https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Max+Tsero&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T00:37:20ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Archive:The_Explorers_Shadow&diff=170373Archive:The Explorers Shadow2021-04-13T14:38:36Z<p>Max Tsero: </p>
<hr />
<div>{{Historical}}<br />
{{eunispecific}}<br />
[[image:ExShadow_Logo.png|1024px|Logo]]<br />
{{tocright}}<br />
This is a soloing event for anyone who wants to do it, but targeting mostly [[EVE University]] members.<br />
<br />
* You will be sent on a mission finding the whereabouts (and hopefully not the remains) of a legendary explorer and scientist who vanished under mysterious circumstances.<br />
* You will be guided around all regions of New Eden, discover wonderful sights, but also face deadly enemies.<br />
<br />
* Your progress will be tracked throughout the Epic Arc. As an E-UNI member, you are expected to link a screenshot showing UI elements which give your location, your name and the actual subject of the photo in the comments section of the mission description. This will be regarded as the proof that you accomplished the mission. If you accomplished all missions in a chapter, you proceed to the next chapter. If you accomplished all missions in a book, you proceed to the next book.<br />
<br />
* There will be small rewards for completing each chapter, bigger rewards for completing a book, and a huge reward with an award for completion of the entire Epic Arc. The awards will be handed out during the yearly EVE University Anniversary Celebrations, where the Award Ceremonies will take place.<br />
<br />
== Scheduling ==<br />
<br />
* '''Start:''' It is totally up to you when you do something.<br />
* '''Duration:''' Until you have done it. But well, in the end, we expect a normally playing EVE newbro to need approx. 1.5 to 2 years to get all the books done.<br />
* '''Area:''' You will travel to all areas, from Highsec to Nullsec, even Deadspace and Wormhole Space... and Sovereignity Space as well.<br />
* '''Communications:''' We recommend subscribing to the mailing list, and keeping an on the Wiki. Feel free to ask in the forum, the mailing list or the Wiki for help if you need assistance. Some content will be really hard to finish for the first person who does it, but knowledge can be shared.<br />
<br />
== How this Works ==<br />
<br />
=== What is This? ===<br />
<br />
"The Explorer's Shadow" is an ongoing project which offers a continuous string of Epic Arc missions for new and advanced players. <br />
<br />
If you are new to EVE, it<br />
<br />
* introduces EVE University and our campuses to you,<br />
* serves as a guideline of what to do next and where to go,<br />
* introduces important game mechanics and things you should know,<br />
* gives you some lore background,<br />
* assists you with meaningful rewards.<br />
<br />
If you are a veteran, it<br />
<br />
* takes you on a sightseeing road trip around New Eden,<br />
* helps to experience PvE-based fleet events for content which can't be done solo,<br />
* pushes you to your personal limits in the later books,<br />
* gives you a damn good reward if you manage to complete it - and we're not talking about vanity stuff here.<br />
<br />
=== The Rules ===<br />
<br />
The rules are simple: <br />
<br />
* You start with mission 1 (the first mission of the first chapter of the first book, just to make it clear).<br />
* When you finished a mission, you deliver us some proof that you've completed it and allows us to track your progress. By default and if not mentioned otherwise within the mission text, this proof will be a screenshot.<br />
* After you finish a chapter, you give us an info (either personally, or on the mailing list) and we will verify your progress and you get your reward.<br />
* Finishing a chapter allows you to continue with the next chapter.<br />
* The characters and agents you meet during the Epic Arc are ''real''. They are not bots. So treat them accordingly, be respectful and don't annoy them.<br />
<br />
== Requirements ==<br />
<br />
For beginning the Epic Arc, you need:<br />
<br />
* A ship.<br />
* An E-UNI corporation membership is highly recommended, unless you don't want any rewards.<br />
* Any ship will do at the beginning. Later on, you may need more specialized ships to fulfill your mission, e.g. Covert Ops. <br />
* You should socialize during your time in New Eden. At some point, it may be necessary to gather a fleet together to get a mission done.<br />
<br />
Configure your Location UI settings to display nearby celestials. To do this, click on the star symbol at the current location:<br />
<br />
[[image:locationdisplay.png]]<br />
<br />
Then select "Configure" from the pop-up menu and a new window will open:<br />
<br />
[[image:locationsettings.png]]<br />
<br />
Activate both options.<br />
<br />
<br /><br />
<br />
== The Videos ==<br />
<br />
<br />
=== How We Track Your Progress ===<br />
<br />
Sadly, CCP does not offer an API to integrate player-generated mission content directly into the game. So we have to do all the tracking and progression things offline, which means it is a bit of manual work included, both for you and the guys "behind the curtains".<br />
<br />
The best idea we had so far, is that '''you make a screenshot and either link it on the wiki, or send us a link to it via the mailing list.''' You can use any free image hosting site such as https://imgur.com/.<br />
<br />
