about 1 year
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EVE Online
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10s | E online players have played as pirates |
---|---|
12s | for years and finally they'll be able to |
15s | do that a bit more legitimately just |
17s | like players have been able to enlist in |
18s | faction Warfare with an Empire of their |
20s | choice VI it Kari galente Amar or |
23s | minmatar you will be able to enlist with |
25s | a pirate faction of your choice this |
27s | will be either the Gus or the angel |
30s | cartel the guristas are going to be |
33s | going to war raiding the space uh that |
35s | has been destabilized in the calari |
38s | galente war zone and on the other side |
40s | of the universe the angels are doing |
42s | much the same thing raiding into the |
45s | space that has been disturbed by the |
47s | ongoing war between the Amar and the |
49s | minmatar during these insurgencies uh |
52s | the pirate factions will deploy a |
55s | forward operating base into the space |
57s | from which they'll begin to raid the |
58s | space around them as they raid the space |
61s | they will attempt to attack corporate |
63s | outposts harass mining fleets and so on |
68s | the more crimes that those pirates |
69s | commit the more the crime level goes up |
71s | in the system this is what we're calling |
73s | corruption on the flip side the Empire |
76s | militias who are attempting to control |
78s | that space can act as law enforcement |
80s | and they're looking to stop these pirate |
82s | raids in order to do this as they fight |
85s | off the Pirates they will increase the |
87s | law enforcement level uh in the system |
89s | which we are calling suppression as |
91s | corruption increases in the system uh |
94s | the effects in the system will become |
97s | cumulative uh as more crimes happen Law |
100s | and Order begins to break down and |
101s | that's roughly what corruption is |
103s | attempting to stimulate corruption is in |
106s | a sense good for the Pirates they Revel |
109s | in it so to speak uh as corruption in a |
112s | system increases it will grant various |
114s | bonuses to the space that will alter the |
116s | nature of the space uh while that |
118s | corruption level is elevated uh these |
121s | can range from relatively simple effects |
123s | such as players dropping more loot when |
125s | they explode or more complicated effects |
128s | uh such as uh the system almost dropping |
132s | in a security status dropping in a |
135s | security status at maximum corruption is |
137s | a tricky thing this is a bit of a |
139s | challenge for us we've already had a |
142s | security status of the space uh that |
143s | they were attacking Pirates will be able |
146s | to do the same thing when they can push |
147s | corruption to the maximum level for low |
150s | sex system that has reached maximum |
152s | corruption that system will begin to |
154s | feel more like nelac we'll accomplish |
156s | this with a simple package of effects |
158s | which allows the use of interdictions uh |
161s | bubble launchers bomb launchers and |
164s | heavy interdictor bubbles these three |
166s | key items are really what tends to |
169s | separate the feeling of low security |
172s | space from the feeling of n security |
174s | space it is only these three things that |
177s | become active all of the rest of the |
179s | rules that apply to low security space |
180s | still apply which makes this rule set a |
183s | little bit more lightweight and easy for |
184s | us to deploy to systems uh dynamically |
187s | through these in insurgencies as we need |
190s | to similarly for a highx system uh as |
195s | the corruption level increases in that |
197s | system a high sex system when it reaches |
199s | maximum level May begin to feel more |
201s | like a low sex system and we accomplish |
203s | this by simply making aggression against |
206s | a player ship uh result in only a |
210s | suspect timer and not a criminal timer |
213s | uh Concord only responds to criminal |
215s | timers and so that means that they will |
218s | not come after you if you shoot a player |
220s | ship but players will be able to respond |
223s | this is a bit more like lowc however |
226s | criminal timers are still possible if |
229s | you attack a capsule of a player for |
231s | example which also in lowc generates a |
233s | criminal timer then Concord will still |
236s | respond making these corrupted highx |
238s | systems feel even a bit more diff |
240s | uh than loac they are kind of a very |
243s | unique type of space on the flip side as |
246s | suppression increases we also wanted to |
248s | make that feel uniquely impactful in the |
251s | same way that corruption does and |
253s | suppression being the law enforcement of |
255s | a system we are largely seeking for that |
257s | to feel more secure as the militia |
260s | players complete activities and they |
261s | increase the suppression of a system uh |
263s | there will also be a different set of |
265s | effects that suppression can apply and |
267s | note that these are not mutually |
268s | exclusive we could have level five |
270s | suppression and level five corruption |
272s | effects in a system at the same exact |
274s | time suppression is the law enforcement |
277s | effect on a system um just how well |
280s | locked down the system is it is the |
282s | suppression of free movement and |
285s | everything else that the criminals make |
287s | use of as suppression increases various |
290s | things will happen uh Concord will start |
292s | paying a little bit more for pirate |
293s | Bounties in those systems the militias |
296s | will get bonuses even including the |
299s | possibility of fairly potent PVP bonuses |
302s | such as an increase to webon scram range |
304s | which will really change the nature of |
306s | PVP in these systems and at level five |
310s | they'll even secure Gates and stations |
313s | more than they normally would be when |
315s | suppression hits level five the security |
