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zh:dev_blog_and_patchnote:viridian [2023/06/10 03:10] – MuraSaki_Siki | zh:dev_blog_and_patchnote:viridian [2023/09/08 11:06] (当前版本) – Rabbit_P | ||
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- | ===== 公司項目 ===== | + | 10/8 |
- | Viridian 更新將集中於改善公司管理, | + | |
- | 透過引入新管理工具, 清晰地向公司成員指引公司發展方向, 讓每位公司成員的貢獻都明確記錄下來。 | + | ===== 建築 & 部署 ===== |
+ | *🤝Upwell 建築的塗裝不會再在建築進入低能量 或 廢棄狀態後被取消, 僅不作顯示, 直至建築回復至正常運作。 | ||
+ | *🤝Upwell 建築的塗裝時長不再受建築狀態影響。 | ||
+ | *擁有權限的玩家能夠取消建築塗裝許可, | ||
+ | *當建築塗裝許可被取消, | ||
+ | *🤝個性化分頁可以從 Neocom 欄中移除。 | ||
+ | *CEO, 總監, 品牌經理等玩家可以透過公司頁面的對應分頁訪問 SKINR。 | ||
+ | *擁有權限的玩家可以查看所有正在使用 SKINR 的建築及其剩餘時長。 | ||
- | 所有公司成員均能瀏覽公司項目和進度, | ||
- | *可供設定的項目有: | ||
- | *指南: 創建一個不能實際參與的項目,僅用於展示和傳達公司在特定情境下的表現。 | ||
- | *交付物品: | ||
- | *擊殺NPC: 項目可以針對特定的恆星系,指定公司想要消滅的NPC數量,並利用該恆星系的軍事指數,為公司應對主權空間的襲擊創造增強防線的機會,讓團隊更好地管理星系的賞金風險係數。 | ||
- | *對其他克隆飛行員造成傷害: | ||
- | *開採: 公司可以激勵資源採集,追踪指定的星系和礦石類型。 | ||
- | *公司 CEO 及 總監可以最多創建 100個 正在進行的公司項目。並且能夠瀏覽各項目中, | ||
- | *在空間站或星威建築中設有辦公室的公司將擁有一個名為 Project (項目) 的新機庫。 該機庫可以放入「交付項目」所需的物品。與其他公司機庫不同,這個機庫沒有可配置的訪問權限,只有公司的 CEO 和總監 才能訪問。 其他成員只有交付功能。 | ||
- | *公司項目可以拖拉創建文字連結。 | ||
- | ===== AIR 機遇 ===== | + | ----- |
- | 重新設計用戶介面, | + | |
- | *公司項目和 AIR 機遇窗口是關聯起來的。單擊公司項目中的項目將跳轉至 AIR 機遇視窗中對應的項目位置。 | + | |
- | *對於想尋找公司正在進行的項目, | + | |
- | ===== 公司 LP點數 ===== | + | ----- |
- | *公司徵稅以往只徵收玩家的 NPC 賞金收入, | + | |
- | *EverMark (長青點) 並不作額外徵稅。因目前公司已由玩家進行個人任務時, | + | |
- | *公司有專屬的 LP 錢包。公司 CEO 及總監可以如使用個人 LP點數般使用 公司 LP點數, 分別只是 LP 及 ISK 由公司支付。如果該項 LP 物品需要交付額外物品兌換的話, | + | |
- | *公司的 LP 點數可以轉帳給其他公司。 | + | |
- | *EverMark (長青點) 不能轉帳。 | + | |
- | ===== SKINR (超級克爾誘導納米塗層調序器) ===== | + | 2/8 |
- | *引入一款新的自訂義工具。公司 CEO, 總監, 以及 (新設職位) 品牌經理可以創建建築塗裝設計方案。以時限形式支付長青點應用在任何公司擁有的昇威建築。 | + | |
- | *當支付完成後,塗裝將應用在所選建築,其他玩家均能看見。 | + | |
- | *品牌經理可以瀏覽所以公司自訂義項目, | + | |
- | *推出更多獲得長青點的途徑, | + | |
- | ===== 稅率修改 | + | ===== 國土行動 |
- | 就徵稅方式作出一系列修改, 以增加公司透過基礎建設獲得的收益: | + | *當一個據點完成時, |
- | *1. 昇威建築的市場中介費調整。由以往的按比例徵收, 改為按固定百份比徵收。 | + | *緊急援助及無畏艦突擊據點中, 若玩家對友方建築及友方無畏採取侵略行徑將視為嫌犯行為, |
- | *2. 工業項目設施收費: | + | *突襲據點中, 敵方運輸艦將不會被遙修。 |
- | *3. 移除舊有 NPC 建築遺留下來的星系工業項目加成。鼓勵擴展工業至不同星系。 | + | *調整各據點中, |
+ | *金屬極限流星體據點中, | ||
- | 昇威建築中介人收費 | + | ----- |
- | 調整目標是讓建築擁有者有更大的控制力度, | + | |
- | *系統將不會從中介人收費中抽取 50%。而是固定為 0.5%。 | + | |
- | 例子:訂立一張 100,000 ISK 的訂單, 中介費為 10%。 | + | |
- | 工業項目設施收費 | + | ----- |
- | 建設工業設施非常昂貴, | + | |
- | 調整的目的是為新公司提供選擇, 使其無需完全放棄基礎設施, 並鼓勵那些決定投資的玩家。 | + | 1/8 |
+ | ===== 勢力戰爭 ===== | ||
+ | >> 在 Uprising 版本中, 勢力戰爭地區需要配合各種嘗鮮玩家, | ||
- | 所有工業項目的應課稅直接為產物估值, 而非星系指數調整後估值。 | + | *Battlefield 據點的勝利點數由 500 上調至 2,000。 |
+ | *大型據點的勝利點數上調。 | ||
+ | *偵察及小型據點的勝利點數稍為下調, 而中型及大型據點的點數則大幅上調。 | ||
+ | *調整勢力戰爭據點的分佈。 | ||
+ | *大型及中型 NVY-1 據點將分散出現。這讓團隊能更容易完成一個星系內的據點, | ||
+ | *NVY 及 ADV 據點的比例由過往 3:1 調整至稍低於 2: | ||
+ | *供 5位玩家攻略的據點刷新率下調。 | ||
+ | *整體勢力戰爭據點的刷新率下調約 30%。對於某一系列的前線星系, | ||
+ | *勢力戰爭據點的刷新時間上調: | ||
+ | *後衛星系的 LP 獎勵比率由 0.5x 下調至 0.01x。佔領後衛星系將只有戰略意義而沒有得益。這調整將有助打擊腳本操作, | ||
+ | *Operations Centers (運營中心) 的刷新量將上調一倍。讓玩家更容易找到這些據點, | ||
- | 在低星系指數的設施擁有方即使稅率設得低, | + | *勝利點數調整: |
+ | *Scout NVY: 50 -> 25 | ||
+ | *Small NVY: 60 -> 50 | ||
+ | *Small ADV: 80 -> 75 | ||
+ | *Medium NVY: 100 -> 150 | ||
+ | *Medium ADV: 110 -> 175 | ||
+ | *Large NVY: 120 -> 250 | ||
+ | *Large ADV: 150 -> 300 | ||
+ | *Open Complex: 200 -> 300 | ||
+ | *Battlefield: | ||
- | NPC空間站的稅率由10%減至0.25% | + | ===== 雜項 ===== |
+ | *LP 及 長青點個人捐贈 | ||
+ | *玩家現在可以捐贈 LP 予任何玩家公司。 | ||
+ | *玩家可以捐贈 長青點 予其所屬公司, | ||
+ | *要捐贈給其公司所屬聯盟的執行公司, | ||
+ | *玩家可以在錢包頁面進行 LP 及 長青點 捐贈操作。 | ||
+ | *玩家不能捐贈 LP 及 長青點 予 NPC 公司。 | ||
- | Alpha克隆的額外稅率由2%減至0.25% | ||
- | 另外再增加0.25%的稅繳與SCC | ||
- | 工業項目的最大徵稅率為10% | ||
- | 費用最低由小數點後1位增至2位 | + | 13/7 |
+ | ===== 國土行動 ===== | ||
+ | *無畏襲擊據點調整: | ||
+ | *無畏艦進入會戰模式並發射長槍所需要的彈藥數量減少。 | ||
+ | *摧毀建築需要發射的長槍次數增加。 | ||
+ | *無畏艦的會戰模式運作時間 - 即不能為其充填 - 由 300秒 下調至 90秒 | ||
+ | *被 " | ||
+ | *" | ||
+ | *緊急救援據點中, 若目標存活時間超過5分鐘 及 10分鐘, 會有額外獎勵。 | ||
+ | *可疑信號據點中, | ||
+ | *可疑信號據點中, | ||
+ | *可疑信號據點中, | ||
+ | *深淵製品打撈行動據點中, | ||
+ | *深淵製品打撈行動據點中, | ||
+ | *深淵製品打撈行動據點中, | ||
+ | *據點中要獲得獎勵的最低貢獻度上調。 | ||
+ | *據點中敵方 NPC 的刷新時間大幅上調。 | ||
+ | *重新平衡了據點中 NPC 的能量中和量。巡洋艦 NPC 的中和量大幅下調。 | ||
+ | *據點中敵方 NPC 的環繞半徑調整至更符合其搭載的武器類型。 | ||
+ | *據點的信息顯示改善: | ||
+ | *當據點正在攻略, | ||
+ | *當據點完成, | ||
- | 目前所有玩家設施徵稅收會自更新後由系統設為0.25%, 設施擁有方可以按需求調整。 | + | ===== 任務 & NPC ===== |
+ | *當任務目標完成時, 信息面板新增提示完成的信息。 | ||
- | 設施擁有方的競爭力將會大大提升, 即使是0.25%, 仍可以賺取可觀收入。 | + | ===== 機遇 ===== |
+ | *面板過濾顯示設定會被保存而不隨視窗關閉重置。 | ||
+ | *任務加入過期時間顯示。 | ||
+ | *任務代理人角色頭像將顯示於任務區塊中, | ||
+ | *任務區塊會顯示正提供的任務, 正進行的任務, 逾期, 或已完成。 | ||
+ | ===== 宇宙 ===== | ||
+ | *各勢力的勢力戰爭總部空間站的工業設施及辦公室已投入運作。 | ||
- | 計算方式 | + | ----- |
- | 計算方式改為: | ||
+ | 6/7 | ||
+ | ===== 生態 ===== | ||
+ | *劃一 NPC 工業項目收費由 0.25% 上調至 0.75%。 | ||
- | 項目設立費 | + | 22/6 |
+ | ===== 公司 ===== | ||
+ | | ||
+ | ===== 長青點 ===== | ||
+ | *容許公司將其長青點轉帳給所屬聯盟的執行公司 | ||
+ | *容許聯盟執行公司將其長青點轉帳給同聯盟其他公司 | ||
+ | *公司需要加入聯盟至少30天 | ||
- | 項目設立費: | + | ===== SKINR ===== |
+ | *在選擇將 SKINR 應用至那些建築時, | ||
- | 產物估值: | + | ===== 國土行動 ===== |
+ | *調整不同 NPC 的傷害及 HP, 以更吻合其艦船型號 | ||
+ | *部份 NPC 將會攻擊玩家釋放的無人機 | ||
+ | *當 NPC 被擊毀後, | ||
+ | *無畏襲擊據點的 NPC 將裝備 ECM 以干擾玩家 | ||
+ | *突襲據點的上一艘運輸艦躍遷離開時, | ||
+ | *突襲據點的上一艘運輸艦被擊毀時, | ||
+ | *突襲據點的運輸艦掉落物, 在玩家進場或離開時會從艦船貨倉中移除 | ||
+ | *突襲據點內的運輸艦掉落品加入限制, | ||
+ | *調整突襲據點的運輸艦出站位置, | ||
+ | *可疑信號據點建築 HP 上調 | ||
+ | *深淵製品打撈行動據點的躍遷干擾完結束時會有提示信息 | ||
- | |||
- | 加成: 如有其他加成 | + | 21/6 |
- | 設施稅率: | + | ===== 勢力戰爭 ===== |
