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Sovereignty, Structures & Transition


Capsuleers,

The Equinox expansion is imminent, and with it come new changes to nullsec infrastructure. This blog will explain the mechanics of the new Upwell structures that will be introduced, including the new sovereignty hub, sovereignty upgrades, orbital skyhook and the resources that those structures will both generate and consume.

Check out this overview of the structures and ships from Upwell:

[previewyoutube][/previewyoutube]

Introducing a new set of resources, all while making changes to sovereignty, is no small endeavor. New upgrades will require new resources, and those new resources take time to acquire. To ensure that everyone has a smooth and equitable transition period, different elements will be released gradually to avoid the overburdening of your logistics networks.

[h3]Out with the IHub, In with The Sovereignty Hub[/h3]



The new sovereignty hub is a modular structure dedicated to governing a star system and the colonies and infrastructure within. Replacing the infrastructure hub (IHub) and territorial claim unit (TCU), the sovereignty hub structure will be the center of operations for alliances for the control of nullsec systems. It is located around the star and will be the central location for installing and managing sovereignty upgrades, enabling authorized capsuleers to interact with and allocate colony resources to installed upgrades.

Sovereignty hubs and upgrades do not have any ISK maintenance, however all the new sovereignty upgrades require some of the limited supply of power and workforce to be allocated to them, with some of the new upgrades additionally requiring one of the new reagents as fuel to operate. Deploying, reinforcing, and capturing sovereignty hubs works the same way as with the infrastructure hub.

[h3]You Get an Upgrade! You Get an Upgrade! Everybody Gets an Upgrade![/h3]



With the new sovereignty hub come upgrades, some of which are remarkably familiar, like the strategic upgrades that serve the same role as their existing counterparts. These are:  
  • Supercapital Construction Facilities   
  • Advanced Logistics Network
  • Cynosural Suppression
  • Cynosural Navigation




Conversely, the combat anomaly and mining upgrades have gotten a bit more of a facelift. The combat anomaly upgrades offer two different tiers: the Minor Threat Detection Arrays, which provide lower difficulty PvE content intended to be accessible to a wider range of player experience levels, and the Major Threat Detection Arrays, which provide higher difficulty PvE content, including a new higher tier Sanctum site with increased rewards.   
The mining upgrades provide mining sites in the system, with one upgrade for each basic mineral type. Each of those upgrades will provide mining sites that predominantly focus on ores containing that mineral. 

[h3]Introducing the Orbital Skyhook[/h3]



Orbital Skyhooks are a new structure that can be deployed around planets in conquerable nullsec systems. They do not require sovereignty to be deployed, but they provide crucial colony resources to the sovereignty hub.

You and your alliance will want to be tactical about where you deploy your skyhooks because the resources they provide will depend on the types of planets they are placed around, the details of which were covered in the Reinvigorating Nullsec in Focus article.

Not all planets are created equally, and some will have more resources than others. Additionally, Skyhooks will also act as an upgraded version of a player owned customs office (POCO), filling all the same roles as the POCO does for planetary industry.



Lava and Ice planet skyhooks can be raided by hostile capsuleers to steal stored reagents. This raiding requires a ship to link to the reagent silo on the skyhook for 10 minutes during which it must remain close to the structure and is prevented from warping away or travelling above 1000m/s. When a skyhook theft is in progress, players in nearby systems are notified so they can respond. Unlike attacks on citadels, these notifications are not alliance wide.

There are some limitations to these new orbitals - only one skyhook or POCO can operate in orbit around any given planet. However, if a planet already has a POCO in orbit, members of the corporation that owns the POCO can deploy a skyhook to replace the existing POCO. When that skyhook finishes onlining, the old POCO automatically transports all stored Planetary Industry materials to the new skyhook and copies all PI taxation settings to the new skyhook, then self-destructs. If you want to deploy a skyhook around a planet that already has a POCO owned by someone else, you will need to destroy that POCO first.

When you first place your skyhook on a planet it will begin gathering raw materials. It will take 3 days for the first reagents to be produced, so don’t panic if you don’t immediately see reagents!  

[h3]There’s Resources in Them Planets[/h3]



Sovereignty hubs are powered by resources and orbital skyhooks generate them, but what are resources really?   

