Expansion name: Rubicon
Release date: November 19th, 2013
Expansion theme: Space Colonization, POCOs in high sec, small gang boost, ship rebalancing
Last update of this post: 15.11.2013
Patch notes: Rubicon
Intro
On 26th of September CCP has announced the upcoming winter expansion called Rubicon. The deveplopers of EVE have hinted the general direction back on Fanfest, when CCP Seagull spoke about future EVE where capsuleers are not just inhabitants of New Eden. Players are supposed to colonize space, make it their own. Rubicon is probably the first in a series of expansions with space colonization theme.
While the first and most obvious feature that comes to mind is revamp of the POS system, it will not be happening just yet.
Rubicon has been available on Singularity test server since 7th of October 2013. Source: dev forum post.
New character selection screen
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Features
Structures
Player Owned Customs Offices in high-sec. The CONCORD NPC-owned Customs will be transfered to Interbus and will become destructible, letting players to destroy them and erect their own Customs Offices in their place.
- Shooting Interbus Customs Office only grants 5 minute PVE timer – but no suspect flag
- To take a high-sec POCO out, corporations have to be at war
- Corporation cannot transfer POCO to other corporations when at war (also applies to the 24h grace period at the beginning and end of a war)
- Taxes will be part NPC – part player set. The base tax will be 10% for export and 5% for import. In addition, players can set the tax level they want.
- Base values used by the game to calculate the tax will be reduced by 11% (P4) to 20% (P1)
- It will be possible to completely deny access to POCO based on standings
- New skill will be introduced to lower the NPC portion of the tax: Customs Code Expertise.
Source: dev blog, Singularity
4 new anchorable structures (think of them in similar way to anchorable containers)
– Siphon – will allow stealing moon goo and reaction products from POSes
- There will be one “small” Siphon Unit in Rubicon (20 m³)
- Capacity of the unit will be 1200m3
- BPO will be sold by NPCs, build price should be around 10M ISK
- Siphon units have an EHP around 50-100k
- Siphon units are deployed exactly like containers
- Siphon units must be deployed within 50km of Control Tower
- Siphon units can be freely attacked or their cargo accessed
- Siphon units wont be automnatically attacked by POS defenses
- Siphon unit will steal 60 units of raw material or 25 units of processed material
- Siphon unit will have a waste ratio of 20%
- Small Siphon unit will not steal alchemy products
- There will be no notification for the POS owner
- EVE API Assets feed WILL LIE about the contents of Silos (in order to hide Siphon unit from API checks)
Source: dev blog
– Mobile Depot – solo player base of operations. Smaller version of Ship Maintenance Array.
- 3000 m3-4000 m3 capacity
- 50 m3-100 m3 size (depends on meta version)
- 5.000 shield/5.000 armor/7.500 structure
- 45 seconds activation time
- anchoring constraints:
- 6 km from each other
- 50 km from station or stargate
- 40 km from POS
- decays in thirty days (like anchorable container)
– Mobile Tractor Unit – add some salvaging drones and you have a Noctis alt without actually having a Noctis alt.
- 125 km range
- 1000 m/s tractor speed
- 27.000 m3 capacity
- 100 m3 size
- 45 seconds activation time
- 10.000 shield/10.000 armor / 30.000 structure
- anchoring constraints:
- 6 km from each other
- 50 km from station or stargate
- 40 km from POS
- decays after 48 hours
- Range: 100 km
- 300 m3 size
- 10.000 shield/10.000 armor/150.000 structure
- 2 minute activation timer
- anchoring constraints:
- 200 km from each other
- 90 km from station or stargate
- 40 km from POS
- Self-destructs after 1 hour
Ships
– Tech III ships will be able to swap subsystems in space (using SMA, Capital ship or the new Mobile Depot)
Source: Dev forum post
– Warp speed acceleration increase
- This change does not affect align time
- T1 Cruiser with no rigs will not notice any difference warping after the patch
- Smaller ships will warp and accelerate much faster
- T2 ships will warp and accelerate 10% faster than T1 counterparts
- Larger ships will warp and accelerate considerably slower
- …but Freighters will warp slightly faster
- Hyperspatial Velocity Optimizer rigs will be tweaked to have CPU output penalty (instead of Armor)
- T3 Gravitational Capacitor subsystems will have their per level bonus reduced from 15% to 12.5%
The warp acceleration change has already been pushed to Singularity, and I must say that small ships are speed demons now. I was flying an Eris interdictor to test the new interdiction sphere textures. Warping small ships looks more like in most sci-fi movies now – they accelerate and decelerate so fast, that objects like stargates or planets almost “appear” before you when ship drops out of warp. This also means you would arrived on target grid almost instantly. To prevent this and still allow players to see where the interceptor came from, CCP is adding a deceleration cap nearly 6 AU/s. Unfortunately this change further marginalizes Battleships. Their increased cost after the rebalance and slower warp acceleration introduced in Rubicon will cause that FCs will prefer more mobile platforms.