+ | 得益於蓋倫特忠誠玩家幫助, 蓋倫特聯邦帝國成功建造 Interstellar Shipcaster (星際艦船彈射台)。 | ||
- | SCC: 固定手續費, | + | 14/6 |
- | Alpha克隆徵稅: | + | ===== 勢力戰爭 ===== |
+ | 得益於艾瑪忠誠玩家幫助, | ||
+ | *為向艦船彈射台提供能源, | ||
+ | *艾瑪將於勢力戰爭戰區星系中部署 Imperial Shipcaster Beacon Constructors (艾瑪艦船彈射台信標建築)。 | ||
+ | *為完成建築彈射台信標, | ||
+ | *艦船彈射台信標建築 及完成建造的 艾瑪艦船彈射台信標建築 均可以被玩家摧毀。完成建造的 艾瑪艦船彈射台信標建築 有一小時的增強時間, | ||
+ | *當至少有一個 艾瑪艦船彈射台信標 連接至艦船彈射台, | ||
+ | *勢力戰爭星圖已更新, | ||
- | The following tables represent the ISK flow in both Player Owned and NPC Facilities: | + | 米瑪塔爾完成其艦船彈射台的研究, |
+ | *米瑪塔爾共和國會獎勵向其提交 Mutadaptive Construction Components (突變適應建造組件) 的玩家。玩家可以於 Amo (阿莫德) 的 Republic Shipcaster Construction 據點以及 Barkrik (巴尔克里克) 的 Republic Stellar Construction Site 遞交組件。 | ||
- | Player Owned: | + | ===== 國土行動 ===== |
+ | *突襲據點中的運輸殘骸不能被牽引及摧毀。 | ||
+ | *更新無畏襲擊的信息面版以厘清指示。 | ||
+ | *可疑信號中的物品會按字母排序。 | ||
+ | *無畏襲擊中的無畏艦會使用其範圍能量中和武器。 | ||
- | Fee Equation Component | + | ===== 雜項 ===== |
+ | *EverMarks (長青點) 將可以透過不同的每日挑戰任務獲取。 | ||
- | Wallet | + | ===== 建築 & 部署物 ===== |
+ | *Keepstar (星城) 及 Sotiyo (索迪約) 不能夠再部署於高安星系。 | ||
+ | *現存於高安的 超大型建築 會如常運作。但當其解除錨定或被摧毀後將不能重新部署。 | ||
- | Amount | + | ===== 宇宙 ===== |
+ | *更新遊戲的廣告板, | ||
- | Type | + | ----- |
- | EIV * SCI * Bonuses | + | ----- |
- | NPC | + | ===== 公司項目 ===== |
+ | Viridian 更新將集中於改善公司管理, | ||
- | Dynamic | + | 透過引入新管理工具, |
- | Economic Sink | + | 所有公司成員均能瀏覽公司項目和進度, |
+ | *可供設定的項目有: | ||
+ | *指南: 創建一個不能實際參與的項目,僅用於展示和傳達公司在特定情境下的表現,及向成員手動展示大方向進度。 | ||
+ | *交付物品: | ||
+ | *擊殺NPC: 項目可以針對特定的恆星系,指定公司想要消滅的NPC數量,並利用該恆星系的軍事指數,為公司應對主權空間的襲擊創造增強防線的機會,團隊可以更好地管理星系的賞金風險系數。 | ||
+ | *對其他克隆飛行員造成傷害: | ||
+ | *開採: 公司可以鼓勵資源採集,追踪指定的星系和礦石類型。 | ||
+ | *公司 CEO 及 總監可以最多創建 100個 正在進行的公司項目。並且能夠瀏覽各項目中, | ||
+ | *在空間站或星威建築中設有辦公室的公司將擁有一個名為 Project (項目) 的新機庫。 該機庫可以放入「交付項目」所需的物品。與其他公司機庫不同,這個機庫沒有可配置的訪問權限,只有公司的 CEO 和總監 才能訪問。 其他成員只有交付功能。 | ||
+ | *公司項目可以拖拽創建文字連結。 | ||
- | EIV * Facility Tax | + | ===== AIR 機遇 ===== |
+ | 重新設計用戶介面, | ||
+ | | ||
+ | *對於想尋找公司正在進行的項目, | ||
- | Player | + | ===== 公司 LP點數 ===== |
+ | *公司徵稅以往只徵收玩家的 NPC 賞金收入, | ||
+ | *EverMark (長青點) 並不作額外徵稅。因目前公司已由玩家進行個人任務時, | ||
+ | *公司有專屬的 LP 錢包。公司 CEO 及總監可以如使用個人 LP點數般使用 公司 LP點數, 分別只是 LP 及 ISK 由公司支付。如果該項 LP 物品需要交付額外物品兌換的話, | ||
+ | *公司的 LP 點數可以轉帳給其他公司。 | ||
+ | *EverMark (長青點) 不能轉帳。 | ||
- | Set by player | + | ===== SKINR (超級克爾誘導納米塗層調序器) ===== |
+ | *引入一款新的自訂義工具。公司 CEO, 總監, 以及 (新設職位) 品牌經理可以創建建築塗裝設計方案。以時限形式支付長青點應用在任何公司擁有的昇威建築。 | ||
+ | *當支付完成後,塗裝將應用在所選建築,其他玩家均能看見。 | ||
+ | *品牌經理可以瀏覽所有公司自定義項目, | ||
+ | *推出更多獲得長青點的途徑, | ||
- | Economic Circulation | + | ===== 稅率修改 ===== |
+ | 就徵稅方式作出一系列修改, | ||
+ | *1. 昇威建築的市場中介費調整。由以往的按比例徵收, | ||
+ | *2. 工業項目設施收費: | ||
+ | *3. 移除舊有 NPC 空間站及 NPC 建築遺留下來的星系工業項目加成。鼓勵擴展工業至不同星系。 | ||
- | EIV * SCC | + | <fs large>**昇威建築中介人收費**</ |
- | NPC | + | 調整目標是讓建築擁有者有更大的控制力度, |
+ | *系統將不會從中介人收費中抽取 50%。而是固定為 0.5%。 | ||
- | 0.25% | + | 例子:訂立一張 100,000 ISK 的訂單, 中介費為 10%。 |
- | Economic Sink | + | ^舊收費^百份比^支付金額^ ^ |
+ | |建築擁有者|5%|5, | ||
+ | |SCC 徵收|5%|5, | ||
- | EIV * Alpha Clone | + | ^新收費^百份比^支付金額^ ^ |
+ | |建築擁有者|10%|10, | ||
+ | |SCC 徵收|0.5%|500|ISK 回收| | ||
- | NPC | + | <fs large> |
- | 0.25% | + | 建設工業設施非常昂貴, |
- | Economic Sink | + | 調整的目的是為新公司提供選擇, |
+ | *所有工業項目的應課稅直接為產物估值, | ||
- | NPC Owned | + | 在低星系指數的設施擁有方即使稅率設得低, |
+ | *NPC空間站的稅率由10%減至0.25% | ||
+ | *Alpha克隆的額外稅率由2%減至0.25% | ||
+ | *另外再增加0.25%的稅繳與SCC | ||
+ | *工業項目的最大徵稅率為10% | ||
+ | *費用最低由小數點後1位增至2位 | ||
+ | *目前所有玩家設施徵稅會自更新後由系統設為0.25%, | ||
- | Fee Equation Component | + | 設施擁有方的競爭力將會大大提升, |
- | Wallet | + | <fs large> |
- | Amount | + | **計算方式改為: |
- | Type | + | 項目設立費 = 產物估值 * ((星系指數 * 加成) + 設施稅率 + SCC + Alpha克隆徵稅)** |
- | EIV & SCI * Bonuses | ||
- | NPC | + | 項目設立費: |
- | Dynamic | + | 產物估值: |
- | Economic Sink | + | 加成: 如有其他加成 |
- | EIV * NPC Ownership Tax | + | 設施稅率: |
- | NPC | + | SCC: 固定手續費, |
- | 0.25% | + | Alpha克隆徵稅: |
- | Economic Sink | + | <fs large> |
- | EIV * SCC | + | 星系指數調整值自新工業項目推出後就存在, |
- | NPC | + | 這個不可見的加成影響玩家的工業決定, |
+ | *移除所有星系指數調整值。包括來自其他空間站的加成, | ||
- | 0.25% | + | <fs large> |
- | Economic Sink | + | 上面提及的改動短期內會影響工業項目的成本。因此我們會暫時下調銷售稅以作緩衝 |
+ | *所有市場銷售稅由8% 減半至4% | ||
- | EIV * Alpha Clone | ||
- | NPC | + | ===== 槍騎兵無畏艦 ===== |
+ | CCP 將引入新型 Tech II 槍騎兵無畏艦。此無畏艦的特色為可以使用干擾型長槍武器。 | ||
+ | *總覽添加 槍騎兵無畏艦。使用自定義總覽的玩家請手動更新以作顯示。 | ||
- | 0.25% | + | <fs x-large> |
- | Economic Sink | + | ^ ^ <fs large> Bane (破壞者級) </ |
+ | | | | | | | | ||
+ | | 無畏艦加成 | +5% XL魚雷, XL巡航, 魚雷傷害 | +5% 旗艦級混合炮台跟踪速度 | +5% 旗艦級混合炮台發射速度 | +10% 旗艦級射彈失準距離 | | ||
+ | | ::: | -5% XL魚雷, XL巡航, 魚雷爆炸半徑 | +10% 旗艦級混合炮台最佳射程 | -5% 裝甲維修器循環時間 | -5% 護盾回充器, | ||
+ | | ::: | ::: | ::: | +5% 結構抗性 | ::: | | ||
+ | | | | | | | | ||
+ | | 槍騎兵無畏艦加成 | +10% 干擾型長槍傷害 | +10% 干擾型長槍傷害 | +10% 干擾型長槍傷害 | +10% 干擾型長槍傷害 | | ||
+ | | ::: | +20% 干擾型長槍最大射程 | +20% 干擾型長槍最大射程 | +20% 干擾型長槍最大射程 | +20% 干擾型長槍最大射程 | | ||
+ | | | | | | | | ||
+ | | 特有加成 | 可以裝配一個會戰裝備 | 可以裝配一個會戰裝備 | 可以裝配一個會戰裝備 | 可以裝配一個會戰裝備 | | ||
+ | | ::: | 可以裝配干擾型長槍 | 可以裝配干擾型長槍 | 可以裝配干擾型長槍 | 可以裝配干擾型長槍 | | ||
+ | | ::: | 5x 侵噬鏈接運轉週期懲罰 | 5x 侵噬鏈接運轉週期懲罰 | 5x 侵噬鏈接運轉週期懲罰 | 5x 侵噬鏈接運轉週期懲罰 | | ||
+ | | | | | | | | ||
+ | | 槽位 | 6高, 4中, 8低 | 6高, 7中, 5低 | 6高, 4中, 8低 | 6高, 6中, 6低 | | ||
+ | | ::: | 0炮台,3導彈 | 3炮台,0導彈 | 3炮台,0導彈 | 3炮台,0導彈 | | ||
+ | | ::: | 2改裝槽,400校準值 | 2改裝槽,400校準值 | 2改裝槽,400校準值 | 2改裝槽,400校準值 | | ||
+ | | 裝配 | 710,000 PWG, 850 CPU | 600,000 PWG, 1,050 CPU | 750,000 PWG, 850 CPU | 600,000 PWG, 900 CPU | | ||
+ | | | | | | | | ||
+ | | 護盾 | 75,000 | 115,000 | 85,000 | 100,000 | | ||
