.
** Includes all active and passive armor and shield resistance modules.
**Does not include resistance rigs or damage controls
* *Does not include resistance rigs or damage controls


''[...]''
''[...]''


*T1, Faction and Pirate Battleship base hp increased by 10%
* T1, Faction and Pirate Battleship base hp increased by 10%
*T1, Faction and Pirate Battleship base scan resolution increased 30%
* T1, Faction and Pirate Battleship base scan resolution increased 30%


''[...]''
''[...]''


*Increased Scan Resolution by 30% for Marauders and Black Ops}}
* Increased Scan Resolution by 30% for Marauders and Black Ops}}


==== Changes ====
==== Changes ====
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==== Changes ====
==== Changes ====
* The third chapter of the [[Triglavian Invasion]] begins, with Incursions not affecting any constellation with an invaded system
* The third chapter of the [[Triglavian Invasion]] begins, with Incursions not affecting any constellation with an invaded system
** Triglavian captured systems lost CONCORD protection, while Minor Victory systems posed the risk of scramming roaming fleets
** Triglavian captured systems lost CONCORD protection, while Minor Victory systems posed the risk of scramming roaming fleets
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Due to the third chapter of Invasions and Incursions were kept distant such that the two never overlapped, the Invasion did not have much of a direct effect initially. It just meant that pilots choosing to take part had to take precautions when moving. Similarly, the shield hardener changes did not have a major effect, since it did not Pithum deadspace multispectrum hardeners, which were the line prominently used for bling shield tank due to higher resist over its Gistum counterparts. The Veldspar in NMCs were not treated as anything more than cosmetic by groups, so its removal also did not affect Incursion groups at-large.
Due to the third chapter of Invasions and Incursions were kept distant such that the two never overlapped, the Invasion did not have much of a direct effect initially. It just meant that pilots choosing to take part had to take precautions when moving. Similarly, the shield hardener changes did not have a major effect, since it did not Pithum deadspace multispectrum hardeners, which were the line prominently used for bling shield tank due to higher resist over its Gistum counterparts. The Veldspar in NMCs were not treated as anything more than cosmetic by groups, so its removal also did not affect Incursion groups at-large.


== July 2020 - Command Ship Bifurcation ==
== July 2020 - Command Ship bifurcation ==
[[Command Ships]] were broken up such that each hull became more specialized for boost strength and firepower, or for strong, long range boosts and survivability.
[[Command Ships]] were broken up such that each hull became more specialized for boost strength and firepower, or for strong, long range boosts and survivability.


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* The Eos received trait changes to give more emphasis on the use of sentry drones
* The Eos received trait changes to give more emphasis on the use of sentry drones


==== Effects on the Community ====
==== Effects on the community ====


Boosting roles for Incursion groups had already been focused around the Claymore and Sleipnir for shield and the Eos for armor, due to the importance of Skirmish bursts to increase ship speed, mitigate damage through lower sig, or increase web range. This update did not shift that paradigm, though the buffs to tank and targeting was a nice quality of life change.
Boosting roles for Incursion groups had already been focused around the Claymore and Sleipnir for shield and the Eos for armor, due to the importance of Skirmish bursts to increase ship speed, mitigate damage through lower sig, or increase web range. This update did not shift that paradigm, though the buffs to tank and targeting was a nice quality of life change.
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The system of Niarja falls to the Triglavian Collective, causing major ramifications on highsec [[Topology|topology]] and Incursion moves.
The system of Niarja falls to the Triglavian Collective, causing major ramifications on highsec [[Topology|topology]] and Incursion moves.


