Project Nova – What We Know So Far

This is a complete compilation of all information recently released by CCP regarding Project Nova. It will be continually updated as new information is released.

This post has all current data up through April 9th 2018.


Overview

Project Nova is a PC exclusive game currently being developed by CCP Games and through a partnership with Sumo Digital, a UK-based game development studio. The CEO of CCP Games, Hilmar Veigar, announced at the 2017 EVE Vegas event that the game will be released sometime in 2018. The project is being led by CCP Rattati at the CCP Iceland studio.

While Project Nova can be seen as the spiritual successor to DUST514, the games are distinctively different. While they will share many of the same traits, there will be some notable differences. For example, while DUST514 took place on the surface of planets, Project Nova will take place on both the exterior and interior of EVE Online ships. It is not entirely clear what will be the same and what will be different, but we do have some information to share.

CCP Rattati sometimes pops his head into the Unofficial DUST514 Veterans Discord server to release tidbits of information and answer player questions. We have archived all of the transcripts from these interactions below so you can get all of the available information directly from the director’s mouth. Please note however that much of this was taken from earlier in development, and that everything is subject to change.

General Game Design

DUST 514 Official Forums – Link

CCP Rattati
“Our ambition is not to do a fixed class lobby shooter. It is also to learn from EVE and Dust 514, a thinking man’s shooter that is easy to understand, difficult to master. Many concepts from Dust are alive in development, and many others have been cut.”

Analysis

May 19th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

We are not copying a single system from DUST to Nova. We are trying to translate the soul.

Draxus
What do you think DUST did best?

CCP Rattati
Well, that’s what the pillars are supposed to represent. Universal equipment means it’s not a traditional class shooter. There is freedom to mix and match. The freedom to be sub-optimal because you choose to. Min-Maxing. Great loot, DUST had officer weapons and Nova will have some elements of that. We are trying to adapt the vehicle system of active and cooldowns into the whole FPS which I think was super cool in DUST.

Analysis

May 20th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
Pokey Dravon

In general it seems like the focus is moving away from “get tons of skills” and more towards “unlock lots of options” and the meta is built more around a wider set of fitting options.

CCP Rattati
Skills are contextual. There is no skill tree and no skill books. If you unlock a rep tool, it may mean that you yes, bought a skillbook and trained it.

Analysis

Game Mechanics

May 10th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati
Risk/Reward in the form of power consumables per battle

Analysis

CCP Rattati
Risk/Reward in the form of contract insurance (easy missions refund ISK losses fully, and so on), corporation battles have no insurance

Analysis

CCP Rattati
Basically the intent is to draw from EVE as much as possible, while fixing the things wrong with DUST. One of those was risk aversion and mechanics that punish normal FPS behavior too much in the beginning.

Analysis

May 18th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
Ripley Riley

Are things like dropsuits, weapons. and modules consumed?

CCP Rattati
No. Only consumable things. Risk/Reward I have explained before. The ISK loss mechanic. I do not want people to hide from losses. Only to reap more from killing high powered enemies and winning missions.

Ripley Riley
If you don’t purchase equipment with ISK, because you don’t lose equipment, what do you do with ISK?

CCP Rattati
You upgrade with ISK. Everything is a blueprint except consumables.

Analysis

XxBlazikenxX
Will there be any plans to introduce a bounty mechanic?

CCP Rattati
Bounty is cool but not a priority.

Analysis

May 20th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Battle consumables also make you commit to winning, not conserving. Insurance and opt-out insurance can be where you choose your risk/reward. Firmware changes your suit and is part of the loadout, so it’s used by committing to battle.

junotristan
Has the EOM ISK payout been developed? i.e. fixed fee for the win, for placing 1st on the laderboard, ect.

CCP Rattati
Most of it, but that’s just numbers. Winning the mission is 1, 2, and 3. Not individual effort and least of all individual losses. I hated when I would run proto, try to win, go 12/12, and lose horribly. I agree the players thinking “I lost 2 proto suits and now I’ll snipe” doesn’t make for fun games.

junotristan
So if I queue up for a pub match and I decide not to pick my flashy firmware suit, then when I get into the fight and it starts to escalate and I need to bring in my Lai Dai firmware, will I not be able to do it? As I haven’t picked it beforehand

CCP Rattati
Yes, that’s a part of the risk and reward. Skill over gear.

