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5s | after repelling the drift of forces from |
---|---|
7s | zazac the death's name has started to |
9s | Echo throughout new Eden he has seen an |
12s | opportunity with the new upwell Skyhook |
14s | technology to seed his influence on |
16s | planets to introduce a conduit for the |
20s | nefarious the key things that our team |
22s | is trying to achieve with this expansion |
24s | is increase conflict drivers in nulc add |
27s | more value to nulc and further the |
29s | deathless storyline the mercenary Dem |
32s | this is a new structure that latches |
34s | onto Sky hooks around temperate planets |
36s | utilizing the workforce of the planet |
38s | and generating a new resource that the |
40s | deathless has his sights on in return |
43s | for aiding his efforts caps can be |
45s | rewarded with new clandestine Ambush |
48s | Hunter ships featuring powerful boarding |
51s | weapons this boarding weapon will wreak |
53s | havoc on internals of ships affecting |
56s | Shields armor and hole on 999 that is |
59s | the nth of September and 9 years since |
62s | The Drifters first appeared they |
64s | launched a surprise attack on zarak |
66s | specifically laying Siege on the systems |
69s | surrounding it in response the fulcrum |
72s | not the deathless himself locked down |
74s | the gates with an emanation lock this |
76s | was less of a direct denial of uh access |
81s | because The Drifters use wormholes and |
83s | more of a secondary consequence of |
85s | locking down sarac the siege failed |
89s | Pilots came out in huge numbers and |
92s | destroyed The Siege engines and The |
93s | Drifter officers again and again and |
95s | again meaning that The Drifters had been |
97s | locked out of zarak at least for now now |
100s | that the shrouded structure has been |
101s | partially revealed the deathless have |
103s | set up a research station right next to |
105s | it and has made a request to all |
106s | citizens of new Eden to bring him out of |
108s | them ancient Tech that can be found in |
110s | Relic sites in exchange he'll be giving |
113s | isk and other goodies the new structure |
116s | is rumored to have been the trf's target |
118s | since the failed Siege and the partial |
120s | reveal the deathless have been intensely |
123s | trying to reveal its Secrets along with |
125s | the help of Adam and the fulcrum itself |
127s | realizing that he can't do this alone |
129s | and wanting to spread his philosophy the |
130s | deathless has released a mercenary Den |
132s | structure to help those wishing to |
134s | escape upwell in the Empire's corruption |
136s | and bureaucracies mercenary dens are a |
138s | new addition to nulc a structure that |
141s | acts as an add-on to the Skyhook this |
144s | structure can be deployed by anyone with |
146s | the skills to do so this means you don't |
148s | need to be the owner of the sky hope or |
151s | the system to deploy one they work by |
154s | latching onto the side of Sky Hooks and |
156s | utilizing the workforce of the planet to |
158s | generate infom morphs these infomorph |
161s | are needed by the deathless and could be |
163s | traded at item Traders for new deathless |
165s | ships weapons and ammo with the |
168s | introduction of the mercenary dens |
169s | Capers have a new mechanic to condem |
171s | with Anarchy and |
174s | development development serves to |
176s | increase the output of the den the |
179s | higher the development is the more infos |
181s | are generated to be collected by the |
184s | owner Anarchy however has a negative |
186s | trait as it increases the mercenary Den |
189s | will start to have an effect on the |
191s | workforce that the planet can produce |
194s | without any interaction with the |
195s | mercenary Den both Anarchy and |
197s | development will continue to rise over |
199s | time if you don't want the mercenary Den |
201s | to impact your Workforce you'll need to |
204s | complete tactical operations for the |
206s | mercenary Den to bring the Anarchy in |
208s | line each Tactical operation you |
210s | complete will serve to decrease the |
212s | amount of Anarchy in the mercenary Dem |
215s | additionally completing TCT Co |
217s | operations will also increase the amount |
219s | of development in the mercenary de |
222s | further increasing infomorph production |
224s | the way I see it there are three paths |
226s | for using the mercenary Den first a |
229s | system owner can deploy the mercenary |
231s | Den to generate infs creating content |
234s | for themselves keeping the Anarchy down |
237s | to avoid any impact on the system's |
239s | Workforce output |
241s | second a Raider can deploy a mercenary |
243s | Den on an unsuspecting a Skyhook |
246s | complete the Tactical operations to keep |
248s | the Anarchy down in an attempt to avoid |
250s | detection and generate |
252s | infal third an attacker can deploy |
255s | mercenary dens on an enemy Skyhook allow |
258s | the Anarchy within the Skyhook to rise |
260s | and disrupt the workforce output of the |
262s | system creating a new way to engage |
265s | enemy sovereignty in all three cases |
268s | we're creating content and conflict |
270s | drivers for the players in nsec both the |
272s | residents and Invaders the mercenary |
