Reversal of Fortune

EVE Online


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New POS Module: Skynet

There will be a new POS module coming with the Kronos release for EVE Online – Skynet. While it comes in all four race variations, the one we will be focusing on is the Gallente version.

Customization

Floating just outside the POS shield, this monster has a variety of options. It can be fitted to withstand a sizable assault for those brave enough to attack it directly. By far the most common load out will most likely be one that provides the most firepower.

For the best damage per second and solid tracking without breaking the bank; you will see this pump out almost 3,500  damage per second. Just imagine two Skynets on your POS. It will be like having two Vindicators flying with you! What is even more incredible is the range – the entire solar system. It does however require it to be manned. So forget about it obliterating your enemies while you are sleeping like other POS weapons. On grid use only requires one pilot, but for system wide range you need more. I recommend four per Skynet module.

This can be great for assisting patrols in your system, guarding key locations such as gates and even helping other pilots with PvE content. The only thing your fellow fleet members have to do is lock a target and tell Skynet to engage.

Seek and Destroy

Another amazing feature of Skynet is the ability to seek and destroy enemies who manage to warp away. Even if the enemy manages to warp off to a safe spot and cloak, like a pack of vicious bloodhounds Skynet’s fighters will find them. The fighters will drop out of warp within about 15-25 kms of the target and wait. They know the prey is close and will wait. Assigning fighters can only be done in a 0.3 and lower security system.

You could even probe down the fighters to find the location of the safe spot. Bring in other fleet members to drop bubbles and drag light drones around the fighters to decloak and smoke them out.

Dangers of Null

One of the downside of Skynet and especially customizing it for maximum firepower, is of course those brave enough to perform a direct assault on it. If you are in null security space, this will most likely come in the form of a Titan’s Doomsday. This is why I strongly recommend positioning Skynet barely outside the POS shield. Should a ship decloak on grid and light a cynosural field – approach the tower immediately.

Doomsdays cannot be fired in low security space which is a good thing for Skynet users. However I still recommend only being barely outside the POS shield. A cynosural field still could go up and Supercarriers and other nasty things could come pouring in to decimate the Skynet very quickly.

If you are still worried about a direct assault you can customize the Skynet for maximum tank buffer. This should buy you enough time to duck inside the safety of the POS shield. Having a Skynet is not cheap and will run about 2 billion ISK each. Although you can easily remove it and store it safely inside a station, I strongly suggest you consider the cost to make sure the juice is worth the squeeze.

Class Cannon

If you are not worried about the Skynet being hot dropped and want the absolute most it has in firepower; here is a fit I recommend:

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[Thanatos, Skynet]

Drone Damage Amplifier II

Drone Damage Amplifier II

Drone Damage Amplifier II

Drone Damage Amplifier II

Drone Damage Amplifier II

Damage Control II

 

Omnidirectional Tracking Link II, Tracking Speed Script

Omnidirectional Tracking Link II, Tracking Speed Script

Omnidirectional Tracking Link II, Tracking Speed Script

Omnidirectional Tracking Link II, Tracking Speed Script

Omnidirectional Tracking Link II, Tracking Speed Script

 

Drone Control Unit I

Drone Control Unit I

Drone Control Unit I

Drone Control Unit I

Drone Control Unit I

 

Capital Drone Speed Augmentor I

Capital Drone Speed Augmentor I

Capital Drone Speed Augmentor I

 

Firbolg x15

Firbolg x5

 

DPS: 3,415 – Optimal: 1875 km – Falloff: 3,500 – Tracking: 0.21487 – Velocity: 3554.5 m/s

If you are worried about fighter survivability there is also drone rigs that will increase its overall hit points.

In Closing

This entire piece is meant to be humorous, but after the upcoming Kronos release; expect to see an increase in assigned fighters now that drone upgrades affect them. I would like to take the opportunity now to give anyone who will lose these a pre-lol in their general direction. ♥

 

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Bridging The Gap: Space Police

The Lawful and Outlaws

It is something that has been around forever. The good guys chasing the bad guys. Good versus evil. Right and wrong. In high security space, a lot of what is classified as wrong is handled appropriately by non player characters dishing out justice. A criminal act is dealt with by Concord warping in and blowing up that players ship. In almost all cases an actually human player can’t do anything but ninja on the killmail. Any action they take towards the would be criminal prior to the act results in them becoming the victim of Concord.