Analysis

junotristan
Will pub matchmaking work on what people have committed to the battle or a player skill/Mu rating?

CCP Rattati
Good question, needs consideration.

Analysis

Game Modes

May 19th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

[In response to an ongoing discussion about FacWar in Nova]
I would have just stop assuming FW 1) Exists, 2) Behaves like EVE if it does, 3) Behaves like DUST if it does. The branching of the player base didn’t make much sense. I would mostly rather do it this way:  Mercs are always part of “FW”, the enver ending war of New Eden. All missions/contracts are happening in that context ie. Pubs. Each battle simply can be given a “pick ISK’ or “pick standings” as a reward. We are also thinking agents, granting missions, each levels up and grants stronger missions, and more standings.

So, the element of fighring for other people (NPCs) should be in the context of FW. Fighting for yourself is “PC”

The faction “allegiance” that some players crave (I am Gallente) has to be fulfilled within either of those. PC, start a Gallente only corp. NPC, do Gallente missions. There can be no third “game mode” which is allowing me to fight for my faction in a persistent way.

Analysis

January 16th 20187 – DUST 514 Veterans Discord Server – #project_nova Channel

CCP Rattati

I would like to organize this so that there is “Progression”, “1PEX”, “Game Modes”, “OOC (Alpha, Beta), Social and Worldbuilding
let me tackle a few 1PEX (First person experience) questions
Dropsuit Weight: Yes, we don’t want the new wave floaty feeling. Some of it will be in the animation without being actually much slower. Heavy might be similar to the armored unit in BF1
Melee: We want the basic melee to be a knife stab rather than a weapon bash, then override with dedicated melee weapons
No assassination moves, except for trying to target weak spots in the back or head
Social: Leaderboards and Stat Tables, we will support them from the get go, and build up as we go
1PEX: Vertical Movement, the classes are intended to each have a mobility class specific move, forming a unique un-tradeable foundation for each class. Words like Dash, Bullrush, Hover etc
1PEX: No intent to swap weapons mid battle from dead enemies, this game is a lot about pre-planning and strategizing
Progression: We want there to be a crafting/manufacturing element
Progression: Nova is all about choices so Customization, both visual and functional
No map editor planned
Game Modes: Player ownership is the highest form of Competition, but its definitely future plans
1PEX: Deployables like Dust are the only way to meaningfully affect the environment. No plans for destructible terrain or wall building. The map may contain fixed mounts for player interactions
Social: Carrying old EVE corporations over into Nova from Dut is highly, highly unlikely as far as I understand the tech implications. I would consider “dibsing” names instead
1PEX: Hud design should be very functional and provide dynamic information. I always wanted to display ewar stats f.ex. close to the minimap in addition to the classic fps info.
Other: Sumo work on implementing game mechanics and content. All designs are co-developed whether they are new, refactored eve or dust concepts or as is. We are using an unmodified UE4 engine and as many off the shelf backend services as we can
OOC: I simply reiterate the last message, we intend to honor our Dust 514 veterans if and when we go live.

 

 

Progression

Dropsuits

April 26th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel

CCP Rattati
To get specific weapons, you may need standings with corporations.

Analysis

May 10th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati
We are always honing our meta/module/dropsuit progression. Current focus is Civilian, T1, T2, Faction but not copying EVEs system. Honing.

Analysis

CCP Rattati
We are considering the following: Dropsuit Progression from Civ to T3 as an upgrade process, not individual dropsuits

Analysis

May 18th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Ok, an example. There are 6 classes. The dropsuit the player can choose from in the beginning are on of each of those classes. Let’s day a Kor-Azor Sentinel. It will have 6 Sentinel equipment that fit the roles purpose. As you play the sentinel, it will require skill points of a sort and once you have done enough you can upgrade to the next tier. At some point, the gear becomes tradeable between classes and skills that support the specialization will be uncovered. That is the basic idea.

Now, once you have everything unlocked, everything through playing, we will have upgrades, possibly rig-like that can be crafted or looted. These will be consumed 1 per battle. These upgrades are plugged into a firmware type slot on the dropsuit you have. So you might get a Kador firmware, plug it in and it will swap skin and give some different bonuses. These bonuses can be quite powerful because they are consumed.

