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Dev blog: Sleeper Cache exploration sites & Polarized weapons

First post First post
Author
Ami Tekitsu
People for the Ethical Treatment of Vegetables
#81 - 2014-11-13 00:28:54 UTC
Arthur Aihaken wrote:
"I felt a great disturbance… as if thousands of capsuleers suddenly cried out in terror and were suddenly silenced."

LMAO at that one!

back on topic:
Okay, so a weapon that increases DPS at the expense of resists.

I can only think of 2 applications where you don't care about resists:
1) Structure bashing
2) Suicide ganking.

Tell me again how these won't be used by ganker catalysts...

These new guns are just in time to be used against the new tugs which would be a great way to transport numerous, expensively fitted ships, if they weren't totally designed to be ganker magnets.

There was a time when this game strived to be a great PvP game, now it is catering more and more to ganking which is just another word for griefing/bullying.
Arthur Aihaken
CODE.d
#82 - 2014-11-13 01:19:10 UTC
Ami Tekitsu wrote:
Tell me again how these won't be used by ganker catalysts…

They'll be too cost prohibitive, for starters. By the time the market on these settles down they'll probably still be priced around Faction weapons.

I am currently away, traveling through time and will be returning last week.

Shon Anzomi
Science and Trade Institute
Caldari State
#83 - 2014-11-13 10:06:11 UTC
Question repeated: Are these data sites by type?
CCP SoniClover
C C P
C C P Alliance
#84 - 2014-11-13 10:40:04 UTC
Shon Anzomi wrote:
Question repeated: Are these data sites by type?


Yes, they show up as Data sites when scanning for them.
Ben Ishikela
#85 - 2014-11-13 12:05:18 UTC
Derus Grobb wrote:
Swiftstrike1 wrote:
Have you ever considered exploration sites that require co-op to complete?

Example
  • Site has 2 hackable objects that must both be hacked in order to receive bacon
  • These objects are at least 15km apart from each other in space
  • If you move more than 5km away from an object after hacking it, it resets and must be hacked again
  • You therefore need to bring a friend to hack the other hacky thing

  • You could use a mechanic like this to introduce puzzle elements by having lots of hackables and hacking them in different combinations does different stuff such as give you loot or spawn sentry guns.


    Yeah it's a good thought but people would just use alts unfortunately.

    People without an alt couldn't have a slice of the pie Straight


    +1 for coop, but only if its less profitable when doing it on 2 screens.
    (+1 for these to be in higher-class WormHoles.)

    It would be very difficult to do on two screens, if ...
  • there would be a timer that determines the outcome. (the faster the hack, the less loot is destroyed. or similar)
  • you have to start the cycle of your hacking mod close in time.
  • [*] if you take too long (after one has finished and the other is yet not), the containers explode and does damage.

    Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

    Ben Ishikela
    #86 - 2014-11-13 12:38:33 UTC
    seems like i have trouble editing my last post, so this comes here.
    Quote:
    The Limited site will be for frigate-sized ships only, but the other two will be for any type of ship. The reason for restricting the Limited one is that it relies heavily on environmental damage and scaling that type of damage dynamically based on ship size is troublesome. So either the site would have to be completely lethal for small ships or trivial to do for larger ships. The other sites will focus more on giving smaller ships a different route than larger ships, thus allowing them to bypass damage aimed at larger ships.

    I would like to see Environmental Damage that scales with Signature Radius.
    why?
    + SOE-ships use Armor.
    + Running an Afterburner on explorers would be useful and in fact something new.
    + not need restrictions
    - does not encourage frigate-frigate fights as much.
    + does not hurt the pod as much.
    + can use drones, to fight off other explorers.
    + can be run in battleships (dont know why someone would do it, but hey, one more player-choice) (also more shiny to gank)
    - shield-tank or inertia-stabilizer or MWD or else, will suffer. They will be the most used module to get more speed in running these sites anyway. So its actually a ++, because the player has to balance speed<->tank or just go around the danger with his additional manouverability.

    So with this added, is the acceleration gate needed, so people do not warp can-save-can-save-can-done and have to actually fly though the toxin? Make the warp-rules like the large-plex in FacWar.


    + the signature-tanked variant of the prospect would be a good ship, to go out on expeditions and discover new environmental hazards. (if quantity of toxic clouds would increase a bit). But that is another topic ;)

    Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

    Franceska Danes
    Federal Navy Academy
    Gallente Federation
    #87 - 2014-11-13 21:34:14 UTC  |  Edited by: Franceska Danes
    How much probe's scan strength do i need to scan Limited Sleeper Cache?

