Difference between revisions of "Metaliminal Storms"

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(Was marked WIP but hadn't been touched for months. Filled out with brief details on each storm; clarified storm mechanics; link to EVE-Scout's storm tracker; fixed some typos. Added to game mechanics category. Provisionally removed WIP but do correct me if that's wrong!)
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'''Metaliminal Storms''' are roaming environmental effects that slowly move around in [[System_security#Null_security|nullsec space]], applying bonuses and penalties to all ships in the affected systems.
  
'''Metaliminal Storms''' are roaming environmental effects that travel throughout nullsec space, imparting effects on all ships inside.
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== Mechanics ==
  
== History ==
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Each storm is centred on one system. That central system and all systems exactly one jump away from that system in the jumpgate network form the storm's ''core''. Those systems which are two jumps and three jumps away from the central system form the storm's ''periphery''.
  
Metaliminal Storms were announced on 4 August 2020 in a news post<ref name="announcement"> CCP Convict (4 August 2020). [https://www.eveonline.com/article/qejo25/metaliminal-storms-new-update "Metaliminal Storms - New Update"]. ''EVE Online''. Retrieved 21 August 2020.</ref>, and was released on 20 August<ref>CCP Dopamine (20 August 2020). [https://www.eveonline.com/article/qfd2xf/metaliminal-storms-update-now-live "Metaliminal Storms Update Now Live"]. ''EVE Online''. Retrieved 21 August 2020.</ref>.
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The core systems receive the strongest effects, while the peripheral systems receive a weaker set of the same effects. Additional PvE sites spawn in core systems, to incentivise players to enter the core and to provide a local benefit to balance out the disruption caused by the storm. These additional sites do not spawn in the periphery.
  
The storms emerged admist a [[Triglavian Invasion]] of empire space, with the [[Triglavian Collective]] seizing control of systems from the empires and transmuting stars for yet unknown ends. The initial storms were variants of the types found in [[Abyssal Deadspace]], with added effects from their deadspace counterparts.
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The central system at a storm's core is always a nullsec system. Since some nullsec systems border lowsec or are near highsec, it is possible for the periphery to include lowsec or highsec systems, and possible (but less likely) for the core to include lowsec or highsec systems.
  
== Mechanics ==
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Like real-life storms, metaliminal storms slowly move around. The central system of a storm moves once at some point between 24 hours and 48 hours from its last movement. When it moves, it moves one jump in a semi-random direction. The storms are designed to avoid retracing their steps unless no other route can be found.
Excerpting a forum post detailing the storms by CCP Fozzie<ref>CCP Fozzie (4 August 2020). [https://forums.eveonline.com/t/coming-soon-metaliminal-storms-in-nullsec/258511 "Coming Soon: Metaliminal Storms in Nullsec"]. ''EVE Online Forums''. Retrieved 21 August 2020.</ref> (wiki links added):
 
  
{{quote|These storms apply system effects (like the ones that can be currently found in the abyss, [[Wormhole space|wormhole space]], or [[Incursions|incursions]]) to a cluster of systems stretching out from a central system.
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EVE-Scout maintain a [https://evescoutrescue.com/home/stormtrack.php Storm Tracker] using player reports, which you can use to work out where storms are happening at present.
Each storm will have a core of systems (the central system plus the systems one jump away) that contain the strongest system effects, as well as a periphery of additional systems (the systems two and three jumps away from the core system) with weaker versions of the effects. In addition to the system effects, the core systems will also have additional sites spawning that can be discovered by players who venture into the storm for riches.
 
These storms will move around nullsec space slowly like hurricanes. Each storm will move at a cadence between 24 and 48 hours, and each time the storm moves, the central system will move exactly one jump through the standard jumpgate network. The storms will move using a slightly modified random walk algorithm that will attempt to avoid doubling back on itself unless it has no other valid options. In this way, the movement of the storms will have a limited amount of predictability. If the edge of a storm is currently 5 jumps away from your home system, you’ll know that the soonest it can possible reach you is in 5 days, but you won’t know for sure whether it will come towards you or veer in another direction.
 