Source: dev forum post, update dev forum post
– Marauder rebalancing
Devs have made two attempts to rebalance Marauders. Players were very unhappy to see the Stasis Webifier bonus gone, thus second iteration brought them back (but nerfed a little from 10% per level to 7.5% per level). Due to Rubicon coming to Singularity soon, CCP decided to go back to the first iteration of rebalance, so Stasis Web bonus is gone again.
Marauders will have two modes of operation:
In regular mode, they will be similar to current TQ version, but they will get a huge bonus to Micro Jump Drive cool down time.
In deployed mode (using Bastion module in similar fashion to Siege), their hulls will visually transform (they will have fancy visible animations like the Rorqual; that’s the first time when additional model animations mentioned on Fanfest 2013 will be used) and they become a fixed “artillery” with a bonus to resistances, tanking, damage projection and receive EWAR immunity. They cannot be remote assisted or move when Bastion is online. MJD cannot be used either.
Paladin | Golem | Kronos | Vargur |
---|---|---|---|
Role bonus: 100% bonus to large energy weapon damage 100% bonus to range and velocity of tractor beams 70% reduction in MJD reactivation delay Amarr Battleship bonus: 5% bonus to capacitor capacity 7.5% bonus to Large Energy Turret optimal range Marauder bonus: 7.5% bonus to Armor Repair amount 5% bonus to large energy turret damage Slot layout: 8/4/7, |
Role bonus: 100% bonus to Cruise and Torpedo damage 100% bonus to range and velocity of tractor beams 70% reduction in MJD reactivation delay Caldari Battleship bonus: 10% bonus to Cruise and Torpedo velocity 5% bonus to Cruise and Torpedo explosion velocity Marauder bonus: 7.5% bonus to Shield Boost amount 10% bonus to effectiveness of target painters Slot layout: 8/7/4, |
Role bonus: 100% bonus to large hybrid weapon damage 100% bonus to range and velocity of tractor beams 70% reduction in MJD reactivation delay Gallente Battleship bonus: 5% bonus to Large Hybrid weapon damage 10% bonus to Large Hybrid turret falloff Marauder bonus: 7.5% bonus to Armor Repair amount 7.5% bonus to large hybrid weapon tracking Slot layout: 8/4/7, |
Role bonus: 100% bonus to large projectile weapon damage 100% bonus to range and velocity of tractor beams 70% reduction in MJD reactivation delay Minmatar Battleship bonus: 5% bonus to large projectile turret rate of fire 10% bonus to large projectile turret falloff Marauder bonus: 7.5% bonus to Shield Boost amount 7.5% bonus to large projectile turret tracking Slot layout: 8/6/5, |
Source: Dev forum post
– New Golem model
- Found in Chaos test server client package independently by Sarmatiko and T`Amber
- Now also exists on Singularity
- Only Golem model is changed, Raven is untouched
Source: @myronik, @PaulOosterman, Singularity
– Kronos Bastion animation
- Ship model is nearly identical to the current TQ version
- When in Bastion, Kronos “pops up the hood”, showing a glowing reactor core
- Turret hardpoints on the bottom move towards ship’s bow
Source: Singularity
– Interceptor rebalancing
- Will become immune to non-targeted interdiction
- Will benefit the most from warp acceleration changes
Crusader | Raptor | Taranis | Claw |
---|---|---|---|
Amarr Frigate bonus: 10% reduction in Small Energy Turret capacitor use 5% bonus to Small Energy Turret damage Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 7.5% bonus to Small Energy Turret Tracking Speed Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 4/2/4, |
Caldari Frigate bonus: 5% bonus to Small Hybrid Turret Damage 10% bonus to Small Hybrid Turret optimal range Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 4% bonus to shield resistances Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 4/3/3, |
Gallente Frigate bonus: 10% Small Hybrid Turret damage per level Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 7.5% Small Hybrid Turret tracking speed Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 4/3/3, |
Minmatar Frigate bonus: 5% bonus to Small Projectile Turret Damage 7.5% Small Projectile Turret tracking speed Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 5% Small Projectile Turret Damage Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 4/2/4, |
Malediction | Crow | Ares | Stiletto |
Amarr Frigate bonus: 5% bonus to Rocket and Light Missile rate of fire 4% bonus to armor resistances Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 5% bonus to Warp Scrambler and Warp Disruptor range Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 3/3/4, |