There is the ultra rare cases where the outlaw actually has a security status low enough where another player can engage them prior to any crimes being committed. But, most of the time the outlaw uses insta-out bookmarks from stations and Orcas at safe spots safely storing their suicide ganking ship until the time comes. Also the faction navy makes a point to engage these outlaws making them not eager to stay in one spot very long.

In the end there is little to nothing for a law abiding citizen to do. Enforcing the law is for the most part completely handled by the computer controlled non player characters.

Empire Only

Right now security status can go up and down in empire space depending on your actions. The odd part is how in null security space functions. Null space is essentially the Wild West. There is no law. Any actions that normally would be considered criminal never results in a security status penalty. It is lawless space.

The odd part is that any actions resulting in a positive security status increase remains intact. One of the side effects of this system; is players performing heinous crimes in empire space, lurking back to the darkest depths of null space only to reappear a time later with a repaired security status to make them untouchable for past crimes.

This is simply broken. While I believe security status should be able to be repaired via Concord tokens buying your way back or manually going about killing the NPC pirates; these actions should all take place in empire space. The first part of this proposal is:

Security status can only be altered while in empire space. (high and low)

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Job Openings for the Police

Currently an outlaw in a system is determined by the system’s security status as well as the player’s security status. Example being a player with a -4.5 or worse security status means they can be legally attacked by players. It also means that the faction police will attack them the entire time they are in system. Which means the only time they spend in that system is just to travel through it, usually being webbed by the police speeding the process up. The second change is:

NPC police no longer attacks a player if their security status is too low.

The outlaw will still be attacked and killed if they perform a criminal act, just like right now. So nothing changes in that aspect. They of course will still be flashy and can legally be attacked, just like right now. The difference is there is no longer the NPC police helping to kill them. It will be 100% up to the players to fulfil the role of stopping outlaws if they want.

  • Players with -2.0 or worse can be attacked in 1.0 systems
  • Players with -2.5 or worse can be attacked in 0.9 systems
  • Players with -3.0 or worse can be attacked in 0.8 systems
  • Players with -3.5 or worse can be attacked in 0.7 systems
  • Players with -4.0 or worse can be attacked in 0.6 systems
  • Players with -4.5 or worse can be attacked in 0.5 systems

So in theory it is entirely possible for a -10 security status player to get in their Raven, pull a level 4 mission in Dodixie and run the mission – just like a legal citizen. Even gain the security status boost killing the NPC rats and such, just like a legal citizen. The question is; will other players find them and attack?

Aggressing an outlaw would of course start a limited engagement timer, which the outlaw can shoot back if they choose to. Concord does not respond to limited engagements. So be sure you are prepared when attempting to apprehend an outlaw.

Assisting an Outlaw

One of the most common and despised tactics in high security space is the use of gang links, remote repair and other mechanics to tip the balance dramatically in a fight. While I want to see these still remain an option, there will be a penalty for using them with regard to outlaws.

Any assist mechanic used on an outlaw will result in being suspect flagged and a security status hit. The severity of the security status penalty will depend on the outlaw it benefits. The lower it is, the more severe the penalty.

It is still entirely possible to have some super tanked up command ship hugging a station, but the difference between now and the change is they can legally be attacked just like someone using remote repairs on an outlaw. I strongly suggest using a bumping Machariel to get them off the station/gate first before you engage.

Bounty Incentives

Right now there is no incentive to actively hunt specific targets. If an entity has a bounty it pays out 20% no matter what. Another change I want to see is war targets paying more along with any entity in the top ten most wanted in the Bounty Office.

An additional 10% bounty is paid if it is a war target and or an additional 10% if they are the top 10 most wanted. This means that if the target falls under both – the total bounty payout is 40% of the kill value.

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More Content

The idea for these changes is to bridge the gap a bit between low security space and high security space. Now there is a bit of a blend and outlaw players are no longer cut off from things like market hubs and missions. There will still be those who choose not to go to high sec and have others ship supplies to them in low sec, but there is always the option if they want it.

More importantly is a much sought after play style becoming possible. Anti-pirates or more officially – the Space Police in high sec. While there is no official faction for the police, they will function in the same regard as pirates. You never really know who they are. They may ignore you and fly right by or when you least expect it – attack!

So in closing for this section of Bridging The Gap we have four changes:

  • Security status can only be altered while in empire space. (high and low)
  • NPC police no longer attacks a player if their security status is too low.
  • Any assist mechanic used on an outlaw will result in being suspect flagged and a security status hit.
  • An additional 10% bounty is paid if it is a war target and/or an additional 10% if they are the top 10 most wanted.

WOOP WOOP! That’s the sound of the player run space police.