For tracking your progress, we rely on your fairness. Later on in the Epic Arc, the difficulty of the missions will increase significantly, and the rewards will become very interesting. As a consequence, people might be tempted to cheat. After all, this is EVE, right? This makes rock solid proof necessary.<br />
<br />
=== Need Help with Screenshots? ===<br />
<br />
The EVE client supports making screenshots, but it's not really... straightforward to make them this way. Let's be honest, for this Epic Arc, you want to get them done quick & easy.<br />
<br />
It still sounds a bit strange to me, when I say this, but the best free screenshot tool I know is [https://mix.office.com/snip Snip] from Microsoft. It runs as an autohide dock if you want, and a single click with the mouse is enough for grabbing a DirectX screen or just a part of it. You can even make annotations, if necessary. Give it a try.<br />
<br />
=== Warnings ===<br />
Please be aware that the screenshots you deliver are actual proof that you fulfilled the mission. That means it must be visible that '''you''' did it, and that it is taken at the actual mission location. So always ensure that your neocom portrait is visible in the image, as well as the current system and nearest object are displayed. Don't photoshop your image beyond enhancing contrasts or saturation.<br />
<br />
When you apply for a reward, your progress will be reviewed by a staff member. The staff member may reject a screenshot if it is not appropriate enough, requiring you to do the same mission once more.<br />
<br />
You can simply check out the comments section underneath the first mission descriptions for some examples. You don't need to be an artistic person for this, you will see. The information is more important than the looks.<br />
<br />
'''Other than that: Always watch out for war targets! This storyline will take you all around New Eden during the next years, so you are likely to encounter more dangerous situations over time. At the beginning, just follow the basic rule: If something flashes red in the Overview or local chat, you should hide.'''<br />
<br />
<br /><br />
<br />
== FAQ ==<br />
<br />
=== I am a veteran and/or have already beaten Dagan. Do I really have to start all over? ===<br />
<br />
No, this doesn't make sense. The first two chapters of the Epic Arc target newbros who are new at the game and have just finished the tutorials. This is the point, where they are pointed towards the Sisters of Eve in the agent dialogue and, maybe, are waiting for their application to the Uni is being processed. At this point, the learning cliff of EVE Online hits them like a truck, when they experience the game mostly solo and have no idea what to do next. <br />
<br />
The goal of the first two chapters is to provide those poor souls with a guideline and place them on the right tracks. The goal is NOT to punish veterans.<br />
<br />
So, if you have already finished the SoE Epic Arc, feel free to skip this part and head directly to Chapter 3. In this case, you won't receive the ISK reward of Chapter 2, but you are qualified for the banners.<br />
<br />
Make sure you have achieved the Freshman title, you might need it in Chapter 3.<br />
<br />
== The Explorers.E-UNI Mailing List ==<br />
There is a mailing list which you can use for announcing your progress and applying for a reward. In the in-game mail client, click on the "Add Mailing List" button at the left bottom corner. Then add '''Explorers.E-UNI'''. You will instantly receive a welcome mail with a bit of information on what this mailing list is about. It is highly recommended that you join the mailing list before the end of Chapter 2.<br />
<br />
'''Only students of EVE University are able to subscribe to this mailing list.'''<br />
<br />
= Book One: So You Want to Be an Explorer? =<br />
<br />
Hello, fellow capsuleer! o7<br />
<br />
We welcome you at EVE University! And you want to be an explorer, you said? Explore all the mysterious corners of New Eden, you said?<br />
Haha, you came to the right page here.<br />
<br />
Please proceed through the next chapters, which will make you familiar with the Eve University Headquarters and the systems surrounding it. Do it in your own pace and with your own schedule - no pressure here! And don't forget: If you manage to impress us, you may get an award someday!<br />
<br />
== Chapter One: To the Stars, and Beyond! ==<br />
=== Mission 1: A New Home ===<br />
<br />
[[image:euni-hq.png|left|128px|EVE University Heaquarters]]<br />
''After your approval as a EVE University student, you should travel to the EVE University Headquarters.''<br />
<br />
'''Objective:''' Make a nice photo of yourself, in front of the HQ and the moon.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_001 | here]]<br />
<br />
=== Mission 2: The Staging Point ===<br />
<br />
[[File:stacmon-V-FNAP.png|left|128px|Stacmon V - Moon 9 - Federation Assembly Plant]]<br />
''Visit the 3rd tier trade hub and E-UNI staging point in the Stacmon system.''<br />
<br />
'''Objective: ''' Travel to the Federation Assembly Plant orbiting Stacmon V.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_002 | here]]<br />
<br />
=== Mission 3: Illegal Clones ===<br />
<br />
[[File:rogue-cloning-facility.png|left|128px|Rogue Cloning Facility]]<br />
''Locate the Rogue Cloning Facility in the Anwyns Constellation.''<br />
<br />
'''Objective: ''' Gather proof that the Rogue Cloning Facility exists.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_003 | here]]<br />
<br />
=== Mission 4: The Battle of Yulai ===<br />
<br />
[[File:yulai-battle.png|left|128px|Yulai Battle]]<br />
''Investigate the current situation at the battlefield.''<br />