+ | | 裝甲 | 120,000 | 85,000 | 115,000 | 100,000 | | ||
+ | | 結構 | 110,000 | 100,000 | 120,000 | 100,000 | | ||
+ | | | | | | | | ||
+ | | 護盾抗性 | 0電 / 20熱 / 47.5動 / 62.5爆 | 0電 / 40熱 / 47.5動 / 50爆 | 0電 / 30熱 / 55動 / 50爆 | 25電 / 30熱 / 40動 / 50爆 | | ||
+ | | 裝甲抗性 | 50電 / 35熱 / 34.38動 / 40爆 | 50電 / 58.75熱 / 34.38動 / 10爆 | 50電 / 43.13熱 / 51.25動 / 10爆 | 70電 / 43.13熱 / 25動 / 10爆 | | ||
+ | | | | | | | | ||
+ | | 電容量 | 65,000 | 62,500 | 64,500 | 60,000 | | ||
+ | | 電容回充時間 | 4,770s | 4,580s | 4,730s | 4,390s | | ||
+ | | | | | | | | ||
+ | | 最大速度 | 75 m/s | 70 m/s | 75 m/s | 80 m/s | | ||
+ | | 慣性調整 | 0.04 | 0.04 | 0.04 | 0.04 | | ||
+ | | 質量 | 1, | ||
+ | | 躍遷速度 | 2.0 AU/s | 2.0 AU/s | 2.0 AU/s | 2.0 AU/s | | ||
+ | | | | | | | | ||
+ | | 無人機掛倉 | 0 m3 | 0 m3 | 0 m3 | 0 m3 | | ||
+ | | 無人機帶寬 | 0 Mbit/s | 0 Mbit/s | 0 Mbit/s | 0 Mbit/s | | ||
+ | | | | | | | | ||
+ | | 最大鎖定距離 | 97.5km | 115km | 105km | 92.5km | | ||
+ | | 掃描分辨率 | 90 mm | 80 mm | 85 mm | 95 mm | | ||
+ | | 最多鎖定數目 | 7 | 7 | 7 | 7 | | ||
+ | | | | | | | | ||
+ | | 感應強度 | 41 | 48 | 44 | 39 | | ||
+ | | 信號半徑 | 11,900 m | 12,000 m | 12,100 m | 11,800 m | | ||
+ | | | | | | | | ||
+ | | 貨櫃倉庫 | 2,925 m3 | 3,500 m3 | 3,300 m3 | 3,650 m3 | | ||
+ | | 艦隊倉庫 | 10,000 m3 | 10,000 m3 | 10,000 m3 | 10,000 m3 | | ||
+ | | 艦船機庫 | 1,000,000 m3 | 1,000,000 m3 | 1,000,000 m3 | 1,000,000 m3 | | ||
+ | | 燃料倉庫 | 20,000 m3 | 20,000 m3 | 20,000 m3 | 20,000 m3 | | ||
+ | | | | | | | | ||
+ | | 跳躍引擎電容消耗 | 95% | 95% | 95% | 95% | | ||
+ | | 跳躍引擎燃料消耗 | 3,000 | 3,000 | 3,000 | 3,000 | | ||
+ | | 最大跳躍距離 | 4.0 ly | 4.0 ly | 4.0 ly | 4.0 ly | | ||
- | NPC Stations & Monuments | + | < |
- | System Index Cost modifiers have existed since the creation of the Industry index system, but they are difficult to understand and identify through in-game means. Every NPC station capable of industry reduces the System Cost Index by a percent, while Sov Null Security Outposts granted their system a large permanent reduction depending on their type. | + | |
- | This powerful bonus invisibly shaped player behavior, while largely remaining out of sight for those not familiar with the System Cost Index modifiers. Our goal with this change is to create more opportunities for aspiring industrialists. | + | 每族槍騎兵無畏艦可以裝備其種族的干擾型長槍武器。干擾型長槍類似泰坦級的長槍末日武器, 但傷害只有約 1/3。 |
+ | *干擾型長槍會使命中的目標: | ||
+ | *不能夠駐留 | ||
+ | *不能夠躍遷, | ||
+ | *受遙修支援效率減少 50% | ||
+ | *使用干擾型長槍時會中和周圍 10km 內艦船的電容, | ||
+ | *使用干擾型長槍亦會對自己施加類似被干擾型長槍命中般的效果, | ||
+ | *干擾型長槍只能夠於使用會戰模塊之下使用。並且裝備干擾型長槍時不能夠啟用隱形裝置。 | ||
- | Removed all System Index Cost modifiers. This includes removing the bonuses that extra stations provided to a system, and the Upwell Support facility bonuses which were present in Null Security systems that had an Outpost prior to being converted to a faction Fortizar in 2016. | + | <fs large> |
- | Temporary Sales Tax Holiday | + | 引入槍騎兵無畏艦相關的 3個技能。(以下為學院價格) |
- | The previously mentioned changes will have an impact where in the short term the installation cost to manufacture will be out of balance. To counter this impact, we are temporarily lowering the Sales Tax for all market transactions. | + | |
+ | *Disruptive Lance Operation (干擾型長槍操作) [x14]: 500,000,000 ISK | ||
+ | *Advanced Industrial Ship Construction(高級旗艦艦船建造研究): | ||
+ | *槍騎兵無畏艦操作為使用槍騎兵無畏艦的技能需求, | ||
+ | *干擾型長槍操作為使用干擾型長槍的技能需求, | ||
+ | *高級旗艦艦船建造研究為製造槍騎兵無畏艦的技能需求, | ||
- | Reduced Sales Tax for all market transactions by 50% from 8% to 4%. | + | <fs large> |
+ | *干擾型長槍武器的藍圖原本於各勢力學院空間站以 500,000,000 ISK 出售。 | ||
- | LANCER DREADNAUGHTS | + | **材料需求: |
- | We are introducing a brand-new Tech II Dreadnought class: The Lancer Dreadnought. These powerful behemoths are capable of firing the type exclusive Disruption Lances. | + | *Zydrine (晶狀石英核岩): |
+ | *Megacyte (超噬礦): | ||
+ | *Isogen (同位聚合體): | ||
+ | *Nocxium (超新星諾克石): | ||
+ | *Mexallon (類銀超金屬): | ||
+ | *Pyerite (類晶體膠礦): | ||
+ | | ||
- | Lancer Dreadnoughts have been added to the default overview settings, those who are using a custom overview will have to add Lancer Dreadnoughts to their overview settings. | + | *槍騎兵無畏艦藍圖副本可以透過對現有 Tech I 無畏艦藍圖副本發明獲得。 |
- | Bane | + | <fs large> |
+ | *T1 無畏艦 - 1 | ||
+ | *[勢力] Capital Reactor Unit (旗艦級反應堆單元) - 1,700 | ||
+ | *[勢力] Capital Microprocessor (旗艦級微處理器) - 1,500 | ||
+ | *[勢力] Capital Capacitor Unit (旗艦級電容器單元) - 1,500 | ||
+ | *[勢力] Capital Sensor Cluster (旗艦級感應器) - 900 | ||
+ | *[勢力] Capital Thruster (旗艦級推進器) - 900 | ||
+ | *[勢力] Capital Armor Plate (旗艦級附甲) - 400 | ||
+ | *[勢力] Capital Shield Emitter (旗艦級護盾能量發射器) - 400 | ||
+ | *Morphite (莫爾石) - 4000 | ||
+ | *Construction Blocks (建築模塊) - 2000 | ||
+ | *R.A.M.- Starship Tech (R.A.M.- 星艦科技) - 100 | ||
+ | *Lancer Dreadnoughts 和一般無畏艦有同樣的昇威建築停泊限制 | ||
+ | *Lancer Dreadnoughts 和現存無畏艦一樣,只能在低安、0.0的NPC空間站或低安、0.0及蟲洞內有屹立旗艦級船塢設施的昇威建築建造 | ||
- | TRAITS | + | 以下改裝件可以減少Lancer Dreadnoughts的材料及時間需求 |
- | FITTINGS | + | |
- | ATTRIBUTES | + | |
- | CAPITAL ATTRIBUTES | + | * Standup L-Set Capital Ship Manufacturing Efficiency II (屹立大型旗艦製造效率 II) |
- | Amarr Dreadnought | + | |
+ | *Standup XL-Set Ship Manufacturing Efficiency I (屹立超大型旗艦製造效率 II) | ||
+ | *Standup XL-Set Ship Manufacturing Efficiency II (屹立超大型旗艦製造效率 II) | ||
- | 5% to XL Torpedo, XL Cruise and Torpedo Damage | + | ===== 掠奪艦 ===== |
+ | 自2021年重塑掠奪艦, 使用率大幅上升, | ||
- | 5% Reduction to XL Torpedo, XL Cruise and Torpedo Explosion Radius | + | 總的來說, 掠奪艦結合了以下幾點: |
+ | *傷害高 | ||
+ | *防禦高, 甚至在大型會戰場景它也能來得及被遙修。 | ||
+ | *機動性高, | ||