Power is generated by stars and specific planets and is localized to each system. Larger blue stars provide the most power, while smaller white stars provide the least. Different planets also provide different amounts of power, with plasma planets generally providing the most and gas planets generally providing the least. The sovereignty hub will harvest power from the star automatically, and any planetary power from orbital skyhooks will be automatically routed to the sovereignty hub in that system. Power always remains in the system it is gathered in. 

Workforce is provided by skyhooks orbiting temperate, oceanic, and barren planets and can be transferred across systems through connected sovereignty hubs, as long as they belong to the same alliance. Temperate planets yield the most workforce, while barren planets yield the least.  

Reagents are produced by skyhooks and are used as fuel for sovereignty upgrades. These are tradable, transportable, and lootable items. The reagents introduced in Equinox are:  

  • Magmatic gas from lava planets, used to fuel the Metenox moon drill, as well as the Cynosural Navigation (Pharolux Cyno Beacon) and the Cynosural Suppression (Tenebrex Cyno Jammer) upgrades.  
  • Superionic ice from ice planets, used to fuel the Advanced Logistics Network (Ansiblex Jump Gate) and the Supercapital Construction Facilities upgrades.


Unlike power and workforce, reagents must be moved into a sovereignty hub. Skyhook access can be set by an access control list (ACL), and the sovereignty hub can accept inputs from anyone, ensuring that residents of that system can fuel your structures. A new interface, accessible to select members, will show the fuel status of sovereignty hubs that an alliance controls.  

[h3]It’s Not Just a Phase[/h3]



Introducing a new set of resources alongside new deployables, and making changes to sovereignty, is not insignificant. New upgrades will require new resources, and those resources take time to acquire. Due to this, a transition period from the legacy system to the Equinox system is being implemented during which sovereignty hubs will be able to operate in either a legacy “IHub mode”, or in the new “Sov Hub mode.”   

On Equinox release day, 11 June, all existing infrastructure hubs will automatically convert to sovereignty hubs in legacy IHub mode. Note that if a system has asynchronous TCU and IHub ownership, it will be the IHub that converts to the sovereignty hub, moves to a new location in orbit of the star and will be represented by the new sovereignty hub visual model. The location is chosen so that it is not near any existing Upwell structures, nor will new Upwell structures be allowed to be anchored near sovereignty hubs.  

While in legacy IHub mode, the sovereignty hub will continue to provide all the benefits from its old IHub upgrades and will continue to generate ISK bills for maintenance. When the sovereignty hub is transitioned to the new Sov Hub mode, it will enable the new upgrades and begin consuming power, workforce, and reagents.



As the role of the TCU becomes redundant post-conversion, no new TCUs can be deployed after 11 June. Any sovereignty campaigns for TCUs that are in progress during the Equinox patch downtime will be canceled, and it will no longer be possible to start new entosis campaigns for TCUs. The new way to remove TCUs from space will be to either convert the sovereignty hub in the system to Sov Hub mode or deploy and claim a new sovereignty hub in the system.  

Thursday 20 June will mark the beginning of the transition period from legacy IHub mode to the new Sov Hub mode, where your logistics and planning will come to fruition.  During this transition period, directors in corporations that own sovereignty hubs can choose when to convert these hubs to the new Sov Hub mode via a menu option. This is a one-way transfer; once a sovereignty hub moves to Sov Hub mode, it cannot revert to legacy IHub mode. Upon conversion, old infrastructure hub upgrades contained in the hub will be automatically transferred to the owning corporation HQ station, and any TCU in the system will be removed and similarly relocated. The transfer period will end with the next expansion, when any sovereignty hub operating in legacy IHub mode will be automatically transitioned into Sov Hub mode.  

[h3]Seize Control with Equinox[/h3]



With new sovereignty hubs, orbital skyhooks, and an array of new resources, Equinox gives you greater control of your systems, while adding new strategic depth and providing all new conflict drivers. There is complexity in this transition and a phased rollout gives you time to adapt to these changes, plan carefully, and deploy strategically, all of which are crucial. 

Here's a detailed recap of the transition plan and key dates: 

11 June: All existing infrastructure hubs will convert to sovereignty hubs in legacy “IHub mode.” These will be repositioned around the system's star, away from existing Upwell structures. Skyhook and new infrastructure BPOs will become available, and existing IHub BPOs will convert to sovereignty hub BPOs. 

