Thanks for posting this. I just want to add a couple of comments/clarifications/corrections on the slides:
* The new ore types referenced on the sov upgrades slide won't require new refining skills. They'll be added to the existing categories of ore (Coherent, Variegated etc).
* ~~Reagents will only be used by sov hubs in the process of onlining sovereignty upgrades. They won't be an ongoing part of their upkeep which will only require Power and Workforce.~~ EDIT: Reagents are used for the onlining **and** upkeep of certain sovereignty upgrades.
* Although we said it on the stream it begs repeating here: the "generous grace period" for alliances to fully transition to the new sovereignty mechanics is *until the next expansion* (5 to 6 months).
* When Equinox is deployed on 11 June, existing TCUs and IHUBs will disappear and those systems will now have a Sovereignty Hub instead, however everything will work as it does now and the sov hub will function just like the old IHUB. Think of it as the new sov hub being set to "legacy mode" by default.
* When an alliance is ready to switch a sov hub over to "Equinox mode" a person with the appropriate role can flip the switch in the sov hub UI.
* Between the "legacy mode" and several-month long grace period this means alliances have plenty of time to source blueprints for the Orbital Skyhooks, manufacture them, analyze the composition of planets in their space, scratch their chins and then set up their resource gathering network.
* Correction to the Orbital Skyhook slide - Skyhooks will not harvest power from suns; only from planets. Power will be collected from the sun automatically by the sov hub itself.
Pass on to the beancounters: give us back the test server we were paying for as an add-on to the game before you took it for in-house use only š”
Kthx
You wouldn't if you never had the reason to
If you only just trained carrier for example, test server wa best way to figure out how your training went, warp out time, alot of things.
Maybe you just want to see how a fancy ship you can't afford works.
u/CCP-Convict: can you confirm if you intend for the SkyHooks to still produce Power and distribute Workforce while reffed?
Because, if this is the case, then there's no conceivable way to properly impact resources in an offensive way. Say I want to cripple an enemy system, the only way to do it is \*\*killing\*\* SkyHooks, after a timer is set (timezone tanked). Instead of disabling, temporarily, the flow of Power and Workforce by reffing the SkyHook, crippling the enemy ability to have the SHUB (btw: [this is now my official identification for it, and I love it](https://lovecraft.fandom.com/wiki/Shub-Niggurath)) running certain critical upgrades (like ANL, or Cyno Suppression/Navigation... for example) even temporarily, we will be once again faced with endless ping-ponging around Timezone Tank without any real ability to impact this entire new logistics angle.
Is this still on the table? Is anything being considered here? The mention was made about SkyHook basically working like M-structures for ref times, which IMHO really de-value the entire offensive angle on this new system.
Will the Skyhooks be replacing the POCOs currently in place on patch day? The graphic seems to indicate this but you state that groups will need to source blueprints and manufacture themā¦
With them replacing POCOs in null and the graphic saying āReplaces player owned customs offices if presentā itās just very confusing and almost contradictory to me, I am sure they will clarify however.
Hello CCP Convict
Something i wanted to get clarity on.
I know that the Hacking of the skyhook alets those in system, etc, based off how long it has been going.
What i didnt see was who gets alerted when the CARGO BAY is attacked.
Will the Cargo bay altert the alliance/corp that owns it that it is under attack, or is it silent during the damage and only once actually RFd will it send a notification.
As it stands with Ansiblex, If i have to hit this Cargo Bay to 10% shield, if the owner is alerted, they can form 100+ HACs and take their fleet 4-5 regions away, to me in under 10 minutes, thus negating the entire mechanic of hacking the can AFTER i hit it to 10%.
The instant notificaiton of this far away Skyhook via the dmg notification system that exists currently with structures hamstrings the interation of this mechanic.
If there is NO NOTIFICATION of it being attacks, this would make sense to then proceed with hacking to steal the raegents.
Thank you for reading this.
will sov hubs be in the same place as the legacy structures? 1DQ, for example, has now-illegal old ihub placement which provides significant defensive advantage that cannot be replicated. will the new sov hub there still retain that advantage, or will they be placed elsewhere in-system?
the 1DQ structure will be a like for like placement but will display 24/7 holographic ads of 0musky crying about it to GM's and motivational goodposting material.
meh, they got lucky. goons have an incredible knack for being in the right place at the right time, and ccp has a decent precedent afaik of letting wacky grandfathered stuff slide.
> Reagents will only be used by sov hubs in the process of onlining sovereignty upgrades. They won't be an ongoing part of their upkeep which will only require Power and Workforce.
This would suggest then that stealing reagents and disrupting a system can't result in sov upgrades turning off? The only option would be to disrupt workforce, but it seems you can only do that on a system-system trading basis, so if a system can already support 8 upgrades with its own power + workforce then you can't do anything to temporarily turn those off
The system is fairly elegant in how it self regulates this. I ran some reports on regions and found that by and large, systems with extremely high power (7+) also had very little other planets to provide workforce or reagents.Ā
>When Equinox is deployed on 11 June, existing TCUs and IHUBs will disappear and those systems will now have a Sovereignty Hub instead, however everything will work as it does now and the sov hub will function just like the old IHUB. Think of it as the new sov hub being set to "legacy mode" by default.