    Currently: for scanning hardest data/relic sites, i need ~90 scan strength.
    Gustins
    Deep Core Mining Inc.
    Caldari State
    #88 - 2014-11-13 22:53:39 UTC
    Loot in those sites are ridiculous.. I don't think that 13m from any kind of sites in null sec are worth spending about 10-15 min de-cloaked? In that time I could find 1-2 relic sites (if I'm lucky and I usually am Big smile) which would give me at least 30m..

    I do understand that this is smallest version of new site, but still 10-15 min de-cloaked for 13m??? :D Even smallest ghost sites in hi-sec drops more :)
    Franceska Danes
    Federal Navy Academy
    Gallente Federation
    #89 - 2014-11-14 02:17:04 UTC  |  Edited by: Franceska Danes
    Gustins wrote:
    Loot in those sites are ridiculous.. I don't think that 13m from any kind of sites in null sec are worth spending about 10-15 min de-cloaked? In that time I could find 1-2 relic sites (if I'm lucky and I usually am Big smile) which would give me at least 30m..

    I do understand that this is smallest version of new site, but still 10-15 min de-cloaked for 13m??? :D Even smallest ghost sites in hi-sec drops more :)

    As was expected. I will never spend 10-15 mins for site, that do not give permanent minimum of 100kk isk and where i need to hack every container and have risk of losing ship and pod to gas cloud for nothing.
    Shon Anzomi
    Science and Trade Institute
    Caldari State
    #90 - 2014-11-14 07:28:14 UTC
    Gustins wrote:
    Loot in those sites are ridiculous.. I don't think that 13m from any kind of sites in null sec are worth spending about 10-15 min de-cloaked? In that time I could find 1-2 relic sites (if I'm lucky and I usually am Big smile) which would give me at least 30m..

    I do understand that this is smallest version of new site, but still 10-15 min de-cloaked for 13m??? :D Even smallest ghost sites in hi-sec drops more :)


    Well I guess the nullsec will spawn the better kind of site. From what has been said I gather you could do the better sites in small ship too, but with more conscious piloting to avoid damage. Those frigate - sized sites will fit good in high sec.

    When you wrote that the loot was around 13MM, did you actually run one of these sites? Or more than one? Because there can be lot of variety. Nullsec relic site can give 19MM one day and 57MM the other day - speaking for last couple of days for me.
    Barton Breau
    University of Caille
    Gallente Federation
    #91 - 2014-11-14 08:00:33 UTC
    Franceska Danes wrote:
    How much probe's scan strength do i need to scan Limited Sleeper Cache?

    Currently: for scanning hardest data/relic sites, i need ~90 scan strength.


    More than that, Astrometrics5 rest 3, sister launcher + probes on a astero, NO gravity, 95.666 strength according to eft, i was stuck at 99.4 % :)
    Barton Breau
    University of Caille
    Gallente Federation
    #92 - 2014-11-14 08:11:52 UTC
    Shon Anzomi wrote:

    Those frigate - sized sites will fit good in high sec.


    Only in the sense that only the odd guy exploring in a frigate willing to put up with 90 cores and 80 restoration nodes will get them, instead of the ishtar, stratios and cerberus guys.
    Franceska Danes
    Federal Navy Academy
    Gallente Federation
    #93 - 2014-11-14 09:36:17 UTC
    Barton Breau wrote:
    Franceska Danes wrote:
    How much probe's scan strength do i need to scan Limited Sleeper Cache?

    Currently: for scanning hardest data/relic sites, i need ~90 scan strength.


    More than that, Astrometrics5 rest 3, sister launcher + probes on a astero, NO gravity, 95.666 strength according to eft, i was stuck at 99.4 % :)

    are you talking about Limited Sleeper Cache?
    Shon Anzomi
    Science and Trade Institute
    Caldari State
    #94 - 2014-11-14 10:01:38 UTC
    Barton Breau wrote:
    Shon Anzomi wrote:

    Those frigate - sized sites will fit good in high sec.


    Only in the sense that only the odd guy exploring in a frigate willing to put up with 90 cores and 80 restoration nodes will get them, instead of the ishtar, stratios and cerberus guys.


    Yeah, I see lot of those when doing the sites in wormhole space in my T1 Heron with T1 analyzers. Yes, I lose about 10-15% of the cans, but it makes it hell of a return to do these sites on ship that costs 1MM with all the fittings.
    Barton Breau
    University of Caille
    Gallente Federation
    #95 - 2014-11-14 19:34:44 UTC
    Franceska Danes wrote:
    Barton Breau wrote:
    Franceska Danes wrote:
    How much probe's scan strength do i need to scan Limited Sleeper Cache?

    Currently: for scanning hardest data/relic sites, i need ~90 scan strength.


    More than that, Astrometrics5 rest 3, sister launcher + probes on a astero, NO gravity, 95.666 strength according to eft, i was stuck at 99.4 % :)

    are you talking about Limited Sleeper Cache?