+ | *射程遠 | ||
+ | *傷害發揮足, | ||
+ | *電子戰抗性令它很難被針對 | ||
- | Lancer Dreadnought | + | 這類艦船甚麼都好, |
- | 10% Bonus to Disruptive Lance damage | + | <panel title=" |
+ | 既然掠奪艦沒甚麼弱點, | ||
- | 20% Bonus to Disruptive Lance maximum range | + | *循環時間由30秒增至60秒 |
+ | *移除感應抑阻, | ||
- | Role Bonus: | + | 掠奪艦雖然有弱點, |
+ | </ | ||
- | Can fit a Siege Module | + | <panel title=" |
+ | 克洛諾斯目前是4艘掠奪表現最差的。我們把它一個高槽換成中槽, | ||
+ | *+1 中槽, -1 高槽 | ||
+ | *裝甲值由 7,900 增至 8,500 | ||
+ | *結構值由 9,500 減至 8,900 | ||
+ | </ | ||
- | Can fit a Disruption Lance | + | <panel title=" |
+ | 惡狼級目前單浪和小隊戰表現十分出色。我們下調了修盾量加成, | ||
+ | *+1 低槽, -1 高槽 | ||
+ | *護盾值由 8,300 減至 7,800 | ||
+ | *裝甲值由 7,300 增至 7,800 | ||
+ | *7.5% 護盾回充增量器回充量加成 改為5% 裝甲维修器和護盾回充增量器效果加成 | ||
+ | </ | ||
- | 5.0x penalty to Entosis Link cycle time | + | <panel title=" |
+ | 帕拉丁在一眾掠奪艦中, | ||
+ | *每級最佳射程加成由7.5% 下調至5% | ||
+ | </ | ||
- | Karura | + | <panel title=" |
+ | 掠奪艦憑藉火力/ | ||
+ | *克洛諾斯級 : 148,000,000 kg (+54, | ||
+ | *惡狼級 : 150,000,000 kg (+53, | ||
+ | *帕拉丁級 : 160,000,000 kg (+67, | ||
+ | *魔像級 : 157,000,000 kg (+ 62,665,000 kg) | ||
+ | *慣性調整值上調以保持和之前相近的靈活性 | ||
+ | </ | ||
+ | ===== 戰列艦 ===== | ||
+ | 增強死亡漩渦級和鵬鯤級; | ||
- | TRAITS | + | <panel title=" |
- | FITTINGS | + | 鵬鯤級和死亡漩渦級一樣8/ |
- | ATTRIBUTES | + | |
- | CAPITAL ATTRIBUTES | + | |
- | Caldari Dreadnought: | + | |
- | 5.0% bonus to Capital Hybrid Turret tracking speed | + | 加至7個中槽後彈性及防禦提高, |
+ | *+1 中槽, -1 低槽 | ||
+ | *無人機帶寬由 50 加至 75 | ||
+ | *無人機掛倉由 50m3 擴至 125m3 | ||
+ | *CPU值由 780tf 增至 810tf | ||
+ | </ | ||
- | 10.0% bonus to Capital Hybrid Turret Optimal Range | + | <panel title=" |
+ | 死亡漩渦級目前在盾抗近戰下身板不錯, | ||
+ | *每級護盾回充增量器效果由7.5% 加至10% | ||
+ | *最大速度由 94m/s 上調至 115m/s | ||
+ | *掃描分辨率由 117mm 加至 125mm | ||
+ | </ | ||
- | Lancer Dreadnought: | + | <panel title=" |
+ | 大型磁軌炮弱於一眾大型武器。我們將其加強以看齊其他大型武器平台, | ||
+ | *跟踪速度增加15% | ||
+ | *射速增加15% | ||
+ | 這樣大型磁軌炮的跟踪速度會界乎大型集束激光和大型火炮之間。提升射速增加其火力, | ||
+ | </ | ||
- | 10% bonus to Disruptive Lance damage | + | <panel title=" |
+ | 這裝備以前作為舊式躍遷擾斷力場修改時的連帶裝置, | ||
+ | *零点質量糾纏裝置可以於高安及低安使用 | ||
+ | </ | ||
- | 20% bonus to Disruptive Lance maximum range | + | ===== 國土行動 ===== |
+ | 每個國土行動需要幾個玩家分工合作, | ||
- | Role Bonus: | + | <fs large> |
+ | |||
+ | 深淵裂縫的礦石內含有價值產物, | ||
- | Can fit a Siege Module | + | < |
- | + | ||
- | Can fit a Disruption Lance | + | 你們的目標被一組特殊信號發射陣列所遮蓋。陣列運行時其不能被侵入。破譯以解除其防禦, 並帶走你的目標。 |
- | + | ||
- | 5.0x penalty to Entosis Link cycle time | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Hubris | + | |
- | + | ||
- | + | ||
- | TRAITS | + | |
- | FITTINGS | + | |
- | ATTRIBUTES | + | |
- | CAPITAL ATTRIBUTES | + | |
- | Gallente Dreadnought: | + | |
- | + | ||
- | 5.0% bonus to Capital Hybrid Turret rate of fire | + | |
- | + | ||
- | 5.0% reduction in Armor Repairer Cycle Time | + | |
- | + | ||
- | 5.0% bonus to all hull resistances | + | |
- | + | ||
- | Lancer Dreadnought: | + | |
- | + | ||
- | 10% bonus to Disruptive Lance damage | + | |
- | + | ||
- | 20% bonus to Disruption Lance maximum range | + | |
- | + | ||
- | Role Bonus: | + | |
- | + | ||
- | Can fit a Siege Module | + | |
- | + | ||
- | Can fit a Disruption Lance | + | |
- | + | ||
- | 5.0x penalty to Entosis Link cycle time | + | |
- | + | ||
- | + | ||
- | Valravn | + | |
- | + | ||
- | + | ||
- | TRAITS | + | |
- | FITTINGS | + | |
- | ATTRIBUTES | + | |
- | CAPITAL ATTRIBUTES | + | |
- | Minmatar Dreadnought: | + | |
- | + | ||
- | 10.0% bonus to Capital Projectile Turret falloff range | + | |
- | + | ||
- | 5.0% bonus to Shield Booster and Armor Repairer cycle time | + | |
- | + | ||
- | Lancer Dreadnought: | + | |
- | + | ||
- | 10% bonus to Disruptive Lance damage | + | |
- | + | ||
- | 20% bonus to Disruption Lance maximum range | + | |
- | + | ||
- | Role Bonus: | + | |
- | + | ||
- | Can fit a Siege Module | + | |
- | + | ||
- | Can fit a Disruption Lance | + | |
- | + | ||
- | 5.0x penalty to Entosis Link cycle time | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | Lances | + | |
- | Each Lancer Dreadnought will be able to equip a racially specific Disruptive Lance. Disruptive Lances are a smaller version of the Titan Lances, doing about 1/3rd of the base damage of a Titan lance. | + | |
- | + | ||
- | Disruptive Lances apply a suite of debuffs to any ship that it hits, including: | + | |
- | + | ||
- | Not being able to tether. | + | |
- | + | ||
- | Not being able to warp out, dock, jump, or use a stargate. | + | |
- | + | ||
- | Receiving only 50% of incoming remote repairs. | + | |
- | + | ||
- | Disruptive Lances will do a 10km AoE energy neutralize around the lancer ship that activates it, like Titan lances. | + | |
- | + | ||
- | Disruptive Lances will provide a similar set of debuffs to the lancer, such as not being able to tether, cloak, dock or jump for 5 minutes after firing. | + | |
- | + | ||
- | Disruptive Lances can only be fired while in Siege mode and ships with this module fitted are unable to activate cloaking devices. | + | |
- | + | ||
- | Skill Requirements | + | |
- | We are adding 3 new skills with the Lancer Dreadnoughts. 1 for manufacturing them, 1 for flying the ship itself, and 1 skill for the new disruption lancers. | + | |
- | + | ||
- | Lancer Dreadnoughts [x16]: 2, | + | |
- | + | ||
- | Disruptive Lance Operation [x14]: 500,000,000 ISK at all empire school stations | + | |
- | + | ||
- | Advanced Capital Ship Construction [x16]: 500,000,000 ISK at all empire school stations. | + | |
