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10s | for the November expansion we're adding |
---|---|
13s | in brand new faction pirate destroyers |
15s | and faction Pirate Battle cruisers for |
18s | both the gas Pirates and for the angel |
20s | cartel the gas are getting the Mamba and |
24s | the alligator which combine the missile |
26s | Firepower of the corx and the Drake |
28s | which they're based on with guster's |
30s | drone Bas and shield resistance bonuses |
33s | for both High DPS and high durability |
36s | the angel cartel on the other hand are |
38s | getting the Mecha and the kisel both of |
41s | which feature High projectile DPS and |
44s | falloff bonuses while also having the |
47s | high Mobility players would expect from |
49s | the angel cartel with the warp speed |
52s | bonuses and having top speeds for their |
54s | class we decided to pick destroyers and |
57s | battle Cruisers this year because there |
60s | aren't any pirate destroyers and battle |
61s | Cruisers right now and we know players |
64s | have been asking for them also it felt |
66s | like a great time because last year we |
68s | added the Navy destroyers to the game as |
71s | well as extended the Navy battle cruiser |
73s | lineup and so it just felt like a great |
76s | time to do these ships the design and |
78s | balance of these ships were very |
80s | Heavenly inspired by the existing pirate |
82s | ships so for example the alligator which |
85s | is the gers battle cruiser is |
87s | essentially what happens when you take |
89s | the kadari Drake Co and the gers heal a |
92s | hole and just merge them together and |
95s | that's kind of the approach we went with |
96s | all four of them players looking to get |
98s | their hands on these brand new ships |
100s | will be able to do so by taking part in |
103s | the Insurgency content that's coming in |
105s | November you'll be able to choose to |
108s | align with either the angel cartel or |
110s | the Gru's pirates in doing so and |
113s | helping them spread the corruption and |
114s | Chaos across the battlefield and |
116s | capturing objectives for them you'll |
118s | earn lty points you can then spend those |
121s | loyalty points in their brand new |
123s | militia loyalty Point stores which will |
125s | have blueprint copies for the brand new |
127s | ships in addition to a whole host of |
129s | other Co offers for you in the Havoc |
132s | expansion we're adding destroyers and |
134s | battle cruisers for just the angel |
135s | cartel and the grus Pirates but in the |
138s | future we definitely want to add |
139s | destroyers and battle cruisers for the |
141s | seenus dous nation blood Raiders and the |
145s | other pirate factions what I think |
147s | players will enjoy the most about these |
148s | ships though is finally being able to |
150s | get a hold of them and fly them in the |
152s | game I'm really looking forward to |
154s | seeing what kind of creative setups you |
156s | can come up with them and where you use |
158s | them whether it's in factional Warfare |
160s | the abyss killing no SEC players or |
163s | maybe even adding these new ships to |
165s | your killboard if you're an |
166s | anti-pirate in the uprising expansion |
169s | and in the verden expansion the art team |
171s | did a great job extending and polishing |
174s | existing holes like the Navy comron and |
176s | the Navy Phoenix but this time the |
179s | models are are completely brand new and |
181s | I love seeing them and I can't wait for |
184s | you to experience them in the game as |
186s | well a number of years ago we had |
188s | introduced some concept art which |
190s | players had seen of an Angel Titan it |
192s | was a really cool concept um it was |
195s | actually the Angel's logo when viewed |
197s | from the top down turned into a ship |
200s | effectively uh and people really loved |
202s | this it was it was very cool it made a |
204s | big splash and boy have we been hearing |
207s | about that ever since um so it's about |
211s | time that we finally actually made this |
213s | thing a reality uh the concept was |
215s | Revisited by our art team and they came |
217s | out with something just truly fantastic |
220s | looking which is now known as the aeriel |
223s | which will be coming to you in November |
225s | so when we were looking at the angel |
227s | Titan design we had these older Concepts |
231s | that had been floating around for some |
233s | years looked at the base design there |
235s | and and saw there was something there to |
237s | work with we kind of took another pass |
239s | on those did did a few Concepts to |
242s | support that idea that was the original |
245s | design but modified it to to our kind of |
249s | current standards we also looking at the |
251s | angel ship design um as a whole kind of |
255s | where we want to take that CU we're |
257s | creating more than one ship we're |
259s | drawing inspiration from uh an animal |
262s | skulls insect armor plates and things |
265s | like that so when we kind of go through |
267s | that process of iterating on the designs |
270s | we do paintovers blockouts with 3D |
273s | finalize the design and then it's very |
275s | much an iterative process of of taking |
277s | you to the final piece yeah my part in |
281s | in all of this is working with the |
283s | artists finalizing the designs nudging |
286s | it a bit left and right if you will then |
289s | working with the 3D artists as the |
292s | project moves uh down into that part of |
294s | the pipeline then working with VFX |
297s | animation just guiding it in in the the |
300s | direction we want to take it yeah I'm |
302s | really happy with the updates on the |
304s | angel ships and and the Titan especially |