<br />
'''Objective: ''' Find the battlefield and report the current situation.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_004 | here]]<br />
<br />
=== Mission 5: Dodixie ===<br />
<br />
[[File:dodixie-fnap.png|left|128px|Yulai Battle]]<br />
''Travel to the Federation Navy Assembly Plant at Dodixie IX.''<br />
<br />
'''Objective: ''' Enjoy a vacation at ''Dodixie IX - Moon 20 - Federation Navy Assembly Plant'' and get accustomed to a place crawling with scoundrels.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_005 | here]]<br />
<br />
== Chapter Two: The Sisters of Eve ==<br />
<br />
=== Mission 6: Sister Alitura ===<br />
<br />
[[image:sister-alitura.png|left|128px|Sister Alitura]]<br />
''Sister Alitura of the ''Sisters of Eve'' may have a job for you.''<br />
<br />
'''Objective:''' Fly to ''Arnon IX - Moon 3 - Sisters of EVE Bureau'' and speak to Sister Alitura.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_006 | here]]<br />
<br />
=== Mission 7: A Damsel in Distress ===<br />
<br />
[[image:damsel-in-distress.png|left|128px|A Damsel in Distress]]<br />
''A famous Explorer has gone missing.''<br />
<br />
'''Objective:''' Find the Damsel.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_007 | here]]<br />
<br />
=== Mission 8: Secret Activities ===<br />
<br />
[[image:unmarked-operation.png|left|128px|Unmarked Gallente Operation]]<br />
''The Gallente are rumoured to have set up an agent in the Thoulde Constellation after the Yulai incident.''<br />
<br />
'''Objective:''' Find the unmarked Gallente operation lead by this agent and send me the requested details.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_008 | here]]<br />
<br />
=== Mission 9: The Freshman ===<br />
<br />
[[image:the-freshman.png|left|128px|The Freshman]]<br />
''It's time to move up in the ranks.''<br />
<br />
'''Objective:''' Advance to ''Freshman'' rank within EVE University.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_009 | here]]<br />
<br />
=== Mission 10: Trust Me, I'm the Doctor ===<br />
<br />
[[image:doctor-luija-elban.png|left|128px|A Box, somewhere in space]]<br />
''The doctor has disappeared.''<br />
<br />
'''Objective:''' Find Doctor Luijan Elban and report her whereabouts.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_010 | here]]<br />
<br />
=== Mission 11: Heartbreak Hotel ===<br />
<br />
[[image:heartbreak-hotel.png|left|128px|The Heartbreak Hotel]]<br />
''An old battleship, a brothel, and a feud.''<br />
<br />
'''Objective:''' Find the Heartbreak Hotel and capture one of the employees for interrogation.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_011 | here]]<br />
<br />
=== Mission 12: If He Bleeds, You Can Kill Him ===<br />
<br />
[[image:dagan.png|left|128px|If He Bleeds, You Can Kill Him]]<br />
''Maybe he's strong, but that shouldn't keep him from suffering.''<br />
<br />
'''Objective:''' Capture the leader of the Society of Conscious Thought and bring good intel of his spaceship.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_012 | here]]<br />
<br />
== Chapter Three: The Roden Conspiracy ==<br />
<br />
=== Mission 13: The High Security Campus ===<br />
[[image:hsc.jpg|left|128px|The High Security Campus HQ]]<br />
''Time to meet some friends.''<br />
<br />
'''Objective:''' Travel to Amygnon, introduce yourself to the HSC and join a standing fleet.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_013 | here]]<br />
<br />
=== Mission 14: Quantum Rise ===<br />
<br />
[[image:quantumrise.jpg|left|128px|Quantum Rise]]<br />
''Strange relics, and an escalating situation in Solitude.''<br />
<br />
'''Objective:''' Find the mysterious stone formation which Professor Morghulis planned to analyze.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_014 | here]]<br />
<br />
=== Mission 15: Counter-Intelligence ===<br />
<br />
[[image:gallente-counter-intelligence-center.png|left|128px|]]<br />
''Receive intel from our spy within the Gallente Federation.''<br />
<br />
'''Objective:''' Navigate your ship close to Arment Caute's Lachesis at the Gallente Counter-Intelligence Center.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_015 | here]]<br />
<br />
=== Mission 16: Gateway to the Past ===<br />
<br />
[[image:circular_construction.png|left|128px|Gateway to the Past]]<br />
''Investigate the rumours about an ancient stargate.''<br />
<br />
'''Objective:''' Find the remnants of the gate.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_016 | here]]<br />
<br />
=== Mission 17: The Roden Conspiracy ===<br />
<br />
[[image:roden-labs-pleasure-cruiser.jpg|left|128px|The Roden Conspiracy]]<br />
''Are there connections between Kador and a Gallente industrial tycoon?''<br />
<br />
'''Objective:''' Search for our contact's Pleasure Cruiser at the Roden Center.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_017 | here]]<br />
<br />
=== Mission 18: War Preparations ===<br />
<br />
[[image:roden_shipyard.jpg|left|128px|War Preparations]]<br />
''Is Jacus Roden preparing for war?''<br />
<br />
'''Objective:''' Investigate the rumours of Jacus Roden manufacturing Megathron battleships.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_018 | here]]<br />
<br />
=== Mission 19: Fleets and Bookmarks ===<br />
<br />
[[image:Imperial_Fleet.jpg|left|128px|Fleets and Bookmarks]]<br />
''It's time to learn some basic mechanics!''<br />
<br />
'''Objective:''' Learn how to use instant (un)docking bookmarks and join the Fleet 101 class!<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_019 | here]]<br />