20 June: The transition period begins. Directors can convert sovereignty hubs from legacy “IHub mode” to the new “Sov Hub mode.” This is a one-way process; once converted, it cannot be undone.  

Fly safe, and happy planning! 

Equinox in Focus: Stronger Groups & Enhanced Goals

[h3]Capsuleers![/h3]
EVE Online: Equinox, the first major expansion of 2024, is almost here! This fourth and final installment of the Equinox in Focus series highlights the enhancements to corporation management, corporation projects, AIR Daily Goals, and ship interactions arriving on 11 June. Read on for all the details and tune in to CCPTV on 30 May at 16:00 UTC to get even more in-depth information on these changes.

At the heart of these updates lies a desire to provide a more structured and engaging experience for veteran and new pilots alike, particularly those involved in player corporations. With a focus on enhancing corporation management and projects, AIR Daily Goals, and ship interactions, the Equinox expansion promises to make New Eden more dynamic and rewarding for all capsuleers.

[previewyoutube][/previewyoutube]

[h2]ENHANCE YOUR CORP[/h2]
The Equinox expansion brings a comprehensive update to the Corporation Window, transforming it into a modern and user-friendly interface. The new design has a horizontal navigation bar with detailed sections in a sidebar, similar to the Opportunities window. This intuitive layout makes managing corporations easier for directors and CEOs. Tooltips will be added to each section, offering clear explanations of their functions and information about which corporation roles are necessary for access. This is the first step on the road to further improvements to this interface, laying a solid foundation for future enhancements and additions.



In addition to the UI improvements, three new types of corporation projects are being introduced to diversify the goals and initiatives available to members.

Ship Loss Projects: These projects give corporations the support they need to automate ship replacement programs by monitoring ship losses under predefined conditions and awarding ISK payouts accordingly. Conditions can be tailored to specify ship type, loss location, and the organization responsible, ensuring targeted support for corporation members and helping maintain fleet strength.

Earn Loyalty Points Projects: These automate LP buyback programs by setting a corp LP tax and offering ISK rewards for earning LP, applicable to any type of loyalty points. This flexibility provides valuable incentives for members to engage in loyalty point activities and contribute to the corporation’s growth.

Salvaging Projects: These projects monitor and reward the salvaging of wrecks, incentivizing members to keep their space clean or identify salvage operations during fleet combat. This adds another layer of engagement and responsibility within the corporation and further recognizes the contribution of the explorers and scavengers out there.



A recent update to the underlying technology that supports these projects and Daily Goals, has improved load times and interaction speeds for a smoother and more efficient experience. This technological upgrade ensures that goals and projects load faster, making interactions with them more seamless and enjoyable.

[h2]DOMINATE WITH UPDATED GOALS [/h2]
AIR Daily Goals were introduced in the Havoc expansion last year and have already provided capsuleers with new and exciting daily activities to sink their teeth into in New Eden. With Equinox, they will receive a significant enhancement, adding a monthly reward track designed to offer more incentives for daily and sustained engagement. This new addition includes a 12 step progression system, where rewards are granted every third step. You can progress one step per day by completing two out the four daily goals to achieve the Daily Bonus, allowing you to reach the final reward in just 12 days out of the 30-day cycle. This flexible system ensures that even if you miss a few days, you can still acquire the ultimate reward by the end of the month.



This new system replaces the current daily login rewards, significantly increasing the potential monthly Skill Point gains per account. The daily bonus SP reward goes from 10,000 to 5,000 per character, but a new final SP reward track milestone has been added with up to 225,000 SP per character. Previously, simply logging in daily could net up to 150,000 SP per account per month, whereas the new system will reward more meaningful activities with up to 375,000 SP per character per month, meaning up to 1,250,000 SP per account. The daily goals are easily achievable for players of all levels and are the same for all capsuleers every day. This means more skills, more action, and more people in space!
Two new goal types will also be introduced in the form of "Earn LP" and "Salvage Wreck," adding variety to the daily activities. "Earn LP" is versatile, as you can earn Loyalty Points from any corporation, making it accessible and engaging for everyone. "Salvage Wreck" is perfect for those who enjoy scavenging, pairing well with combat-related goals, and encouraging more dynamic interactions within the game.

