Features: Red Moon Rising

The second content expansion, an EVE update from CCP that is much larger in scope than a regular patch and yet smaller than a full expansion. It is our great pleasure to introduce to you the Red Moon Rising edition. This is an important chapter which will set the stage for our next expansion - currently codenamed Kali.

Titans
titans

Titans are the largest, most fearsome spacefaring vessels ever constructed. Like carriers, they host massive internal bays designed to accommodate, launch, and maintain ships or fighters. Their armaments include X-Large turrets, and a massive superweapon capable of generating unspeakable destructive force. In addition to their immense firepower, they contain Rebirth facilities and serve as Rapid Fleet Deployment platforms. Completing their awesome list of strengths is their ability to open jump portals-the same technology that enables star gates-for other ships to travel through.

Carriers & Motherships
carriers & motherships

A total of eight new carriers are introduced, two for each Empire. The carrier is an affordable capital ship, and most major corporations are expected to fund and deploy at least one for their engagements. Motherships are a much larger variant of the carrier, and considerably more expensive.

Both carrier types are equipped with standard Ship Maintenance Arrays, which allow for the storage and fitting of ships in open space. They operate just like corporate hangars, enabling pilots to access and equip ship modules if their access rights are sufficient. Motherships can host Rebirth facilities to support Rapid Fleet Deployment operations, but carriers cannot.

Bloodlines
bloodlines

RMR will introduce four new Asian bloodlines: The Achura, citizens of the Caldari State and expert scientists; the Jin-Mei, members of the Gallente Federation renown for their legendary leadership traits; the Khanid of the Amarr Empire, the primary fighter-warriors of their culture; and the Vherokior of the Minmatar Republic, the established manufacturers and engineers of the tribes.

Deployed seperately in January 2006

COSMOS Constellations
cosmos constellations

COSMOS Constellations will be added for the Amarr Empire and Gallente Federation, complementing the existing Caldari State and Minmatar Republic Constellations. COSMOS exists within Empire space and is comprised of complexes, missions, space-based agents, mini-professions, unique resources, and special equipment limited to that constellation.

Project Rebirth
project rebirth

Introducing the next stage of capsuleer technology: Rapid Fleet Deployment. By combining advancements in pod and cloning technology, pilots are now able to "jump" instantaneously between clones without sacrificing skill points but leave the enhanced benefit of implants behind, provided that the clones are exact replicas of the originating specimen. This capability will facilitate the rapid transport and deployment of pilots to specially equipped "receiving" capital ships on or near the battlefield, irrespective of the pilot's current physical location.

Jumping to stations is also possible but Faction owned stations do not allow jumping to them unless the minimum 8.0 corporation and personal standings requirements are met. Outposts and Conquerable Stations standings prerequisites are controlled by their owner. Only one (1) jump per 24 hours is allowed to prevent serious mental and physical harm to the mind and bodies. You have to have visited the location you want to jump to and install a clone there.

Starbases And Sovereignty
starbases and sovereignty

Starbases have more elaborate roles to control access and usage of starbase structures.

Next-generation manufacturing facilities enable new specialized starbase structures such as Capital Shipyards, which require sovereignty in the territory they are placed in. You will also see Starbase Factories and Labs that are more specialized than their present station-based counterparts.

Starbases can now be deployed in 0.4 including and up to 0.7 in Empire space if the prerequisites are met. The deploying corporation must have a minimum standing towards the sovereign Empire and acquire a valid lease. In return, the Empire allows the usage of specific structures such as Factories and Labs but does not allow Moon Mining or Reactions. Empire Starbases cannot pre-emptively strike anything other than war targets..

If a Small Tower is claiming Sovereignty, a rival corporation or alliance deploying two (2) small or one (1) Medium Tower in the same system will claim Sovereignty. To claim Sovereignty of a system with four (4) Medium Towers, deploying one (1) Large Control Tower OR five (5) Medium Towers are necessary.

A Control Tower must now be online for five (5) days before it can claim Sovereignty.

Next-gen Manufacturing & Research Facilities
next-gen manufacturing & research facilities

Existing Factories and Research facilities are upgraded with Next-Generation equipment, allowing for remote management of all jobs and new opportunities for further specialization with new starbase structures. Implementing these changes resulted in the creation of Starbase Factories and Labs in addition to the preliminary infrastructure required to support science vessels.

Optimizations
optimizations

Part of the Turrets & Effects System rewrite is implemented with Red Moon Rising. The Next-Generation Manufacturing & Research Facilities rewrite, in addition to other core system optimizations, will significantly improve server performance.

Fighters
fighters

Fighters are massive beasts of war with the fighting power of a cruiser and the agility of a fighter. These abilities can only be achieved by removing their warp core and pod systems, requiring the pilot to be in a cockpit where the ship's destruction also results in a quick demise in the cold embrace of space. The Carrier captain controls the Fighters through mindlinks as he would with any drone.

Combat Revisited
combat revisited

Natural and equipment-supplied defenses of all existing ships are boosted. Eight new skills are added to enhance damage-withstanding capabilities, and most ships received a 25% increase to overall hitpoints. Damage Controls give resistance bonuses to shields, armor and hull. Reinforced Bulkheads will further increase the defensive properties of the Damage Control module.

