Updated version of my old one but started a new one as it was too long to fit in one post. Look for {Updated} or {New} to highlight new changes. Date stamps show when it was last changed. Basically this is for providing info, listing errors and my comments on the new zone.
---------------------------
This will be updated as more info is gathered and things change. Please note that some info will be from testlive. The char I'm using to test it is a lvl 200 MA.
Getting on test:
<Nov/09> {Updated} Use the duplicator program, change the version number in the version.id file to 18.3.14.5_EP1 then let it patch up.
Level range and entrance:
<Oct/11> This APF is in the Unicorn Outpost like the others, although not on the base floor. Instead it's on the one end of that walkway above the tent where the regular NPCs are such as the one you get LE missions from. You need to be lvl 151-200 to get in the outpost/gathering area where the ship is located.
General Info
- <Oct/11> From what I was told by Genele a ways back (part two) the zone is focused around both AXP gains and loot (both old and new). So with part of the focus being some type of XP gains and it being a team zone rather than a raid zone I expect this in the end to have a difficulty somewhere around that of team Dark Ruins which has about the same focus and is also a team instanced zone.
- <Oct/24> You are sent in a downed alien ship with a fixed layout which is like that of city raid ships inside. You'll find corpses of aliens laying around to help give the feel of it being a crashed ship.
- <Oct/19> In the S7 gathering zone there are aliens fighting Unicorns as well as fences that kill the aliens. The aliens were all lvl 200 and completely ignored me unless I had agg from another alien (such as the parasite that spawns from you when infected), do not give AXP (the ones in the ship give AXP) and the fences did not injure me.
- <Oct/11> Regular mobs are lvl 175-200 inside the ship.
- <Oct/23> Regular mob types and levels are randomly generated each time although some types in some places appear fixed.
- <Oct/11> A few mobs patrol but most are stationary and generally spaced out well enough to avoid messy situations. There are rooms with four to six mobs in it but I had no trouble at all keeping the number of attacking mobs to usually just one or two at a time with some pulling.
- <Oct/11> Regular mobs are largely just big health bars to knock down posing hardly any danger, at least to my lvl 200 MA. The nuker types are the only annoying ones but even they are pushovers.
- <Oct/11> There are grade II mobs, but I didn't really see any noticeable difference between them and regular versions.
- <Oct/11> Mobs in the ship never respawn.
- <Oct/11> Regular mobs are all old style aliens.
- <Nov/09> {Updated} Regular mobs have a chance to drop LE VP clumps at a drop rate similar to that in LE missions before the drop rate was increased a ways back. They can also drop the new weapons (only on test right now) but you'd likely only see one or two from the regular mobs drop if you cleared out the ship.
- <Oct/18> There is an insurance terminal in the gathering area outside the ship.
- <Oct/18> The ship is now a team instanced zone and you need to stay in a team to stay inside. If no one is inside for a while the instance will be lost but if you saved in the gathering area outside the ship and head right over after dieing you should get in the same instance even if no one was inside during that time.
- <Oct/24> Comment: As a place to get AXP S7 isn't anything special at all. Considering the amount of health they have and the level range of the regular mobs LE mission mobs would be better AXP than S7 mobs. The AXP solo and team dailies apparently share the same lockout so a S7 team daily doesn't offer you anything you can't do alone plus the mob AXP in solo dailies when I tried them last was better than that of S7 mobs (less health, all fixed around your lvl and you're not in a team). Of the three repeatable S7 missions one involves the fourth boss and without a good team most wouldn't manage all the bosses. Of the other two one has a two hour game time lockout while the other requires you kill thirty regular mobs with no lockout. So really it's just one fully repeatable mission and 20k AXP does not make up for S7 regular mob AXP vs LE mission mob AXP loss. Meaning as a place to get AXP, S7 fails to perform.