Difference between revisions of "User:Cassiel Seraphim/Sandbox5"
Line 211: | Line 211: | ||
::: Max bonus per link with all modifiers: 95.7%. | ::: Max bonus per link with all modifiers: 95.7%. | ||
::: Former max bonus: 95%. | ::: Former max bonus: 95%. | ||
− | * The | + | * The Information Warfare: Sensor Integrity link will now provide its bonus to both sensor strength and lock range. |
+ | '''Ship balancing - Command Ships''' | ||
+ | * ABSOLUTION / DAMNATION: | ||
+ | ** Role Bonus: Can fit up to three Warfare Link modules. | ||
+ | ** Command Ships Bonuses: | ||
+ | *** 3% bonus to strength of Armored Warfare and Information Warfare links. | ||
+ | * NIGHTHAWK / VULTURE: | ||
+ | ** Role Bonus: Can fit up to three Warfare Link modules. | ||
+ | ** Command Ships Bonuses: | ||
+ | *** 3% bonus to strength of Siege Warfare and Information Warfare links. | ||
+ | * ASTARTE / EOS: | ||
+ | ** Role Bonus: Can fit up to three Warfare Link modules. | ||
+ | ** Command Ships Bonuses: | ||
+ | *** 3% bonus to strength of Armored Warfare and Skirmish Warfare links. | ||
+ | * SLEIPNIR / CLAYMORE: | ||
+ | ** Role Bonus: Can fit up to three Warfare Link modules. | ||
+ | ** Command Ships Bonuses: | ||
+ | *** 3% bonus to strength of Siege Warfare and Skirmish Warfare links. | ||
+ | }} | ||
+ | == November 2013 == | ||
+ | With Rubicon came some changes to Marauders that made some of them lose their webbing role. | ||
+ | ==== Patch: Rubicon 1.0 ==== | ||
+ | From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon Rubicon 1.0 Patch Notes] (November 19th, 2013): | ||
+ | {{quote| | ||
+ | '''Ship Balancing''' | ||
+ | * '''Paladin''' | ||
+ | ** '''Role Bonus:''' 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay | ||
+ | ** '''Amarr Battleship Skill Bonus:''' 5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level) | ||
+ | ** '''Marauder Skill Bonus:''' 7.5% bonus to Armor Repair amount per level, 5% bonus to large energy turret damage per level | ||
+ | ** Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers | ||
+ | ** Fittings: 16500 PWG (+3000), 530 CPU (+30) | ||
+ | ** Defense (shields / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200) | ||
+ | ** Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM | ||
+ | ** Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM | ||
+ | ** Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2) | ||
+ | ** Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s | ||
+ | ** Drones (bandwidth / bay): 25(-50) / 75 | ||
+ | ** Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10 | ||
+ | ** Sensor strength: 12 Radar | ||
+ | ** Signature radius: 420(-80) | ||
+ | * '''Kronos''' | ||
+ | ** '''Role Bonus:''' 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay | ||
+ | ** '''Gallente Battleship Skill Bonus:''' 5% bonus to large hybrid weapon damage, 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level) | ||
+ | ** '''Marauder Skill Bonus:''' 7.5% bonus to Armor Repair amount per level, 7.5% bonus to large hybrid weapon tracking per level | ||
+ | ** Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers | ||
+ | ** Fittings: 14000 PWG (+2000), 580 CPU (+30) | ||
+ | ** Defense (shields / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300) | ||
+ | ** Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM | ||
+ | ** Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM | ||
+ | ** Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s | ||
+ | ** Mobility (max velocity / agility / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s | ||
+ | ** Drones (bandwidth / bay): 50(-25) / 125 | ||
+ | ** Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10 | ||
+ | ** Sensor strength: 13 Magnetometric | ||
+ | ** Signature radius: 420(-80) | ||
+ | * '''Vargur''' | ||
+ | ** '''Role Bonus:''' 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay | ||
+ | ** '''Minmatar Battleship Skill Bonus:''' 5% bonus to large projectile turret rate of fire, 10% bonus to large projectile turret falloff per level | ||
+ | ** '''Marauder Skill Bonus:''' 7.5% bonus to Shield Boost amount, 7.5% bonus to large projectile turret tracking per level | ||
+ | ** Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers | ||
+ | ** Fittings: 12900 PWG(+5000), 625 CPU | ||
+ | ** Defense (shields / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400) | ||
+ | ** Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM | ||
+ | ** Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM | ||
+ | ** Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4) | ||
+ | ** Mobility (max velocity / agility / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s | ||
+ | ** Drones (bandwidth / bay): 50(-25) / 75 | ||
+ | ** Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10 | ||
+ | ** Sensor strength: 11 Ladar | ||
+ | ** Signature radius: 360(-65)}} |
Revision as of 00:50, 27 January 2014
This is a collection of devblogs and patches documenting the history of Incursions.