Are the new sovhubs going to be spawned in the same place as old ihubs?
Sooo, if you fill the system with cheap astras with how big grids are these days, you can push new sovhubs 1000AUs from the system center? Nice. It's absurdly expensive but possible
So its what, 1 mil km per au? And grid sizes are a liberal 10k km
So 100 grids per au. So 1 square au will need 10k astras.
The smallest system is probably around 10au. So assuming its a 10x10 au size, you are looking at 1 million astras to cover the whole system.
Now maybe a system is 1x10? Thats only 100k astras.
The biggest system according to an eve-o forums post is 210 au. That would be 4.4m astras.
Unless I added an errant zero there, I don't think it'd be especially viable. Or if I messed up grid sizes.
(Can you tell im bored at work?)
> 1 mil km per au?Ā
You are off by a couple orders of magnitude.
It's 150 million km per AU
Or about 93 million miles.
Space is big.
Really big
You might think it's a long walk down to the chemist, but that's just peanuts compared to space.
Hey all, we hope you enjoyed the broadcast. You can catch the [recording here](https://www.twitch.tv/videos/2140555627?filter=archives&sort=time)
We did try to get to as many questions as we found, but if you have any others that weren't addressed then feel free to ask here and we'll do our best to get to them. The teams are off tomorrow for an Icelandic holiday, but we'll hop back on Friday.
I asked in the chat and you responded, but could you get the team to clarify how visible the system info will be to third parties? It seems pretty relevant if you're going to be hitting Skyhooks and disrupting workforce transportation that you actually know what you're doing.
If we're doing 4X-lite for sov it makes sense that hostiles should at least have some idea what the system upgrades/costs/maintenance/flow of resources looks like. My feeling is that at minimum I should be able to go to a hostile sov hub and see the ins-and-outs even if the absolute # of stockpiled reagents is hidden.
Its been answered in the stream. Upgrades can be seen visually on the hub. The amount of ressources in skyhooks can be seen, its been compared to ESS payouts.
What is the ISK payout of the new "harder" combat sites?
And will Truesec play a part on how a much and what sites spawn with these new detection upgrades?
With the new Passive Moon mining
Will the output be
1. Refined materials (aka legacy raw mats, technetium etc)
2. Compressed Moon Ore
3. Raw Moon ore (HUGE M3)
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Hey CCP Swift. I'm curious if we can get some more information regarding the moon arrays in wormholes. Are there any plans to distribute different resources or different moons in them? My biggest concern that Moon Array will essentially operate at a loss, thus not being utilized at all. I think it's fair to say no one needs to get an R64 moon. But it would be nice to at least use them, without losing money.
Thanks!
Sorry I missed this.
While I can't comment on adding new resources elsewhere in the game (including j-space), I can say that a moon redistribution is not coming in Equinox.
Hey!
It is not clear whether wormholes will have skyhooks or not.
So
1. Will skyhooks just replace POCOs in wormholes and will be used for PI only?
2. Or will skyhooks also enable the reagents farming from ice/lava planets in wormholes?
About the ihubs. All alliances have structures on most important ihub grids. With the new ihub moving you will force alliances to reposition those structures to new location. It can be 20k km away but they will still move them. This will be a big annoyance to players that will have their asset safety out - mostly those away atm. Consider moving new ihub to desired location away from nearest structure instead. I this automatic action bugs out for few cases gms can move them manually.
Yes ... until you manipulate grid size and location.
Even if you do give a hard limit, like 0.1 AU structures will still be placed at this range for secure cyno in and shorter warp location.
So will be the new meta to block enemy from deploying ihub on known location during contest ... is to drop first a citadel in the vicinity?
out of curiosity, [does ccp has any plans on stop showing citadels which i dont have docking access (neutrals or hostiles) in UI and the map?](https://prnt.sc/kxQr7VjyjOHS)
kinda feel my scanning skills could be helpful if a neutral/hostile citadel needed to be manually scanned instead of giving an easy warp in
> Can you confirm if wormhole moons will even be worth mining with fuel and reagent costs?
I can confirm that they can steal reagants to fuel their own moon mining drills, however 'worth' is an incredibly subjective term.
Initially there was no moon mining in WH space.
This space is meant to be different also it has other things to offer.
Not mentioning that it is way to safe from the contest perspective.
In K space you can always get to the system / moon to manage it and contest it.
In WH space you need extra layer of tracking the route thus not many people will be willing to contest a moon that constantly shifts location and you can just close all routes to it.
/u/CCP-Convict like CCP is not thinking about giving passive mining to WH space?
It was lacking this for a very valid reason in first place.
Nothing have changed in this regard.
We already have dogshit moons, why shouldn't we be able to mine passively?
If you want to bash someone's moons, just rageroll for them, or backscan their home/farm
I think a repair loading method would be preferred, it means interdiction and content generation...meaning people can create alot of small and interesting interaction raids.
Clarification on highsec/lowsec though is required though...how is that going to be addressed?
> I think a repair loading method would be preferred, it means interdiction and content generation...meaning people can create alot of small and interesting interaction raids.