Analysis

May 20th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Firmware can be powerful because it might be look, and it’s guaranteed to disappear. If it got lost on death, then super good players “will not die” and keep their advantage

Analysis

CCP Rattati
[Regarding pre-made fits for T1 dropsuits]
They are default, so no starting with empty slots, going to market, finding a skill, upgrade skill, buy wrong mod, buy right mod, not have PG/CPU. Which might help the NPE.

Analysis

Weapons

April 26th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel

CCP Rattati
What are your favorite NPC corporations and why? We are exploring a new way to approach player classes. less focus on empires, and more on the fact that these are humans and humans interact with corporations more than empires. We are also not interested in making ‘4 of each’ anymore.

So you could start by playing the “heavy support” or Sentinel. That Sentinel, much like and AK-47 is made by a company. The company inherits some flavor from its native empire. So the Sentinel is made by Kaalakiota lets say; the Vanguard is made by CONCORD. But, much like the M16 has factory settings, the Navy Seals have a custom M16 which could then be the Carthum M16. Same chassis, different decals and skin and “flavored” stats — Better damage, less clip

Pokey Dravon
So basically you’re focusing more on a manufacturer design principles. For example a Boundless gun will have similar features to other Boundless guns. It is of course still Minmatar and comes with that flavor, but the corporation is really what dictates the style of weapon.

CCP Rattati
Yes Pokey

Pokey Dravon
In a way it’s a bit like Borderlands

CCP Rattati
Borderlands too

Analysis

May 20th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
Pokey Dravon
So when you use a weapon and gain experience in it, the fixed progression is basically unlocking variants such as Assault, Burst, Breach, ect.?

CCP Rattati
Actually yes, Thematically that’s the feeder in a modular weapon. Barrel, clip, stock, ect. to be swappable. Scopes. Basically get weapons XP based on usage and effort.

Pokey Dravon
Ahh I see. So you’re unlocking these attachments, and then fitting you gun which can modify a number of things. Are those unlocks linear? For example I want to first unlock the high fire rate magazine and then level more to unlock the high capacity magazine? Or does it branch off so I can pick and choose what to work on unlocking?

CCP Rattati
Probably linear

Analysis

May 10th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati
Sniper Rifles are meant to be more of a marksman support weapon or fire and move. No quick-scoping, no prone. Think CG GO AWP.

Analysis

CCP Rattati
Weapon progression within each weapon, with attachments. Some scopes can be used on any weapon.

Analysis

May 16th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Guns have a separate progression. So gun specific achievements can unlock skins, ect.

Analysis


sebastian the huds
Will weapon progression be like skyrim in that the more you use it, the better you get as far as skills and attachment?

CCP Rattati
Not necessarily more power, but more choice.

Analysis

May 19th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Laser Rifle will probably be re-purposed as a marksman weapon or sniper/sharpshooter. Sound will not be re-used but original used as a reference. That’s the same for all weapons.

Analysis

Equipment

May 16th 2017 – DUST 514 Forums
Draxus Prime

How would an earned equipment system work?

CCP Rattati
Good question

Draxux Prime
Like get X amount of ammo resupplied when you would unlock a better nanohive?

CCP Rattati
Note set in stone, but think battlefield class progression, plus sharing items between classes once they are unlocked. The more classed played, the bigger the inventory. This is in regards to the basic class gear such as repair tools for logis, cloak field for infiltrators, ect.

Analysis

Fitting

Power Core/Fitting Resource

May 10th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel

CCP Rattati
Combining PG/CPU to a single power unit

Analysis

May 16th 2017 – DUST 514 Forums
Moorian Flav

Would there be a way for Civilian and even possibly T1 suits use the simplified power core but T2 and T3 suits use PG/CPU? Just a thought.

CCP Rattati
Something we absolutely consider

Analysis

May 16th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
(In regards to using capacitor as fitting limitation)

Pokey Dravon
Probably one of those things that will just need to be tested. Get it in the hands of grubby players and see how badly they can break it

CCP Rattati
Yes

Analysis

Pokey Dravon
Well I asked it in the thread, but I was inquiring about how developers plan to compensate for losing the balancing tools that a duel resource system offered.

CCP Rattati
We believe that cap and cooldowns should be enough to balance but we will see.