Timeline
January 2011 | |
June 2012 | |
|||||||
|
||||||||
| April 2012 |
January 2011 - Introducing Incursions
Initially CCP ran Incursions as global events, until they were finalized and added as to New Eden.
Devblog: The Sanshas Are Coming
From the devblog The Sanshas Are Coming (January 14th, 2011):
“ |
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). One important note: If, on the 18th of January, you find yourself flying around New Eden unable to see any Incursions on the starmap, there is a good reason for it. Rather than just haphazardly throwing the content onto TQ, we’ll be opening it in what we hope is a spectacular-but-oh-so-carefully-staged manner, which means you won’t see it right away. Don’t panic - the spiky space zombies are still coming, but they’d rather jump out of a cake in lingerie, swinging assault rifles by the light of fireworks while singing whatever song space zombies sing, than simply “be there” when the server starts. Keep your eye open for events and just generally things being a little “out of place” following the Incursion deployment. Anyway, we’ve been working on the Incursion feature set for a while now, and I think I speak for the entire team when I say that I cannot wait for this to hit Tranquility. Incursions will bring you the latest in space-zombie technology, and we’ve put a lot of love into it. Enjoy! Toodles, CCP Soundwave |
” |
Patch: Incursion 1.1.0
From the Patch Notes for Incursion 1.1.0 (January 18th, 2011):
“ |
|
” |
Devblog: Dear Incurserers(!)
From the devblog Dear Incurserers(!) (January 28th, 2011):
“ |
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:
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. |
” |
Patch: Incursion 1.1.2
From the Incursion 1.1.2 Patch Notes (January 27-28th, 2011):
“ |
Incursions?
FIXES
|
” |
February - June 2011
Minor changes were made as CCP made fixes and fine-tuned some values.
Patch: Incursion 1.2
From the Incursion 1.2 Patch Notes (February 15th, 2011):
“ |
Exploration & Deadspace
NPC's
|
” |
Patch: Incursion 1.4
From the Incursion 1.4 Patch Notes (April 6th, 2011):
“ |
NPCs
|
” |
Patch: Incursion 1.5
From the Incursion 1.5 Patch Notes (May 19th, 2011):
“ |
Incursions
|
” |
Patch: Incarna 1.0
From the Incarna Patch Notes (June 21st, 2011):
“ |
Exploration, Deadspace and Incursions
|
” |
April 2012 - Incursions 2.0
From the devblog Carebearing 2.0:
“ |
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. As well as adjusting these triggers, we’ve also randomized the spawns based on feedback that Incursions had become too predictable. Now, when you enter an Incursion you will no longer be able to predict every spawn. Feedback and our internal statistics also confirmed that Vanguard sites had an excessive reward-to-effort-ratio in comparison to other Incursion sites, so we have reduced their reward by 10% to keep them more in line with the compensation expected for this difficulty of site. This should also have the fortunate side-effect of increasing the length of Incursions in high security space. |
” |
June 2012 - Incursions 2.1
Devblog: Incursions Update
From the devblog Incursions Update (June 12th, 2012):
“ |
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:
This means the reward for vanguard sites will increase to the pre-escalation rate. We feel the iterations made to NPC grouping and triggers per spawn are enough to keep the isk at a sensible level. With Escalation, we decreased the influence gain per site as well as increasing the length of Incursions. The initial reason for these modifications was that the sites were being completed so quickly that the influence bar never decreased. However, these changes combined made getting the influence bar under control an almost impossible task rather than just the challenging one we had hoped for. This is now available for testing on Singularity and we will continue to monitor the feedback closely. |
” |
Patch: Inferno 1.1
From the Inferno 1.1 Patch Notes (June 25th, 2012):
“ |
Incursions
|
” |
February 2013
Patch: Retribution 1.1
From the Retribution 1.1 Patch Notes (February 19th, 2013):
“ |
Info panels
|
” |
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).
Patch: Odyssey 1.0
From the Odyssey 1.0 Patch Notes (June 4th, 2013):
“ |
Modules
|
” |
September 2013
Patch: Odyssey 1.1
From the Odyssey 1.1 Patch Notes (September 3rd, 2013):
“ |
Modules
Ship balancing - Command Ships
|
” |
November 2013
With Rubicon came some changes to Marauders that made some of them lose their webbing role.
Patch: Rubicon 1.0
From the Rubicon 1.0 Patch Notes (November 19th, 2013):
“ |
Ship Balancing
|
” |