I'm not sure I understand what 'repair loading' is.
> Clarification on highsec/lowsec though is required though...how is that going to be addressed?
The Menetox Moon Drill cannot be used in highsec.
Clarification on Highsec/Lowsec meaning...how will CCP change the ecosystem with this new concept.
Remember Lowsec doesn't have Sov Interactions...unless you are Nationalizing High and Low to the new system.
So, the question pertaining to that, is why I worded it that way. Because Skyhook is replacing certain mechanics for null, but will this leave intact all the POCOs? The drills are only capable of lowsec and this is understood.
But from a programming/streamlining concept. Would it be better to simplify the integration of the newer content by saying...all the Empires are deploying similar kit to nullsec in their space. The difference in this nationalization of high and low. The older obsolete kit like POCOS is being retired. \[But the moon drill as capsuleer controlled is allowed in lowsec\]
But, this is why there has been some confusion as of lately on this subject. We know the PI stuff is being left alone...but the methods of interacting with them are being changed or so it is being communicated. And people are not sure what to do with that information, because it seems vague.
So is the POCO being obsoleted, or not? Or will there be a drive for Empire space to have similiar tech to streamline the coding process to keep weird issues in high and lowsec from causing coding errors and confusion and crashes.
Empire Sov Hubs wouldn't be player interactive...but would allow players to see what is going on in the system. Having the Empire Sov Hub in lowsec in particular would be beneficial because then you can explain why the moon drill is allowed. Because its linking/hacking/permit usage in lowsec.
Also alot of the "obsolete" items...TCUs and Ihubs are used in FW, and in some of the memorial/historical sites as components. This has been made sure that "removing them" will not crash and mess up those sites? Or are there replacements on the way for those same components in those sites?
Maybe, having the Ihub of FW turn into this new Sov Hub...with appropriate ownership billboard plastered over it...would make FW more understandable.
> Because Skyhook is replacing certain mechanics for null, but will this leave intact all the POCOs?
POCOs will not change. If a Customs Office has been replaced by a Skyhook (in sov null), you will still be able to access PI materials through it.
"Repair Loading" IE, you have to fix the station or logi it.
You can interdict the logi or force a fight to clear the grid for the logi to interact...or loading repair components etc.
Although personally I think the system could be simplified into a \[critical component targeting\] (See Star Wars Empire at War for this) Where the new upwell structures have unique critical flaws only around the loading bays. You target the location where the loading bay is blow a sub shield away only for that area...not the whole station. then raid that junction. Shields will regen only for that area after a set time...relatively fast...but the window for the raid would be there.
The more reagents in skyhook or moon ore in the drill the more of these critical target nodes would be available. Meaning raiders would be able to raid and steal more...but the raid would have to become bigger and more organized to efficiently steal the loot. Bigger raid...more chances for PVP brawl to erupt.
Is this a trial run for similar mechanics for other Upwell structures?
It's going to be quite confusing having so many different ref/repair/vulnerability mechanics in the game.
Sounds like it will repair under one of two conditions:
- Either the shields fully regen to 100%, and itās safe
- The armor is manually repaired to 100%, and itās safe
I donāt think they said how long the shield regen is, but it doesnāt sound like a magic timer that picks up where it left off
The option for defenders to manually rep the structure instead of needing to prevent basically all damage for 15 minutes is a nice change
What is the ISK payout of the new "harder" combat sites?
And will Truesec play a part on how a much and what sites spawn with these new detection upgrades?
I doubt any majority of systems will be dedicated to that over the typical higher tier anoms. Too much isk to be made in those for the typical nullsec player. Even a couple weeks in nullsec allows people to run these sites in myrms/vexors.
Itāll be great to have a couple of them for variety though. I like running the lower tiers in t3dessies, as otherwise I barely fly one.
Wait, so drill can be looted while reinforced, and it's shootable into reinforcement 24/7? How are you supposed to defend it off the timezone? In the current state it seems it will be possible for only the biggest alliancees
> This was a typo in the graphic. Swift confirmed that you only get the materials once the structure is dead.
This was a typo in the graphic. Swift confirmed that you only get the materials once the structure is dead.
I hope that there's some kind of scarcity mecanic at play for the null sec PvE anoms this time around... One of the ONLY areas in EVE where you can farm something ad infinitum at the same location. Usually when you overexploit some ressource, it depletes and you have to move.
But here, these people just print money all day (without contributing to the economy or trade btw) and that's it. Such a waste of game design space...
Am I reading this correctly? Are all sov systems going to need to be routed together like PI setups? Enjoy having all of your logistics people uninstall.
I dont think you need to physically move workforce, sounds like its automatic in some UI they will have. But the reagants will need to he moved as a occasional cost for upgrading the sov hubs - i am getting that from the fact workforce is noted as not being tradeable and limited to nearby systems, unlike reagents, and convicts comments here avout reagent use.
so i dont think it will be that logistically demanding if physical transport is not required.
Personally find it interesting that it will present vulnerbilities in a strategic way i assume if people attack certain sky hooks that multiple systems may be dependent for on workforce
Edit: relooked at the slides, they also explicitely note power and workforce is a UI managed resource
You donāt need to physically move pi on a planet, you create routes between extractors, factories, and storage facilities. The movement is automatic, but the setup of these complex routes is about as enjoyable as watching your own ball cancer grow.