Analysis

May 18th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Highs and Lows [Modules] do not necessarily need to exist. They are very spaceship centric. High and low doesn’t mean anything, offensive and defensive helps. We are forming all our designs around intent. Intent is deep and satisfying customization then it’s our job to make it EVE and smart. High and Low, PG/CPU are simply one way to do so.

Analysis

CCP Rattati
Slots do not. Again, there are classes in Nova, but not class specific gear nor slots in the current design. Classes being classes, suits are of a class, not vice versa. Logistics is a class, Heavy, Medium, Light, subclasses support/assault so vanguard, the old commando is heavy assault, ect.

Analysis

May 20th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati
[In response to a link of the Theory Workshop – Capacitor and Module Interaction blog post]
I was just going to that Pokey is pretty good at translating snippits. That writeup is a fairly accurate description on the equipment system we have in mind.

Ripley Riley
So capacitor is the fitting resource then? Huh. Well, it’s not I expected, but I don’t hate it.

CCP Rattati
That’s actually the only thing that is not in our plans or, let’s say, I want to avoid “invalid” fittings. It’s better to have firm design principles, like “no invalid fittings” and figure out a solution.

junotristan
Does no invalid fittings mean that there is a flatter/no module progression? i.e. can put all factional gear on a civilian dropsuit? You’d just be gimped for capacitor and not be able to activate anything?

CCP Rattati
You are assuming that there is 1) module progression 2) multiple version of a dropsuits taht have different cap. eNeither of these are in line with the design principle of “no pass through content”.

Ripley Riley
So the differentiation between dropsuits is more base attributes then? Not things like capacitor, PG, CPU?

CCP Rattati
There can be a difference between classes, but the concept of having a lower or higher tier class (i.e. Advanced suit AND a prototype suit of the same class) is not. And then skills on each class to support its role philosophy.

[He goes on to more or less explain what was covered before regarding the progression system]

junotristan
If you upgrade somethign from Tier 1 to Tier 2, isn’t that the same as picking advanced over basic? Just that you no longer have access to basic?

Dracus
I think it’s more about specializing

CCP Rattati
Yes, but it does not imply that you have more cap.
So now you have the Kaalakiota Assault. It has 4 default equipment on it that we say make sense. Let’s say a hipfire mod for argument’s sake. As you fight missions, you will earn XP for that Assault and unlock bonuses for the equipment types that make sense ” Better at X and Y” going towards specialization. Once you have have earned bonuses for the 4, you can upgrade up to the next Tier. Spend some ISK to do so and enter the unlock stage. Now as you get more XP you will unlock the gear from suit so other classes can use them. That is the flexibility progression. Once you upgrade to Tier 3, you open a firmware slot.

The firmware can be inserted, so a Lai Dai Firmware overrides the Kaalakiota firmware which gives it different modules bonuses, so you can change the fitting. The Lai Dai has a skin you can use but the skin can also be overridden with a skin of your own if you have one. The firmware “might” have more or less slots, but mostly Iw ant to keep the slots the same number.

So this in my mind give the freedom of EVE with a guided progression for new players. Lastly, the firmware might be consumable per battle.

Avallo
Also firmware is a “consumable” like items in DUST were, so for that added specialization you have to pay ISK for those suits, correct?

CCP Rattati
Yes, so you choose, high level battle. I am going to go in with my best firmware that is not insured and costs ISK. Some firmware is only available with standings.

Analysis

junotristan
Would you be able to have to suit set up as Kaalakiota and Lai Dai in your fitting options (and if you’re willing to pay the per battle fee) use both in the same match?

CCP Rattati
No, you save it and bring it to battle. No in battle modifications. Just a mess and takes people out of the battle. You pick you suits and commit, that’s strategy. How you use them is tactics.

Analysis

Capacitor

May 10th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati
Capacitor like mechanics to replace bandwidth (Basically ‘mana’)

Analysis

May 16th 2017 – DUST 514 Forums
Fox Gaiden

I do like the fact that we will have something resembling a capacitor (operating like a mana bar in a fantasy game, for those not familiar with the capacitor in EVE.) Maybe there will be a fitting trade off over the resources it requires to fit, versus how much capacitor it will use to activate?