<br />
=== Mission 20: The Battle for Caldari Prime ===<br />
<br />
[[image:caldari_prime_leviathan.jpg|left|128px|The Battle for Caldari Prime]]<br />
''Hell breaks loose.''<br />
<br />
'''Objective:''' Bring visual intel of the Leviathan crash site.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_020 | here]]<br />
<br />
=== Mission 21: Rogue Drones (WORK IN PROGRESS) ===<br />
<br />
[[image:rogue_drone_infestation_sprout.jpg|left|128px|Rogue Drones]]<br />
''Rogue drones are attacking ships randomly near the HSC.''<br />
<br />
'''Objective:''' Find the source of the rogue drone infestation, destroy them all and recover the casket.<br />
<br><br />
'''Mission Briefing:''' Click [[The_Explorers_Shadow_021 | here]]<br />
<br />
[[Category:Events]][[Category:The Explorer's Shadow]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero&diff=170316User:Max Tsero2021-04-11T19:23:38Z<p>Max Tsero: Blanked the page</p>
<hr />
<div></div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Pochven&diff=162263Pochven2020-10-16T10:32:35Z<p>Max Tsero: </p>
<hr />
<div>{{stub}}<br />
'''Pochven''' (Triglavian: {{Triglavian|POCHVEN}}) is a region of space controlled by [[Triglavian Collective]]. It is often referred as '''Triglavian Space'''.<br />
<br />
The region consists of 27 starsystems split to three constellations of 9 stars.<br />
* Each constellation has one home system. Home systems require 7.0 standing with Triglavian Collective to enter. These home systems are connected such that the loop can be flown though without passing through home system.<br />
* The systems bordering two constellations are border systems. Border systems require 1.0 standing to enter.<br />
* Rest of the systems are internal and require 3.0 standing to enter.<br />
<br />
Fleets of Triglavian, Drifter, Rogue Drone and EDENCOM ships roam the systems.<br />
<br />
== Mechanical differences ==<br />
<br />
Triglavian systems are similar to wormholes with additional NPC stations and stargates.<br />
<br />
* Local chat is in dealyed mode. Pilots in local are not visible unless they speak.<br />
* Jump clones cannot be used to jump into Triglavian space. (can be used to swap local clone)<br />
* Medical clone cannot be set inside Triglavian space.<br />
* Capital ships cannot use stargates.<br />
* Jump drives cannot be used to enter Triglavian space.<br />
* Upwell structures cannot be anchored (old structures remain). POCOs can be anchored.<br />
* Bubbles can be used.<br />
<br />
== Entering and exiting ==<br />
<br />
Triglavian space can spawn wormholes that connect it to random wormhole system.<br />
<br />
Triglavian space can be also entered and exited with filaments. The outbound filaments can be bought from the NPC stations within Triglavian space for 10k ISK each. The source of inbound filaments is currently unknown.<br />
<br />
== Standings ==<br />
<br />
Stations in Triglavian space have standing requirements for many of their services.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Action !! Standing requirement<br />
|-<br />
| Market, inventory || None<br />
|-<br />
| Docking || -0.05<br />
|-<br />
| LP store || -0.01<br />
|-<br />
| Fitting || 1.00<br />
|-<br />
| Repair || 2.00<br />
|-<br />
| Jump clone (swap only) || 3.00<br />
|-<br />
| Reprocessing || 3.00<br />
|-<br />
| Manufacturing || 4.00<br />
|-<br />
| Corporation office || 4.00 (corp standing)<br />
|}<br />
<br />
Triglavian conduit gates also have standing requirements. The requirement depends on the type of the target system.<br />
<br />
{| class="wikitable"<br />
|-<br />
! System !! Standing requirement<br />
|-<br />
| Border || 1.00<br />
|-<br />
| Internal || 3.00<br />
|-<br />
| Home || 7.00<br />
|}<br />
<br />
== External links ==<br />
<br />
* [https://support.eveonline.com/hc/en-us/articles/360017005339-Triglavian-Space Helpdesk: Triglavian Space]<br />
* [https://support.eveonline.com/hc/en-us/articles/360016789619 Helpdesk: Triglavian Space Filaments]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Pochven&diff=162262Pochven2020-10-16T10:32:16Z<p>Max Tsero: </p>
<hr />
<div>{{stub}}<br />
'''Pochven''' {{Triglavian|POCHVEN}} is a region of space controlled by [[Triglavian Collective]]. It is often referred as '''Triglavian Space'''.<br />
<br />
The region consists of 27 starsystems split to three constellations of 9 stars.<br />
* Each constellation has one home system. Home systems require 7.0 standing with Triglavian Collective to enter. These home systems are connected such that the loop can be flown though without passing through home system.<br />
* The systems bordering two constellations are border systems. Border systems require 1.0 standing to enter.<br />
* Rest of the systems are internal and require 3.0 standing to enter.<br />
<br />
Fleets of Triglavian, Drifter, Rogue Drone and EDENCOM ships roam the systems.<br />
<br />
== Mechanical differences ==<br />
<br />
Triglavian systems are similar to wormholes with additional NPC stations and stargates.<br />
<br />
* Local chat is in dealyed mode. Pilots in local are not visible unless they speak.<br />
* Jump clones cannot be used to jump into Triglavian space. (can be used to swap local clone)<br />
* Medical clone cannot be set inside Triglavian space.<br />
* Capital ships cannot use stargates.<br />
* Jump drives cannot be used to enter Triglavian space.<br />
* Upwell structures cannot be anchored (old structures remain). POCOs can be anchored.<br />
* Bubbles can be used.<br />
<br />
== Entering and exiting ==<br />
<br />