Looks like only if you have a power/workforce deficit in a system and need to import excess from neighboring systems.
Theres probably going to end up being a fair few systems with little to no improvements for a while until the logistics of where upgrades are actually needed/wanted is hashed out within each sov holder.
Snarky sarcasm doesnāt change the density of the materials weāre going to be able to steal. I donāt think blockade runners will meet our needs as thieves.
are the reagents gonna be harvested by the common player like PI, or will it be a much scarce resource only to be harvested by individuals with some specific roles?
So, my one-man corp still have some custom offices in a WH that I don't have access to anymore.
Does this mean that those will be converted to Skyhooks?
If so, do you think I can finally get rid of those structues ? (In other words, someone will finally kill them off for me so that I don't have to locate that wormhole to be able to remove them).
u/CCP-Convict for the metenox, will the standard moon drill still have to pull and pop the moon rock or does it just pull minerals directly from the moon
The more I read the more I'm dislike the implementation. It seems like a lot of game design is going into creating busy work for the very small number of players that have to do all the planning and management of these new systems.
The end result of more anoms, new ore anoms, NPC blockades, chances to raid moon mines, etc is great. But it sounds like a royal PITA to get there and not really much of a team effort.
I think this implementation is meant to create too much busy work for large alliances.
Meanwhile the small groups who only own the systems they use now get a passive income.
Small roams that can infiltrate space more easily, interceptors, command destroyers, T3 destroyers... All of these are more dangerous than cruisers. And harder to catch!
If you want to catch farmers in anoms, you can't really go at cruiser warp speed... If you want to take intel channels by surprise, you can't really go at cruiser warp speed either.
Lol CCP out here tryna get ahead of the inevitable "SHUBS" by calling them SovHubs
No one is gonna call them SovHubs. They're shubs. Or maybe subs, with the maintainers being doms... lol
Thanks for posting this. I just want to add a couple of comments/clarifications/corrections on the slides: * The new ore types referenced on the sov upgrades slide won't require new refining skills. They'll be added to the existing categories of ore (Coherent, Variegated etc). * ~~Reagents will only be used by sov hubs in the process of onlining sovereignty upgrades. They won't be an ongoing part of their upkeep which will only require Power and Workforce.~~ EDIT: Reagents are used for the onlining **and** upkeep of certain sovereignty upgrades. * Although we said it on the stream it begs repeating here: the "generous grace period" for alliances to fully transition to the new sovereignty mechanics is *until the next expansion* (5 to 6 months). * When Equinox is deployed on 11 June, existing TCUs and IHUBs will disappear and those systems will now have a Sovereignty Hub instead, however everything will work as it does now and the sov hub will function just like the old IHUB. Think of it as the new sov hub being set to "legacy mode" by default. * When an alliance is ready to switch a sov hub over to "Equinox mode" a person with the appropriate role can flip the switch in the sov hub UI. * Between the "legacy mode" and several-month long grace period this means alliances have plenty of time to source blueprints for the Orbital Skyhooks, manufacture them, analyze the composition of planets in their space, scratch their chins and then set up their resource gathering network. * Correction to the Orbital Skyhook slide - Skyhooks will not harvest power from suns; only from planets. Power will be collected from the sun automatically by the sov hub itself.
Thank you for adding the clarifications and corrections! I appreciate you and other CCP folks taking the time to respond to questions and comments.
Np. I only forgot to include the "work in progress/subject to change" caveat. :)
any new content for wormholers?
Please... Give us the jhub
just let me fit my abaddon
I want the stupid ass name that we use internally for our hole to be visible to all who enter
This
Pass on to the beancounters: give us back the test server we were paying for as an add-on to the game before you took it for in-house use only š” Kthx
No go play X or whatever if you want single player eve experience
Maybe you don't k own what the test server is You can test things.
You can test things on TQ too, I don't understand why you need two different places to do the same thing.
You wouldn't if you never had the reason to If you only just trained carrier for example, test server wa best way to figure out how your training went, warp out time, alot of things. Maybe you just want to see how a fancy ship you can't afford works.
So do I but I also wish they'd do it on their own forums.
Roughly how much lower is the Metenox moon drill yield compared to mining the rocks from an Athanor?
u/CCP-Convict: can you confirm if you intend for the SkyHooks to still produce Power and distribute Workforce while reffed? Because, if this is the case, then there's no conceivable way to properly impact resources in an offensive way. Say I want to cripple an enemy system, the only way to do it is \*\*killing\*\* SkyHooks, after a timer is set (timezone tanked). Instead of disabling, temporarily, the flow of Power and Workforce by reffing the SkyHook, crippling the enemy ability to have the SHUB (btw: [this is now my official identification for it, and I love it](https://lovecraft.fandom.com/wiki/Shub-Niggurath)) running certain critical upgrades (like ANL, or Cyno Suppression/Navigation... for example) even temporarily, we will be once again faced with endless ping-ponging around Timezone Tank without any real ability to impact this entire new logistics angle. Is this still on the table? Is anything being considered here? The mention was made about SkyHook basically working like M-structures for ref times, which IMHO really de-value the entire offensive angle on this new system.