275s | dance will produce infomorph which the |
277s | player can then retrieve trade in those |
279s | infomorph at zarak for ship weapons and |
281s | blueprints for the Revenant expansion |
283s | we're introducing deathless faction |
285s | ships the tholos destroyer and the senat |
287s | battle cruiser they can sneak up on |
289s | their prey using a covert Ops cloak |
291s | before releasing their signature weapon |
293s | specialized boarding pods which they can |
295s | launch towards a Target which penetrate |
297s | the enemy ship and begin to deal damage |
299s | to it from the inside deathless faction |
302s | ships have a terrifying brawling kit |
304s | they have a special damage overtime |
306s | weapon a cover Ops cloak and a web |
309s | resistance bonus that allows them to get |
310s | in close and deal a massive amount of |
312s | damage from in close range the deathless |
314s | breacher pods do not stack if multiple |
316s | are applied to a Target only the highest |
318s | deals damage deathless breacher pods are |
321s | not affected by the resistances of their |
323s | Target because they're dealing damage |
325s | from the inside of the ship the damage |
326s | is dealt from the outside in however uh |
329s | first damaging Shields then armor and |
331s | then hoe the death ships have been |
333s | balanced to have incredibly High |
335s | strengths with very clear weaknesses |
338s | they have a lot of damage but they |
339s | operate best when in close range due to |
341s | the lack of range bonuses on the ship if |
343s | you get a chance to shoot at these pull |
345s | range and try to shoot them from a |
346s | distance because that's probably where |
348s | they'll be weaker the death ships have |
350s | an incredibly high damage potential |
352s | possibly higher than most other ships of |
355s | their size mixed weapon types make these |
357s | however more difficult to operate at |
359s | maximum effici efficiency requiring more |
361s | player skill to use well they also have |
363s | a web resistance bonus which gives it |
365s | more tactical flexibility in Brawl range |
367s | while it's slower than Angel ships by |
369s | base speed under web it can actually be |
371s | faster due to this bonus death ships |
374s | have a lot of mids slots and few low |
376s | slots this gives them a lot of tactical |
378s | flexibility and space for shield modules |
381s | while also limiting just how much damage |
382s | they can deal at the top end active |
384s | shielding bonuses reinforce its identity |
386s | as a shield tanking ship while also |
389s | reinforcing its role is more of a solo |
390s | small gang ship passive bonuses tend to |
393s | scale best with larger fleets whereas |
395s | active bonuses tend to scale best in |
397s | Solo and small gain content the damage |
399s | overtime breacher pod weapon doesn't |
401s | stack so they're less effective on mass |
403s | but they're still valuable in fleets to |
405s | apply their damage to many targets if |
408s | they can get in range and cause chaos |
410s | for the enemy logistic ships thing I |
413s | think will surprise players the most is |
415s | the lingering damage overtime effect the |
417s | damage overtime effect will catch people |
419s | off guard even when they think they've |
420s | won a fight the deathless ship might |
422s | still take them down from beyond the |
423s | grave as the effect keeps on ticking |
426s | whether or not that ship is present I |
428s | think what people will enjoy the most |
429s | with death ships is that they will make |
431s | for terrifying ambushes particularly due |
434s | to their covert OBS cloaks death ships |
436s | will be popular in wormholes due to |
437s | their strength at closer engagement |
439s | ranges they'll also probably be brought |
441s | along with Black Ops fleets because they |
443s | can join in due to their cover Ops cloak |
445s | bonus they may be seen with large fleets |
447s | particularly to put pressure on |
449s | Logistics by making multiple targets |
450s | need tending as a pirate faction they |
453s | will not be allowed in faction Warfare |
454s | Navy complexes however I expect they'll |
456s | make a terrifyingly strong showing in |
458s | advanced complexes and Insurgency sites |
461s | we'll be carefully monitoring their |
462s | performance in both of these after |
464s | release the new deathless ships were |
466s | created to host and use the new breacher |
468s | pod and paired cloning technology as no |
471s | other ships were capable of using this |
473s | technology the deathless wants to share |
475s | it with the rest of new Eden as a sign |
476s | of good faith for both the mercenary den |
479s | and the death ships we're creating new |
481s | opportunities for conflict and |
483s | engagement for players I think mercenary |
486s | dens are going to add a new Dynamic to |
487s | NOC creating opportunities for stealthy |
490s | disruption gameplay and also generate |
493s | content in addition to creating tactical |
495s | operations for isk and rewards also |
498s | you're going to love the new desler |
500s | ships short range Ambush Hunters they're |
503s | going to be deadly on the battlefield |
504s | and I know that I'm looking forward to |
506s | trying them out |