Triglavian space can spawn wormholes that connect it to random wormhole system.<br />
<br />
Triglavian space can be also entered and exited with filaments. The outbound filaments can be bought from the NPC stations within Triglavian space for 10k ISK each. The source of inbound filaments is currently unknown.<br />
<br />
== Standings ==<br />
<br />
Stations in Triglavian space have standing requirements for many of their services.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Action !! Standing requirement<br />
|-<br />
| Market, inventory || None<br />
|-<br />
| Docking || -0.05<br />
|-<br />
| LP store || -0.01<br />
|-<br />
| Fitting || 1.00<br />
|-<br />
| Repair || 2.00<br />
|-<br />
| Jump clone (swap only) || 3.00<br />
|-<br />
| Reprocessing || 3.00<br />
|-<br />
| Manufacturing || 4.00<br />
|-<br />
| Corporation office || 4.00 (corp standing)<br />
|}<br />
<br />
Triglavian conduit gates also have standing requirements. The requirement depends on the type of the target system.<br />
<br />
{| class="wikitable"<br />
|-<br />
! System !! Standing requirement<br />
|-<br />
| Border || 1.00<br />
|-<br />
| Internal || 3.00<br />
|-<br />
| Home || 7.00<br />
|}<br />
<br />
== External links ==<br />
<br />
* [https://support.eveonline.com/hc/en-us/articles/360017005339-Triglavian-Space Helpdesk: Triglavian Space]<br />
* [https://support.eveonline.com/hc/en-us/articles/360016789619 Helpdesk: Triglavian Space Filaments]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Identifying_valuable_planets&diff=160731Identifying valuable planets2020-09-13T23:13:33Z<p>Max Tsero: /* Resource Mixes */</p>
<hr />
<div>{{cleanup|Article should be revised to reflect a less casual tone/style.}}<br />
{{Planetary Interaction links}}<br />
So now it's time to shop for a suitable planet. You have read up on what is made from of what on the [[Planetary Industry]] page, and you have decided to make something. Now you need to find one or more planets that will keep your assembly line going. As you might expect, the abundance of resources on a planet is affected by the system's Security Status, but this is not the only consideration. If you want to make a whole product chain on one planet, you need to look at the mix of resources available too.<br />
<br />
<br />
<br />
There are about 42,000 planets in the EVE universe, and some are Oceanic, some Lava, some Temperate. Some are located in highsec, some in lowsec, some in nullsec, and some in wormhole space. With such a range of choice, how do you pick the 1-6 planets that you want to commit your capital to?<br />
<br />
Several variables come into play in making this decision:<br />
# Whether you need a specific product for your goal, or are maximizing profit from resource extraction<br />
# The abundance of the product you need for the goal<br />
# The relative abundance of the multiple products you need to achieve the goal<br />
# The radius of the planet, which determines the cost of all of its links<br />
<br />
<br />
= Resource Abundance by Sec Status =<br />
<br />
As with [[Ore_Details|mining]] or ratting, better yields can be found in lower security space. Looking at this effect alone lets us focus on one of the several variables you need to look at.<br />
<br />
To start off, let us make this simple and look at the abundance of something that will always require more than one planet, which means you can focus on just the one resource. Lava planets are the only source of Felsmic Magma, which is processed into Silicon. Below is a sampling of various lava planets of different security levels.<br />
<br />
In highsec, you will note that Loggutur II and Aldrat I are singularly poor examples of Lava planets, having pretty much no Felsmic Magma at all, while Vullat IV is a rather good Lava Planet, having deposits that rival a lot of lower security systems in the highsec class. In any case though, you are not very likely to find any Lava Planets with huge supplies of Felsmic Magma, but if you look around, you can find some fairly decent ones.<br />
<br />
Moving to lowsec, we can see that Erstet VIII has no more Felsmic Magma than Vullat IV, despite having all the attached dangers of low security space. On the other hand, Erstet II has about double the abundance of the high sec systems. However, if we are going to dabble around in low sec, we might as well go all-in and jump to Egmar, Helgatild, or Todifrauan.<br />
<br />
Finally, we could move into 0.0, but be careful -- to avoid being killed, obviously, but also to avoid planets like PF-346 I, where we can find all the dangers of 0.0, but an abundance that is half or less than that of many High Sec planets. On the other hand, we could strike it lucky and find a planet like 93PI-4 I where Felsmic Magma is greater than half-way across the scale. Likely there might even be some planets that are even better.<br />
<br />
(I can only conjecture that Wormholes are similar to 0.0, and likely the higher the class, the better.)<br />
<br />
This survey suggests that the effect of security status on abundance is less linear security status, and more simply where it falls into the three classes of highsec, lowsec and nullsec.<br />
<br />
'''Note:''' these distributions were collected on Singularity server on 2010 May 9, so they may not be valid now that Tyranis has gone live on Tranquility.<br />
<br />
<br />
<br />
<br />
== Lava ==<br />
<br />
{|<br />
!Sec Status<br />
!Examples<br />
|-<br />
|1.0 <br />
| [[File:Lava1_0-Loguttur-II.png|200px|frameless]] [[File:Lava1_0-Vullat-IV.png|200px|frameless]] [[File:Lava-1_0-Hulm-II.png|200px|frameless]]<br />