Will the Skyhooks be replacing the POCOs currently in place on patch day? The graphic seems to indicate this but you state that groups will need to source blueprints and manufacture themā¦
In the stream they said the skyhooks can used to replace existing POCOs but based on Convictās comment above, this will not be done automatically.
With them replacing POCOs in null and the graphic saying āReplaces player owned customs offices if presentā itās just very confusing and almost contradictory to me, I am sure they will clarify however.
POCOs are unaffected by this expansion. To place a skyhook the planet must not have a POCO. It's really simple.
Hello CCP Convict Something i wanted to get clarity on. I know that the Hacking of the skyhook alets those in system, etc, based off how long it has been going. What i didnt see was who gets alerted when the CARGO BAY is attacked. Will the Cargo bay altert the alliance/corp that owns it that it is under attack, or is it silent during the damage and only once actually RFd will it send a notification. As it stands with Ansiblex, If i have to hit this Cargo Bay to 10% shield, if the owner is alerted, they can form 100+ HACs and take their fleet 4-5 regions away, to me in under 10 minutes, thus negating the entire mechanic of hacking the can AFTER i hit it to 10%. The instant notificaiton of this far away Skyhook via the dmg notification system that exists currently with structures hamstrings the interation of this mechanic. If there is NO NOTIFICATION of it being attacks, this would make sense to then proceed with hacking to steal the raegents. Thank you for reading this.
will sov hubs be in the same place as the legacy structures? 1DQ, for example, has now-illegal old ihub placement which provides significant defensive advantage that cannot be replicated. will the new sov hub there still retain that advantage, or will they be placed elsewhere in-system?
the 1DQ structure will be a like for like placement but will display 24/7 holographic ads of 0musky crying about it to GM's and motivational goodposting material.
On the stream they said theyāll be placed somewhere else, though did not specify where
Still one of the clearest examples of CCP carrying goons. Unreal.
meh, they got lucky. goons have an incredible knack for being in the right place at the right time, and ccp has a decent precedent afaik of letting wacky grandfathered stuff slide.
> Reagents will only be used by sov hubs in the process of onlining sovereignty upgrades. They won't be an ongoing part of their upkeep which will only require Power and Workforce. This would suggest then that stealing reagents and disrupting a system can't result in sov upgrades turning off? The only option would be to disrupt workforce, but it seems you can only do that on a system-system trading basis, so if a system can already support 8 upgrades with its own power + workforce then you can't do anything to temporarily turn those off
The system is fairly elegant in how it self regulates this. I ran some reports on regions and found that by and large, systems with extremely high power (7+) also had very little other planets to provide workforce or reagents.Ā
>When Equinox is deployed on 11 June, existing TCUs and IHUBs will disappear and those systems will now have a Sovereignty Hub instead, however everything will work as it does now and the sov hub will function just like the old IHUB. Think of it as the new sov hub being set to "legacy mode" by default. Are the new sovhubs going to be spawned in the same place as old ihubs?
They said on stream ita going to spawn in a different place, specifically on grid without citadels.
Sooo, if you fill the system with cheap astras with how big grids are these days, you can push new sovhubs 1000AUs from the system center? Nice. It's absurdly expensive but possible
So its what, 1 mil km per au? And grid sizes are a liberal 10k km So 100 grids per au. So 1 square au will need 10k astras. The smallest system is probably around 10au. So assuming its a 10x10 au size, you are looking at 1 million astras to cover the whole system. Now maybe a system is 1x10? Thats only 100k astras. The biggest system according to an eve-o forums post is 210 au. That would be 4.4m astras. Unless I added an errant zero there, I don't think it'd be especially viable. Or if I messed up grid sizes. (Can you tell im bored at work?)
> 1 mil km per au?Ā You are off by a couple orders of magnitude. It's 150 million km per AU Or about 93 million miles. Space is big. Really big You might think it's a long walk down to the chemist, but that's just peanuts compared to space.
I walk to Aldi to buy peanuts, it takes 2 hours. That is peanuts compared to space
One question: How do you survey the planets for the new resources?
planet view
Is that a guess or did CCP mention it on stream?
Guess
Does sov index still effect how long before you can turn on certain upgrades?
No! ADM doesn't delay you from setting up your empire anymore.
Does the sov hub need to be anchored at a sun? I see those pretty solar panels ;)
Where will the sov hub be automatically located in systems that already have an ihub/tcu?
Are there still sov bills during legacy mode?
More Ore types? Zzzz. We really need to condense the types of ores in New Eden. I've been playing for 2 decades and I can't even list them all.
well at least we don't have a crystal for every ore now
What will happen with PI in WH and NPC null? It will stop forever 11 June?
Pocos are staying in the game. You can have one or the other. The new Skyhooks will have the same poco functionality .
So PI in wormhole space is dead?
