Sovereignty, Jump Fatigue reductions and more in Parallax on Nov 32015-10-14 - By Team Five 0 - EVE dev-blogs
Here's the latest round of iterations on the sovereignty system coming in the Parallax release on Nov 3rd, as well as a few other features that your space friends in Team Five 0 have been working on.
Sovereignty – Parallax Edition
Some of these changes were previously covered in our last dev blog “NEXT SET OF SOV AND CAPITAL MOVEMENT ITERATIONS”. Most of the details from that blog are still valid, but I’ll cover them here again with the latest updates as appropriate. Let’s start with…
Defensive regeneration on Entosis targets
All structures that can be captured by Entosis Link modules will now have the ability to automatically regenerate towards defender control. This applies to Infrastructure Hubs, Territorial Claim Units, Conquerable Stations/Outposts, Station Service Modules, and Command Nodes. If one of these structures has a defender alliance, then the structure will slowly capture itself on behalf of that alliance whilst it is idle. The rate of defensive regeneration is fixed for each type, and is unaffected by any modifier such as the Activity Defense Multiplier.
For structures with daily vulnerability intervals, when the structure has completely re-secured itself by defensive regeneration, it will be able to enter an invulnerable period as normal.
If any ship begins capturing a structure with an Entosis Link module (after the module has completed its warm-up cycle), the defensive regeneration is disabled. If a ship stops capturing the structure for any reason, the structure will immediately resume the defensive regeneration.
As a defender, manually re-securing your structures (or capturing your Command Nodes) with an Entosis Link module will always be faster than relying on the defensive regeneration. It does mean however that you aren't always forced to re-fit in order to undo a small amount of capture progress by an uncommitted attacker once you’ve chased him off. Just keep the area secure from further interference and the structure will take care of itself.
Note that if a Station Service Module has been completely disabled by an attacker, it will not have any regeneration and will need to be manually re-enabled by the defender. However an enabled Station Service Module that has partial attacker progress but was not fully disabled will be able to regenerate back to fully secured.
The following table shows the regeneration times for each type of item. (Values are unchanged from the previous blog)
|Base capture time (sec)||Regen Speed Multiplier||Regeneration time (min)|
|Station service||235||x 0.04||98|
|Command node||325||x 0.40||98 (neutral starting point)*|
* An unattended capture node event will self-complete in < 196 minutes (assuming all solar systems in the constellation have been visited by at least one player since downtime)
Command Nodes linked to the same parent structure will regenerate independently of one another. When one Command Node is being manually captured, any other related idle node will still continue to regenerate by itself. Any command node that completes 100% regeneration will count as being captured by the defenders, and award them 5% progress to the overall campaign as normal.
Command Nodes associated with a free-ported station will not have any defensive regeneration, as there is no defender alliance in this scenario.
Manual Online/Offline Control of Infrastructure Hub Upgrades
For those not familiar with Infrastructure Hubs and their associated Infrastructure Upgrades, the upgrades are items that can be installed in an IHub in order to provide some kind of bonus or ability within a solar system. These include extra pirate/asteroid spawns or the ability to anchor certain restricted starbase structures such as Cynosural System Jammers or Supercapital Ship Assembly Arrays. Infrastructure Upgrades are similar to rigs in that once installed they cannot be removed. Some upgrades also add to the weekly upkeep bill that the owner of the IHub is required to pay. This means that an IHub can become quite expensive to run if it includes upgrades that are only required on a temporary basis.
That’s the latest round-up from Team Five 0. Thanks for reading, and some of us will see you in Vegas! :-)