The Crimson Order News Bulletins


Eve Online • Ship size comparison videoWed 30th November 2016 11:10pm EST    

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Ascension Update Now LiveTue 15th November 2016 9:43am EST    

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Happy Veteran's Day from all of us here at TCOFri 11th November 2016 4:19pm EST    
We would like to thank all of our members who have served in the armed forces. Volunteering to put yourself in harm's way takes a special kind of person. You have made a choice to defend those whom you love, protect your way of life and sacrifice many of your freedoms for that of the rest. The accumulated time away from family and loved ones, the loss of fellow brothers in arms and the operational tempo of always on the go take a large toll on you and everyone around you. Your sacrifice does not go unnoticed and is very much appreciated. Thank you for all you do, stay strong and keep the faith. Til Valhalla

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DEPLOYMENT OF EVE ONLINE: ASCENSION POSTPONED UNTIL 11/15Wed 2nd November 2016 7:55pm EDT    
Following a review of the testing status of EVE Online: Ascension, we have reached the decision to postpone the deployment of the expansion by one week, which shifts the release date from the previously announced date of 2016/11/08, to the following Tuesday, 2016/11/15.

This extra week before release is required in order to allow us to perform further quality assurance testing and ensure that we launch into a new era for EVE Online as smoothly as possible.

EVE Online: Ascension will bring some of the most deep and fundamental changes in the history of New Eden, including a new access paradigm that will allow pilots to play EVE Online for free, in the form of Clone States.

The arrival of Engineering Complexes, a new set of colossal structures that will form a key part of the industrial backbone of corporations and alliances across the cluster is also set to shake up the economy, alongside a full rework of command boosts, new effects generators for Titans, a rebalance of the Rorqual, the fitting simulator and brand new explosion effects, as well as more activity in the asteroid belts of New Eden in the form of non-capsuleer resource gathering operations.

You can find out more about all these features that are coming to EVE Online on November 15th by heading on over to EVE Updates, which has now been updated to reflect the new launch date for EVE Online: Ascension.

If you’d like the latest information on EVE Online: Ascension, be sure to tune in to the EVE Vegas Live Stream this Friday, Saturday and Sunday (October 28-30) for presentations on upcoming features by our development team at EVE Vegas.

For full details of the schedule of EVE Vegas, please see this Dev Blog.



Please note: The postponement of the Ascension deployment does not affect the already announced changes to the EULA. These will still come into effect on Tuesday, November 8th, 2016.

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Gaming NewsSat 22nd October 2016 10:26pm EDT    
What do most games have in common? Drum roll - nope - not what you expected. The answer is soft drink machines. Great collection of pictures of soft drink machines in games at - Video Game Soda Machine Project

And now for something more serious - gaming voice actors have gone on strike. Story at http://www.npr.org/sections/alltechconsidered/2016/10/22/498954253/voice-actors-strike-against-video-game-companies

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EVE Online - Command Bursts Visual EffectsWed 19th October 2016 8:13pm EDT    

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EVE Online: CLONE STATES - POST CSM SUMMIT ROUNDUPWed 19th October 2016 8:03pm EDT    


Hello and welcome to the third and final blog on Clone States before EVE’s November expansion. Clone states will allow all past and future EVE players to play for free for as long as they want. If that doesn’t sound familiar, go check out the announcement blog here for more details.

In the last installment, which you can read here, we summarized post-announcement feedback and discussed our strategy going into the CSM summit. The summit has now come and gone (read minutes here), so let’s talk about what we learned and what we’re planning to change about the Clone States feature before the expansion hits.

First of all, I want to say that this particular summit was fantastic. Despite being an almost completely new group, the entire CSM seemed engaged, organized and professional. They worked hard, respected both us and each other, and provided information and insight on Clone States as well as many other features. Okay, before this feels too much like a love letter to Bobmon, let’s keep moving.

[color=crimson]Simultaneous Logon for Alphas:[/color]

The CSM’s number one focus for Clone States matched the biggest concern from general player feedback: simultaneous Alpha clone logon must be limited. We agree and so we are planning to implement restrictions that keep any Alpha account from passing character select if another EVE client is already active. This will be true even if the other client is Omega. Bypassing these restrictions will also be a breach of the EULA and may lead to penalties and punishments and all that nasty stuff that our security team does if they catch you being bad.

There are two reasons to make this kind of restriction. The first and most obvious reason is the potential for abuse and exploitation. The second, which the CSM focused on heavily, is that we don’t want to create a situation where normal players feel obligated to run Alpha alts. It would be unfortunate if every player has to choose between running an alt (which isn’t necessarily fun) or feeling disadvantaged against players who do. We’ve been deliberately trying to remove this kind of system (see off grid links) and certainly don’t want to add a giant new version of it with Clone States.

[color=crimson]High-sec and Suicide Ganking:[/color]

The topic of high-sec ganking was the first thing to follow after simultaneous logon. This subject is pretty complex, and discussion on it during our first session soaked up 45 minutes without any signs of slowing. The general concern is simple: free accounts will make suicide ganking easier and therefore more common, which is bad. But, the reason we were able to burn half our meeting so quickly is that basically all the assumptions baked into that concern are up for debate. Will it actually be easier? Will it then be much more common (will more people do it)? Is that bad? How much high-sec ganking is the right amount? Both us and the CSM aren’t clear on all of these questions, so here’s what we’re going to do.

First of all, we know we have a solid solution for limiting the impact of Clone States on high-sec if we need it: we can lock safety settings for Alphas to ensure they can’t commit crimes. We are planning to keep that solution at the ready if we see substantial negative impact after the release, but make no limitations initially. This approach follows a philosophy that we’ve been trying to pursue for the Clone States feature in general, which is to deliver the most full and unhindered EVE experience we can for Alphas.

The CSM were satisfied with this as long as we commit to watch the results and act quickly if things go sideways. We agree this is the best path forward, and plan to closely monitor actual behavior changes as well as feedback channels after release.

[color=crimson]What Happens If I Lapse With…[/color]

Moving right along! We have a group of situations that emerge when a skill is needed to install or create something, but then isn’t needed afterwards. This includes jump clones, implants, planetary colonies, corporations, and more. The question is, what happens if I use these skills as an Omega clone, then lapse with the benefits still in place. We think that in almost all of these cases it will be fine to let you continue to take advantage of these benefits as an Alpha as long as no new installations are possible. That means that if you’re an Alpha, but you installed a nice set of implants and 3 jump clones some time ago when you were Omega, you can just go on using them as an Alpha. However, you won’t be able to install any new implants or jump clones that require skills outside the Alpha set until you resubscribe, reactivating your Omega skills.

The one stand-out exception here is Planetary Interaction. If you lapse to Alpha, you will keep ownership of your colonies and they will keep running, but you won’t be able to collect any resources from them until going back to Omega State. We don’t want infinite free PI farms and we doubt (most of) you do either so we feel this is a sensible solution.

[color=crimson]The Alpha Set[/color]

Through discussion at the summit we did come across a few smart changes for the Alpha list, so here they are in no particular order:

Adding Infomorph Psychology at level I – this allows one jump clone for Alpha characters, a very helpful tool for new players, especially if they want to dive head first into a distant nullsec corp
Increase skill requirement for Entosis Link I module to Informorph Psychology II (was Infomorph Psychology I) – to allow Alphas to use jump clones we must also make this change to prevent Alphas from using Entosis Links
Raising Drones skill to V for Caldari and Minmatar (was III)
Add Gas Harvesting II to all factions – no reason for Alphas to not have this activity available
Lower Electronic Warfare to III for all factions (was IV) – not sure how this was at 4 to begin with but it’s safe to say we would rather not make tech II ECM an Alpha capability

[color=crimson]But that’s not all![/color]

There’s a few more odds and ends worth mentioning which came from the summit. Each of these still has some uncertainty associated with it, either because of timeline or exact execution details, but they are all items the CSM pushed for that we hope to have included with Clone States.

A small manufacturing tax applied to Alpha industry jobs. The industrialists on the CSM (looking at you Ayrth) pushed hard for this. It should have low impact on legitimate new players but saves min-maxing producers from spinning up tons of production alts for low end goods, which is good for them and for everyone else in the economy. We are still exploring the best way of implementing but we hope to have some form of it working at release.
Alphas won’t be able to fuel star bases. This was suggested as an easy way to keep everyone from having free alts distributed to set timers perfectly. This restriction feels a tad arbitrary but POS fueling isn’t exactly a job we desperately hope new players will find themselves assigned to so we’re fine including it
Skill Extraction will be allowed for Alphas. This is another one of those areas where we can see potential issues down the line with SP farming, but we also really want returning players to have the option to extract old skills if they like. This could be a good path for many returners to go Omega, or just fund for some startup ships and modules. Of course, we won’t allow Alphas to extract skills in the Alpha set, but we may need even further restrictions later. It’s an easy one for us to keep an eye on so we will just update later with changes if they are needed.