  
The central system of these storms will always remain in nullsec, but the effects can spill over into nearly lowsec and highsec systems as well.
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== Storm Types ==
  
We are currently planning to start with eight storms at once roaming around nullsec, two each from four storm “types”. The number of storms and the type of storms can be adjusted over time, and we want to add and remove storm types over time to keep things fresh.
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Presently, there are four different types of metaliminal storms. Their names and effects are listed below, with brief discussions.
  
The initial four storm types are all based on abyssal deadspace weathers leaking into known space, so they each include weaker versions of the abyssal enviromental effects, supplemented with new effects that are aimed at providing variety to nullsec gameplay.}}
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=== Gamma Ray ===
 
 
== Metaliminal Storm Types ==
 
 
 
Presently, there are four different types of metaliminal storms. Their names and effects are listed below.
 
  
 
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The capacitor capacity bonus and remote [[Logistics|logistics]] penalty might encourage pilots away from remote support towards local active tanks. The signature radius reduction will help any small ships avoid damage by speed and signature "tanking". The explosive resist penalty is bad news for T1 armor tanks, which are already more vulnerable to explosive damage.
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=== Electric ===
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The blanket prevention of cloaking is possibly the single most dramatic of all metaliminal storm effects, and has the potential to shift tactics and ship choices. The virus coherence and scan strength bonuses, plus the spawning of additional relic sites, encourage players into [[Exploration|exploration]], but the cloak block will make explorers much more obvious as they go about their business. The scan strength bonus might make it more convenient to do exploration in atypical, more heavily-armed ships. The penalty to EM resists is bad news for T1 shield tanks, which are already more vulnerable to EM damage.
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=== Plasma ===
  
 
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The headline in Plasma storms is the combination of penalties to damage ''application'' with bonuses to ''raw damage'', which might encourage pilots to fit tools such as webs, tracking enhancements, and target painters to help their boosted damage apply.
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=== Exotic ===
  
 
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The boost to mining laser cycle times and the spawning of extra ore sites are good news for miners. The faster cycle time on shield boosters and armour repairers is a decidedly mixed blessing, increasing the power of active tanks but also increasing the burden they place on the capacitor. The warp speed bonus is subtler but might affect in-system hunting tactics:
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in an exotic storm's core, interceptors will move around a system at breath-taking speeds.
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== History ==
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Metaliminal storms were announced on 4 August 2020 in a news post,<ref name="announcement"> CCP Convict (4 August 2020). [https://www.eveonline.com/article/qejo25/metaliminal-storms-new-update "Metaliminal Storms - New Update"]. ''EVE Online''. Retrieved 21 August 2020.</ref> and were unleashed on 20 August.<ref>CCP Dopamine (20 August 2020). [https://www.eveonline.com/article/qfd2xf/metaliminal-storms-update-now-live "Metaliminal Storms Update Now Live"]. ''EVE Online''. Retrieved 21 August 2020.</ref>
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Within EVE's lore, the storms emerged amidst a [[Triglavian Invasion]] of empire space, with the [[Triglavian Collective]] seizing control of systems from the empires and transmuting stars for yet unknown ends. The initial storms were variants of the types found in [[Abyssal Deadspace]], with added effects from their deadspace counterparts.
  
 
== References ==
 
== References ==
 
{{reflist}}
 
{{reflist}}
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[[Category:Game mechanics]]

Revision as of 19:07, 15 November 2021


Metaliminal Storms are roaming environmental effects that slowly move around in nullsec space, applying bonuses and penalties to all ships in the affected systems.

Mechanics

Each storm is centred on one system. That central system and all systems exactly one jump away from that system in the jumpgate network form the storm's core. Those systems which are two jumps and three jumps away from the central system form the storm's periphery.

The core systems receive the strongest effects, while the peripheral systems receive a weaker set of the same effects. Additional PvE sites spawn in core systems, to incentivise players to enter the core and to provide a local benefit to balance out the disruption caused by the storm. These additional sites do not spawn in the periphery.

The central system at a storm's core is always a nullsec system. Since some nullsec systems border lowsec or are near highsec, it is possible for the periphery to include lowsec or highsec systems, and possible (but less likely) for the core to include lowsec or highsec systems.

Like real-life storms, metaliminal storms slowly move around. The central system of a storm moves once at some point between 24 hours and 48 hours from its last movement. When it moves, it moves one jump in a semi-random direction. The storms are designed to avoid retracing their steps unless no other route can be found.

