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#11 Golden Skull Level

Sebasti0n

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New Blueprint Type "Remnant Blueprints"
This new kind of blueprint has a distinctive behavior: Remnant blueprints are consumed on construction!

  • Remnant blueprints require a certain Skull Level to be constructed.
  • Excess blueprint parts can be collected for Remnant blueprints, up to the equivalent of five complete blueprints per item. These are visualized in the form of a small golden counter next to the usual collection status.
    • Example: You have four parts of a blueprint that requires five parts, and then collect another one? Then the collection status will change from (4/5) to (0/5) ×1.
    • A display of e.g. (5/5) ×5 signals that no further parts for this blueprint can be stored; if another part was collected in this situation, it would be converted into energy.


Does this mean , if you install a Remnant Rapid BP, and you want to change it to a Balanced Remnant BP, you loose the Rapid bp and you have to Hunt and collect all the Rapid parts again if you want to re-install it ????
 
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Rajaa1

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New Blueprint Type "Remnant Blueprints"
This new kind of blueprint has a distinctive behavior: Remnant blueprints are consumed on construction!

  • Remnant blueprints require a certain Skull Level to be constructed.
  • Excess blueprint parts can be collected for Remnant blueprints, up to the equivalent of five complete blueprints per item. These are visualized in the form of a small golden counter next to the usual collection status.
    • Example: You have four parts of a blueprint that requires five parts, and then collect another one? Then the collection status will change from (4/5) to (0/5) ×1.
    • A display of e.g. (5/5) ×5 signals that no further parts for this blueprint can be stored; if another part was collected in this situation, it would be converted into energy.


Does this mean , if you install a Remnant Rapid BP, and you want to change it to a Balanced Remnant BP, you loose the Rapid bp and you have to Hunt and collect all the Rapid parts again if you want to re-install it ????
Exactly as it says, a complete blueprint is destroyed after installing it on the ship.

However, for an instance, you can collect up to x6 complete blueprints (5/5 + x5 displayed which is 6 complete parts ready) of the same type as defined in the changelog.

That way you can have duplicates of the same blueprint ready.

The only question that I would ask here is about the drop rotation that was mentioned, how much time it would need for the blueprints to drop again by that rotation schema.
 

Highway

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Yes this is correct that a skull Blueprint is destroyed after construction. But overall the amount needed to complete a Bps is less that usual (6 parts) and the drop rate from the carriers is very good with the new drop system in place. The more dangerous carriers marked on the intel board will even drop a max of 3 bps per player for a single blueprint.

Bp rotation will be about 1-3 days depending on the current possible rewards the carriers will drop.
 

Sebasti0n

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I think that is completely ridiculous...... considering, most of the Remnant BP, are super hard to drop and you need multiple players to help shoot the Carriers..... For Christ sake they have basically made them into Cortex's .... Also,,, sometimes you need to test which variant is better on your ship for different scenarios.... For Instance,, you may want a Strong Blaster for OTB, but the Balanced blaster for SMS & Grinding..... so Basically they are forcing you to make even more Configs in that case, costing more cryo,,,,,, Rather than swapping out BP's as we do at the moment.... ( agreed for a small cryo loss)

Additionally if you need multiple players to shoot the Carriers to deliver the fire power to defeat them , how are we meant to do this while in RED mode...... this is going to start a war and more hatred in the community as players will be podding each other while trying to shoot the carriers..... Have you really thought about all the implications this is going to cause ?
 
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Fission

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Hello @Sebasti0n ,

While we appreciate the feedback on how hard they are to obtain, you have not yet had the chance to test whether Remnant BPs are actually that difficult to obtain. We sincerely invite you to try it out once the update reaches the live servers and let us know what you think!

We have carefully considered what Pirate Mode implies, including its possible consequences. We are aware that it may lead to some hunting, but it should also encourage players to add each other as friends and be more careful about which units they choose to fight. Some units can be destroyed much faster than others, which should give players who do not want to engage in PvP a chance to defeat them before any hunters arrive. Additionally, it should create PvP wars in lower systems with a clear objective in mind, which is something that has not really happened before.

Our goal is to maintain a balanced mix between PvE gameplay and PvP interaction, similar to what currently exists with the leaderboard update we added back in November.

Regarding what you mentioned about “testing variants,” I have a suggestion. While it is not a perfect solution, you could test variants using Mizar blueprints, which are relatively inexpensive for a Sirius+ player, before equipping a Remnant item. Remnant items function in the same way as other variant items, so it is an apples-to-apples comparison. Of course, they are more expensive because they are the variant items for the Tau Ceti system, but the same principle should still apply.

I hope this clears up some doubts on the matter.

Best regards,
Fission
 

Sebasti0n

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Hello @Sebasti0n ,

While we appreciate the feedback on how hard they are to obtain, you have not yet had the chance to test whether Remnant BPs are actually that difficult to obtain. We sincerely invite you to try it out once the update reaches the live servers and let us know what you think!

We have carefully considered what Pirate Mode implies, including its possible consequences. We are aware that it may lead to some hunting, but it should also encourage players to add each other as friends and be more careful about which units they choose to fight. Some units can be destroyed much faster than others, which should give players who do not want to engage in PvP a chance to defeat them before any hunters arrive.

Our goal is to maintain a balanced mix between PvE gameplay and PvP interaction, similar to what currently exists with the leaderboard update we added back in November.

Regarding what you mentioned about “testing variants,” I have a suggestion. While it is not a perfect solution, you could test variants using Mizar blueprints, which are relatively inexpensive for a Sirius+ player, before equipping a Remnant item. Remnant items function in the same way as other variant items, so it is an apples-to-apples comparison. Of course, they are more expensive because they are the variant items for the Tau Ceti system, but the same principle should still apply.

I hope this clears up some doubts on the matter.

Best regards,
Fission
Thanks for your reply back Fission... However I strongly disagree on some of your points......


Testing Variant's on lower systems......

Tech itself is imbalanced between systems

If you attend OTB you would know that some BP's are more stronger or weaker on different systems.... for example Aim scram on Mizar can more OP that an Aim scram on Gemini so this is not a fair comparison.

As for making more Buddy's to help shoot units, I feel this will actually have the opposite affect, where players that may currently be buddy's, due to alliance etc.... will de-buddy players because they want the BP's first.....

Askone is currently quite well balanced , compared to Gaia....... Gaia has always been a more PvP oriented server, however even Gaia numbers are declining, as more and more Spanish Gaia players are leaving and coming over to Askone as its a less toxic environment.
 
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space mercenary

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Thanks for your reply back Fission... However I strongly disagree on some of your points......


Testing Variant's on lower systems......

Tech itself is imbalanced between systems

If you attend OTB you would know that some BP's are more stronger or weaker on different systems.... for example Aim scram on Mizar can more OP that an Aim scram on Gemini so this is not a fair comparison.

As for making more Buddy's to help shoot units, I feel this will actually have the opposite affect, where players that may currently be buddy's, due to alliance etc.... will de-buddy players because they want the BP's first.....

Askone is currently quite well balanced , compared to Gaia....... Gaia has always been a more PvP oriented server, however even Gaia numbers are declining, as more and more Spanish Gaia players are leaving and coming over to Askone as its a less toxic environment.
This behavior from many players has existed since the first days of this game, and back in the day it was way worse because you could technically steal the drop. Now you don't have that anymore. Also, if you find it difficult to kill without having any other conditions or debuffs against this new threat, it's more of a skill issue or bad organization from your teammates. Yes, it is true that there are fewer players now, but I think it's a matter of gaining respect with other players. If you play just for bullying, you get what you deserve: people equal or worse
 
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