Okay, that’s all!

That pretty much does it for the post-summit round-up. Clone States will bring big changes for the entire EVE universe, many of which we can’t anticipate, so we have time carved out for follow-up tweaks based on how things go in November. For now, we feel confident that we’re in good shape for release.

Thanks again to the CSM for coming to Reykjavik and talking quite a lot with us, and thanks to all of you for all the feedback you’ve given to this feature since its initial announcement.

Fly free o/

- Team Size Matters on behalf of The EVE: Online Development Team

[color=crimson]COMMAND BURSTS AND THE NEW WORLD OF FLEET BOOSTING[/color]

[color=crimson]CLONE STATES - POST CSM SUMMIT ROUNDUP FULL POST[/color]

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EVE promotions list 10/17/2016Mon 17th October 2016 1:54pm EDT    
Please congratulate the following players:

New Officers:
Korran Acoron to Director of Industry
Evianie to Fleet Commander
Shiro Kuo to Wing Commander

New NCO:
Tehutu Egupt to Station Service Manager

New Full Members:
Zain

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Possible Discord Service Disruption for Oct 19thMon 17th October 2016 9:56am EDT    
ALCON: Be advised discord has an update planned for Oct 19th 0200-0300 PDT that could cause "up to 30 minutes of service disruption." If you experience issues during this time don't worry, service will be restored shortly. Updates can be found HERE

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EVE Online BUILDING DREAMS: INTRODUCING ENGINEERING COMPLEXEThu 13th October 2016 2:31pm EDT    


Greetings productive capsuleers!

Today we’re glad to share with you another update on what the EVE Online team is working on in the run up to EVE Online: Ascension.

We have a huge number of features coming your way in Ascension including clone states, command bursts, mining foreman gameplay, updated NPE, new procedurally generated NPCs and much more. It’s now time to focus on some of the larger (we’re talking hundreds of kilometers in diameter) features that will be arriving in New Eden this November.

This November the Upwell Consortium will be introducing a new set of Standup-brand service modules that will expand comprehensive research and manufacturing support to the entire line of Upwell structures. These service modules will be fully compatible with existing Citadel structures, and Upwell will simultaneously be releasing a new set of Engineering Complex structures which are bonused for optimal performance with these service modules.

Initially codenamed Industrial Arrays, Upwell’s new line of Engineering Complexes are the second stage in the overhaul of the structures system in EVE Online. Arriving in the same size classes as Citadels (medium, large and extra-large), these new platforms are similar in function to the already familiar (and widely used) citadels. While Citadels focus on peak defensive capability, Engineering Complexes are more specialized towards research and manufacturing.

At Your Service: Engineering Service Modules and Rigs
With the arrival of Ascension, a selection of new Standup service modules will be made available to expand the functionality of Upwell structure and allow player organizations to tailor their structure to their needs more closely. These new Engineering Service Modules will be available for any type of Upwell structure (currently Citadels and Engineering Complexes) unless specifically noted:

Standup Manufacturing Plant I – allows manufacturing of items and ships. This does not include capital and supercapital class ships which have their own dedicated service modules
Standup Capital Shipyard I – allows manufacturing of capital ships and can only be installed in large and XL citadels and Engineering Complexes in lowsec, nullsec and wormhole space
Standup Supercapital Shipyard I - allows manufacturing supercapital ships and is exclusive for the Sotiyo XL Engineering Complex. This service module also requires capsuleer alliance sovereignty and the “Supercapital Construction Facilities” Infrastructure Hub upgrade
Standup Research Lab I – allows research and copying of blueprints
Standup Invention Lab I – allows invention of Tech 2 and Tech 3 blueprints

These new Engineering Service Modules are fully functional out of the box, but to get the best performance from them you will want to combine them with Engineering Rigs for your structures. These new rigs are available for all Upwell structures and provide significant bonuses to specific forms of industrial activity, allowing corporations to customize their structures to meet their specific needs.

Like existing Upwell structure rigs, Engineering Rigs provide the same strength of bonuses at each size category. The primary benefit of upgrading to larger rigs (on larger structures) is that larger rigs are more generalized in their bonuses and smaller rigs are more specialized. This allows larger structures to gain bonuses to more types of industrial activity than their smaller brethren.

For example, a corporation can potentially rig their Medium Raitaru Engineering Complex to receive the maximum possible Material Efficiency (ME) bonuses for constructing small and medium T1 ships, and significant cost reduction to invention jobs by filling its three available rig slots with:

Standup M-Set Basic Small Ship Manufacturing Material Efficiency II
Standup M-Set Basic Medium Ship Manufacturing Material Efficiency II
Standup M-Set Invention Cost Optimization I
If that corporation upgraded to a X-Large Sotiyo Engineering Complex they would be able to get the exact same ME bonuses to production of small and medium T1 ships, while also receiving rig bonuses to a larger variety of industry jobs by installing:

Standup XL-Set Ship Manufacturing Efficiency II
Standup XL-Set Laboratory Optimization I
Standup XL-Set Reprocessing Monitor II
This rig setup provides the maximum ME and Time Efficiency (TE) bonuses to all ship manufacturing, as well as improving cost and duration for all research, copying and invention jobs and enabling maximum reprocessing yield all in the same giant structure.

Thanks to the greater generalization of larger rigs, there will be a total of 64 available M-Set Engineering Rigs, 32 L-Set Engineering rigs, and 8 XL-Set rigs to choose from (including both T1 and T2 variations).

Another area of similarity between the new Engineering Rigs and the existing Citadel Rigs is that the bonuses provided by these rigs changes depending on what type of space their structure is anchored within.

Each Engineering Rig has three sets of bonuses:

One base value for highsec space
One for lowsec space that has a 50% higher bonus than the base value
One for nullsec and wormhole space that has a 67% higher bonus than the base value
All three Engineering Complex structures receive a 25% bonus to the strength of all Engineering Rigs, just like bonus citadels receive for the structure combat rigs.

Tech 1 rigs that provide manufacturing material input benefits have the following bonuses:

Highsec: 2.4%
Lowsec: 3.6%
Nullsec: 4%
Tech 2 rigs that provide manufacturing material input have the following bonuses:

Highsec: 2.88%
Lowsec: 4.32%
Nullsec: 4.8%
Tech 1 rigs that provide manufacturing or science job speed benefits have the following bonuses:

Highsec: 24%
Lowsec: 36%
Nullsec: 40%
Tech 2 rigs that provide manufacturing or science job speed benefits have the following bonuses:

Highsec: 28.8%
Lowsec: 43.2%
Nullsec: 48%
Tech 1 rigs that provide science cost reduction benefits have the following bonuses:

Highsec: 12%
Lowsec: 18%
Nullsec: 20%
Tech 2 rigs that provide science cost reduction benefits have the following bonuses:

Highsec: 14.4%
Lowsec: 21.6%
Nullsec: 24%
With the 25% bonus to rig effect strength on all Engineering Complexes, the maximum material input bonus available from an Upwell structure after the Ascension expansion will be 6%.

With the same 25% rig effect strength bonus and the built-in 15% job speed bonus on the Sotiyo Engineering Complex, the maximum job speed bonus available from Upwell structures in Ascension will be 66%.

And finally the maximum science job cost reduction bonus available from these structures will be 30%.

Although these Engineering Service Modules and rigs are perfectly functional when fit to existing Citadel structures, they will really shine when used on the newest line of Upwell structures: The Engineering Complexes.

Engineering Complexes have a lot in common with Citadels, and share much of the same core functionality. In a lot of ways, the relationship between Citadels and Engineering Complexes is much like the relationship between different classes of spaceships in New Eden. They share many of the same mechanics but differ in certain aspects like cost, module slots and bonuses.