Caldari Frigate bonus: 10% bonus to Kinetic Missile damage 10% bonus to Missile Velocity Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 5% bonus to Warp Scrambler and Warp Disruptor range Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 3/4/3, |
Gallente Frigate bonus: 10% bonus to Small Hybrid Turret damage 10% bonus to Rocket and Light Missile damage Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 5% bonus to Warp Scrambler and Warp Disruptor range Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 3/3/4, |
Minmatar Frigate bonus: 5% bonus to Small Projectile Turret Damage 7.5% Small Projectile Turret tracking speed Interceptor bonus: 15% reduction in MicroWarpdrive signature radius penalty 5% bonus to Warp Scrambler and Warp Disruptor range Role bonus: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction Slot layout: 3/4/3, |
Source dev forum post
– Interdictor rebalancing
- Will benefit from warp acceleration changes
- Updated on 28th of October with v2 proposal from Fozzie
Heretic | Flycatcher | Eris | Sabre |
---|---|---|---|
Role bonus: Can fit Interdiction Sphere Launchers Amarr Destroyer bonus: 10% bonus to Rocket and Light Missile velocity 5% bonus to Rocket and Light Missile damage Interdictor bonus: 4% bonus to armor resistances 10% reduction in Microwarpdrive signature radius penalty Slot layout: 8/3/3, |
Role bonus: Can fit Interdiction Sphere Launchers Caldari Destroyer bonus: 5% bonus to Rocket and Light Missile explosion radius 10% bonus to Rocket and Light Missile Velocity Interdictor bonus: 10% bonus to Rocket and Light Missile kinetic damage 10% reduction in Microwarpdrive signature radius penalty Slot layout: 8/5/1, |
Role bonus: Can fit Interdiction Sphere Launchers Gallente Destroyer bonus: 10% bonus to Small Hybrid Turret optimal range 10% bonus to Small Hybrid Turret tracking Interdictor bonus: 5% bonus to Small Hybrid Turret damage 10% reduction in Microwarpdrive signature radius penalty Slot layout: 8/2/4, |
Role bonus: Can fit Interdiction Sphere Launchers Minmatar Destroyer bonus: 5% bonus to Small Projectile Turret Damage 10% bonus to Small Projectile Turret tracking speed Interdictor bonus: 10% bonus to Small Projectile Turret falloff 10% reduction in Microwarpdrive signature radius penalty Slot layout: 8/4/2, |
– Electronic Attack Frigate rebalancing
- They are supposed to become really mean EWAR ships
Sentinel | Kitsune | Keres | Hyena |
---|---|---|---|
Amarr Frigate bonus: 20% bonus to energy vampire and energy neutralizer transfer amount 7.5% bonus to effectiveness of tracking disruptors Electronic Attack Ship bonus: 80% bonus to energy vampire and energy neutralizer range 5% reduction in capacitor recharge time Slot layout: 3/4/3, |
Caldari Frigate bonus: 20% bonus to ECM target jammer strength 10% reduction in ECM target jammers’ capacitor need Electronic Attack Ship bonus: 25% bonus to ECM target jammer optimal range 5% bonus to capacitor capacity Slot layout: 3/5/2, |
Gallente Frigate bonus: 7.5% bonus to remote sensor dampener effectiveness 10% reduction in remote sensor dampener capacitor need Electronic Attack Ship bonus: 20% bonus to warp disruptor range 10% reduction in warp disruptor capacitor need Slot layout: 2/5/3, |
Minmatar Frigate bonus: 10% bonus to optimal range of target painters 10% bonus to effectiveness of target painters Electronic Attack Ship bonus: 50% bonus to stasis webifier range 3% reduction in signature radius Slot layout: 3/4/3, |
Source: dev forum post
– Command Ship model changes
- Absolution -> Carthum Harbinger
- Eos -> CreoDron Myrmidon
- Nighthawk -> Kaalakiota Drake
- Sleipnir -> Boundless Creations Hurricane
Source: dev forum post, Singularity
– Two new SoE faction ships
- Will be armor tanking drone boats
- Will require Amarr and Gallente skills to fly
- Will be able to fit Covert Ops Cloak
Source: dev forum post, dev blog
Item | Sisters of EVE (hi-sec) | The Sanctuary (0.0) | ||
---|---|---|---|---|
LP cost | ISK cost | LP cost | ISK cost | |
30,000 LP | 15,000,000 ISK | 20,000 LP | 10,000,000 ISK | |
100,000 LP | 10,000,000 ISK | 80,000 LP | 5,000,000 ISK | |
120,000 LP | 30,000,000 ISK | 80,000 LP | 20,000,000 ISK | |
300,000 LP | 20,000,000 ISK | 240,000 LP | 15,000,000 ISK |
PS. I am sure lore lovers will enjoy this piece from both Astero and Stratios description:
Is there some kind of backdoor hidden in both of these ships?