==== Effects on the Community ====
==== Effects on the community ====


The number of jumps from Amarr to Jita while staying in effective highsec increased from 10 to 45, causing significantly longer travel times when going between Amarr and Caldari/Gallente focuses. This has led to some people buying a second set of ships to avoid the move.
The number of jumps from Amarr to Jita while staying in effective highsec increased from 10 to 45, causing significantly longer travel times when going between Amarr and Caldari/Gallente focuses. This has led to some people buying a second set of ships to avoid the move.
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* Battleship range buffs from April 2020 are backported to Marauders, and their weak sensor strength shored up
* Battleship range buffs from April 2020 are backported to Marauders, and their weak sensor strength shored up


==== Effects on the Community ====
==== Effects on the community ====


This update caused the biggest shift in the Incursion ship meta since Into the Abyss. No longer were the [[Vindicator]], [[Nightmare]] (for shield/VGs), or [[Leshak]] (for HQs) top tier anymore. Marauders could now exceed all of them with ease. Even the Leshak - the crown holder of DPS since it was introduced - was now left in the dust by ships that could deal 2,5-3,5k DPS and do so immediately. As such, people with the skills and ISK to fly the gun-based Marauders flocked to them immediately. The Marauders went from an expensive HAW Dread wannabe to a force of its own, with its prices doubling from ~1B ISK to 2B ISK, though this was also commensurate with a "Starvation Phase" of minerals and an industry rework by CCP.
This update caused the biggest shift in the Incursion ship meta since Into the Abyss. No longer were the [[Vindicator]], [[Nightmare]] (for shield/VGs), or [[Leshak]] (for HQs) top tier anymore. Marauders could now exceed all of them with ease. Even the Leshak - the crown holder of DPS since it was introduced - was now left in the dust by ships that could deal 2,5-3,5k DPS and do so immediately. As such, people with the skills and ISK to fly the gun-based Marauders flocked to them immediately. The Marauders went from an expensive HAW Dread wannabe to a force of its own, with its prices doubling from ~1B ISK to 2B ISK, though this was also commensurate with a "Starvation Phase" of minerals and an industry rework by CCP.
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Eventually, groups changed their strategies to fully take advantage of a Marauder's bastion cycles. Even though the ships can't be repaired while in bastion, Incursion rats' use of rigid one-minute aggro cycles means that it is easy to time bastion activations such that a ship is never aggroed while in bastion.  
Eventually, groups changed their strategies to fully take advantage of a Marauder's bastion cycles. Even though the ships can't be repaired while in bastion, Incursion rats' use of rigid one-minute aggro cycles means that it is easy to time bastion activations such that a ship is never aggroed while in bastion.  


Headquarters groups further incorporated Micro Jump Drives (MJDs) to compensate for the lack of mobility while bastioned. The changes also served as another change favoring armor doctrines over shield doctrines. Both the Kronos and Paladin have slot layouts and bonuses that lean themselves towards armor tank, and could reasonably field a buffer tank in armor whereas they could not for shield. Shield marauders instead had to rely on expensive deadspace shield boosters, which are very powerful, especially on Vargurs, but meant a more expensive fit compared to armor with less flexible application enhancement.
Headquarters groups further incorporated Micro Jump Drives (MJDs) to compensate for the lack of mobility while bastioned. The changes also served as another change favoring armor doctrines over shield doctrines. Both the Kronos and Paladin have slot layouts and bonuses that lean themselves towards armor tank, and could reasonably field a buffer tank in armor where they could not for shield. Shield marauders instead had to rely on expensive deadspace shield boosters, which are very powerful, especially on Vargurs, but meant a more expensive fit compared to armor, with less flexible application enhancement.