306s | people have been waiting for for a long |
308s | time and yeah some mean looking machines |
311s | coming your way when I first started |
314s | taking a look at the design of the |
315s | iserial I needed to figure out how to |
317s | merge the angel bonuses uh that are very |
321s | typical on Angel ships where they |
324s | tighten at first glance the angel |
326s | bonuses don't really seem like they |
327s | would apply well to a Titan uh angel |
330s | ships all have a warp speed bonus as |
332s | part of a default Rachel trait which you |
334s | can find on all Angel ships and Titans |
338s | being the largest of the capital ships |
340s | are not particularly known for moving |
342s | very much so what good is a warp speed |
345s | bonus uh and when I started looking at |
347s | this I tried to figure out are there |
350s | other ways that we could twist this |
352s | where we thematically have something |
354s | that is reminiscent of a warp speed |
356s | bonus but might be a little bit more |
358s | useful uh maybe something like jump |
360s | range or fuel conservation or something |
363s | along those lines and after a lot of |
366s | thought I wasn't really satisfied with |
367s | any of these answers and so uh when I |
370s | was putting together prototype I |
372s | actually just put the classic warp speed |
374s | bonus on the ship as I thought about it |
376s | some more it turns out that this warp |
378s | speed bonus actually works really well |
380s | for this kind of gameplay it reduces the |
384s | uh time for a Titan to get safe um which |
386s | gives them just a little bit more of an |
388s | edge uh this Hy dunking gameplay also |
390s | usually involves a Ragnarok in most |
392s | cases um largely because the Ragnarok |
395s | has some of the highest Alpha damage in |
396s | the game um the large artillery guns can |
399s | put out a large heap of damage in just a |
401s | single shot kills the Target and warps |
404s | away um with this Angel ship as well |
407s | Angels often use projectile guns we can |
410s | have the same sort of situation and so I |
412s | realized what I was designing was really |
415s | the peak hyper dunking Titan at this |
418s | point um |
420s | which I was like all right cool I can I |
422s | can roll with that uh the ultimate hyper |
425s | dunking Titan let's just lean into that |
428s | and I began to tune the stats around |
430s | that in particular uh when it came to |
432s | tuning the stats I was roughly aiming |
434s | for DPS that was just shy of the |
436s | vanquisher which is the highest DPS |
438s | Titan in the game so it's not quite the |
440s | highest damage but it has the highest |
443s | Alpha uh so in terms of immediate damage |
446s | applied to Target the aerial will be the |
449s | Pinnacle over the last couple years the |
450s | pirate Titans have had a pretty wide |
452s | range of build materials and ways in |
454s | which the blueprints are acquired and |
456s | how much those blueprints cost with the |
458s | introduction of the aerial adding yet |
460s | another pirate Titan we wanted to make |
462s | sure that we could simplify the field um |
465s | partly because it makes balancing for us |
467s | easier we can make sure that the Titans |
469s | are all comparative to one another |
471s | without having to worry so much about |
472s | their cost and partly to make sure that |
475s | the ships are actually reasonable for |
477s | you uh to to acquire in |
480s | build in so doing we've brought the |
483s | build materials down for all pirate |
485s | Titans to the equivalent of a te1 Titan |
488s | with this simplification of the build |
489s | materials it'll take you just as much |
491s | material to build a vanquisher as it |
494s | takes to build an arabis or to build a |
496s | kodo as it takes to build a leviathan or |
500s | in his aiel with the built materials |
502s | coming down we wanted to move some of |
504s | the cost of that pirate Titan premium |
507s | which we still want to keep around these |
509s | are |
510s | intended to be the the Pinnacle ships uh |
513s | in the game we wanted to move some of |
515s | that premium to uh the blueprint |
518s | acquisition cost so pirate Titan |
522s | blueprints have been pretty expensive |
524s | for a while as anyone who has attempted |
527s | to buy one knows um the only source for |
530s | many of the blueprints was coming from |
532s | Pirate shipyards uh for example the kodo |
535s | or the molok which are only available |
537s | from Gus or blood Raiders shipping yards |
540s | or for the vanquisher which was |
542s | available from the lp store for the |
545s | serpentis in the serpentes lp store the |
547s | vanquisher was a bit of an outlier again |
550s | all of its cost was in its build |
552s | materials whereas the lp store side was |
555s | relatively cheap uh comparatively |
557s | speaking to the other Titans um so we |
561s | needed to increase the base cost of the |
564s | lp required in order to purchase uh the |
567s | blueprint while simultaneously planning |
570s | to bring down the build materials having |
572s | that upfront premium on our side makes |
574s | it a little bit easier for us to adjust |
576s | the valuation of the chips without |
578s | having to make an adjustment to the |
580s | blueprint materials which is a little |
582s | bit more impactful uh every time we want |
585s | to adjust the position of the ships in |
587s | the ecosystem there's been a lot of |
589s | Desire from players to finally see an |
591s | angel Titan added to the game and we |
594s | knew this when we went into the project |
596s | and so we've put a lot of love into it |
598s | both from the design side and the art |
600s | side and we hope you'll love it too we |
602s | look forward to seeing them in |
611s | space |