Difference between revisions of "Triglavian Collective"

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m (→‎Abyssal deadspace: Named the environmental effects and clarified levels.)
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The filaments progressively increase in difficulty in the following order: Calm, Agitated, Fierce, Raging and Chaotic.
 
The filaments progressively increase in difficulty in the following order: Calm, Agitated, Fierce, Raging and Chaotic.
  
In addition to the environmental effect pervading all three pockets, dangerous localized storms will exist further affecting ships and electronic systems. Triglavian structures also will be present either reducing tracking or damaging drones and missiles (Triglavian Deviant Automata), all within some range (TBD).
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In addition to the environmental effect pervading all three pockets, dangerous localized storms will exist further affecting ships and electronic systems.  
 +
* Filament Cloud : Penalty to Shield Booster (including Ancillary Shield Booster) capacitor usage
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* Bioluminescence Cloud : 300% Signature Radius
 +
 
 +
Triglavian structures also will be present either reducing, boosting tracking or damaging drones and missiles, all within some range (TBD).
 +
* Deviant Automata Suppressor (A Triglavian structure equipped with a light point-defense system that will target all drones and missiles within its field of fire.)
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* Multibody Tracking Pylon (A large Triglavian structure that appears to be designed to support ships in close proximity by increasing their tracking capabilities.)
  
 
The wrecks may not even be objects in space (TBD), all the rewards will be in a single box for easy recovery in the third pocket. Rewards can include BPCs for the Triglavian ships, Mutaplasmids, Triglavian Suits,  and resources needed for building the Triglavian ships.
 
The wrecks may not even be objects in space (TBD), all the rewards will be in a single box for easy recovery in the third pocket. Rewards can include BPCs for the Triglavian ships, Mutaplasmids, Triglavian Suits,  and resources needed for building the Triglavian ships.

Revision as of 13:55, 30 April 2018

The Triglavian Collective are a new faction that appeared in New Eden in early YC120 (2018). Introduced in the “Into the Abyss” expansion, they can be found in a new type of space providing a unique solo PVE timed encounter and exotic new technologies, including their very own ships and new weapon system.

Abyssal deadspace

A new type of space can be accessed using filaments obtained from NPCs. Five tiers of increasing difficulty exists, with only the lower tier available for purchase. Within the Abyss, filaments of increasing difficulty can be found. The Abyss is limited to a single non-T3 cruiser and is accessed by opening the info panel of a filament in your cargo and clicking the ‘activate’ button. Activation can be anywhere in space, likely at a minimum distance from celestial objects (TBD). A combat-probable beacon is created at your location that allows others to await your return from the deadspace.

You can not be warped to within the Abyss, nor can you warp out of it. You can not cloak nor deploy a mobile depot. There is no local. There might be increasing difficulties and/or rewards based on the space from which the filament is activated (high-sec, low-sec, null-space, or wormhole) (TBD).

An Abyssal deadspace is composed of three pockets. Each pocket must be cleared of enemies for a gate to open to the next pocket. In addition to Triglavians, you may find rogue drones under their command. Drifters (without doomsday and rarely with overshield) may appear as well, accompanied by sleeper drones, engaged in combat with the Triglavians. However. no one will help you. You must fight your way out.

Each pocket is a 75km radius sphere. Flying out of the sphere will result in substantial damage to your ship leading to its destruction. Remaining more then 15 to 20 minutes (TBD) in the space will result in your destruction. NPCs also will pod you. Essentially, you must clear the three pockets and exit with the allocated time, or you will lose both your ship and pod. The third pocket gate returns you to the location in space you activated the filament from.

Five types of environmental effects exist affecting both player and NPCs. The type is identified on the info of the filament and can be countered if desired by fitting choices. The five Abyss-wide environmental effects are:

  • Dark Matter Field: Ships in this environment receive a bonus to maximum velocity and a penalty to turret range.
  • Electrical Storm: Ships in this environment receive a penalty to EM resistance and a bonus to capacitor recharge.
  • Exotic Particle Storm: Ships in this environment receive penalties to kinetic resistance and a bonus to scan resolution.
  • Gamma-Ray Afterglow: Ships in this environment receive a bonus to shield HP and a penalty to explosive resistance.
  • Plasma Firestorm: Ships in this environment receive a bonus to armor HP and a penalty to thermal resistance.