Vanguard groups, not having to deal with as much DPS as the HQ groups, could instead active tank with armor or shield using a deadspace armor repairer or shield booster. So long as waves are killed at a decent click, this allowed for Marauders to remain in bastion even while aggroed. Not needing a MWD and MJD, that meant that shield groups (e.g. the Uni) could apply an extra tracking computer and sensor booster onto their Marauders, improving their ability to shoot the frigates that comprise the majority of Vanguard Incursion rats. Thanks to this, a fleet largely comprised of T1 ships with one or two Marauders could still clear sites much faster due than a comparable fleet with pirate BSs due to the Marauders' outstanding DPS output. This, combined with other doctrine changes, brought the Uni from a group that could expect a baseline of 10 minute sites (60 M ISK/hr) to one that could reliably reach a baseline of 6 minute sites (100 M ISK/hr).
Vanguard groups, not having to deal with as much DPS as the HQ groups, could instead active tank with armor or shield using a deadspace armor repairer or shield booster. So long as waves are killed at a decent click, this allowed for Marauders to remain in bastion even while aggroed. Not needing a MWD and MJD, that meant that shield groups (e.g. the Uni) could apply an extra tracking computer and sensor booster onto their Marauders, improving their ability to shoot the frigates that comprise the majority of Vanguard Incursion rats. Thanks to this, a fleet largely comprised of T1 ships with one or two Marauders could still clear sites much faster due than a comparable fleet with pirate BSs due to the Marauders' outstanding DPS output. This, combined with other doctrine changes, brought the Uni from a group that could expect a baseline of 10 minute sites (60 M ISK/hr) to one that could reliably reach a baseline of 6 minute sites (100 M ISK/hr).
== November 2021–June 2023 - Bastion nerfs ==
After the major change to Marauders, Incursions did not experience any major game balance changes for the next few years. The only changes of note are later nerfs to the Bastion module. CCP did not pull back on the DPS boost that the Bastion module now gave, but instead weakened its secondary bonuses over several updates.
==== Patches ====
From [https://www.eveonline.com/news/view/patch-notes-version-19-06 the patch notes for version 19.06] (July 13, 2021)
{{quote|Adjusted Bastion Module:
Target painter resistance has been reduced from -95% to -50%.
Sensor dampener resistance has been reduced from -95% to -50%.
Weapon disruption resistance has been reduced from -99% to -50%.
Bonus to sensor strength has been reduced from 1,000% to 100%.
Removed the ECM Immunity.}}
From [https://www.eveonline.com/news/view/patch-notes-version-19-09 the patch notes for version 19.09] (October 13, 2021)
{{quote|Fixed an issue that caused ECM to not work on Marauders with an active Bastion module.}}
From [https://www.eveonline.com/news/view/patch-notes-version-20-07 the patch notes for version 20.07] (August 9, 2022)
{{quote|Marauders may now be Warp Disrupted or Warp Scrambled by NPCs while in Bastion Mode.}}
From [https://www.eveonline.com/news/view/viridian-expansion-notes the expansion notes for Veridian] (June 13, 2023)
{{quote|'''Bastion Module'''
Our goal is to create new weaknesses and therefore opportunities for counterplay in PvP for Marauders where they currently do not have many. These changes would lean into the class identity as being strong but immobile and offer smaller ships the chance to play around a Marauder with EWAR tools that are currently often useless in the face of its EWAR resistance bonus.
Duration Increased from 30 seconds to 60 seconds.
Removed the electronic warfare resistance bonus to Sensor Dampener, Tracking Disruptor, and Target Painter resistance.
The ship continues to retain its incredible firepower, tank, range and application but will now have a few weaknesses.}}
==== Changes ====
* Marauders in Bastion no longer have near-immunity to EWAR
* Bastion cycle moved back to 60 seconds
==== Effects on the community ====
As this did not impact the damage or repair bonuses that the Bastion module provided, this ultimately did not have a major impact on the Marauder's now dominant position within highsec Incursions. The move back to a 60 second bastion timer meant that its usage had to be done more carefully. But given the aforementioned one minute aggro cycle of Incursion rats, this was still manageable.
== December 2023–June 2024 - Focus headshot campaign ==
A campaign by a group of multibox gankers to consistently headshot the highsec focus' mothership resulted in very limited availability of highsec Incursions over the course of roughly six months, straining highsec Incursion groups at all levels.
==== Origins ====
The exact origins of what started the campaign are unclear. But its leader and/or spokesman was Wrathful Hawk, a multibox ganker. He had previously earned fame (or infamy) for spearheading a highsec [[Orca]] ganking campaign in 2022. After a later period of lowsec gatecamping, he would begin targeting Incursion Bowheads in 2023 using roughly 20 [[Oracle]]s plus auxiliary alts in logoff traps. Bowheads were previously not regular gank targets due to their high EHP (>600K EHP, where one T2 gank-fit [[Catalyst]] can reasonably do 17K damage in a 0.5 security system's gank window), but Hawk had found the right amount of damage and element of surprise to successfully gank them often, taking advantage of Incursion runners who would carry their bling in their Bowhead to recover the >2B ISK that ganking one cost.