- | + | ||
- | The Lancer Dreadnoughts skill book will be required to fly the Dreadnoughts. In addition to the racial Dreadnought skill at level V. | + | |
- | + | ||
- | Disruptive Lance Operation is needed to use the new lances, each level of this will reduce capacitor consumption of the lances by 5% | + | |
- | + | ||
- | Advanced Capital Ship Construction is required to build Lancer Dreadnoughts. Each level will reduce the manufacturing time by 1%. | + | |
- | + | ||
- | Industry Information | + | |
- | BPOs for the Lances can be found for 500,000,000 ISK in the appropriate empire school station for the respective racial lance. | + | |
- | + | ||
- | Lance Blueprint Material: | + | |
- | Zydrine: 20,000 | + | |
- | Megacyte: 25,000 | + | |
- | Isogen: 20,000 | + | |
- | Nocxium: 25,000 | + | |
- | Mexallon: 40,000 | + | |
- | Pyerite: 1,000,000 | + | |
- | Tritanium: 1,500,000 | + | |
- | + | ||
- | Blueprints to build the Lancer dreadnoughts, | + | |
- | + | ||
- | T2 Dreadnought Material Requirements: | + | |
- | T1 Dread - 1 | + | |
- | [Factional] Capital Reactor Unit - 1,700 | + | |
- | [Factional] Capital Microprocessor - 1,500 | + | |
- | [Factional] Capital Capacitor Unit - 1,500 | + | |
- | [Factional] Capital Sensor Cluster - 900 | + | |
- | [Factional] Capital Thruster - 900 | + | |
- | [Factional] Capital Armor Plate - 400 | + | |
- | [Factional] Capital Shield Emitter - 400 | + | |
- | Morphite - 4000 | + | |
- | Construction Blocks - 2000 | + | |
- | R.A.M.- Starship Tech - 100 | + | |
- | + | ||
- | Lancer Dreadnoughts will have the same restrictions for Upwell Structures docking as regular Dreadnoughts do. | + | |
- | + | ||
- | Lancer Dreadnoughts will only be able to be manufactured in Low Security, Null Security in an NPC stations or with an Upwell Capital Manufacturing Service online in Low Security, Null Security or Wormhole space. The same as existing Dreadnoughts. | + | |
- | + | ||
- | The following rigs will reduce the materials and time required for Lancer Dreadnought production. | + | |
- | + | ||
- | Large Structure Rigs | + | |
- | + | ||
- | Standup L-Set Capital Ship Manufacturing Efficiency I | + | |
- | + | ||
- | Standup L-Set Capital Ship Manufacturing Efficiency II | + | |
- | + | ||
- | XL Structure Rigs | + | |
- | + | ||
- | Standup XL-Set Ship Manufacturing Efficiency I | + | |
- | + | ||
- | Standup XL-Set Ship Manufacturing Efficiency II | + | |
- | + | ||
- | + | ||
- | MARAUDERS | + | |
- | Ever since the rework to marauders back in 2021, they have seen a huge increase in use and we are incredibly happy that Marauders feel rewarding to fly and are aspirational to pilots across New Eden. They have however, become very dominant in all areas of space. | + | |
- | + | ||
- | In general Marauders have a very potent combination of: | + | |
- | + | ||
- | High damage. | + | |
- | + | ||
- | High tank, including allowing it to catch reps even in large scale fleet fights. | + | |
- | + | ||
- | High mobility, even though the bastion locks them in place, it has a short duration. | + | |
- | + | ||
- | High range. | + | |
- | + | ||
- | High application. | + | |
- | + | ||
- | EWAR resistance which prevents most counterplay options. | + | |
- | + | ||
- | This results in them being rather good at everything and lacking in possible counterplay. Faster fleets can’t avoid their damage, smaller fleets struggle to break them, clever FCs can’t bring EWAR counters. The best counter to these ships is a capital escalation, which is not available to many groups, particularly smaller ones or all areas of the game such as wormholes or inside an ESS. | + | |
- | + | ||
- | Bastion Module | + | |
- | + | ||
- | Our goal is to create new weaknesses and therefore opportunities for counterplay in PvP for Marauders where they currently do not have many. These changes would lean into the class identity as being strong but immobile and offer smaller ships the chance to play around a Marauder with EWAR tools that are currently often useless in the face of its EWAR resistance bonus. | + | |
- | + | ||
- | Duration Increased from 30 seconds to 60 seconds. | + | |
- | + | ||
- | Removed the electronic warfare resistance bonus to Sensor Dampener, Tracking Disruptor, and Target Painter resistance. | + | |
- | + | ||
- | The ship continues to retain its incredible firepower, tank, range and application but will now have a few weaknesses. | + | |
- | + | ||
- | Kronos | + | |
- | + | ||
- | The Kronos is currently the weakest performing of the Marauders. We are giving it an additional midslot in exchange for a highslot to give it more utility for close range brawling. We are also making a small tweak to its survivability by shifting some of the structure HP into armor HP. | + | |
- | + | ||
- | +1 Midslot, -1 Highslot | + | |
- | + | ||
- | Increased Amor HP from 7,900 to 8,500 | + | |
- | + | ||
- | Decreased Structure HP from 9,500 to 8,900 | + | |
- | + | ||
- | Vargur | + | |
- | + | ||
- | The Vargur is performing the best out of all the Marauders right now for solo and small gang use. We are making adjustments to decrease the power of triple X-Large Ancillary Shield Booster fits by lowering the shield boost bonus slightly, and moving some shield HP into armor HP. At the same time we are improving the flexibility of the Vargur by adding an Armor Repair bonus and an extra lowslot in exchange for a highslot to match the paradigm set by the Kronos. | + | |