Rewards for completing these goals include EverMarks, SKINR items for personalized ship SKINs, ISK, and Skill Points (SP). Omega players receive more of each reward, can claim all alpha rewards and get additional PLEX on top, making the rewards system even more enticing. These enhancements aim to make daily goals more meaningful, providing long-term objectives with substantial rewards that appeal to new and veteran pilots. Whether you are building your war chest to take on bigger challenges, growing your corporation’s influence, or working toward a career as a SKIN designer, these new goals will help you reach domination faster, and have more fun along the way.

[h2]NEXT-LEVEL HANGAR MANAGEMENT[/h2]
Various aspects of ship interactions are being refined to enhance the overall experience for capsuleers and make New Eden’s vessels and the requirements for flying them easier to understand. When you meet the requirements to activate a new ship, you will receive notifications and can navigate to the ship tree screen, where unlocked ships will be highlighted. The default action for unassembled ships is now "Assemble & Board," making it more intuitive and user-friendly.



A new card view option in the inventory window and station panel will display more detailed ship information, including group, type name, faction, and characteristics. This provides a comprehensive overview of your ships, making it easier to manage your fleets and ensuring that all relevant information is readily accessible.

When viewing ship or module requirements, you can save required skills as a skill plan, apply skill points, or add skills directly to the training queue. This streamlines the skill management process and makes training the appropriate skills, creating skill plans, and upgrading to fly your dream ship easier than ever.



Additionally, ships received as rewards will be properly highlighted to prevent them from being lost in the inventory. Upon assembling a new ship, you will be prompted to name it, a feature that introduces new players to ship customization and adds a personal touch to their fleet.



[h2]FLEXIBILITY IN YOUR GOALS[/h2]
The overarching goal of these updates is to provide you with more structured choices regarding your next steps, whether participating in corporation activities, completing daily goals, or deciding which ship to fly next. The Equinox expansion is designed to equip you with enhanced tools and opportunities, making New Eden a more engaging and enjoyable universe for all.
For more in-depth information about these updates, tune in to CCPTV on 30 May at 16:00 UTC.

Equinox in Focus: Personalized Ship SKINs

[h3]Creative capsuleers![/h3]
EVE Online: Equinox, the first major expansion of 2024, is rapidly approaching! This third installment of the Equinox in Focus series shines the spotlight on the new abilities to create bespoke ship SKINs, coming with the release of the expansion on 11 June. Read on for all the details and tune in to CCPTV on 23 May at 16:00 UTC to get even more in-depth information on the new SKINR for ships and to see it live in action.

With the Equinox expansion, the SKINR tool will be extended to ships, empowering you to fly your true colors, express your unique identity, and unleash your creativity through the design of personalized, custom SKINs. The possibilities are vast: from adorning your own ships or strengthening the collective identity of your corporation or fleet to embarking on a new career in New Eden, generating income by either selling your masterpieces in the Paragon hub or by specializing in seeking out and selling rare design elements.

[previewyoutube][/previewyoutube]

When Equinox and SKINR for ships launch on 11 June, there will daily login gifts for 7 days offering amazing design elements to fuel your creations and sequence binders to help you get started in producing SKINs. Don’t miss the opportunity to get a head start on taking your EVE experience to a new creative level!

[h2]CREATIVE CONTROL AT YOUR FINGERTIPS[/h2]



The new SKINR interface introduces a robust palette of design elements for your custom creations. These consist of basic and metallic nanocoatings in a wide variety of colors, as well as a selection of overlay patterns. Each SKIN design consists of five customization slots, four for nanocoatings and one for patterns. SKINR for ships can be found through the NEOCOM and is accessible anywhere in space, not just in stations.

The design studio offers unprecedented customization options and is where capsuleer creativity will truly explode. You will be able to move, rotate, and resize patterns around the hull, and apply different colors to separate sections of the ship, meaning that the smallest of variations applied through these tools will result in different, fascinating outcomes and designs. These options will open the doors to almost endless varieties of unique and distinctive creations.