Source: dev forum post
Modules
– More modules will be able to be overheat + better overheating UI (Source: #evevegas)
– Rapid Heavy Missile Launcher
- Fire heavy missiles
- Have a higher rate of fire than normal heavy launchers
- Have lower overall dps than cruise or torpedo launchers
- Be easier to fit than cruise or torpedo launchers
Source: dev forum post
v2 proposal – now including light rapids as well – dev forum post
In the second iteration CCP Rise has proposed an “Ancillary” approach to all (both light and heavy) Rapid Launchers. They will now offer really high DPS for limited period of time (50-60 seconds), followed by a 40 second reload:
Rapid Light Missile Launcher rate of fire | |
---|---|
Rapid Light Missile Launcher I | 7.8s |
Rapid Light Missile Launcher II | 6.24s |
Prototype ‘Arbalest’ Rapid Light Missile Launcher | 6.24s |
Rapid Heavy Missile Launcher rate of fire | |
Rapid Heavy Missile Launcher I | 6.48s |
Rapid Heavy Missile launcher II | 5.185s |
‘Arbalest’ Rapid Heavy Missile Launcher I | 5.185s |
Reload time for both groups changed to 40 seconds. |
- Increases shield and armor repair amount by 100%
- Boosts all shields, armor and hull resistances by 30%
- Extends all large turret falloff and optimal by 25%
- Increases all large missile max velocity by 25%
- Has a cycle time of 60 seconds.
- When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way
- When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn’t require the user to drop weapon safeties in high-sec
- Only one may be fitted per Marauder, cannot be deactivated before cycle ends
- Fitting: 10 CPU and 100 powergrid
- Skill requirements: High Energy Physics 4 and Energy Grid Upgrades 5
UI and other changes
– Certificate system revamp
- Certificates will now have similar levels to skills
- Ship mastery – wil also have levels, each level requiring higher level certificates
- Gunnery skill tiericide – the skill reuirements for T2 large guns will not require skills to use smaller ones
Source: dev blog
– Character selection screen revamp
– Integrated Twitch TV client
I hope CCP will bring the Twitch TV stream to the big viewscreen in Captains Quarters, would finally make the CQ useful!
– Interbus Ship ID system
– New model for anchorable warp bubble
– New warp bubble animation/shader
– New stargate jump flare when ships are jumping
Exploration
Ghost Sites will be a new, rare type of cosmic anomaly. They will appear in all areas of space, but different items will be dropped, depending on type of space. Content of these sites will be based on fast paced hacking and combat.Items dropped from Ghost Sites include materials and blueprints for the first player-manufacturable implant set ‘Ascendancy’, which will greatly improve warp speed.
- No need for a probe scanner, they will show up as Cosmic Anomalies
- “fast-paced, often dangerous action”
- only have one chance to hack
- if you fail, it blows up!
- spend too much time and pirates will come to defend their property
- “they will blow up the research facilities, causing damage to everyone in the vicinity”
- New manufacturable implant set based on materials and blueprints recovered from ghost sites
Source: dev blog
Manufacturable items
Budding industrialists are for sure interested in material list for all the new items – here they are. Enjoy!
More reading
- We Need Better than Double Taxes and no Chance of Profit @ Mabrick’s Mumblings
- Point of no return @ Jester’s Trek
- Alea Iacta Est (The Die is Cast) @ Mabrick’s Mumblings
- SOE Ship Names: It May Not Make Sense At First @ Interstellar Privateer
- A look at Rubicon on test server @ Sand, Cider and Spaceships
- Rubicon Interception @ States of Entanglement
- Seismic Stan’s preview of Bastion animations and mobile siphon unit @ Gameskinny