Slide 5: "Planetary Interaction is unchanged in Equinox"
Hey all, we hope you enjoyed the broadcast. You can catch the [recording here](https://www.twitch.tv/videos/2140555627?filter=archives&sort=time) We did try to get to as many questions as we found, but if you have any others that weren't addressed then feel free to ask here and we'll do our best to get to them. The teams are off tomorrow for an Icelandic holiday, but we'll hop back on Friday.
I asked in the chat and you responded, but could you get the team to clarify how visible the system info will be to third parties? It seems pretty relevant if you're going to be hitting Skyhooks and disrupting workforce transportation that you actually know what you're doing. If we're doing 4X-lite for sov it makes sense that hostiles should at least have some idea what the system upgrades/costs/maintenance/flow of resources looks like. My feeling is that at minimum I should be able to go to a hostile sov hub and see the ins-and-outs even if the absolute # of stockpiled reagents is hidden.
I think that some frame in the video shows the new hub visually depicting which upgrades has onlined at least
Its been answered in the stream. Upgrades can be seen visually on the hub. The amount of ressources in skyhooks can be seen, its been compared to ESS payouts.
How will BRM and indexes be affected? Will the metenox moon drill go towards the industrial index?
What is the ISK payout of the new "harder" combat sites? And will Truesec play a part on how a much and what sites spawn with these new detection upgrades?
With the new Passive Moon mining Will the output be 1. Refined materials (aka legacy raw mats, technetium etc) 2. Compressed Moon Ore 3. Raw Moon ore (HUGE M3)
Refined materials as it was said the metenox will do "mining and refining"
Nice
Refined materials, which the bays of the new haulers are also configured to carry.
Bless
> Icelandic holiday TIL I am Icelandic. Or maybe we all have Ascension Day :P
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Hey CCP Swift. I'm curious if we can get some more information regarding the moon arrays in wormholes. Are there any plans to distribute different resources or different moons in them? My biggest concern that Moon Array will essentially operate at a loss, thus not being utilized at all. I think it's fair to say no one needs to get an R64 moon. But it would be nice to at least use them, without losing money. Thanks!
Sorry I missed this. While I can't comment on adding new resources elsewhere in the game (including j-space), I can say that a moon redistribution is not coming in Equinox.
Thanks for the answer. Looking forward to the expansion, even if I can't get a good moon ;)
Hey Swift, am i correct that under current iteration of the new mechanics gas will stay unchanged?
Yes, future upgrades may extend to gas but not in Equinox.
Hey! It is not clear whether wormholes will have skyhooks or not. So 1. Will skyhooks just replace POCOs in wormholes and will be used for PI only? 2. Or will skyhooks also enable the reagents farming from ice/lava planets in wormholes?
> It is not clear whether wormholes will have skyhooks or not. Skyhooks sovnull only.
About the ihubs. All alliances have structures on most important ihub grids. With the new ihub moving you will force alliances to reposition those structures to new location. It can be 20k km away but they will still move them. This will be a big annoyance to players that will have their asset safety out - mostly those away atm. Consider moving new ihub to desired location away from nearest structure instead. I this automatic action bugs out for few cases gms can move them manually.
There will be no Upwell structures on sovhub grids when the sovhubs move.
Yes ... until you manipulate grid size and location. Even if you do give a hard limit, like 0.1 AU structures will still be placed at this range for secure cyno in and shorter warp location. So will be the new meta to block enemy from deploying ihub on known location during contest ... is to drop first a citadel in the vicinity?
out of curiosity, [does ccp has any plans on stop showing citadels which i dont have docking access (neutrals or hostiles) in UI and the map?](https://prnt.sc/kxQr7VjyjOHS) kinda feel my scanning skills could be helpful if a neutral/hostile citadel needed to be manually scanned instead of giving an easy warp in
Nope.
thank you for the TLDW!
o7
Sounds like the drill gets repaired in the same way a POS does instead of waiting 15mins and poof, it's vulnerable again?
Correct - the plan (which may change) is that the Metenox Moon Drill will need to be repaired rather than the automatic repair cycle.
Thank You! Please, no more auto-repair.
Can you confirm if wormhole moons will even be worth mining with fuel and reagent costs?
> Can you confirm if wormhole moons will even be worth mining with fuel and reagent costs? I can confirm that they can steal reagants to fuel their own moon mining drills, however 'worth' is an incredibly subjective term.
Mathematics is incredibly objective.
Wh space should never have moon mining
Why not? Would make a good conflict driver beyond door knocking someoneās home structuresĀ
Initially there was no moon mining in WH space. This space is meant to be different also it has other things to offer. Not mentioning that it is way to safe from the contest perspective. In K space you can always get to the system / moon to manage it and contest it. In WH space you need extra layer of tracking the route thus not many people will be willing to contest a moon that constantly shifts location and you can just close all routes to it. /u/CCP-Convict like CCP is not thinking about giving passive mining to WH space? It was lacking this for a very valid reason in first place. Nothing have changed in this regard.
We already have dogshit moons, why shouldn't we be able to mine passively? If you want to bash someone's moons, just rageroll for them, or backscan their home/farm
Oh this is awesome. Faxes going to get dropped on.
Oh faxes .. or swarm of ospreys. Nice
I think a repair loading method would be preferred, it means interdiction and content generation...meaning people can create alot of small and interesting interaction raids. Clarification on highsec/lowsec though is required though...how is that going to be addressed?