Some of the key similarities between Engineering Complexes and Citadels are:

Both Engineering Complexes and Citadels are built and deployed in the same way, with the same deployment location restrictions (not allowed in certain newbie or trade hub systems, must be placed at least 1000 km from other Upwell structures). Both use the same 24-hour anchoring process
Both Engineering Complexes and Citadels use the same vulnerability, reinforcement and damage cap system for defense. The damage caps for each size of structure remain the same whether that structure is a Citadel or Engineering Complex
Both Engineering Complexes and Citadels use the same asset safety system for recovering contents when destroyed or unanchored
Both Engineering Complexes and Citadels use the same access list system for managing access to the structure and its services
Both Engineering Complexes and Citadels use Standup-brand modules and most of these modules can be fit to both types of structures. All the Citadel Service Modules can be used in Engineering Complexes, and most Engineering Service Modules can be used in Citadels
Both Engineering Complexes and Citadels are dockable and include tethering for nearby friendly ships. All core functions like refitting, contracts and direct trade are available in both lines of structures
As we continue to add new core functionality to Upwell structures over time (such as the planned future additions of insurance and docked repair functionality), these functions will generally be added to all Upwell structure lines
Some of the major differences between the two classes of structures are:

While Citadels gain bonuses to combat rig strength and Citadel service module fuel use, Engineering Complexes gain bonuses to engineering rig strengths and engineering service module fuel use instead.
Engineering Complexes are significantly less expensive than Citadels.
Medium Engineering Complexes will cost approximately 40% less than Medium Citadels
Large Engineering Complexes will cost approximately 60% less than Large Citadels
XL Engineering Complexes will cost approximately 90% less than XL Citadels
Engineering Complexes have longer vulnerability periods and fewer hitpoints than Citadels
Each size of Engineering Complex has 33% fewer hitpoints than their Citadel counterpart
The Medium Engineering Complex will require 9 hours of vulnerability weekly, with 18 hours and 36 hours for the Large and XL Engineering Complexes respectively
The two larger sizes of Engineering Complexes have more limited docking abilities for their size compared to Citadels.
Medium Engineering Complexes allow docking of subcapital and Freighter vessels, the same as their Citadel counterparts
Large Engineering Complexes share the same docking restrictions as Medium structures. They can build capital ships and launch them from the internal dry docks but cannot accept docking of capital ships from outside
Extra Large Engineering Complexes share the same docking restrictions as Large Citadels. They can accept docking of normal capital ships, and can launch supercapital vessels from their internal dry docks, but they cannot accept docking requests from external supercapital ships
These tighter docking restrictions are what allowed us to keep the price of Large and XL Engineering Complexes so much lower than their Citadel counterparts without causing major balance issues
Before we move forward, we have one quick PSA about new structures and System Cost Index multipliers. In the long-term we hope to add a sovereignty upgrade that reduces the industry system cost index, to replace the bonus that currently exists on outposts. However, for the medium-term outposts will be keeping their existing bonuses to system cost index multipliers. This means that there will be some benefits from placing Engineering Complexes in the same solar system as an outpost (especially an Amarr outpost), as well as placing them into highsec systems with large numbers of NPC stations. Engineering Complexes themselves will have no impact on the system cost index multiplier (just like starbases).

Now let’s take a look at the three new structures in the Engineering Complex line. All three are named after important inventors and innovators in the history of New Eden.

The namesake of former Ishukone weapons researcher Tyma Raitaru, who pioneered the invention of modern day missile, the Raitaru is the smallest of the three Engineering Complexes and is comparable to the Astrahus in size and scale, offering facilities to manufacture anything except for capital and supercapital class hulls.

Similar to the Astrahus, the Raitaru will be able to accept all sub capital ships into dock, along with the Orca, Bowhead and freighter class hulls. Anything larger (capital or supercapital) however, will not be able to dock. This medium sized engineering facility provides an inexpensive way for corporations to build their own base of industrial activities.



RAITARU

Role Bonus:

25% bonus to all structure engineering rig effects
5% reduction in manufacturing and science required time
25% reduction in Engineering Service Module fuel consumption

Slot Layout: 3H, 2M, 1L, 3 Service, 1 Launcher

Fittings: 1,200,000 PWG, 15,000 CPU
Defense (shields / armor / hull): 4,800,000 / 4,800,000 / 4,800,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 5000
Fighter Slots: 0 Tubes
Weekly vulnerability hours: 9
Capacitor (amount / recharge / cap per second): 100,000, 3600s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, freighters

The required materials for building a Raitaru are:

Structure Construction Parts 1
Structure Hangar Array 1
Structure Storage Bay 1
Structure Laboratory 1
Structure Factory 1
Structure Repair Facility 1
Structure Reprocessing Bay 1
Structure Docking Bay 1
Structure Office Center 1
At current market prices this represents a build cost of approximately 700 million ISK (price is subject to capsuleer market fluctuations).

We believe that the Raitaru will represent an extremely popular form of structure for all kinds of activities. It will be the cheapest Upwell structure ever released up to this point and can therefore be used as a starter structure for relatively new corporations looking for a home of their own. It also matches the best structures in New Eden for targeted ME and cost bonuses thanks to the structure engineering rigs so a savvy corporation that picks its niche carefully can use these structures to break into many profitable markets.

The next step up from the Raitaru, the Azbel class Engineering Complex will perform the same functions as the Raitaru on a much larger scale, and even offers the option of being able to construct capital vessels.

Named after Li Azbel, a Gallente scientist who pioneered the first breakthroughs in faster than light communications, this massive structure would make a worthy home for a large industrial corporation or alliance.

The Azbel is larger and better defended than the Raitaru, offering more sustainability and flexibility. Typically designed to be used a large scale manufacturing center for research, copying, invention and manufacturing, it gains the generalization benefits of large sized engineering rigs to allow individual structures to provide a greater variety of bonuses.

AZBEL

Role Bonus:

25% bonus to all structure engineering rig effects
10% reduction in manufacturing and science required time
25% reduction in Engineering Service Module fuel consumption

Slot Layout: 4H, 3M, 2L, 5 Service, 2 Launcher

Fittings: 2,500,000 PWG, 30,000 CPU
Defense (shields / armor / hull): 14,400,000 / 14,400,000 / 14,400,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 15,000
Fighter Slots: 3 Tubes, 3 Light, 2 Support
Weekly vulnerability hours: 18
Capacitor (amount / recharge / cap per second): 200,000, 7200s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, freighters

The required materials for building an Azbel are:

Structure Construction Parts 6
Structure Hangar Array 4
Structure Storage Bay 4
Structure Laboratory 8
Structure Factory 8
Structure Repair Facility 4
Structure Reprocessing Plant 4
Structure Docking Bay 4
Structure Market Network 4
Structure Medical Center 4
Structure Office Center 4
Structure Advertisement Nexus 4
At current market prices this represents a build cost of approximately 5.2 billion ISK (price is subject to capsuleer market fluctuations).

As the focal point of corporation industrial activity and capital construction yards, the Azbel represents a great step forward for industry in New Eden.

The largest of the three structures, named after one of the co-creators of the first Caldari jump drive, the Sotiyo-Urbaata Drive, the Sotiyo serves as a large scale manufacturing and assembly site for everything from sub capital ships and modules up to supercapital class hulls.

The Sotiyo will be able to accept capital class ships into its docking bays, and will be able to install services for the production of the largest supercapital ships in New Eden.

Thanks to the generalization benefits of larger structure engineering rigs, one Sotiyo will be able to receive bonuses to all forms of manufacturing at once if desired, providing great convenience for its hard-working residents.

SOTIYO

Role Bonus:

25% bonus to all structure engineering rig effects
15% reduction in manufacturing and science required time
25% reduction in Engineering Service Module fuel consumption

Slot Layout: 6H, 4M, 3L, 6 Service, 3 Launcher

Fittings: 4,000,000 PWG, 50,000 CPU
Defense (shields / armor / hull): 72,000,000 / 72,000,000 / 72,000,000
Resistances (EM/Therm/Kin/Exp): 20 / 20 / 20 / 20
DPS Cap: 75,000
Fighter Slots: 5 Tubes, 5 Light, 3 Support
Weekly vulnerability hours: 36
Capacitor (amount / recharge / cap per second): 400,000, 14,400s, 27.8
Max Locked Targets: 8

Docking allowed for: all subcapital ships, standard capital ships

The required materials for building a Sotiyo are:

Marines 250
Janitor 500
Structure Construction Parts 60
Structure Hangar Array 40
Structure Storage Bay 40
Structure Laboratory 80
Structure Factory 80
Structure Repair Facility 10
Structure Reprocessing Plant 10
Structure Docking Bay 10
Structure Market Network 10
Structure Medical Center 10
Structure Office Center 10
Structure Mission Network 1
Structure Electromagnetic Sensor 1
Structure Acceleration Coils 1
Structure Advertisement Nexus 8
At current market prices this represents a build cost of approximately 30 billion ISK (price is subject to capsuleer market fluctuations).

The Sotiyo is a behemoth of a manufacturing facility, able to produce everything a corporation, alliance, or indeed a coalition needs. From the ground up it is designed to support manufacturing on the largest scale and has the ability to act as a fleet shipyard, churning out capital and supercapital class vessels and serving as a vital node in an alliance or coalition’s sphere of industrial operations.

As mentioned earlier in the blog, asset safety works exactly the same in Engineering Complexes as it does in Citadels. In both types of structures this expansion will bring the first interaction between asset safety and industry jobs.

When a structure triggers asset safety (usually by blowing up) while a manufacturing or science job is in progress, any BPOs involved in the job will be sent to asset safety. The other materials that were a part of the job (including BPCs), as well as any completed but undelivered job outputs, will have a chance to drop into the structure wreck just like structure modules. Any delivered job outputs will be in the normal hangar locations and will enter asset safety as usual.