Paragon will supply all capsuleers with a starting library of nanocoatings and patterns, with more available through the new Paragon Hub, on the market, and around New Eden through event rewards, daily goals, loot, and more. Design elements will have different rarities and drop rates, presenting opportunities for enterprising pilots to acquire and sell them for a healthy profit, or create rare and desirable SKINs that may fetch an even more handsome price in the Paragon Hub. Designs can be given unique names and even added to custom SKIN lines that you create.

Using SKINR, budding designers will be able to craft their own SKINs for almost any ship in EVE, except the capsule, Tech III, and special edition ships. Up to five designs can be saved at a time for modification or sequencing later, with the ability to save more designs coming in the future.

[h2]BUILD YOUR DESIGN EMPIRE[/h2]



Once the design is ready, it must be sequenced into a SKIN license to be applied to a ship. Each sequence has a certain cost based on a tier system using PLEX as the primary currency. The sequence cost is based on the rarity and quantity of design elements used, and the sequencing time is based on the SKIN tier and your skill level. Specific skills that will be introduced with new skill books in Equinox will allow bulk and faster sequencing, so some training might be in order! These skill books can be quickly purchased directly from the skill window.



Before design elements can be used in SKINR, they need to be activated. Some are limited to a certain number of usages, while others can be used an unlimited number of times, but keep in mind that sequence binders are required when sequencing SKINs that use unlimited design elements. Paragon will supply all capsuleers with a certain quantity of these to get started, but more can be purchased on the market, acquired through events, or looted.

Sequencing SKINs for different hulls is linked to clone status, meaning that Alpha clones are limited to Alpha pilotable hulls, while Omegas can sequence for all ships. In simpler terms: If you can fly a ship, you can also sequence a SKIN for it.

Once a SKIN is ready, it will be added to the new collection, where you can activate it for your own ship or sell it through the Paragon Hub.

[h2]YOUR STYLE AT A GLANCE[/h2]



An integral part of the SKINR experience is the Paragon Hub, providing a platform to showcase designs and find the ideal look for your fleet. The interface is easy to navigate, and the hub provides opportunities for budding designers to make a name for themselves, not to mention untold riches. As well as being a venue to buy design elements, the Paragon Hub allows SKIN sellers to list their creations for sale and choose either PLEX or ISK as their currency, as well as the length of listing, which determines the basis for the SKINR service fee and Hub listing costs.

At launch, the Paragon Hub will only contain sequenced (player made) SKINs, while prime (CCP made) SKINs will continue to be available through the New Eden Store and the EVE Store. Prime SKINs will also feature patterns, effects, and colors that are not available through SKINR, so the increased creativity afforded by SKINR will dovetail with the continuing presence of stunning prime SKIN offerings in New Eden.

A new Collection interface is also being introduced, giving you a comprehensive overview of the sequenced SKINs and design elements that you own. This also features new SKIN icons, each displaying the SKIN adorning the correct ship, giving you a proper visual representation. Navigate your collection to seek inspiration for your next design as you browse your design elements or seamlessly choose the perfect SKIN for your upcoming adventures.

[h2]DRESS TO IMPRESS[/h2]



SKINR for ships launches with the Equinox expansion on 11 June. This is the first iteration, and the tool will see exciting updates and upgrades in upcoming releases and expansions. There are already plans in place to add the ability to share designs, more features tailored to groups and corporations, as well as many more design elements and options.

The introduction of this new tool is sure to cause an avalanche of new and amazing SKINs, as SKINR empowers the capsuleers of New Eden to craft their unique identity and make each ship a true statement of expression.

For more in-depth information about SKINR for ships, don’t miss the upcoming live stream on CCPTVon 23 May at 16:00 UTC.

First Strike Coming 23-27 May

[h3]Vanguard, [/h3]

The next monthly deployment of warclones is almost here, and legions of Vanguard will soon be let loose for another trial of ground combat. As in previous First Strike events, the playtest is open to all Omega as a part of Founders’ Access. This will be the last chance to play the current map for a while, as a new one is coming in June. So, jump in and conquer it during the May event while the opportunity exists!

The next First Strike event takes place between 12:00 UTC 23 May and 12:00 UTC on 27 May. 
published



EVE Vanguard is a uniquely collaborative effort, with our Founders being instrumental in pointing out areas for improvement and testing the latest additions as they are implemented. We will continue to collect feedback from players to improve and build upon a solid foundation.  