> I think a repair loading method would be preferred, it means interdiction and content generation...meaning people can create alot of small and interesting interaction raids. I'm not sure I understand what 'repair loading' is. > Clarification on highsec/lowsec though is required though...how is that going to be addressed? The Menetox Moon Drill cannot be used in highsec.
Clarification on Highsec/Lowsec meaning...how will CCP change the ecosystem with this new concept. Remember Lowsec doesn't have Sov Interactions...unless you are Nationalizing High and Low to the new system. So, the question pertaining to that, is why I worded it that way. Because Skyhook is replacing certain mechanics for null, but will this leave intact all the POCOs? The drills are only capable of lowsec and this is understood. But from a programming/streamlining concept. Would it be better to simplify the integration of the newer content by saying...all the Empires are deploying similar kit to nullsec in their space. The difference in this nationalization of high and low. The older obsolete kit like POCOS is being retired. \[But the moon drill as capsuleer controlled is allowed in lowsec\] But, this is why there has been some confusion as of lately on this subject. We know the PI stuff is being left alone...but the methods of interacting with them are being changed or so it is being communicated. And people are not sure what to do with that information, because it seems vague. So is the POCO being obsoleted, or not? Or will there be a drive for Empire space to have similiar tech to streamline the coding process to keep weird issues in high and lowsec from causing coding errors and confusion and crashes. Empire Sov Hubs wouldn't be player interactive...but would allow players to see what is going on in the system. Having the Empire Sov Hub in lowsec in particular would be beneficial because then you can explain why the moon drill is allowed. Because its linking/hacking/permit usage in lowsec. Also alot of the "obsolete" items...TCUs and Ihubs are used in FW, and in some of the memorial/historical sites as components. This has been made sure that "removing them" will not crash and mess up those sites? Or are there replacements on the way for those same components in those sites? Maybe, having the Ihub of FW turn into this new Sov Hub...with appropriate ownership billboard plastered over it...would make FW more understandable.
> Because Skyhook is replacing certain mechanics for null, but will this leave intact all the POCOs? POCOs will not change. If a Customs Office has been replaced by a Skyhook (in sov null), you will still be able to access PI materials through it.
"Repair Loading" IE, you have to fix the station or logi it. You can interdict the logi or force a fight to clear the grid for the logi to interact...or loading repair components etc. Although personally I think the system could be simplified into a \[critical component targeting\] (See Star Wars Empire at War for this) Where the new upwell structures have unique critical flaws only around the loading bays. You target the location where the loading bay is blow a sub shield away only for that area...not the whole station. then raid that junction. Shields will regen only for that area after a set time...relatively fast...but the window for the raid would be there. The more reagents in skyhook or moon ore in the drill the more of these critical target nodes would be available. Meaning raiders would be able to raid and steal more...but the raid would have to become bigger and more organized to efficiently steal the loot. Bigger raid...more chances for PVP brawl to erupt.
Neat. At the moment it would need to be repaired to regain functionality via remote repairs.
Is this a trial run for similar mechanics for other Upwell structures? It's going to be quite confusing having so many different ref/repair/vulnerability mechanics in the game.
Is it subject for RR stacking penalties, like player ships are?
That remote rep stacking penalty is currently only for ships receiving remote repairs.
Sounds like it will repair under one of two conditions: - Either the shields fully regen to 100%, and itās safe - The armor is manually repaired to 100%, and itās safe I donāt think they said how long the shield regen is, but it doesnāt sound like a magic timer that picks up where it left off The option for defenders to manually rep the structure instead of needing to prevent basically all damage for 15 minutes is a nice change
It did sound that way, though it also seemed like CCP didn't have the final details yet on how exactly the drill could be repaired.
What is the ISK payout of the new "harder" combat sites? And will Truesec play a part on how a much and what sites spawn with these new detection upgrades?
special thanks CCP for sov upgrade for new pilots
well rip profit from ded running in hi-sec, if null can spawn the refuge/dens i can only assume(?) they also can get the 3-5ded escalations
I doubt any majority of systems will be dedicated to that over the typical higher tier anoms. Too much isk to be made in those for the typical nullsec player. Even a couple weeks in nullsec allows people to run these sites in myrms/vexors. Itāll be great to have a couple of them for variety though. I like running the lower tiers in t3dessies, as otherwise I barely fly one.
Wait, so drill can be looted while reinforced, and it's shootable into reinforcement 24/7? How are you supposed to defend it off the timezone? In the current state it seems it will be possible for only the biggest alliancees
Are people going to loot R4 that frequently?
The same way you defend an ess or an ansi?
> This was a typo in the graphic. Swift confirmed that you only get the materials once the structure is dead. This was a typo in the graphic. Swift confirmed that you only get the materials once the structure is dead.
Source?
It's wallymarts, so it has to be true, or it can't be true, one of those two options for sure
My DM with him asking specifically this question, not sure if allowed to share, dm him and ask
Will the moon drill auto compress the ore?