As we continue to add more Upwell structures and more functionality to existing structures we are receiving understandable questions about the long term plan for phasing out legacy starbases and outposts.

We are still committed to replacing starbases and outposts with more effective and user-friendly Upwell structures over the long term, but we are not rushing this transition. We want to ensure that the new structures replace all the important functionality from older structures and that we can fully polish the user experience of these structures before phasing out any existing legacy structures.

We are not removing any legacy structures in Ascension, nor are we removing any bonuses from these legacy structures. Your starbases and outposts will still have the same industry bonuses and capabilities for the medium-term. We know that once we complete the task of polishing these new structures and creating new tools for players to build their empires, the community will continue the transition to the new structures on their own. This process will be a slow and careful one because we want to make sure we get it right.

We are able to announce one small but significant step forward that we have planned for the near future in this transition plan:

Our current plan is that as of our December release (the first regular monthly release after the expansion) it will no longer be possible to deploy new outposts or outpost upgrades.

Existing outposts will continue to work perfectly and will not have any of their bonuses removed at this time. We believe that we have now come far enough in the new structure plan to be able to phase out the new outpost deployment process as a first step towards the eventual transition to Upwell structures. Anyone who wishes to deploy an outpost or outpost upgrade should make sure to do so before December.

It's possible that this outpost plan could change depending on how the initial Engineering Complex release works out, but if it does change we’ll keep you informed.

We’ll continue keeping you all up to date as we get closer to being ready for more transition steps over the long term.

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Citizencon 2016 Full PresentationWed 12th October 2016 3:34pm EDT    

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A History of the Great Empires of New EdenMon 10th October 2016 6:26pm EDT    

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EVE Online is now a Tier Two Chapter!Fri 7th October 2016 3:23pm EDT    
Congratulations to the EVE chapter for meeting the requirements for a Tier Two chapter! Private member forums for discussing more sensitive matters in relation to the game will be help.

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Mining Foreman Updates Coming to EVE!Tue 4th October 2016 11:59pm EDT    
FULL ARTICLE HERE


MINING FOREMAN REVOLUTION
2016-10-04 17:12 By Team Five 0 | Comments
Hello prolific capsuleers!

The EVE Online team is continuing to work hard on the upcoming November expansion, and today we’re ready to share another dev blog with all of you!

This is the second dev blog in our series on “Command Bursts”, the new and improved system for providing bonuses to your allies.

The first blog covered the goals of the new system, the new mechanics, and the plan for leadership skills and other modifiers. We’ve been continuing to update that original blog as we’ve made changes to the plan thanks to your feedback, so it’s a great reference for getting an overview of the system as a whole.
This blog will go into detail on the changes to mining foreman gameplay, including the Mining Foreman Bursts, changes to the Rorqual and Orca, and the new Porpoise-class industrial command ship.
Blog three will focus on the balance tweaks being made to combat-focused boosting ships that will release alongside the new system.
Blog four will be released right before the November expansion and cover all the changes to the plan we made thanks to your feedback. It will also summarize all the ship and module balance changes in the November release for easy reference.
This will be a giant blog covering several topics related to mining foreman gameplay, so we’ll start with a table of contents. If you don't have time right now for 7000 words and just get to the TL:DR click here.

Mining Foreman Ship Progression
The Three Pillars of Mining Foreman Gameplay
Mining Foreman Burst Details
Mining Drones Revisited
The Porpoise
The Orca
The Rorqual
Other ORE ship changes
TL:DR and conclusion


Mining Foreman Ship Progression: Choosing the Best Tools for Your Operation
Mining foreman ships are absolutely crucial to the resource collection gameplay in EVE Online, and we are committed to creating a compelling set of ships with strong shared features and a logical progression. This progression is especially key, as it allows players to choose how much investment and risk their mining organization is comfortable with. Each level requires higher investment and more teamwork in order to provide ever-greater benefits.

After the November expansion, the progression of mining foreman options will be:

The new affordable and mobile Porpoise-class Industrial Command Ship
The Orca-class full-sized Industrial Command Ship
The Rorqual-class Capital Industrial Ship – without the Industrial Core module active
The Rorqual – with the Industrial Core module running


We believe all four of these choices will be valuable options for players in different circumstances and each option fills its own niche for different types of mining operations. We’ll go into all the detail about each of these ships and modules later in the blog, but first let’s discuss what they all have in common: the three pillars of mining foreman gameplay.



The Three Pillars of Mining Foreman Gameplay
In order to provide the best experience for mining operations large and small, we knew that there was a set of three key roles that each mining foreman ship would need to fulfil simultaneously. In the existing system, only the first role was being achieved to a satisfactory level and achieving these roles has been at the core of our work on this new system. Those of you who have watched our Fanfest presentations, tuned in for The o7 Show or discussed these issues with us on the forums and at meetups will recognize these three pillars as we’ve been talking about them for quite some time to gather community feedback.



Mining Foreman Pillar #1: Help fleetmates mine more effectively

This is the most obvious pillar of mining foreman gameplay and it’s the only pillar that is currently being met to a significant degree. In the new system we are converting the existing mining fleet boosting gameplay over to the new AoE “Command Burst” system described in the previous blog.

Each of the mining foreman ships share the same core tools for helping other players mine more effectively, with improved bonuses across the progression as investment increases:

Mining Foreman Bursts, which provide timed bonuses to mining speed, mining range, and crystal durability to all fleetmates within the area of effect
Long-range survey scanners that allow the mining foreman ships to effectively coordinate their mining operations and provide valuable intel to allies miners
Range and speed boosted tractor beams to collect containers of ore from around the asteroid belt
Large ore holds and fleet hangars to effectively store and move the ore collected during their operation
The Orca and Rorqual also have ship maintenance bays that allow their allies to refit and even switch ships in space
Mining Foreman Pillar #2: Defend the mining operation

Mining operations can find themselves under threat by a number of sources, from NPC pirates to other players. Although some mining ships can already do an amazing job of defending themselves (most notably the Procurer and Skiff), we want to ensure that mining foreman ships all have their own teeth to serve as the protector of their mining operation. This defense functionality takes a few forms:

All mining foreman ships will have drone damage bonuses which give them the offensive capability to kill NPCs and make capsuleer attackers think twice before engaging
All mining foreman ships also get bonuses to remote shield boosting which allow them to heal the members of their mining operation
The Orca and Rorqual gain bonuses to Shield Command Burst modules (in addition to their Mining Foreman Burst bonuses) which make them well suited to increasing the shield defenses of their fleetmates
The Rorqual has the ability to use a unique defensive superweapon called the Pulse Activated Nexus Invulnerability Core, giving it the option of making itself and its mining operation invulnerable and immobile for between 5 and 7.5 minutes
Mining Foreman Pillar #3: Contribute with powerful mining drones

The third pillar is the biggest change from the existing mining foreman gameplay, and the #1 request we’ve been hearing from the community on this topic over the past few years. All mining foreman ships should have their own mining ability to allow them to contribute directly to the results of their mining operation, and give them productive gameplay in between their other tasks.

We decided early on that mining drones would be a better fit than mining lasers for achieving this pillar, as these mining foreman ships would already have plenty of other things competing for highslot space.

To aid with this pillar, we are fleshing out the mining drone skills and progression in November. More details about those mining drone changes can be found later in this blog.

When equipped with mining drones these ships will all provide significant mining yield, with improved mining rates coming from the larger ships.

Thanks to the new Excavator mining drones, the Rorqual will become the most powerful mining ship in the game even without the use of the Industrial Core. With the Industrial Core active it will be in a league of its own, essentially a one-ship mining operation.

These three pillars are visible in each of the mining foreman ships, giving players the option of choosing whichever ship best matches the needs of their particular mining operations.

We’ll dive into the details about any ships soon, but first let’s go over the specifics of the new Mining Foreman Bursts and the revamped mining drones that will be used by all three ships.



Mining Foreman Burst Details
If you’ve read the previous dev blog and forum thread covering the Command Burst system, you’ll already be familiar with most of the information this section. In that case feel free to skip to the next section most of this will be repeated information. However, we want to include a quick refresher on the basic information so that people who just want to learn about mining foreman gameplay can get everything they need in one blog.

Command Bursts are high-slot modules that can be fit on the same classes of ships that can currently fit Warfare Links and will be replacing their functionality. There will be five types of Command Burst modules at launch, one for each of the existing fleet boost groups: Armor, Shield (formerly known as Siege), Information, Skirmish, and Mining.

These modules must be loaded with ammo in order to activate, and the ammo choices determine which bonus the module will provide to nearby fleetmates. Ammo can be swapped in the field to change bonuses as the situation changes, although a reload time of between thirty seconds and one minute means that choosing the right time to swap bonuses is important.