- | + | ||
- | +1 Lowslot, -1 Highslot | + | |
- | + | ||
- | Decreased Shield HP from 8,300 to 7,800 | + | |
- | + | ||
- | Increased Armor HP from 7,300 to 7,800 | + | |
- | + | ||
- | 7.5% bonus to Shield Booster amount changed to 5% bonus to Shield Booster and Armor Repair amount | + | |
- | + | ||
- | Paladin | + | |
- | + | ||
- | Currently the paladin is extremely dominant compared to other Marauders in very large scale fleet fights. We are lowering the optimal range per level bonus slightly to reduce its dominance. | + | |
- | + | ||
- | Reduced Optimal Range per level bonus from 7.5% to 5% | + | |
- | + | ||
- | Mass Changes to Marauders | + | |
- | + | ||
- | Marauders are particularly dominant in wormholes due to their high power to mass efficiency. We are increasing the mass to be closer to Black Ops battleships. This will mean that players will need to be slightly more cautious about the number of Marauders they can bring to a fight in J-space. | + | |
- | + | ||
- | Kronos | + | |
- | + | ||
- | Vargur : 150,000,000 kg (+53, | + | |
- | + | ||
- | Paladin : 160,000,000 kg (+67, | + | |
- | + | ||
- | Golem : 157,000,000 kg (+ 62,665,000 kg) | + | |
- | + | ||
- | Agility for all Marauders has been improved to keep align times at similar values. | + | |
- | + | ||
- | BATTLESHIPS | + | |
- | We are adding some power to the Maelstrom and the Rokh, as they were both underperforming compared to the Hyperion and Abaddon. | + | |
- | + | ||
- | Rokh | + | |
- | + | ||
- | The Rokh Currently shares the 8/6/5 slot layout with the Maelstrom, which outperforms it as a shield brawler. By increasing it to 7 Mid slots, the goal is to give it more flexibility when Blaster brawling over the Maelstrom. At the same time, we are also giving it a bit more fitting space, and a much bigger Drone Bay, with a smaller increase to Drone Bandwidth, which will add to its utility, especially when up close. | + | |
- | + | ||
- | Longer range fits will benefit from the extra utility or tank the 7th Mid slot provides, especially when combined with the Large Railgun buffs. | + | |
- | + | ||
- | +1 Midslot, -1 Lowslot | + | |
- | + | ||
- | Increased Drone Bandwidth from 50m3 to 75m3 | + | |
- | + | ||
- | Increased Drone Bay 50m3 to 125m3 | + | |
- | + | ||
- | Increased CPU from 780tf to 810tf | + | |
- | + | ||
- | Maelstrom | + | |
- | + | ||
- | We are generally happy with the Maelstrom’s identity as a Shield Boosting brawling projectile platform, it just needs a bit more power. We are improving the Maelstrom' | + | |
- | + | ||
- | Increased Shield Boost bonus from 7,5% to 10% per level | + | |
- | + | ||
- | Increased Max Velocity from 94m/s to 115m/s | + | |
- | + | ||
- | Increased Scan Resolution from 117mm to 125mm | + | |
- | + | ||
- | Large Railguns | + | |
- | + | ||
- | Large Railguns are severely underperforming compared to other battleship sized weapons. We are Improving them relative to other weapon classes to make them a more viable option and to help improve the viability of several underperforming ships - such as the Rokh and the Kronos. | + | |
- | + | ||
- | +15% bonus to Tracking Speed | + | |
- | + | ||
- | +15% bonus to Rate of fire. | + | |
- | + | ||
- | The tracking increase will place Large Railguns between Large Beams and Large Artillery for tracking scores, the rate of fire increase will improve their DPS making them more attractive while not increasing their alpha strike capability for large fleet fights. | + | |
- | + | ||
- | Zero-Point Mass Entangler | + | |
- | + | ||
- | There was not a particularly strong reason for disallowing this module in High Security and Low Security as it was a legacy it inherited from the older HIC module. | + | |
- | + | ||
- | Zero-Point Mass Entangler can be used in High Security and Low Security | + | |
- | + | ||
- | + | ||
- | HOMEFRONT OPERATIONS | + | |
- | Each Homefront Operation | + | |
- | + | ||
- | | + | |
- | + | ||
- | Abyssal Artifact Recovery: | + | |
- | Valuable artifacts buried within asteroids have emerged from Abyssal rifts. However, they aren't all that has made its way to the cluster. Break apart the asteroids and grab whatever you can before the dwellers of the Abyss overwhelm you. | + | |
- | + | ||
- | Suspicious Signal: | + | |
- | Your target is protected by an array of specialized emitters. While they' | + | |
- | + | ||
- | Dread Assault: | + | |
- | An allied Dreadnought was dispatched to eliminate a target. Unfortunately, | + | |
- | + | ||
- | Raid: | + | |
- | An enemy base has been found containing items your empire would like recovered. Tackle and destroy any hostile haulers that attempt to escape. Bring a hauler of your own to aid in retrieving the items from their smoldering wrecks. | + | |
- | + | ||
- | Emergency Aid: | + | |
- | Hostiles are attempting to destroy an allied target. Repair any damage and keep the enemy at bay long enough to secure the site. The hostile forces cannot be allowed to complete their objective. | + | |
- | + | ||
- | Metaliminal Meteoroid: | + | |
- | An asteroid comprised of ore valuable to the war effort has slipped into Empire space. Your goal is to mine it out before it plunges back to Abyssal Deadspace. Be careful; hostile forces in the area will attempt to disrupt and delay your efforts. | + | |