[h2]HOW TO BECOME A FOUNDER [/h2]

To get access to EVE Vanguard, and make your mark on the ongoing development of the game you need to become a Founder, which only requires active Omega status. For those who haven't already, this is the perfect time to upgrade, as both the EVE Store and the New Eden Store are offering a bundle including 14 days of Omega access and the Naglfar Fleet Issue Arkombine Arisen SKIN for a limited time, giving anyone interested in jumping into EVE Vanguard an unmissable opportunity. 

[h2]MASSIVE IMPACT, MASSIVE REWARDS [/h2]

As Vanguard you will have an impact in the ongoing war in New Eden and will be rewarded for your contributions. As in previous First Strike events, there are exciting challenges to face and impressive rewards on the line.  

Warclones will receive the Burst Arkombine Arisen SKIN for acquiring 10 clones (exchanging biomass for additional clones at recloning stations). This challenge can be achieved by individuals or squad members, but as all clones acquired in a squad counts toward the progress of all members, it will be significantly easier to achieve with others. 



You will receive the Scythe Fleet Issue Arkombine Arisen SKIN for harvesting 750 units of inert alloy and 250 units of reactive alloy.  



Reaching the top 10 of the “Contracts Completed” leaderboard will reward you with a wealth of PLEX. Over five friendly fire kills during the playtest will disqualify the player from these rewards. 



Leaderboard Rank

PLEX Reward



1

3,000



2

2,000



3

1,500



4-5

1000



6-10

500



Finishing the challenge of acquiring 10 clones will contribute to the reward track that has been ongoing since the December event, with those who finish four out of the six challenges receiving the sleek new EDENCOM gun SKIN, as these new cosmetic updates make their first appearance in the next major update to EVE Vanguard, coming in June. 

See you on the surface, Vanguard!

Equinox in Focus: New Upwell Ships

[h3]Capsuleers![/h3]
EVE Online: Equinox, the first major expansion of 2024, is coming soon. This second installment of the Equinox in Focus series gives you early insight into four new ships coming to New Eden when the expansion launches on 11 June. Read on for all the details and tune in to CCPTV on 16 May at 16:00 UTC to get even more in-depth information on the new ships.

The Equinox expansion introduces a formidable lineup of new Upwell industrial ships, enhancing the fleet capabilities of capsuleers venturing into the resource-rich expanses of nullsec. The new vessels are the Squall, a base Tech I hauler; the Deluge, a sleek Tech II blockade runner variation of the Squall; the Torrent, a robust deep space transport; and the Avalanche freighter, the largest ship from Upwell.

[previewyoutube][/previewyoutube]

Each of these vessels is equipped with a large infrastructure hold, able to store various items essential for owning and upgrading sovereign space. This includes the new orbital skyhook, Metenox moon drill, sovereignty structures and upgrades, as well as other Upwell structures, resources, deployables, and more. Despite their primary role as industrial ships, all four boast considerable missile firepower for their size, allowing them to deter potential aggressors keen on plundering their valuable cargo. Two new skill books are being added to go with the specialized nature of these ships: Upwell Hauler and Upwell Freighter. These can be acquired at Upwell Consortium NPC stations.

[h2]THE SQUALL – ENTRY-LEVEL HAULER[/h2]



Starting with the Squall, this ship serves as an affordable entry-level hauler, ideal for transporting infrastructure and reagents. Priced slightly above a Tech I cruiser hull, the Squall offers comparable cargo capacity, hit points, and defensive capabilities, enabling it to fend off smaller aggressors or participate effectively in larger fleet operations, such as skyhook raids. It has Upwell Hauler skill bonuses that will boost infrastructure hold capacity and missile damage, and a role bonus that dramatically reduces effective distance traveled for jump fatigue. In terms of slots, the Squall has a high/medium/low layout of 4/5/3, capable of fitting three launchers and three rigs.