The ammunition for Command Bursts will be compact, inexpensive and manufactured by players primarily from the raw materials of ice products.

The burst charges themselves are planned to have a volume of 0.01 m3, and the modules themselves will have a capacity of 3 m3. This means that if you don't want to change ammo types you can boost for 5 hours continuously without reloading.

The blueprint originals for each of these charge types will be sold by NPCs, just like other T1 charges.

The current plans for material requirements for batches of the burst charges are as follows (base values for an unresearched blueprint):
Batch size for all burst charges is 500.

All information command burst charges:
100 units of Helium Isotopes
100 units of Nitrogen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All skirmish command burst charges:
100 units of Oxygen Isotopes
100 units of Hydrogen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All shield command burst charges:
100 units of Hydrogen Isotopes
100 units of Nitrogen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All armor command burst charges:
100 units of Helium Isotopes
100 units of Oxygen Isotopes
300 units of Heavy Water
100 units of Tritanium
100 units of Isogen

All mining foreman burst charges:
500 units of Heavy Water
500 units of Tritanium
500 units of Isogen

This means that the cost of an individual burst charge should land between 200 and 500 ISK, with the mining burst charges costing a bit less than the combat ones.

Command Burst modules will also require a moderate amount of capacitor to activate.

When activated, the Command Burst will apply bonuses to all fleetmates within range of the boosting ship in a sizable sphere. Imagine a smartbomb that buffs your friends instead of damaging ships and you’ll get the idea. Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. The area covered by the burst is clearly indicated by their visual effect:



When a fleetmate is hit by the Command Burst, their ship will receive a timed bonus lasting between 60 and 130 seconds that continues to operate even if they move out of range, or if the boosting ship dies. The bonus persists through warps within a system, but does not persist through docking and undocking or through system changes. The bonus is applied to the ship rather than the character, so swapping ships in space leaves the buff on your unpiloted old ship rather than having it follow you to the new ship. Since the burst that applies the timed bonus is instantaneous, any ships that enter range after the burst goes off will need to wait until the next cycle to receive their bonus.

Command Bursts will not apply their bonuses to any fleetmates that are tethered to a structure (like a Citadel or Engineering Complex) or within a starbase force field, and ships cannot activate their Command Burst modules if they themselves are within a force field.

Fleet hierarchy does not matter for these new bonuses, so any fleet member can provide bonuses to any fleetmate that is within range. All existing bonuses that use fleet hierarchy will be removed in the November expansion. This means that passive bonuses provided to entire fleets from skills, implants and ship hulls will be removed and replaced with this new active module system.

There will be restrictions on what ship types can fit Command Bursts and how many Command Bursts can be fit to any individual ships. We are planning on converting Command Processors (the module that allow a ship to fit more links) into a rig, which should go a long way towards addressing a current source of imbalance between armor and shield tanked boosting ships.

If a ship is allowed to fit multiple Command Bursts, they are welcome to fit multiples of the same type of Burst module or mix and match Burst module types. So if an Orca pilot wishes to provide three types of Mining Foreman boosts to its fleet at the same time it will be welcome to fit three Mining Foreman Bursts and load each module with a different ammo. Or it could fit two Mining Foreman Burst modules and one Shield Command Burst module and swap ammo on the fly to provide whatever bonuses are most appropriate to the situation.

Like existing warfare links, multiple copies of any given Command Burst bonus do not stack on top of each other. The Command Burst system will only apply the bonus from the strongest version of each Command Burst effect that is applied to any given ship. However, Command Burst bonuses do stack on top of bonuses from other sources (such as modules and implants) and this interaction may be subject to diminishing returns (stacking penalties) depending on the attribute being affected.

Our plan for skill requirements in the new system is:

Tech 1 Mining Foreman Bursts will only require Leadership level 1 and Mining Foreman level 1
Tech 2 Mining Foreman will require Leadership level 5 and Mining Director level 1
All Command Bursts modules (including Mining Foreman Bursts) share these common stats:

Module cycle time: 1 minute
Base module reload time: 1 minute (reduced by skills and ship bonuses)
Base Command Burst AoE range: 15km (increased by skills and ship bonuses)
Base bonus duration: 1 minute (increased by skills, implants and ship bonuses)
I’ll list the base bonus ammunition type and the maximum bonus available with the most powerful ship/module bonuses and max skills/implants. Then we’ll go over all the potential bonuses individually. You’ll notice that in several cases we have combined the effects of multiple old warfare links into one Command Burst.

Ammunition types for the Mining Foreman Burst:

Name

Effects

Base Bonus

Maximum Bonus

Mining Laser Field Enhancement

Increases range of mining lasers, strip miners, ice harvesters, gas harvesters, and survey scanners

+30%

+114.26%

Mining Laser Optimization

Reduces cycle time and capacitor use of mining lasers, strip miners, ice harvesters, and gas harvesters

-15%

-57.13%

Mining Equipment Preservation

Reduces volatility of mining crystals

-15%

-57.13%



Available modifiers to Command Bursts:

Modules and Rigs

Bonus

Tech 2 Command Burst Modules

+25% Command Burst Effect Strength

Command Processor Rig

If ship is allowed to fit Command Burst Modules, can fit +1 additional Command Burst Module

T1 Industrial Core (while active)

+25% bonus to Mining Foreman Burst strength

+150% bonus to Mining Foreman and Shield Command Burst Area of Effect Range

T2 Industrial Core (while active)

+30% bonus to Mining Foreman Burst strength

+200% bonus to Mining Foreman and Shield Command Burst Area of Effect Range



Skills

Bonus

Leadership

+6% Command Burst Area of Effect Range per level

Wing Command

+5% Command Burst Area of Effect Range per level

Fleet Command

+4% Command Burst Area of Effect Range per level





Mining Foreman

+10% Mining Foreman Burst Effect Duration per level





Mining Director

+10% Mining Foreman Burst Effect Strength per level





Command Burst Specialist

-10% Command Burst reload duration per level



Implants

Bonus

Mining Foreman Mindlink

+25% bonus to Mining Foreman Burst Effect Strength and Duration





ORE Mining Director Mindlink (NEW)

+25% bonus to Mining Foreman and Shield Command Burst Effect Strength and Duration





Ship Bonuses

Bonus

Porpoise (NEW)

Can fit two Command Burst modules

+2% bonus to Mining Foreman Burst Strength and Duration per skill level

Orca

Can fit three Command Burst modules

+3% bonus to Mining Foreman Burst Strength and Duration per skill level

+1% bonus to Shield Command Burst Strength and Duration per skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range

Rorqual

Can fit three Command Burst modules

Can fit one Pulse Activated Nexus Invulnerability Core module

+5% bonus to Mining Foreman Burst Strength and Duration per skill level

+3% bonus to Shield Command Burst Strength and Duration per skill level

Role Bonus: +50% bonus to Command Burst Area of Effect Range





Mining Drones Revisited
Mining drones have been a part of New Eden since the earliest days of EVE Online, but were generally eclipsed when Mining Barges and later Exhumers were added, increasing the mining yield baseline. The mining foreman ships will be receiving significant bonuses that make mining drones excellent options on those ships, and this has provided us an opportunity to flesh out the line of mining drones and mining drone skills.

In the November expansion we will be adding several new mining drones (including the first ever ice mining drones) and some new mining drone skills to go with them.

Let’s start with the new skills! We’re adding three new Mining Drone skills in November, which both enable the new line ice harvesting drones and allow players to more meaningfully specialize in mining drone gameplay.

Mining Drone Specialization: 2% bonus to the mining yield and max velocity of drones requiring Mining Drone Specialization per level.

This skill enables greater specialization in drone mining for pilots who wish to become the best mining drone operators possible.
Mining Drone Specialization is a tier 5 skill.
Mining Drone Specialization requires Mining Drone Operation level 5 in order to start training.
In the November expansion, only two new drone types (‘Augmented’ Mining Drones and ‘Excavator’ Mining Drones) will require and gain benefits from Mining Drone Specialization. At a later point after players have had ample time to train it, we plan to eventually add Mining Drone Specialization level 1 to the skill requirements of the Mining Drone II which will extend the benefits of this skill to those drones.
Ice Harvester Drone Operation: 5% reduction in ice harvester drone cycle time per level.

This will be the first tier skill for the new ice harvester drones that are being introduced in the November expansion.
Ice Harvester Drone Operation is a tier 2 skill.
Since it reduces cycle time instead of increasing yield this skill is a bit more powerful than Mining Drone Operation.
Ice Harvester Drone Specialization: 2% reduction in cycle time and bonus to max velocity of drones requiring Ice Harvester Drone Specialization per level.

This is the second tier specialization skill for the new ice harvester drones.
Ice Harvester Drone Specialization is a rank 5 skill.
From day one all advanced ice harvester drones (T2, Augmented, and Excavator) will require Ice Harvester Drone Specialization and therefore gain its benefits.