|-<br />
|0.9<br />
| [[File:Lava9-Krilmokenur-III.png|200px|frameless]]<br />
|-<br />
|0.8<br />
|[[File:Lava8-Avesber.png|200px|frameless]]<br />
|-<br />
| 0.7<br />
|[[File:Lava7-Eygfe-IV.png|200px|frameless]] [[File:Lava7-Orvolle-I.png|200px|frameless]]<br />
|-<br />
|0.6<br />
| [[File:Lava6-Aldrat-I.png|200px|frameless]]<br />
|-<br />
| 0.5 <br />
|[[File:Lava5-Hek-I.png|200px|frameless]] [[File:Lava5-Hek-II.png|200px|frameless]] [[File:Lava5-Uttindar-I.png|200px|frameless]] [[File:Lava5-Nein-II.png|200px|frameless]]<br />
|-<br />
|0.4 <br />
| [[File:Lava4-Ender-III.png|200px|frameless]] [[File:Lava4-Erstat-VIII.png|200px|frameless]] [[File:Lava4-Erstet-II.png|200px|frameless]]<br />
|-<br />
|0.3 <br />
|[[File:Lava3-Egmar-II.png|200px|frameless]][[File:Lava4-Erstet-VI.png|200px|frameless]]<br />
|-<br />
| 0.2 <br />
| [[File:Lava2-Helgatild-I.png|200px|frameless]]<br />
|-<br />
| 0.1 <br />
| [[File:Lava1-Todifrauan-IV.png|200px|frameless]]<br />
|-<br />
| 0.0<br />
| [[File:Lava00-PF-346-I.png|200px|frameless]] [[File:Lava00-93PI-4-III.png|200px|frameless]] [[File:Lava00-93PI-4-I.png|200px|frameless]]<br />
|-<br />
|}<br />
<br />
== Temperate ==<br />
<br />
So that we are not limiting the conversation to just one planet type, let us see if this effect bears out for another type of planet. Temperate planets are the only place you can find Autotrophs, from which you can make Industrial Fibers. As you can see, we do have a bit of variation, but our prospects seem better for these than Felsmic Magma, particularly since Temperate planets are somewhat more common than Lava planets.<br />
Orvolle IV is not a very good planet at all, but Orvolle V, Hardbako VI, Aldrat VIII or Eygfe III would be good places to setup for High Sec Industrial Fiber production.<br />
<br />
As can be expected, moving into lowsec or 0.0 improves the results, with a very impressive yield in PF-346 III (in comparison to the improvement we saw in Felsmic Magma.)<br />
<br />
<br />
=== Hi Sec ===<br />
<br />
Looking at the Temperate distributions in Orvolle (0.7) shows how you must base you decision on your target product:<br />
<br />
<gallery><br />
File:Temperate7-Orvolle-IV.png<br />
File:Temperate7-Orvolle-V.png<br />
File:Temperate7-Orvolle-VI.png<br />
File:Temperate7-Orvolle-VII.png<br />
</gallery><br />
<br />
Let us check out some more locations in High Security space: Hardbako (0.7), Eygfe (0.7) and Aldrat (0.6)<br />
<br />
<gallery><br />
File:Temperate7-Hardbako-VIII.png<br />
File:Temperate7-Hardbako-VI.png<br />
File:Temperate7-Eygfe-III.png<br />
File:Temperate6-Aldrat-VIII.png<br />
</gallery><br />
<br />
=== Low Sec and 0.0 ===<br />
<br />
Ok, our processors are not really running at full capacity on Orvolle V, so let's try moving to Low Sec, for example Enden (0.4). Clearly we are getting more Autotrophs, but the distribution of other products is similar to some of our high sec examples.<br />
<br />
[[File:Temperate4-Enden-IV.png|200px|frameless]]<br />
<br />
<br />
[[File:Temperate00-PF-346-III.png|200px|frameless]]<br />
<br />
<br />
While clearly low sec and 0.0 will get you generally better results, there are also some gems in High Sec just waiting to be discovered, depending on the products you want to produce.<br />
<br />
= Resource Abundance by Planet Type =<br />
<br />
We know that you can get some resources on only one planet type, and that there are other resources that appear on multiple planet types. However, are some of the planet types better for some resources?<br />
<br />
=== Aqueous Liquids / Water ===<br />
<br />
Summary: Ice, Oceanic, Storm; Selected Temperate<br />
<br />
Let us look at the question of Aqueous Liquids (which produce Water). From the [[Planet#Resource Distribution by Planet Type|Planet]] page we know that this resource appears on Gas, Ice, Oceanic, Storm, and Temperate worlds. Intuitively, we would expect Oceanic and Ice worlds to be heavily biased toward watery stuff, but let us look at whether this bears out in reality. (We already know from the paradox that is Aldrat VIII (no water, teaming with life) that Temperate planets are not guaranteed to have very much water at all.)<br />
<br />
Scanning the samples below, we find that Ice, Oceanic, and Storm worlds do seem to be good sources. However, Temperate planets sometimes have amazing supplies, and sometimes really bad abundance. These latter cases are easily identified by the high amount of land mass visible on the Temperate planet.<br />
<br />
=== Autotrophs (Industrial Fibers) ===<br />
<br />
Summary: Temperate<br />
<br />
This one is simple. They can only be found on Temperate worlds, however if looking in High Sec, shop for your world a little carefully.<br />
<br />
=== Base Metals (Reactive Metals) ===<br />
<br />
Summary: Barren, Gas, Storm<br />
<br />
These can be found on Gas, Storm, Barren, Plasma, and Lava Planets, but the best abundance in our sample is on Barren, Gas, and Storm. However, none of them give really horrible abundances.<br />
<br />
=== Carbon Compounds (Biofuels) ===<br />
<br />
Summary: Temperate, Barren; Selected Oceanic<br />
<br />
These can be found on Barren, Temperate, and Oceanic worlds. There are pretty good yields on all three, but the most consistent abundances are on Temperate. However, Oceanic worlds have the variability seen in Aqueous Liquids on Temperate worlds, so you could get fantastic abundance, or very little.<br />
<br />
=== Complex Organisms (Proteins) ===<br />
<br />
Summary: Selected Oceanic and Temperate.<br />
<br />