The filaments progressively increase in difficulty in the following order: Calm, Agitated, Fierce, Raging and Chaotic.

In addition to the environmental effect pervading all three pockets, dangerous localized storms will exist further affecting ships and electronic systems.

  • Filament Cloud : Penalty to Shield Booster (including Ancillary Shield Booster) capacitor usage
  • Bioluminescence Cloud : 300% Signature Radius

Triglavian structures also will be present either reducing, boosting tracking or damaging drones and missiles, all within some range (TBD).

  • Deviant Automata Suppressor (A Triglavian structure equipped with a light point-defense system that will target all drones and missiles within its field of fire.)
  • Multibody Tracking Pylon (A large Triglavian structure that appears to be designed to support ships in close proximity by increasing their tracking capabilities.)

The wrecks may not even be objects in space (TBD), all the rewards will be in a single box for easy recovery in the third pocket. Rewards can include BPCs for the Triglavian ships, Mutaplasmids, Triglavian Suits, and resources needed for building the Triglavian ships.

Ships

The Expansion introduces a new ship skill called “Precursor” that leaves room for future races to fall under. What is known so far about the ships and is subject to change:

The Triglavian Ship Themes:

  • Defense: Armor
  • Speed: Medium
  • Focus on Utility
    • Drones
    • Utility mod bonuses

The Triglavian Ship Role bonuses include:

  • Remote repair range
  • Remote repair cap use
  • Neut and Nos cap use
  • Smart bomb cap use

Demavik (Frigate)

  • Slot Layout:
    • 3 High
    • 2 Mid
    • 4 Low
  • Precursor Frigate Bonuses:
    • Disintegrator damage
    • Disintegrator optimal range

Vedmak (Cruiser)

  • Slot Layout:
    • 4 High
    • 4 Mid
    • 6 Low
  • Precursor Cruiser Bonuses:
    • Disintegrator damage
    • Disintegrator tracking speed

Leshak (Battleship)

  • Slot Layout:
    • 5 High
    • 4 Mid
    • 8 Low
  • Precursor Battleship Bonuses:
    • Disintegrator damage
    • Disintegrator rate of fire

Entropic Disintegrator

A new weapon skill and specialization will allow the use of Entropic Disintegrators coming in T1 and T2 variants, and in three sizes. The new weapon system will occupy a single slot and only one can be fitted, limited to Triglavian ships. This opens many possibilities as a large number of utility highs remain free.

The Entropic Disintegrator has unique characteristics such as increasing damage per cycle and no falloff. When a ship is out of range of the weapon, it will turn off. The weapon system uses tracking mechanics and is impacted by tracking modules. The damage type is explosive and thermal.

The optimal ranges are 6500/15500/28000 for small/medium/large variants. The rate of fire is 4s/6s/8s. The damage charge-up is 5% per cycle up to 50%. Ammo will have up to 80% extra range or down to as low as negative 50% for higher damage. Base turret damage 3/4/6 turrets equivalent.

Mutaplasmids

A new type of component can be found in the Abyssal Deadspace that can be used to mutate existing components into either improved or worse versions. Individual attributes can be randomly improved by up to 40% or reduced by 10%. The types of components that will initially be mutable are:

  • Armor Repairers
  • Shield Boosters
  • Armor Plates
  • Shield Extenders
  • Warp Scramblers
  • Warp Disruptors
  • Stasis Webifiers
  • Neutralizers
  • Afterburners
  • Microwarpdrives

The higher the meta of the module will produce the highest possible improvements, but be mindful that you may essentially ruin the item.

Three types of mutaplasmids:

  • Decayed - Lower impact
  • Gravid - Highest average result
  • Unstable - Highest maximum return