To go along with these new skills, we are also fleshing out the lineup of mining drones themselves!


(Click image for a larger, animated version)

The Mining Drone I will be receiving a 25% buff to mining yield, to help shrink the gap between T1 and T2 drones to a more reasonable level
The Mining Drone II will remain largely unchanged in November, as it represents the current baseline for drone mining. In a future release after November we will be adding Mining Drone Specialization level 1 to its skill requirements (which will allow it to receive the benefits of that skill) but we’ll be giving some time for interested capsuleers to train the skill before making that change
The rare Harvester Mining Drone will be receiving some buffs to position it as an expensive but useful faction version of the normal mining drones. It will keep very low skill requirements and gain buffs to speed (remaining slower than T1 mining drones, but faster than today), hitpoints and mining yield. We will also be re-introducing a new way of obtaining these drones so that their supply can begin to slowly increase to a sustainable level. They will be very rare drops from a new set of NPCs that will be announced in the near future
We are adding a new set of ‘Augmented’ Mining Drones in the November expansion. Like the existing ‘Augmented’ combat drones, these will be special rogue drone versions of the drones that are both faction and T2. They will be manufactured using blueprints and components looted from rogue drones. They will require the Mining Drone Specialization skill and gain its benefits. The base stats of the ‘Augmented’ Mining Drones will also be very powerful, gaining about 9% more mining yield than T2 mining drones. They’ll also benefit from improved speed and hitpoints
The new ‘Excavator’ Mining Superdrones are the ultimate culmination of drone mining technology. These giant drones (pictured above) are the result of secretive ORE research into rogue drones. They can only be used by Rorqual-class capital industrial ships. By themselves a set of ‘Excavator’ Superdrones make the Rorqual the most powerful mining ship in the game, and when boosted by an active Industrial Core module they each individually gain the yield of an Exhumer. These Superdrones use the drone system (they are not fighters) and function just like normal mining drones. They require the Mining Drone Specialization and gain its benefits
The new Ice Harvester Drones will come in Tech 1, Tech 2, ‘Augmented’, and ‘Excavator’ versions and follow a similar progression as the normal mining drones. They receive cycle time bonuses rather than yield since ice comes in such large blocks. The Tech 1, Tech 2, and ‘Augmented’ versions of these drones have volumes of 50 m3 and use 50 mbits of bandwidth. To avoid any major danger to the ice mining market, these drones rely heavily on the bonuses provided by mining foreman ships to be competitive (but they can be used by any ship that has 50mbits of bandwidth available)
To support the new Ice Harvesting drones, we are adding functionality to the whole line of Drone Mining Augmentor rigs. They will now also reduce Ice Harvesting Drone cycle time by 10% (15% for the T2 rigs).

It’s worth noting that we are not adding any Mining Foreman Bursts that impact mining drones at this time. The drone mining bonuses on the mining foreman ships are extremely strong and we believe that extending the impact of the Mining Foreman Bursts would potentially take them too far.

Now that we’re covered the new Mining Foreman Burst and Mining Drone changes, let’s get to the details of the ships that will be using them!



Mining Foreman Ships
In the November expansion we are planning huge buffs to the existing Orca and Rorqual mining foreman ships, as well as adding a new inexpensive and mobile Industrial Command Ship to fill out the lower-end of the progression. Each of these ships hits a different price point and have significant differences in mobility and access to different areas of space.

As you’ll remember from the start of the blog, we’ve divided the Mining Foreman ship progression into four stages:

The new affordable and mobile Porpoise-class Industrial Command Ship
The Orca-class full-sized Industrial Command Ship
The Rorqual-class Capital Industrial Ship – without the Industrial Core module active
The Rorqual – with the Industrial Core module running
I’ll cover each of these ships individually in the following section, with specific focus on how each ship fulfills each of the three pillars of mining foreman gameplay.



Introducing the Porpoise

(Click image for a larger version)

Porpoise Feedback Thread

The Porpoise-class Industrial Command Ship is the most affordable and mobile mining foreman platform ever released in New Eden. This new ship fills the hole at the bottom of the mining foreman ship progression line. Although it shares a group with the larger and more expensive Orca, the Porpoise is as cheap as a tech one battlecruiser.

Thanks to ORE’s tireless work advancing hull materials technology to reduce mass, the Porpoise is light enough to travel through small-ship wormhole connections.

This new ship should be perfect for mining operations in more dangerous space where lower cost ships minimize exposure to loss for the operation. It’s improved agility and warp speed also make it the best choice for providing coverage of mining groups at multiple locations with one ship.



Porpoise:

Industrial Command Ships bonuses (per skill level):

5% bonus to ship cargo capacity and ore hold
2% bonus to Mining Foreman Burst Strength and Duration
10% bonus to drone hitpoints, damage and mining yield
-10% reduction in drone ice harvesting cycle time

Role bonus:

50% bonus to drone mining yield
400% bonus to Remote Shield Booster optimal range
90% reduction in powergrid requirements for Mining Foreman Burst modules
90% reduction to effective distance traveled for jump fatigue
Can fit two Command Burst modules
100% bonus to Tractor Beam range
50% bonus to Tractor Beam velocity
300% bonus to Survey Scanner range

Slot layout: 4H, 4M, 2L

Fittings: 420 PWG, 350 CPU

Defense (shields / armor / hull) : 6000 / 3000 / 8000

Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10

Capacitor (amount / recharge / cap per second) : 3500 / 875s / 4

Mobility (max velocity / agility / mass / align time): 100 / 1.5 / 4,500,000 / 9.36s

Warp Speed: 2.7 au/s

Drones (bandwidth / bay): 50 / 125

Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 90 / 5

Sensor strength: 20 Magnetometric

Signature radius: 300

Cargo Hold: 500 m3

Ore Hold: 50,000 m3

Fleet Hangar: 5,000 m3

Cost: ~50-60 mil ISK

Max Mining Yield: ~980 m3 per minute + drone travel time

Max DPS: ~400 dps



Despite its low cost, the Porpoise is a powerhouse in mining support and fulfills all three of the pillars of mining foreman gameplay:

Help fleetmates mine more effectively:

With the ability to fit two command bursts and a 2% per level bonus to Mining Foreman Burst strength, the Porpoise makes a great choice for boosting fleetmates using foreman bursts
Improved survey scanner range allows the Porpoise to help coordinate its mining operation and optimize the decisions of individual miners
Bonuses to tractor beam range and velocity combine with a large ore hold and fleet hangar (the Porpoise’s ore hold is equal in size to that of the pre-patch Orca) allow the Porpoise to collect, store and haul ore for an entire fleet
Defend the mining operation:

With a full flight of medium drones and a full-strength drone damage bonus, the Porpoise has the damage potential of a combat cruiser. This can be used to help clear NPC pirates from the belt, or in conjunction with Procurers and Skiffs to form a deadly drone swarm and surprise overconfident capsuleer attackers
A 400% bonus to Remote Shield Booster optimal range allows the Porpoise to effectively aid in the defense of its allies using medium remote shield boosters.
Contribute with powerful mining drones:

With both skill and role bonuses to mining drone yield, the Porpoise can pull in similar ore volumes to a mining barge
We can’t wait for you to be able try out this new ship on the test server! For specific feedback and discussion on the Porpoise head to this thread.



The Orca

(Click image for a larger, animated version)

Orca Feedback Thread

The Orca is receiving a massive overhaul in the November expansion, with huge buffs to almost every attribute.

The newly refinished Orca will be a mining powerhouse, a heavy duty ore hauler, a significant combat deterrent, and the strongest foreman burst platform available in highsec space.

We’re listing the full stats below. Changes from the old stats will be in brackets. Take particular note of the four extra slots, huge drone damage and drone mining role bonuses, and tripling of its old ore hold volume.