    Oui.
    Barton Breau
    University of Caille
    Gallente Federation
    #96 - 2014-11-14 19:41:35 UTC
    Shon Anzomi wrote:
    Barton Breau wrote:
    Shon Anzomi wrote:

    Those frigate - sized sites will fit good in high sec.


    Only in the sense that only the odd guy exploring in a frigate willing to put up with 90 cores and 80 restoration nodes will get them, instead of the ishtar, stratios and cerberus guys.


    Yeah, I see lot of those when doing the sites in wormhole space in my T1 Heron with T1 analyzers. Yes, I lose about 10-15% of the cans, but it makes it hell of a return to do these sites on ship that costs 1MM with all the fittings.


    The point was more that in genereal in high searching for data / relic (heh) can be dull in general, thus i am not sure a sleeper cache every 10 systems is that much of a deal.

    Btw, m == kk == MM ? Similarly k == KK ? :)
    Franceska Danes
    Federal Navy Academy
    Gallente Federation
    #97 - 2014-11-14 21:26:19 UTC
    Barton Breau wrote:
    Franceska Danes wrote:
    Barton Breau wrote:
    Franceska Danes wrote:
    How much probe's scan strength do i need to scan Limited Sleeper Cache?

    Currently: for scanning hardest data/relic sites, i need ~90 scan strength.


    More than that, Astrometrics5 rest 3, sister launcher + probes on a astero, NO gravity, 95.666 strength according to eft, i was stuck at 99.4 % :)

    are you talking about Limited Sleeper Cache?


    Oui.

    if not, then you suck noob and dont write here.
    Shon Anzomi
    Science and Trade Institute
    Caldari State
    #98 - 2014-11-14 23:50:24 UTC  |  Edited by: Shon Anzomi
    OK, I found and hacked one of these.

    Its not that difficult to scan them down. Once you are at 99% and 0.25 AU just move the probes closer together and you are done.

    I have found the site - it already had two wrecks :)

    The hacks are weird mix of nullsec and high sec in a way that they are complex and contain suppressors and restoration units, but there is not that many of them as you would find in nullsec. Also there seems to be more tries to them than two. They use relic analyzer, which is bit weird as the site is data site. Perhaps the first cans to gain access to the pocket was data, but I dont know. I was second person to enter there.

    The only serious damage dealer is the cloud that can be tamed by hacking the remote pressurization unit. I think that unit was the hardest hack and failing will do some damage. Other clouds are quite harmless and you can survive in exploration frigate with shield repair going. I did not try the egg shaped silo to explode, but I did try the cloud - it destroyed me pretty quickly, but did no damage to the pod.

    One can - probably the best - I did not hack because it was behind forcefield and I couldnt find any can that would switch the field off. I suppose it should have been that remote defence unit, but it was nowhere to be seen on overview. Site despawned after I have done all but that one cans and left to get new ship. The loot was crap, just some R.A.M stuff, and normal guns, nothing fancy. It was fun though and I have to figure out the forcefield can, It bothers me I couldnt find the unit which opens it.
    Barton Breau
    University of Caille
    Gallente Federation
    #99 - 2014-11-15 06:03:52 UTC
    Franceska Danes wrote:
    Barton Breau wrote:
    Franceska Danes wrote:
    Barton Breau wrote:
    Franceska Danes wrote:
    How much probe's scan strength do i need to scan Limited Sleeper Cache?

    Currently: for scanning hardest data/relic sites, i need ~90 scan strength.


    More than that, Astrometrics5 rest 3, sister launcher + probes on a astero, NO gravity, 95.666 strength according to eft, i was stuck at 99.4 % :)

    are you talking about Limited Sleeper Cache?


    Oui.

    if not, then you suck noob and dont write here.


    You are not especially bright, are you?

    Oui
    Barton Breau
    University of Caille
    Gallente Federation
    #100 - 2014-11-15 06:13:14 UTC
    Shon Anzomi wrote:

    One can - probably the best - I did not hack because it was behind forcefield and I couldnt find any can that would switch the field off. I suppose it should have been that remote defence unit, but it was nowhere to be seen on overview. Site despawned after I have done all but that one cans and left to get new ship. The loot was crap, just some R.A.M stuff, and normal guns, nothing fancy. It was fun though and I have to figure out the forcefield can, It bothers me I couldnt find the unit which opens it.


    Yes, sometimes i find a forcefield without the can that disables it in a partially finished site (but dunno if the security can does that, i didnt dare to not hack it yet when it is there), i did not notice it at first, maybe it is the promised "you have to hack in the right sequence" thing.

    Didnt have enuf dps to get it down :(

    I got around 10m each time.