CCP Rattati
This is something we are heavily looking at, we have a few design pillars that we are working from and the top one of those is

  • Balance through Quantity, Capacitor and Cooldowns
  • Universal Equipment [vs Class-Only]
  • Universal Slots [vs Offensive/Defensive, vs High/Low, vs Assault/Logistics, vs Active/Passive]
  • At most one Resource, maybe zero Resource [vs PG/CPU]
  • Earned Equipment [vs bought, vs looted]

What this means is we can allow a lot of versatility, and balance through “availability”. Power can be increased or decreased by the Cap cost/recharge rate instead of pre-battle configurations of PG/CPU.

Can I “use” it vs can I “fit” it

Analysis


Pokey Dravon

Will passive modules such as Armor Repairers consume capacitor as they run? Or is capacitor reserved for more active effects such as equipment? (Ie Repair tools)

CCP Rattati
One way to balance is to reduce Cap when you fit Passive Equipment, less to use in battle for your Actives

Analysis

May 18th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
Pokey Dravon
Something I’ve been wondering about. Can you clarifiy what you mean by “replace bandwidth with capacitor”? Going by terminology alone, those are very difference concepts that are not really linked at all. Could you share your thoughts a bit?

CCP Rattati
Basically the problem of laying out multiple deployables which we bandaided with bandwidth. If each deployable reduces cap while it is active, I think it’s possible to balance with the dame underlying methodology instead of taking on bandwidth again. Always use on system if possible.

sebastian the huds
What would the differences be though? From the sounds of things, it will be the same as bandwidth. Is there going to be something else that uses capacitor?

CCP Rattati
Active and passive modules

sebastian the huds
Ah, last question I promise. Cap batteries?

CCP Rattati
Ther is no reason they couldn’t exist. Or increased cap or cap recharge based on suits. Logis high, heavies low.

CCP Rattati
Let’s walk through an example of how this could work. You have a suit with 3 slots and 100 capacitor, 10 cap recharge. First slot, passive armor rep, +2hp/sec. Because it’s passive, it simply cost cap throughout the battle, lets say 30 cap. Now you only have 70 during the battle. Then you have an active module, let’s say shield recharge. Because it’s active, it doesn’t have a cap cost, only activation cost; let’s say 30 activation cost, 3 second duration, recharge when active of +10hp/s, cooldown 10 seconds. So the cooldown actually lasts longer than the cap recharging to full. And lastly you throw out a nanohive, now that both has activation cost and maintenance cost. So the cap goes down to 50, lets say, and the activation cost is 50, so the cap goes down to zero but ticks back to 50 (100-30-20).

So you cant spam everything at once, you have to think about timing, but you can also simply use passives (lower powered but always on) and not think about them. This ties into waves of opportunity, if 2 well matched combatants meet, it may be up to abilities and counters. You use an active damage mod, I counted with an active shield recharger, ect.

Analysis

XxBlazikenzZ
Will there be anything can force cap to drain? Like Neuts ect.

CCP Rattati
With this system, EWAR is possible but not guaranteed. It’s at least a foundation that supports it. Some dude running around leeching cap.

Analysis

Weapons

May 16th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati
Weapons are not meant to be limited at all, pick any weapon you like.

Ripley Riley
Will certain dropsuits add benefits to specific weapons? E.g. Use a plasma rifle on a Gallente dropsuit and receive faster reload.

Sir Rebral Palsy
HMG on scout? #nolimits

CCP Rattati
Each class will have actual skills that relate to that class’s role. In the form of bonuses, not fitting reductions. Heavy weapons on scouts is still one of the only class limitation still being debated.

Ripley Riley
Will it apply to weapons line-up like “all infantry rifles shoot confetti 20% faster” or is it bound to race?

CCP Rattati
We are not making 4 of each, so racial limitations are not smart. It’s more “support” weapons or “offensive” weapons we are not making 4 races of every object.

Analysis

May 18th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel

XxBlazikenxX
What balance changes have occured between the end of Dust and note to weapons? Have certain weapons changed?

CCP Rattati
weapons are completely redone

Analysis

 

Media

April 26th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
CCP Rattati

Analysis
About Pokey Dravon 170 Articles
Pokey Dravon has played DUST 514 since early closed beta and is a founding co-host of the Biomassed podcast and blog. Follow on twitter @PokeyDravon