[h2]THE DELUGE – BLOCKADE RUNNER[/h2]



The Deluge, a Tech II variation of the Squall, trades some cargo capacity and missile firepower for enhanced stealth capabilities, including the use of a covert ops cloaking device. Its improved mobility and warp speed make it the perfect choice for maintaining your infrastructure on the fringes of your space or operating behind enemy lines. The Deluge has similar Upwell Hauler skill bonuses to the Squall, boosting infrastructure hold capacity and missile damage, and also boasts Transport Ship skill bonuses to warp speed and warp acceleration, as well as a reduction in cloaking device CPU requirements. In addition, it has role bonuses to reduce effective distance traveled for jump fatigue, allowing the fitting of covert ops cloaking devices and a covert cynosural field generator, immunity to all cargo scanners, and a cloak reactivation delay reduction. The Deluge has a 4/4/2 slot layout, capable of fitting three launchers and two rigs.

[h2]THE TORRENT – DEEP SPACE TRANSPORT[/h2]



Its big brother, the Torrent, is another Tech II variation of the Squall. It sacrifices some agility and speed for increased hit points, a larger infrastructure hold, more firepower, a fleet hangar, and substantial bonuses to overheating defensive and propulsion modules, as well as energy neutralizers. This ship is ideal for operations in high-threat environments where both capacity and survivability are paramount. The Torrent has Upwell Hauler and Transport Ship skill bonuses that boost ship infrastructure hold capacity and missile damage, as well as fleet hangar capacity and shield resistances. Its role bonuses add to the ship’s warp core strength, double the benefits of overheating several modules, as well as reducing the effective distance traveled for jump fatigue. The Torrent has a slot layout of 4/6/3 and is capable of fitting three launchers and two rigs.

[h2]THE AVALANCHE – A NEW FREIGHTER[/h2]



The pinnacle of this new fleet is the Avalanche, an immense freighter that not only carries a vast amount of resources but is also the first freighter in EVE Online to feature high-power slots, with enough missile firepower to match most battleships. Unique among freighters, the Avalanche can equip capital shield flex hardeners and benefits from an enhanced bonus to auto-targeting missiles, making it a formidable presence in any logistic or combat scenario. It boasts Upwell Freighter skill bonuses to ship infrastructure hold capacity, missile damage, and auto-targeting missile damage, and role bonuses that dramatically reduce effective distance traveled for jump fatigue as well as capital flex shield hardener capacitor activation cost and powergrid requirements. In terms of slots, the Avalanche has a high/medium/low layout of 6/3/3, and a capacity for six launchers.

[h2]PROTECT YOUR PRECIOUS CARGO[/h2]



In the design of these ships, the intention was to make them not only appealing and useful for those involved in logistics gameplay and maintaining alliance and sovereignty infrastructure but also to ensure they were captivating for a broader audience of players. To this aim, the ships have been equipped with missile launchers that benefit from a substantial bonus to damage, setting them apart from other combat-capable industrial ships like the Procurer, Orca, Rorqual, and Nereus, which predominantly rely on drones. The goal was to enhance these vessels to be exciting and powerful enough to actively contribute to small gang skirmishes, ensuring they are more than just vulnerable targets laden with valuable cargo.



To ensure that these ships appeal not only to major corporations but also to individual industrialists, the infrastructure hold has been expanded to accommodate everything necessary for larger and smaller industry tasks. This includes a wide range of materials, such as fuel and planetary commodities, making these vessels an excellent choice for pilots seeking a superior alternative to the Epithal for carrying out their Planetary Industry operations.



[h2]REDEFINED HAULING EXPERIENCE[/h2]

Upon the launch of Equinox on 11 June, blueprints for the Squall and Avalanche will be accessible at all Upwell Consortium member NPC stations. The Deluge and Torrent must be invented from Squall blueprint copies. The invention jobs require new Upwell starship engineering datacores, which are available in the four empire Factional Warfare militia LP stores. Additionally, the construction of these new Tech II ships calls for new Upwell components, with blueprints available from all Upwell Consortium member NPC stations, using a mix of all the racial components.



Whether you are an individual industrialist or corporation member hauling valuable resources across the vastness of New Eden, or looking for a large holds to carry the loot and corpses of your overconfident victims, seeing what creative fittings you come up with is a thrilling concept, and sure to inject excitement into the cluster. Start gearing up for the adventure by catching the live stream on CCPTV on 16 May at 16:00 UTC.