EVE-Scout maintain a Storm Tracker using player reports, which you can use to work out where storms are happening at present.

Storm Types

Presently, there are four different types of metaliminal storms. Their names and effects are listed below, with brief discussions.

Gamma Ray

Gamma Ray Strong Weak
Icon resist exp.png Explosive Resists -25% -10%
Icon shield.png Shield HP +25% +10%
Icon shield transporter i.png Icon remote armor repair i.png Remote Shield/Armor Rep Amount -90% -50%
Icon cap battery.png Capacitor Capacity +25% +10%
Icon ship sig.png Signature Radius -25% -10%
Logo faction rogue drones.png Spawns Extra Rogue Drone Sites Icon large green check.png

The capacitor capacity bonus and remote logistics penalty might encourage pilots away from remote support towards local active tanks. The signature radius reduction will help any small ships avoid damage by speed and signature "tanking". The explosive resist penalty is bad news for T1 armor tanks, which are already more vulnerable to explosive damage.

Electric

Electric Strong Weak
Icon resist em.png EM Resists -25% -10%
Icon capacitor recharger.png Capacitor Recharge Time -25% -10%
Icon data analyzer i.png Icon relic analyzer.png Virus Coherence +25 +10
Icon core scanner probe.png Scan Probe Strength +50% +20%
Icon cloaking device.png Cloaking Icon large red x.png Icon large red x.png
Spawns Extra Relic Sites Icon large green check.png

The blanket prevention of cloaking is possibly the single most dramatic of all metaliminal storm effects, and has the potential to shift tactics and ship choices. The virus coherence and scan strength bonuses, plus the spawning of additional relic sites, encourage players into exploration, but the cloak block will make explorers much more obvious as they go about their business. The scan strength bonus might make it more convenient to do exploration in atypical, more heavily-armed ships. The penalty to EM resists is bad news for T1 shield tanks, which are already more vulnerable to EM damage.

Plasma

Plasma Strong Weak
Icon resist therm.png Thermal Resists -25% -10%
Icon armor.png Armor HP +25% +10%
Icon turret.png Icon torpedoes.png Icon drones.png Weapon Damage +50% +20%
Icon tracking.png Turret/Drone Tracking -50% -20%
Icon ship sig.png Missile/Fighter Explosion Radius +50% +20%
Logo faction triglavian collective.png Spawns Extra Triglavian Sites Icon large green check.png

The headline in Plasma storms is the combination of penalties to damage application with bonuses to raw damage, which might encourage pilots to fit tools such as webs, tracking enhancements, and target painters to help their boosted damage apply.

Exotic

Exotic Strong Weak
Icon resist kin.png Kinetic Resists -25% -10%
Icon sensor resolution.png Scan Resolution +25% +10%
Icon miner i.png Mining Laser Cycle Time -25% -10%
Icon warp speed.png Warp Speed +100% +40%
Icon armor repairer i.png Icon shield glow.png Local Armor/Shield Repairer Cycle Time -25% -10%
Ore spodumain.png Spawns Extra Ore Anomalies Icon large green check.png

The boost to mining laser cycle times and the spawning of extra ore sites are good news for miners. The faster cycle time on shield boosters and armour repairers is a decidedly mixed blessing, increasing the power of active tanks but also increasing the burden they place on the capacitor. The warp speed bonus is subtler but might affect in-system hunting tactics: in an exotic storm's core, interceptors will move around a system at breath-taking speeds.

History

Metaliminal storms were announced on 4 August 2020 in a news post,[1] and were unleashed on 20 August.[2]

Within EVE's lore, the storms emerged amidst a Triglavian Invasion of empire space, with the Triglavian Collective seizing control of systems from the empires and transmuting stars for yet unknown ends. The initial storms were variants of the types found in Abyssal Deadspace, with added effects from their deadspace counterparts.

References

  1. ^ CCP Convict (4 August 2020). "Metaliminal Storms - New Update". EVE Online. Retrieved 21 August 2020.
  2. ^ CCP Dopamine (20 August 2020). "Metaliminal Storms Update Now Live". EVE Online. Retrieved 21 August 2020.