Orca:

Industrial Command Ships bonuses (per skill level):

5% bonus to ship cargo capacity and ore hold
3% bonus to Mining Foreman Burst Strength and Duration
1% bonus to Shield Command Burst Strength and Duration
10% bonus to drone hitpoints, damage and mining yield
-10% reduction in drone ice harvesting cycle time

Role bonus:

100% bonus to drone mining yield
-25% reduction in drone ice harvesting cycle time
100% bonus to drone damage
400% bonus to Remote Shield Booster optimal range
90% reduction to effective distance traveled for jump fatigue
Can fit three Command Burst modules
50% bonus to Command Burst Area of Effect Range
250% bonus to Tractor Beam range
100% bonus to Tractor Beam velocity
500% bonus to Survey Scanner range

Slot layout: 6H (+3), 5M (+1), 2L

Fittings: 1200 PWG (+240), 550 CPU (+120)

Defense (shields / armor / hull) : 30,000 (+19,250) / 7000 (+100) / 45,000 (-1000)

Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10

Capacitor (amount / recharge / cap per second) : 8000 (+3800) / 1200s (+400) / 6.67 (+1.42)

Mobility (max velocity / agility / mass / align time): 60 / 0.26 (+0.1) / 150,000,000 (-100,000,000) / 54.07s (-1.38)

Warp Speed: 2 au/s

Drones (bandwidth / bay): 50 / 200 (+125)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+10) / 75 / 7 (+5)

Sensor strength: 30 Magnetometric (+15)

Signature radius: 1000

Cargo Hold: 30,000 m3

Ore Hold: 150,000 m3 (+100,000)

Fleet Hangar: 40,000 m3

Ship Maintenance Bay: 400,000 m3

Cost: ~700 mil ISK

Max Yield: ~1,400 m3 per minute + drone travel time

Max DPS: ~800 dps



As the middle ship in the mining foreman progression path (and top of the pack for highsec) the Orca is extremely capable in all three of the mining foreman pillars:

Help fleetmates mine more effectively:

Three command bursts, a 3% per level bonus to Mining Foreman Burst strength, and a 50% role bonus to Command Burst area of effect make the Orca a great choice for providing mining boosts
+500% survey scanner range makes the Orca a perfect coordination platform
The Orca retains its existing Ship Maintenance Bay, enabling fleetmates to refit their mining ships and allowing storage of mining vessels for transport and backup
Alongside the unchanged bonuses to tractor beams, the ore hold of the Orca has been tripled in size. The Orca is a perfect vessel for storage and hauling of ore
Defend the mining operation:

Thanks to a +10% per level bonus and +100% role bonus to drone damage, the Orca can deal battleship-level damage with a flight of fast medium drones
A 400% bonus to Remote Shield Booster optimal range allows the Orca to effectively aid in the defense of its allies using large remote shield boosters.
A bonus to Shield Command Burst strength allows the Orca to improve the tank of its allies, providing useful resistance from all kinds of assaults (including suicide ganks)
Contribute with powerful mining drones:

With both skill and role bonuses to mining drone yield, the Orca can pull in similar ore volumes to an exhumer
We’re really interested in hearing your feedback on these Orca changes! Head to this forum thread for all the discussion focused specifically on the Orca.



The Rorqual

(Click image for a larger, animated version)

Rorqual Feedback Thread

The Rorqual-class Capital Industrial Ship is the premier mining foreman ship in New Eden. This once great ship has fallen into disuse as its formerly unique functions were slowly added to other ships and structures. It’s time for the Rorqual to get a full revamp from the ground-up and that’s exactly what is happening this November.

The Rorqual represents the most powerful version of all three mining foreman pillars by itself; capable of providing strong Mining Foreman Bursts, repairing allies and fighting off enemies, and vacuuming up ore faster than any other ship in New Eden.

Beyond its built-in functionality, the Rorqual has the ability to use two unique modules that allow it to enter specific modes for extra capabilities.

The Industrial Core module deploys the Rorqual into a fixed mining foreman platform and shares many of the same powerful features of the Triage and Siege modules.
The Pulse Activated Nexus Invulnerability Core is a new defensive superweapon that makes an entire mining operation invulnerable for between 5 and 7.5 minutes if desired
These modes are intended to be powerful but situational, and the best Rorqual pilots will know when to use them and when not to use them.

Whether these modes are running or not, the ability to field 5 ‘Excavator’ Mining Superdrones will make the Rorqual the greatest mining vessel in the history of New Eden.

There are a huge number of changes coming for the Rorqual in this patch, and the full stats can be seen below. Changes from the old stats will be in brackets. Since they might be easy to miss in the rest of the changes I want to bring special attention to the three extra slots, reduced mass (allowing the Rorqual to travel through the same wormholes as Freighters), and increased jump range to 5ly base (10ly with max skills, the same as Jump Freighters).



Rorqual:

Capital Industrial Ship bonuses (per skill level):

5% bonus to Mining Foreman Burst Strength and Duration
3% bonus to Shield Command Burst Strength and Duration
5% reduction in fuel consumption for Industrial Core
10% bonus to drone hitpoints, damage and mining yield
-10% reduction in drone ice harvesting cycle time

Role bonus:

400% bonus to Remote Shield Booster optimal range
90% reduction to effective distance traveled for jump fatigue
Can fit Clone Vat Bay
Can fit Industrial Core
Can operate Excavator Drones
Can fit three Command Burst modules
Can fit one Pulse Activated Nexus Invulnerability Core
50% bonus to Command Burst Area of Effect Range
5x penalty to Entosis Link cycle time
900% bonus to Survey Scanner range
200% bonus to Cargo Scanners range

Slot layout: 8H (+2), 7M, 4L (+1)

Fittings: 420,000 PWG (+115,000), 1200 CPU (+280)

Defense (shields / armor / hull) : 90,000 / 60,000 (+30,000) / 300,000 (+50,000)

Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10

Capacitor (amount / recharge / cap per second) : 67,500 (+12,940) / 4500s (+600) / 15 (+1)

Mobility (max velocity / agility / mass / align time): 60 / 0.07 (+0.02) / 800,000,000 (-380,000,000) / 77.63s (-4.16)

Warp Speed: 1.5 au/s

Drones (bandwidth / bay): 125 / 6000 (+5700)

Targeting (max targeting range / Scan Resolution / Max Locked targets): 200km (+40) / 75 / 7

Sensor strength: 115 Magnetometric

Signature radius: 11500

Base jump drive range: 5ly (+2.5)

Jump drive fuel consumption: 2000 Oxygen (+500)

Cargo Hold: 40,000 m3

Ore Hold: 300,000 m3 (+50,000)

Fleet Hangar: 40,000 m3

Ship Maintenance Bay: 1,000,000 m3

Fuel Bay Capacity: 10,000 m3

Cost: ~2.3 bil ISK

Max Yield (no Industrial Core): ~3,000 m3 per minute + drone travel time

Max Yield (with Industrial Core): ~18,400 m3 per minute + drone travel time

Max DPS (no Industrial Core): ~1000 dps

Max DPS (with Industrial Core): ~2000 dps



No discussion of the Rorqual would be complete without covering the unique modules that provide its special modes.

The Industrial Core Module

(Click image for a larger, animated version)

The Industrial Core module will continue to be the most important unique module for the Rorqual, and in November it is gaining powerful new bonuses in addition to those it already possesses.

The Industrial Core deploys the Rorqual into a temporarily immobile mining support platform and magnifies all three of the mining foreman pillars.

In addition to the new bonuses provided by the industrial core, a new Tech 2 version of the core will be added in November, bringing it up to par with the similar Siege and Triage modules.

The stats and bonuses of these modules are:

Industrial Core I:

Requires Industrial Reconfiguration skill level 1
Duration: 5 minutes
Consumption: 1000 units of Heavy Water
Enables Ore and Ice Compression
Movement Effects:

-100% Rorqual velocity
+900% Rorqual mass
Prevents warping, docking, jumping, cloaking, tethering
Assistance and Electronic warfare:

100% remote repair impedance (prevents other ships from repairing the Rorqual)
80% remote assistance impedance (reduces the effect of remote assistance modules like remote sensor boosters)
75% sensor dampener resistance
Full ECM immunity
+100% Scan resolution
Mining Foreman Burst Bonuses:

+25% Mining foreman burst strength
+150% Command burst range
Tanking and Remote Repair Bonuses:

+120% Local shield booster repair amount
-60% Local shield booster duration
-75% Remote shield booster duration and cap use
+100% Remote shield booster optimal and falloff range
Drone Damage and Mining Bonuses:

+80% Drone damage and hitpoints
+25% Drone MWD speed
+400% Drone mining yield
-75% Drone ice harvesting duration


Industrial Core II:

Requires Industrial Reconfiguration skill level 5
Duration: 5 minutes
Consumption: 1500 units of Heavy Water
Enables Ore and Ice Compression
Movement Effects:

-100% Rorqual velocity
+900% Rorqual mass
Prevents warping, docking, jumping, cloaking, tethering
Assistance and Electronic warfare:

100% remote repair impedance (prevents other ships from repairing the Rorqual)
80% remote assistance impedance (reduces the effect of remote assistance modules like remote sensor boosters)
80% sensor dampener resistance
Full ECM immunity
+120% Scan resolution
Mining Foreman Burst Bonuses:

+30% Mining foreman burst strength
+200% Command burst range
Tanking and Remote Repair Bonuses:

+140% Local shield booster repair amount
-60% Local shield booster duration
-75% Remote shield booster duration and cap use
+120% Remote shield booster optimal and falloff range
Drone Damage and Mining Bonuses:

+100% Drone damage and hitpoints
+30% Drone MWD speed
+500% Drone mining yield
-80% Drone ice harvesting duration
As you can see, the Industrial Core is now gaining a huge number of bonuses covering all three mining foreman pillars. It is receiving local tanking bonuses even more powerful than triage modules, and remote repair bonuses that are second only to triage. It is gaining ECM immunity and increased lock speed to help it support its allies. It is also gaining massive bonuses to drones that turn it into a combat powerhouse and a mining operation all on its own when used alongside Excavator Drones.