317s | forces in the system will attempt to uh |
320s | lock down the system and they'll do this |
322s | by deploying upgraded sentry guns to |
324s | Gates and stations in the system to make |
327s | travel a little bit safer for |
329s | law-abiding |
330s | citizens these upgraded sentry guns will |
333s | be quite aggressive uh at punishing |
336s | criminal behavior and they hit a lot |
337s | harder than your standard sentry gun um |
340s | so the goal here being it's really hard |
342s | to actually gate Camp these systems if |
344s | these sentry guns have been put in place |
347s | as systems are fully corrupted the |
348s | Pirates will score a point towards their |
351s | progress in the Insurgency and as |
353s | systems are fully suppressed the militia |
356s | factions will score a point towards |
358s | their side in the Insurgency when the |
360s | anti-pirate factions have reached their |
361s | target point value then the pirate fob |
364s | will become vulnerable similar to upwell |
368s | structures this has a single |
369s | reinforcement timer uh so players will |
371s | have to shoot the Shields and then |
373s | return to destroy the structure giving |
375s | Pirates a lasted chance to attempt to |
377s | protect it on the pirate side if they |
380s | hit their goal they pack up their Loot |
382s | and leave this corruption will also |
384s | begin to spread these systems which the |
386s | Pirates are attacking those systems that |
388s | are under active insurgence |
390s | will grow naturally as you as a pirate |
393s | player increase the corruption of system |
396s | it will reach the spread threshold when |
398s | the spread threshold is reached for an |
400s | individual system it will preferentially |
402s | spread adjacent to that system if it can |
406s | if it can't spread from that system then |
407s | it will still spread but it will be |
409s | adjacent to another system in the |
410s | Insurgency zone so you always wind up |
413s | with a contiguous set of systems which |
415s | is which are in the Insurgency which is |
417s | the dynamic war zone that we've looked |
419s | to create create what we were really |
421s | trying to do with this was create a |
423s | system where unlike faction Warfare |
426s | where the set of systems in uh the war |
428s | zone are very static we wanted to see |
431s | what it would be like to create a war |
432s | zone which uh naturally changed over |
435s | time and was a bit more flexible and bit |
438s | different every time it spawned uh |
440s | making a lot of use of local geography |
443s | to make it particularly unique and |
445s | interesting the other thing that we |
447s | really wanted to accomplish with these |
449s | insurgencies is we wanted to create a a |
451s | war feature that was discreet in faction |
455s | Warfare right now uh that is an eternal |
457s | War those players are going to push and |
459s | pull on those systems uh probably until |
461s | the end of time but with the Insurgency |
463s | system uh a set of system spawns points |
467s | are pushed up towards uh completion and |
469s | once one faction has won they get a |
472s | bonus for winning and then the |
474s | Insurgency ends when Insurgency starts |
477s | it will choose a system where the fob |
479s | will spawn once it's chosen a system |
482s | where the fob will spawn it then chooses |
483s | the initial set of systems that will |
486s | have Insurgency content those will be |
488s | the systems that players will need to |
490s | compete over first when it becomes |
492s | active however when the fob is |
494s | originally placed the Insurgency is in a |
496s | forecasting State uh the Pirates are |
499s | still setting up the raid hasn't started |
501s | the security forces haven't been able to |
503s | bust down the door yet this is the |
505s | period where we let you as the player |
507s | know where the Insurgency is going to be |
509s | giving you a a chance to get your ships |
512s | into position or out of out of Harm's |
514s | Way uh depending on what how you want to |
517s | interact with it before the actual |
519s | Insurgency begins in the war zone the |
522s | Insurgency is intended to be a |
524s | destabilizing force if the pirate |
527s | factions are unequal uh then eventually |
530s | we will likely see that one side being |
533s | uh losing most of their space uh with |
535s | the other side being particularly |
537s | dominant the Insurgency is meant to come |
540s | in and disrupt that when one faction has |
543s | more systems the Insurgency will prefer |
546s | to attack that uh faction space and if |
549s | the Pirates are successful in their |
551s | Insurgency they will actually steal a |
553s | system from the faction when they do |
556s | when that system is stolen the Pirates |
557s | will have Sovereign ownership of it for |
559s | a limited period of time until they |
562s | decide to focus elsewhere and they |
565s | simply Let It Go when they let that |
567s | system go it will return to its previous |
569s | owner however it returns to the previous |
571s | owner with very little control over the |
574s | system as the ihub will be vulnerable to |
576s | attack immediately by the opposing |
578s | faction so if the owning faction wants |
580s | to rescure that system they will need to |
583s | defend that ihub and Plex the system |
586s | back down if you decide to align with a |
587s | pirate faction there are a number of |
589s | great rewards in store for you both |
591s | factions have brand new LP stores with |
593s | rewards that are only available from |
595s | Insurgency content the angels have the |
597s | new aeriel the angel faction |
600s | which is truly beautiful and in the |
602s | gista lp store you can find all of the |
604s | gista capital blueprints sub Capital |
606s | blueprints gista skins and more with the |
609s | pirate insurgencies we've intentionally |
611s | designed the system to be open and |
613s | sandboxy and dynamic and interesting and |
616s | I can't wait to see what you do with it |
618s | and what stories you |
626s | make |