While this netted many high value kills, highsec gankers often also value the notoriety that ganking can bring. And in this respect, there was an opening in Incursion mechanics that didn't fit the traditional definition of ganking, but could also be more disruptive and notorious than it as well.
==== How it worked ====
An Incursion focus ends either when it times out or the mothership ([[The Kundalini Manifest]] in highsec) is killed. There had only been one highsec focus since their quantity was reduced from three in 2019. The mothership spawned as soon as the focus reached zero influence. Highsec HQ Incursion groups could pop the focus at any time, but generally didn't until the final day, due to the shared interest highsec Incursion groups had in farming the sites.
As such, a motivated enough group could regularly headshot the focus as soon as the mothership spawned. Doing so however requires a large fleet of >30 battleships to do in highsec, fleets that typically only Incursion groups would muster in highsec. But a dedicated enough group of multiboxers, using a brick tank, box-friendly doctrine (such as Leshaks or [[Apocalypse Navy Issue]]s), could form a fleet that could complete the mothership site. And after some failed headshot attempts in December 2023, that is exactly what Hawk and other multibox gankers were able to do. And once a reliable formula was found, it was repeated in many a highsec focus after.
As this was simply running the site, stopping the headshot would require Incursion runners to become gankers themselves to stop them. And since attempting a gank hangs a killright on the ganker for a month, something that could be redeemed at any time to turn the person suspect, ganking was something that was untenable for Incursion runners to do on their Incursion characters. Further, blocking the headshot would require a successful enough gank that can stop the attempt every time it was attempted. By contrast, the headshot only had to succeed once. And the doctrines chosen were neither easy nor profitable to gank.
The headshotters would also pair the campaign with a protection racket, offering to leave a focus up for tens of billions of ISK. These were largely not entertained by highsec Incursion groups, and so most focuses were headshot within a day of spawning.
==== Impact ====
In most other games, persistent content denial for an area of gameplay would be against their rules, and its sustainment a grounds for punishment by the game developers. But in EVE, it's just an act in the sandbox; players playing the game, and the game working as intended. After all, this was something that was always possible for as long as Incursions existed, and especially ripe for disruption since the move to a single focus four years prior. And focus headshots were nothing new to Incursions - groups have dealt with focus pops from other groups for as long as Incursions existed. All it took for was for one cadre from outside Incursions to take advantage of it, and take advantage of it persistently.
Hence, the campaign lasted for a long time, and resulted in a negative impact to the health of all highsec Incursion communities. Only the most elite of groups would be able to eek out runs in the short windows that a highsec focus was available, although breaks in the headshots gave other groups some reprieve. Island focuses turned from undesirable to desirable, as they were generally not headshot.
The highsec Incursion community had a representative on the [[CSM]] at the time: Kshal Aideron, the leader of the group EVE Rookies. Later into the campaign, she would relay to Incursion groups that the issue had been brought to the attention of CCP. And by June, they put out a change that would neuter the effect of the campaign.
== June 2024 - Headshot protection ==
In the Equinox expansion, CCP issued a change that delayed the spawning of the mothership in highsec and lowsec Incursions.
==== Patches ====
From the [https://www.eveonline.com/news/view/equinox-expansion-notes expansion notes for Equinox] (June 7th, 2024)
{{Quote|'''Incursions'''
Mothership sites within High and Low Security space now have a minimum amount of time before they can appear. Null Security space is unaffected by this change.
'''High-Security space''': the Mothership will not appear until at least 3 days have passed.
'''Low-Security space''': the Mothership will not appear until at least 1 day has passed.}}
==== Changes ====
* The highsec focus is guaranteed to last at least three days, and the lowsec focus at least one day.
==== Effects on the community ====
These changes limited the ability for the headshot campaign to deny access to highsec Incursions. The campaign would end shortly after. The choice to apply the change differently to different areas of space meant that nullsec groups could still quickly headshot foci if desired to clear the cyno jamming effect, and is something that would have been disrupted had this change been applied uniformly. As such, hisec groups could return to normal operations, though they had to recover from the months of disruptions.
== Dead links ==
<references group="Dead link" />


[[Category:Incursions]]
[[Category:Incursions]]