- | + | ||
- | Improved Objective System | + | |
- | We have vastly improved the objective system for agent missions and sites. The new objectives have modernized visuals, contain dynamic information, | + | |
- | + | ||
- | These new objectives are featured in the Homefront Operations and we have also implemented them for all the Career Agent missions, making them much clearer and more accessible. | + | |
- | + | ||
- | + | ||
- | ECOSYSTEM & INDUSTRY CHANGES | + | |
- | We are making a lot of quality-of-life changes to various aspects of the economy, as well as reducing some of the bottlenecks that currently exist, especially for capital production. | + | |
- | + | ||
- | The changes to the Capital Core Temperature Regulators and Neurolink Enhancers will lower the cost of all Capital Ships. We are also changing the PI consumed by the Life Support Backup Units and Auto-Integrity Preservation Seals from P1 to P2 planetary interaction commodities. This will make hauling the build materials for them much easier. | + | |
- | + | ||
- | Blueprint Changes: | + | |
- | + | ||
- | Capital Core Temperature Regulator Blueprint | + | |
- | + | ||
- | Integrity Response Drones: Decreased from 100 to 25 | + | |
- | + | ||
- | Self-Harmonizing Power Core: Decreased from 100 to 25 | + | |
- | + | ||
- | Core Temperature Regulator: Decreased from 70 to 50 | + | |
- | + | ||
- | Meta-Operant Neurolink Enhancer Blueprint | + | |
- | + | ||
- | Hypnagogic Neurolink Enhancers: Decreased from 160 to 80 | + | |
- | + | ||
- | Axosomatic Neurolink Enhancer: Decreased from 160 to 80 | + | |
- | + | ||
- | Cogni-Emotive Neurolink Enhancer: Decreased from 160 to 80 | + | |
- | + | ||
- | Sense-Heuristic Neurolink Enhancer Decreased from 160 to 80 | + | |
- | + | ||
- | Life Support Backup Unit: | + | |
- | + | ||
- | Removed Water: 150 → 0 | + | |
- | + | ||
- | Removed Oxygen: 200 → 0 | + | |
- | + | ||
- | Added Test Cultures: 8 | + | |
- | + | ||
- | Added Viral Agent: 8 | + | |
- | + | ||
- | Auto-Integrity Preservation Seal | + | |
- | + | ||
- | Removed Bacteria: 80 → 0 | + | |
- | + | ||
- | Removed Proteins: 40 → 0 | + | |
- | + | ||
- | Added Nanites x 4 | + | |
- | + | ||
- | Added Supertensile Plastics x 4 | + | |
- | + | ||
- | Jump Freighters already required certain input materials when building the Tech 1 Freighters. We are removing them to both lower the cost of Jump Freighters and lower the demand for these items so that they are more available for other capital ships. | + | |
- | + | ||
- | Ark Blueprint: | + | |
- | + | ||
- | Removed U-C Trigger Neurolink Conduit: 32 → 0 | + | |
- | + | ||
- | Removed Radar-FTL Interlink Communicator: | + | |
- | + | ||
- | Removed Auto-Integrity Preservation Seal: 400 → 0 | + | |
- | + | ||
- | Removed Life Support Backup Unit 200 → 0 | + | |
- | + | ||
- | Removed Capital Core Temperature Regulator 1 → 0 | + | |
- | + | ||
- | Rhea Blueprint: | + | |
- | + | ||
- | Removed R-O Trigger Neurolink Conduit: 32 → 0 | + | |
- | + | ||
- | Removed Gravimetric-FTL Interlink Communicator: | + | |
- | + | ||
- | Removed Auto-Integrity Preservation Seal: 400 → 0 | + | |
- | + | ||
- | Removed Life Support Backup Unit: 200 → 0 | + | |
- | + | ||
- | Removed Capital Core Temperature Regulator: 1 → 0 | + | |
- | + | ||
- | Anshar Blueprint: | + | |
- | + | ||
- | Removed S-R Trigger Neurolink Conduit: 32 → 0 | + | |
- | + | ||
- | Removed Magnetometric-FTL Interlink Communicator: | + | |
- | + | ||
- | Removed Auto-Integrity Preservation Seal: 400 → 0 | + | |
- | + | ||
- | Removed Life Support Backup Unit: 200 → 0 | + | |
- | + | ||
- | Removed Capital Core Temperature Regulator: 1 → 0 | + | |
- | + | ||
- | Nomad Blueprint: | + | |
- | + | ||
- | Removed G-O Trigger Neurolink Conduit: 32 → 0 | + | |
- | Removed Ladar-FTL Interlink Communicator: 2 → 0 | + | <fs large> |
- | Removed Auto-Integrity Preservation Seal: 400 → 0 | + | 盟友的無畏艦被派去作戰, |
- | Removed Life Support Backup Unit: 200 → 0 | + | <fs large> |
- | Removed Capital Core Temperature Regulator: 1 → 0 | + | 敵人基地內有你的帝國想要的東西。去現場攔截並摧毀打算逃走的敵方運輸隊。記得帶上運輸船把戰利品打撈回收。 |
- | Ecosystem | + | <fs large> |
- | Jump Freighter wrecks now have an access difficulty of -10 to match all other T2 Ships. | + | 敵人正打算爆掉我方目標。維修目標並妨礙敵人接近, |
- | We are making Capital Ship Components easier to export and import. | + | <fs large> |
- | Reduced Volume from 10,000 m3 to 2,000 m3 | + | 一些非常珍貴的礦石資源被發現於帝國區。在礦石掉回去深淵之前把它們挖乾淨。同時不能被來襲的敵人分一杯羹。 |
- | We are increasing the availability of the content that drops the Capital Ship control items. | + | <fs large> |
- | Increased spawn chance by 100% for the following sites: AEGIS Captial Ship Security Facility, AEGIS Secure Transfer Facility, AEGIS Captial Construction Forge, Overmind Nursery Grove. | + | 我們改良將任務及據點達成的提示方式。目標顯示方式更明顯, 資訊更齊全, 以及提示玩家該去交互的物品及實體。 |
- | We are making it much easier to haul PI commodities as well as it now requires fewer active inputs to manage since the space of all storage facilities and spaceports is effectively doubled. | + | 新的目標提示系統隨以上提及的國土行動推出, |
- | Volume of all PI commodities reduced by 50%. | ||
- | We are adjusting the asteroid belts that we added earlier this year, these are the asteroid belts which can be found in blue A0 star systems in Null Security and Wormhole space. As well as in 0.5 security High Security systems which border Low Security and Null Security systems which border Low Security systems. | + | ===== 經濟及工業改動 ===== |
