Beach Heads
Utilized in Invasion Chapters 1 & 2
Initial design by Dylan. Implemented by Gregor
The early Triglavian Invasion content utilized a pre-existing deployment system called “tales.” This system automatically progressed content linearly for the whole server through a series of phases according to points accrued passively over time, as well as actively via completing spawned content. Typically, this process took a few days. Gregor and I wanted something less linear, but this was the strongest option available within our initial tight deadline.
Following a series of selection criteria, a solar system was targeted for invasion content. As this content was completed, it progressed through a series of escalating phases. Each phase increased the intensity of content available, applied system-wide buffs and de-buffs to players, but also spread it to the target’s “neighbourhood” and “fringe” (solar systems one and two gate jumps away, respectively). At any given time, there were three active invasion instances, allowing the player community to engage in a sort of “whack-a-mole” as they pushed the beach heads across the New Eden star cluster.
Click through the slideshow below to see how the content progressed
Please note: prior to release, our Narrative team utilized in-world conventions to assign more narratively-interesting names to any player-facing terminology. I have here stuck (generally) to the terminology we used in development, as these are likely much clearer to portfolio readers not immersed in EVE Online’s lore.