We expect that individual Rorqual pilots will make decisions about when to use their Industrial Core modules based on the danger in their local environment and the amount of support they can receive from allies. Due to the massive benefits of the Industrial Core on one hand and the increased risk of locking yourself in place for 5 minutes on the other, there won’t be one universal “right answer” for when the Industrial Core should be used.



Pulse Activated Nexus Invulnerability Core


The Pulse Activated Nexus Invulnerability Core (P.A.N.I.C.) is a new defensive superweapon available exclusively to the Rorqual. It allows the Rorqual to make itself and its allies invulnerable for a short time. This ability also prevents any of these ships from warping for the duration of the effect. This can allow time for the allies of the mining fleet to arrive and defend the fleet from danger.

The P.A.N.I.C. module is a powerful situation effect that can be used whenever the owning Rorqual sees the opportunity for advantage and avoided in situations when it isn’t advantageous.

This new module requires a new rank 8 skill called Invulnerability Core Operation that requires Tactical Shield Manipulation level 5 and Capital Shield Emission Systems level 3 to train. The module only requires Invulnerability Core Operation level 1 to operate, and the skill increases the duration of the P.A.N.I.C. effect by 10% per level. This means that Rorqual pilots can strategically train the Invulnerability Core Operation skill to whatever level they wish and ensures that the Rorqual pilot and its fleet have more information about when the effect will end than the attackers do.



P.A.N.I.C. Module:

Requires Invulnerability Core Operation skill level 1
Duration: 5 minutes base, up to 7.5 minutes based on skills
200 km range
Applies to all mining and industrial ships within the same fleet, except other Rorquals
Runs once and then burns out
Limit of one module per ship
Bonuses to all affected ships:

+99.99% Shield Resists
-90% Shield recharge duration (increases passive shield regen rate)
All turret, missile, drone and smartbomb damage set to 0
+100% Mass
-50% velocity
Prevents warp, cloak, jump, dock, tethering (if already tethered do not apply)
-75% scan resolution
Mining remains unaffected so ships can continue to mine as normal while under the protection of the P.A.N.I.C. module.

We are interested in hearing what the community thinks about cyno restrictions for ships affected by the P.A.N.I.C. module. We are currently leaning towards allowing cyno lighting and watching closely to see if this causes problems. If needed, we can change the effect to prevent cyno lighting and prevent ships with an active cyno from receiving the P.A.N.I.C. effect.



The Rorqual represents the ultimate mining foreman vessel, providing the best possible bonuses with commensurate increases in investment and risk. The base Rorqual and all its modes provide the most complete expression of all three of the mining foreman pillars:

Help fleetmates mine more effectively:

Even without the Industrial Core active the Rorqual has the most powerful mining foreman bursts in the game thanks to a 5% per level strength bonus and 50% range role bonus. With the addition of the core for up to an additional 30% strength and 200% range the Rorqual gains the ability to supercharge its mining fleet across entire belts
+900% survey scanner range makes allows the Rorqual to scan asteroids up to 225 km away, gaining valuable information on remaining asteroid volumes to help coordinate its fleet
Capital tractor beams and a buffed ore bay make the Rorqual the ultimate ore collecting machine
The Rorqual can allow its fleet mates to refit while also carrying multiple mining ships in its Ship Maintenance Bay
Defend the mining operation:

Thanks to 125 mbits of drone bandwidth and a full sized drone damage bonus, the Rorqual can deal battleship-level damage. The addition of the Industrial Core doubles that drone damage and also adds a drone speed bonus to help the Rorqual’s deadly heavy drones chase down their targets
On its own the Rorqual has the ability to fit capital-sized remote shield boosters with a massive 400% range bonus. With the Industrial Core active those remote shield boosters cycle much faster for more repairing and nimbler support of allies. When the Core is running the Rorqual is second only to Force Auxiliaries in remote rep potential
If enemies realize they can’t break through the remote reps and decide to attack the sieged Rorqual directly they’ll be in for another surprise as the Industrial Core provides the Rorqual with one of the strongest local tanks in the game: on a similar scale to that of a Force Auxiliary.
The Rorqual is tied with Caldari and Minmatar Command Ships for the most powerful Shield Command Bursts in the game, allowing it to provide max-strength defense boosts to its whole mining operation
Finally, if the Rorqual has friends coming it can choose to pause the fight using the P.A.N.I.C. module and wait for the cavalry to arrive
Contribute with powerful mining drones:

The new Excavator drones give the Rorqual its own tiny mining fleet at its fingertips. Even without the Industrial Core running the Rorqual is the strongest solo mining ship in the history of New Eden. With the Core running this massive yield is multiplied 6x, making the Rorqual the ultimate belt destroyer. When the Industrial Core is running, each of the Rorqual’s 5 Excavator drones will individually pull in the ore yield of an Exhumer


The Rorqual isn’t a small investment and the risk of using the Industrial Core in dangerous space can be significant, but in the hands of a wise pilot supported by friends and allies the Rorqual will be one of the most effective ships in the game. We’re very interested in hearing your feedback on these changes, and we’ve opened up a specific feedback thread here for discussion of the Rorqual and its modes.



Other ORE Ship Changes: Outer Ring Excavations Has Been Busy
In addition to all these new ships, drones, and functionality, ORE has a few other announcements to make for the rest of their ship lines.

As a follow-up from their recent revamp of the Mining Barge and Exhumer lines, ORE is happy to announce that in November the unpackaged volume of Hulks and Covetors will be dropping by 25% to make them easier to haul and store.
The Bowhead ORE Freighter is also receiving some improvements in November:
Slightly improved hitpoints and agility
37.5% reduced mass to match ORE’s commitment to improved wormhole utility
23% more capacity for the Bowhead’s Ship Maintenance Bay


TL:DR
Hey there. If you took the option of skipping here from the beginning, I’d like to welcome you to the end of the blog! If you have the time later I highly recommend reading the rest at your leisure.

The short version of all this is:

In the November expansion mining support gameplay is getting a huge revamp
Fleet boosts (including mining boosts) are becoming AoE buffs that only work on-grid
There’ll be three mining foreman ships: the new inexpensive Porpoise, a buffed Orca and a buffed Rorqual
Each Mining Foreman Ship will be able to fulfill three roles at once:
Help fleetmates mine more effectively
Defend the mining operation
Contribute with powerful mining drones


We look forward to your feedback!
Big thanks to everyone who took the time to read through this (admittedly long) dev blog today! We’re really excited for the chance to finally revamp this area of gameplay after years of talking to all of you about it. We want to give special thanks to all the players who have talked to us about the Rorqual and mining support gameplay at Fanfests and other player gatherings over the past few years, and to the CSM who made a great contribution to this process.

We are very interested in hearing what you all think about these proposed changes and to see what issues you foresee. We’ll be spending much of the next month going through your feedback and making changes as necessary, and we are sure there will be plenty of tweaks made after release as well once we see how players use these ships in New Eden. You can give feedback for each mining foreman ship in the threads linked from their section, and use the general feedback thread for this blog to give us any feedback that doesn’t fit in those specific areas.



Thanks and happy mining!

-Your Friendly Neighborhood Team Five 0

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Fourth Annual Citizencon!Tue 4th October 2016 11:33pm EDT    
GREETINGS CITIZENS

CitizenCon 2016 is almost here, as Star Citizen celebrates the fourth anniversary of our crowdfunding campaign with you, the people that make all this possible. In addition to the annual presentation and livestream, we're continuing what we started with Gamescom this year by inviting members of the Star Citizen Twitch Community to broadcast live from the Los Angeles office in the days ahead, while those in the area can enjoy the LA nightlife with two Bar Citizen fan events in the evenings. Whether you're attending the event or following from home, all the details you need are available in THIS post. We look forward to showing you what's next!


Citizencon Livestream will be hosted HERE

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TCO Moving to DiscordSun 2nd October 2016 4:19pm EDT    
We are migrating our primary voice and text chat communications from Teamspeak3 and Groupme to Discord. TS will remain active at a lower funded status as a backup and to catch returning members. Here are some of the reasons we have decided this in concert with the individual Chapter Officers. A link to more detailed information will be at the bottom.

- Discord is free, we currently spend $50 on Teamspeak, and at our current level of donation, this is unsustainable.

- Discord is simpler, and better integrated for web 2.0

- Discord allows us to kill two birds with one stone (Groupme and TS)

- Discord has both DDoS and IP protection.

Link:
http://thecrimsonorder.com/forums/8/3442

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