+ | 在生產方面我們減少了很多不合理的瓶頸位, 尤其是旗艦製造。 | ||
- | Ytirium asteroid count increased by 900% | + | 減少 所有旗艦製造的 旗艦級核心溫度調節器和神經鏈接增強器 需求。生命保障備份裝置和自動修復儲藏裝置密封的 行星產物需求由P1 改成P2, 以方便運輸 |
- | Ytirium is an asteroid which reprocesses into Isogen exclusively. We are increasing the value of these mining sites and increasing the supply of Isogen. | + | **藍圖改動: |
- | We are making Molecular Condensers more affordable and available by adding them to FW (Factional Warfare) LP (Loyalty Point) stores to act as a price ceiling for them. | + | Capital Core Temperature Regulator |
+ | *Integrity Response Drones | ||
+ | *Self-Harmonizing Power Core (自協調能源核心): | ||
+ | *Core Temperature Regulator (核心溫度調節器): | ||
- | Price: 1 Million ISK and 600 FW LP. | + | **Meta-Operant Neurolink Enhancer (變換反應神經鏈接增強器):** |
+ | *Hypnagogic Neurolink Enhancers (致幻神經鏈接增強器): | ||
+ | *Axosomatic Neurolink Enhancer (軸體神經鏈接增強器): | ||
+ | *Cogni-Emotive Neurolink Enhancer (感知神經鏈接增強器): | ||
+ | *Sense-Heuristic Neurolink Enhancer (啟發神經鏈接增強器): | ||
- | LM-Composite Molecular Condensers can be purchased in the 24th Imperial Crusade LP Store | + | **Life Support Backup Unit (生命保障備份裝置): |
+ | *Water (水): 150 → 0 | ||
+ | *Oxygen (氧): 200 → 0 | ||
+ | *Test Cultures (培養基): | ||
+ | *Viral Agent (病原體): | ||
- | AG-Composite Molecular Condenser can be purchased in the State Protectorate LP Store | + | **Auto-Integrity Preservation Seal (自動修復儲藏裝置密封): |
+ | *Bacteria (細菌): 80 → 0 | ||
+ | *Proteins (蛋白質): | ||
+ | *Nanites (納米體): | ||
+ | *Supertensile Plastics (超強力塑料): | ||
- | CV-Composite Molecular Condenser can be purchased in the Federal Defense Union LP Store | + | 造戰略貨艦前得先有一艘貨艦, |
- | AV-Composite Molecular Condenser can be purchased in the Tribal Liberation Force LP Store | + | **Ark (方舟級): |
+ | *U-C Trigger Neurolink Conduit (U-C 觸發式神經鏈接回路): | ||
+ | *Radar-FTL Interlink Communicator (雷達超光速鏈接通信器): | ||
+ | *Auto-Integrity Preservation Seal (自動修復儲藏裝置密封): | ||
+ | *Life Support Backup Unit (生命保障備份裝置): | ||
+ | *Capital Core Temperature Regulator (旗艦級核心溫度調節器): | ||
- | GRAPHICS | + | **Rhea (奧鳥級): |
- | Volumetric clouds have been introduced in the Homefront Operation sites. These clouds have a three-dimensional appearance, adding depth and realism to the environment. | + | *R-O Trigger Neurolink Conduit (R-O 觸發式神經鏈接回路): |
+ | *Gravimetric-FTL Interlink Communicator (引力超光速鏈接通信器): | ||
+ | *Auto-Integrity Preservation Seal (自動修復儲藏裝置密封): | ||
+ | *Life Support Backup Unit (生命保障備份裝置): | ||
+ | *Capital Core Temperature Regulator (旗艦級核心溫度調節器): | ||
- | Missile impacts have received updates across all warhead size classes. | + | **Anshar 安莎爾級): |
+ | *S-R Trigger Neurolink Conduit (S-R 觸發式神經鏈接回路): | ||
+ | *Magnetometric-FTL Interlink Communicator (磁力超光速鏈接通信器): | ||
+ | *Auto-Integrity Preservation Seal (自動修復儲藏裝置密封): | ||
+ | *Life Support Backup Unit (生命保障備份裝置): | ||
+ | *Capital Core Temperature Regulator (旗艦級核心溫度調節器): | ||
- | The missile will now explode outwards in the opposite direction of the impact vector. | + | **Nomad (遊牧者級): |
+ | *G-O Trigger Neurolink Conduit (G-O 觸發式神經鏈接回路): | ||
+ | *Ladar-FTL Interlink Communicator (光雷達超光速鏈接通信器): | ||
+ | *Auto-Integrity Preservation Seal (自動修復儲藏裝置密封): | ||
+ | *Life Support Backup Unit (生命保障備份裝置): | ||
+ | *Capital Core Temperature Regulator (旗艦級核心溫度調節器): | ||
- | Missile impacts will illuminate nearby surfaces. | + | <fs large> |
+ | *戰略貨艦殘骸的打撈難度和其他T2艦船殘骸一樣是-10 | ||
- | The visual effects (VFX) of the impact will be slightly smaller when viewed from closer camera distances, decided on impact spawn ranging from 30km to 10km. | + | 減少旗艦級艦船組件體積以方便運輸: |
+ | *體積: 10,000 m3 → 2,000 m3 | ||
- | Flare brightness has been adjusted based on camera distance to avoid overwhelming players when viewed up close. | + | 增加旗艦級組件的掉落產出: |
+ | *增加以下據點的產出率 100%: AEGIS Capital Ship Security Facility (統合部緊急干預和安全局旗艦安全設施), | ||
- | Improved gameplay readability has been achieved using shape language and differentiation. | + | 減少行星產品體積, |
+ | *所有行星產物體積減半 | ||
- | 68 Frigates of the empire-based factions have received FX (special effects) and lighting updates. This includes the addition of lights and effects to enhance their visual appearance. | + | 調整於年初推出的新小行星帶, |
+ | *Ytirium 礦石量增加900% | ||
- | Marauders have received FX and lighting updates. Lights and effects have been added to improve their visual representation. | + | Ytirium 蘊含豐富 Isogen (同位聚合體)。增加礦石希望增加同位聚合體供應 |
- | Upwell Citadels, namely Astrahus, Fortizar, and Keepstar, have undergone an FX and lighting pass. Lights and effects have been added to enhance the visual appeal of these structures. | + | Molecular Condensers (複合分子冷凝器) 可以由勢力戰爭的LP兌換。更容易取得之餘同時作為價格保障。 |
+ | *價格: 100萬 ISK 和 600 勢力戰爭公司 LP. | ||
+ | *LM 複合分子冷凝器 可於 帝国聖戰十字第二十四軍團 LP店購買 | ||
+ | *AG 複合分子冷凝器 可於 合眾國護衞軍 LP店購買 | ||
+ | *CV 複合分子冷凝器 可於 聯邦防務聯合會 LP店購買 | ||
+ | *AV 複合分子冷凝器 可於 部族解放力量 LP店購買 | ||
- | Planets have been added as shadow casters. This means that the planets now contribute to casting shadows in the game, further enhancing the visual fidelity of the environment. | + | ===== 圖像 ===== |
+ | *將在國土行動據點加入體積雲。體積雲為三維顯示, 提升環境的深度和真實性。 | ||
+ | *更新所有尺寸的導彈打擊效果 | ||
+ | *導彈的爆炸效果會朝命中矢量的相反方向 | ||
+ | *導彈爆炸會照亮附近物體 | ||
+ | *導彈爆炸效果於近鏡距離時會略為縮少, | ||
+ | *修改近鏡距離的爆炸光眩, | ||
+ | *透過遊戲中不同影像語言及區別, | ||
+ | *為68艘四大帝國的護衞艦加入特效及光效, | ||
+ | *掠奪艦會有效果和光效提升。 | ||
+ | *提升堡壘建築, | ||
+ | *行星將會是一個遮擋光源的實體。即是行星將會有實際陰影, |