These can be found on Temperate and Oceanic worlds. Both have rather variable abundances, so choose carefully.<br />
<br />
=== Felsic Magma (Silicon) ===<br />
<br />
Summary: Lava<br />
<br />
This can only be found on Lava worlds, but the high sec survey suggests that the best option might be start shopping in Low Sec or 0.0 if you want to get decent yields.<br />
<br />
=== Heavy Metals (Toxic Metals) ===<br />
<br />
Summary: Ice, Lava<br />
<br />
These can be found on Ice, Lava, and Plasma worlds, but the best yields seem to be on Ice worlds.<br />
<br />
=== Ionic Solutions (Electrolytes) ===<br />
<br />
Summary: Selected Storm<br />
<br />
These can be found on Gas, and Storm worlds, but Storm worlds seem to have a better abundance. Though the Gas abundance is not too bad.<br />
<br />
=== Micro Organisms (Bacteria) ===<br />
<br />
Summary: Oceanic, Barren; Selected Temperate<br />
<br />
These can be found on Ice, Barren, Temperate, and Oceanic worlds. The best abundances seem to be on Oceanic and Barren, with Temperate having a high variability giving almost nothing or very good.<br />
<br />
=== Noble Gas (Oxygen) ===<br />
<br />
Summary: Gas, Storm<br />
<br />
These can be found on Gas, Ice, and Storm worlds. While Ice worlds give OK yield, Gas and Storm worlds seem to give the best abundances.<br />
<br />
=== Noble Metals (Precious Metals) ===<br />
<br />
Summary: Plasma<br />
<br />
These can be found on Barren, and Plasma worlds, but Plasma worlds give somewhat better abundances.<br />
<br />
=== Non-Cs Crystals (Chiral Structures) ===<br />
<br />
Summary: Lava<br />
<br />
These can be found on Lava, and Plasma worlds, but Lava worlds seem to have somewhat better abundances.<br />
<br />
=== Planktic Colonies (Biomass) ===<br />
<br />
Summary: Ocean, Ice<br />
<br />
These can be found on Ice and Ocean worlds, in about equal abundances.<br />
<br />
=== Reactive Gas (Oxidizing Compound) ===<br />
<br />
Summary: Gas<br />
<br />
This is only available on Gas worlds, and as usual to get decent abundances, you have to look into visitting Low Sec.<br />
<br />
=== Suspended Plasma (Plasmoids) ===<br />
<br />
Summary: Storm, Lava<br />
<br />
This can be found on Storm, Lava, and Plasma worlds. Ironically, Storm and Lava worlds seem to have much better abundance of this than Plasma worlds.<br />
<br />
=== Table of Resource Abundance by Type ===<br />
<br />
<br />
{|<br />
!Type<br />
!Examples<br />
|-<br />
|Barren [[File:BarrenIcon.png]]<br />
| [[File:PI_Barren6-Aldrat II.png|200px|frameless]] [[File:PI_Barren6-Aldrat III.png|200px|frameless]] [[File:PI Barren6-Aldrat IV.png|200px|frameless]]<br />
|-<br />
|Gas [[File:GasIcon.png]]<br />
| [[File:PI_Gas06-Aldrat-IX.png|200px|frameless]] [[File:PI_Gas06-Du_Annes-VI.png|200px|frameless]] [[File:PI_Gas06-Jaschercis-III.png|200px|frameless]] [[File:PI_Gas06-Odixie-IX.png|200px|frameless]]<br />
|-<br />
|Ice [[File:IceIcon.png]]<br />
| [[File:PI_Ice06-Du_Annes-VII.png|200px|frameless]] [[File:PI_Ice06-Jaschercis-V.png|200px|frameless]] [[File:PI_Ice06-Jaschercis-IV.png|200px|frameless]]<br />
|-<br />
|Lava [[File:LavaIcon.png]]<br />
| [[File:Lava6-Aldrat-I.png|200px|frameless]][[File:Lava8-Avesber.png|200px|frameless]] [[File:Lava9-Krilmokenur-III.png|200px|frameless]]<br />
|-<br />
|Oceanic [[File:OceanicIcon.png]]<br />
| [[File:PI_Oceanic06-Aldrat-V.png|200px|frameless]] [[File:PI_Oceanic07-Hardbako-XI.png|200px|frameless]]<br />
|-<br />
|Plasma [[File:PlasmaIcon.png]]<br />
|[[File:PI_Plasma06-Avyuh-I.png|200px|frameless]][[File:PI_Plasma06-Avyuh-I.png|200px|frameless]][[File:PI_Plasma06-Croleur-I.png|200px|frameless]][[File:PI-Plasma06-Girani_FA-IV.png|200px|frameless]]<br />
|-<br />
|Storm [[File:StormIcon.png]]<br />
| [[File:PI_Storm07-Eygfe-II.png|200px|frameless]] [[File:PI_Storm06-Odixie-X.png|200px|frameless]] [[File:PI_Storm06-Odixie-IV.png|200px|frameless]]<br />
|-<br />
|Temperate [[File:TemperateIcon.png]]<br />
| [[File:Temperate6-Aldrat-VIII.png|200px|frameless]] [[File:Temperate7-Orvolle-IV.png|200px|frameless]] [[File:Temperate7-Orvolle-V.png|200px|framless]] [[File:Temperate7-Hardbako-VI.png|200px|frameless]] [[File:Temperate7-Eygfe-III.png|200px|frameless]]<br />
|-<br />
|}<br />
<br />
= Resource Mixes =<br />
<br />
Moving on to the more complicated question of looking at resource mixtures, we now consider the possibility of not just feeding other producers of the higher levels of production with raw materials, but trying to make something completely ourselves, preferably on one planet. We know from the [[Planetary Commodities#Tier 2 (P2)|Planetary Commodities]] page that there are some planets that can completely make a particular product. For example,<br />
* Livestock are made from Biofuels (made from Carbon Compounds) and Proteins (made from Complex Organisms). Both of these could be found on Oceanic and Temperate planets. Looking at the abundances, both are fairly variable, and so it bears some work hunting for one with a balance of both. The sampling on 0.0 suggests that on Oceanic worlds one is more likely to hit Carbon Compounds being off the chart with decent Complex Organisms than vice versa.<br />
* Test Cultures come from Water and Bacteria, so Barren, Ice, Oceanic or Temperate planets could produce these completely.<br />
* Nanites come from Micro Organisms and Base Metals, a combination only available on Barren worlds.<br />
<br />