Invulnerability Fields and Capacitor Flux Coils have been improved, Shield Extenders have decreased fitting requirements but both Shield Extenders and Armor Plates have slight penalties if fitting oversized versions on undersized ships.

Some ships just don't have what it takes, are too limited, or too weak in their designed role. The Mk2 project will make a number of Tech 1 ships fit better into their existing roles and creates a role for ships that didn't have one.

The stacking penalty of modules has changed, decreasing the penalty for using two (2) or three (3) modules of the same type, but increasing the penalty for using four (4) or more modules of same type.

Needful things for mining
needful things for mining

Four new skills, three new Leadership modules, and two mining upgrade modules-one for ice, and the other for ore-are added with RMR, plus four new hardwiring implants and a leadership implant (Mindlink). Also added are named ice miners, strip miners, deep core miners, and mining upgrade modules.

Tech II Mining Barges are introduced, featuring stronger shields, increased natural resistances, and additional slots. Ship-specific bonuses will be added for ice mining, mercoxit mining, and strip mining. All such Elite Barges will be designed to survive in hostile environments.

Drones Revisited
drones revisited

Drone specialists are receiving seven new skills, four new modules, and seven new types of drones. The total number of drones that each pilot can control will be reduced; therefore the drone interfacing skill and ship bonuses will change accordingly to compensate. Overall drone damage output potential and hitpoints are unaffected.

New drones include four types of Electronic Warfare drones, a Stasis Webifying drone, a Cap Draining drone, a Repair Drone, and last but not least, an unmovable high-damage, long-range drone called the Sentry drone.

The new skills increase your drone hitpoints, control range, optimal range, speed, repair amount, sentry damage, and damage bonus to small and medium drones.

The four new modules will also boost your drone control range, optimal range and tracking, damage output, and the total number of drones that you can control.

Eye for an Eye
eye for an eye

If you lose your ship within Empire space because of unsanctioned combat, you earn the right to revenge your loss for a limited time, and can kill the assailant on sight.

Tech 2 Ships
tech 2 ships

Interdictors are elite destroyers with the ability to launch small anti-warp bubbles. These bubbles are not as effective as mobile structures that can be anchored; they have a limited life span and reduced range. Because the bubble is projected spherically from the point of origin, the Interdictor pilot will be effectively warp-jamming himself along with any other targets in the suppression area. To compensate, the turret RoF penalty is removed, and these ships will inflict considerable pain as a result. They require knowledge of interceptors, have similar defensive bonuses, and are nearly as fast. Each type will have one or more launcher slots.

Reconnaissance ships will come in two variants: Combat Recon and Force Recon. Combat Recon ships have superb Electronic Warfare capabilities, plus good defenses and damage output. Force Recon ships have inferior Electronic Warfare capabilities, weaker defenses, and less damage output than the Combat Recon variant, but can equip a Covert Ops Cloaking device and is very effective for Cynosural Field Generation.

Command ships are elite battlecruisers that are also feature two variants. One is a damage-dealing bruiser, with lower resistances. The other is intended for gang-support and equipped with higher resistances. Both of these types are designed to fill combat roles.

Fleet Command Ships are elite logistics platforms that can use up to three gang modules simultaneously, eliminating the need for a command module. They have considerable resistances and defensive bonuses, but negligible damage output. All offensive capabilities for these ships place an emphasis on range, not damage.

Between the Tech II Mining Barges and race-specific variants, a total of 39 new ships are introduced in Red Moon Rising.

NPCs Revisited
npcs revisited

Dozens of new NPC pirates have been added, including new battleships, and the introduction of destroyers and battlecruisers. You will also encounter elite ships specializing in Electronic Warfare or Assault roles.

Some-not all-NPC pirates can use modules on players, but they will not be able to deal as much damage in exchange for their enhanced capabilities. Said capabilities include capacitor draining, target jamming, sensor dampening, target painting, and tracking disruption.

Loot Tables are significantly cleaned up. Basic modules were removed from most NPC's, and small/medium sized modules will no longer drop from battleship kills. More information about these NPC changes and addons can be found in this dev blog.

Tractor beam
tractor beam

The tractor beam is a short-range module that can tow loot and jettisoned containers to your ship's hold. They can only be used on canisters belonging to you, your gang, or your corporation.

Jettison Canister Flagging
jettison canister flagging

If a pilot takes anything from your jettisoned canister, then your gang and/or your corporations will flag that pilot as a thief, and you are permitted to open fire on the pilot responsible for stealing your loot. CONCORD will neither enforce nor interfere with the matter, so it is up to the owner of the stolen property to exercise his or her right. Be warned that this could be used as a trap to lure smaller fleets into sanctioned engagements.

UI Improvements
ui improvements

Criminal flags are now displayed in the client, various in-space Tactical Overview fixes have been implemented, a "reload all" function was added, the character sheet was updated, and more overviews are available. Improvements to Starbase structure management, the New Player Experience, Chat, and a number of general optimizations are included.