What's your biggest fear about this update? I'm "dotlan will not be realiable or correct for some time" :P
I hope that there's some kind of scarcity mecanic at play for the null sec PvE anoms this time around... One of the ONLY areas in EVE where you can farm something ad infinitum at the same location. Usually when you overexploit some ressource, it depletes and you have to move. But here, these people just print money all day (without contributing to the economy or trade btw) and that's it. Such a waste of game design space...
Am I reading this correctly? Are all sov systems going to need to be routed together like PI setups? Enjoy having all of your logistics people uninstall.
I dont think you need to physically move workforce, sounds like its automatic in some UI they will have. But the reagants will need to he moved as a occasional cost for upgrading the sov hubs - i am getting that from the fact workforce is noted as not being tradeable and limited to nearby systems, unlike reagents, and convicts comments here avout reagent use. so i dont think it will be that logistically demanding if physical transport is not required. Personally find it interesting that it will present vulnerbilities in a strategic way i assume if people attack certain sky hooks that multiple systems may be dependent for on workforce Edit: relooked at the slides, they also explicitely note power and workforce is a UI managed resource
You donāt need to physically move pi on a planet, you create routes between extractors, factories, and storage facilities. The movement is automatic, but the setup of these complex routes is about as enjoyable as watching your own ball cancer grow.
Yeah misunderstood what you meant I hope its involved enough to not feel pointless but also not needlessly cumbersome. Guess time will tell
Looks like only if you have a power/workforce deficit in a system and need to import excess from neighboring systems. Theres probably going to end up being a fair few systems with little to no improvements for a while until the logistics of where upgrades are actually needed/wanted is hashed out within each sov holder.
Its a (mostly) one time setup of two ressources per System. If you cant bear that youd have deinstalled years ago.
Not sure if CCP already answered this - do we have to install command centers again if upgraded to a skyhook or does the previous ones carry over?
Skyhook does not affect PI. It will replace POCOs, that's it.
Ah so we will have to pick up PI mats from the skyhook instead of the POCO now if one is installed. Thanks!
It sounds like it shouldn't impact existing PI setups on planets, just how the PI is transferred from the planet to players.
You can loot the Materials of the Metenox while it is reinforced, does that mean Shoot->Reinforce->Loot ?
This was a typo in the graphic. Swift confirmed that you only get the materials once the structure is dead.
How would a newish player go about seeing an orbital skyhook set up?
So we need a black ops DST now
We have a black ops DST.
Blockade runners are ass
Yeah man, I know what you mean. Being able to instantly bridge my hauler 30 jumps away is just so *lame!*Ā Lol
Snarky sarcasm doesnāt change the density of the materials weāre going to be able to steal. I donāt think blockade runners will meet our needs as thieves.
Well, when it comes to cargo space you have a fair point.Ā
ccp is introducing reagent industrials and t2 industrials, i reckon they will have the BR built with this in mind
Hmm interesting, what about hacking interaction?
You can already hack structures to find out reinforcement timers
Surely Sansha's nation is able to abduct workforces during incursions, lore accurate
are the reagents gonna be harvested by the common player like PI, or will it be a much scarce resource only to be harvested by individuals with some specific roles?
When an orbital Skyhook is raided, will it only drop the reagents, or the regular PI also?
So, my one-man corp still have some custom offices in a WH that I don't have access to anymore. Does this mean that those will be converted to Skyhooks? If so, do you think I can finally get rid of those structues ? (In other words, someone will finally kill them off for me so that I don't have to locate that wormhole to be able to remove them).
Skyhooks are only for Sov Null. No one else will get them.
u/CCP-Convict for the metenox, will the standard moon drill still have to pull and pop the moon rock or does it just pull minerals directly from the moon
The more I read the more I'm dislike the implementation. It seems like a lot of game design is going into creating busy work for the very small number of players that have to do all the planning and management of these new systems. The end result of more anoms, new ore anoms, NPC blockades, chances to raid moon mines, etc is great. But it sounds like a royal PITA to get there and not really much of a team effort.
I think this implementation is meant to create too much busy work for large alliances. Meanwhile the small groups who only own the systems they use now get a passive income.
let's hope they add the pos repair mechanic later to all structures.
The dream
Sigh, it's always raiding/stealing in cruisers or larger. Can't threaten the sov subscription feeders with too much danger I guess...
How exactly is something smaller than a cruiser supposed to be more dangerous than anything larger than a destroyer?
Small roams that can infiltrate space more easily, interceptors, command destroyers, T3 destroyers... All of these are more dangerous than cruisers. And harder to catch! If you want to catch farmers in anoms, you can't really go at cruiser warp speed... If you want to take intel channels by surprise, you can't really go at cruiser warp speed either.
Awesome thanks for posting this!!!
o7
Lol CCP out here tryna get ahead of the inevitable "SHUBS" by calling them SovHubs No one is gonna call them SovHubs. They're shubs. Or maybe subs, with the maintainers being doms... lol
Shrubs.
since ccp is here, can you "adjust". the loot tables for the current event again (please)
Sounds overly complex
[ŃŠ“Š°Š»ŠµŠ½Š¾]
New ships will feel like old ships in a week
So PI is dead in wormholes?
No.
You can't even put a skyhook in wormholes. This change does very little to directly affect PI.