Note that Eygfe III would be a good planet to produce Test Cultures, since it has equal parts Micro Organisms (makes Bacteria) and Aquaeous Liquid (makes Water), meaning that you are not filling your storage with extra stuff you do not need. This would of course depend on the exact distribution of those two resources as well as their abundance. If we found a planet that has 30% Aqueous Liquids, and 30% Micro Organisms, this is a good choice. However, what if we found a planet with 30% Aqueous Liquids and 40% Micro Organisms. If we are willing to collect the excess Micro Organisms on a regular basis, we can produce the Test Cultures, and have a small amount of extra revenue selling Bacteria to producers of Nanites, sited on Barren worlds where the abundance of Micro Organisms is less than on the Oceanic world we chose. (We obviously would not be selling to people on Aldrat II, III, or IV, who have chosen a good planet for making Nanites (equal quantities of Micro Organisms and Base Metals), threatening to make this an appallingly poor teaching example.)<br />
<br />
<br />
<gallery><br />
File:PI_Barren6-Aldrat_II.png<br />
File:PI_Barren6-Aldrat_III.png<br />
File:PI_Barren6-Aldrat_IV.png<br />
</gallery><br />
<br />
= Planet Radius =<br />
<br />
Planets come in different sizes - the radius of each planet can be looked up in its attribute tab. This is an extremely important variable, as it determines the cost of each and every link that is built between planetary buildings. The size of planets varies greatly, but mainly depends on the type of planet; for example, Gas planets tend to always be much larger than most other planets, while Lava planets are uniformly small.<br />
<br />
The difference in link costs is massive and should not be underestimated. While on a Lava planet with a radius of 2,000 km, a link to an adjacent structure will cost less than 20 MW of powergrid, that same link costs in excess of 100 MW on a Gas planet with a 30,000 km radius. Since Gas planets have been observed to come in sizes up to and exceeding 150,000 km in radius, this has significant impact on the potential productivity of any colony - in some cases it may be an even more important factor than the abundance of resources on the planet and should thus definitely be considered when searching for suitable candidates for colonization.<br />
<br />
= Abundance Project =<br />
<br />
To expand on the concepts explored on this page we desire data - lots of it! To be able to calculate accurate averages and expected resource outputs we want to record resource bar counts from all types of planets and sec levels, as well as extractor output.<br />
<br />
Data will be solicited from anybody willing to share and submit it, likely via a Google doc + form when we get one up.<br />
<br />
The form is in beta testing, and is available at <br />
[http://euni.puppytech.net/abundance_estimate.cgi Abundance Project].<br />
<br />
== Resource bar counts ==<br />
<br />
Our going theory is that the resource bars on the initial planet scan view are linear in expected resource output. Thus a simple "percentage bar full" count will be very useful in estimating said output. Do note that the bars cannot necessarily be compared between resources - some resources are gathered in a few tight spots, so despite a planet having very little of it overall, the few hot spots are comparatively very rich. This can also vary for the same resource across multiple planet types.<br />
<br />
Ultimately somebody will probably code an image / screenshot scraper utility that'll calculate the percentages from you simply by looking at a planet or running the utility on a screenshot. While we'd love to provide that it would take some time and effort.<br />
<br />
In the meanwhile there is a far simpler, if more brute-force approach, that will gain us the same data: Simply measure the width of the filled part of a resource bar / total width of resource bar * 100 = percentage of resource availability. No, put the ruler down from the monitor, not that brute-force and inaccurate! We resort to fancy technology!<br />
<br />
If you're interested in this kind of effort, grab a screenshot / image editor app such as Greenshot and it'll be as easy as hitting a key, selecting the filled resource bar box and note a number of pixels that pop up. That number divided by total pixels wide and multiplied by 100 will then get you the percentage. (There are 100 pixels in the resource bar at 1280x1024, and I believe other resolutions, so the calculation is pretty simple.)<br />
<br />
The planet + sec level (or WH class) + resource + percentage will then be entered into a growing database to be used to calculate averages and determine if there is a substantial difference between sec levels within the hisec / lowsec / nullsec categories, as well as WH class.<br />
<br />
Data entry details coming soon!<br />
<br />
== Extractor output ==<br />
<br />
With percentages in hand we can then compare the same resource being extracted on multiple different planets with differing percentages. In theory a planet with 20% abundance of resource X should produce twice as much per cycle (any duration) as a planet with 10% of resource X - with the caveat that at this point you'll also have to set the contrast bar to the exact same level and find a white peak looking as similar between the two planets as possible.<br />
<br />
This will take scanning and placement of actual extractors, so it will take more in-person work than the resource bars, since that can be done by anybody anywhere without any sort of skills.<br />
<br />
[[Category:Guides]]<br />
[[Category:Planetary Interaction]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Gallente_COSMOS&diff=160728Gallente COSMOS2020-09-13T23:01:09Z<p>Max Tsero: /* Agents */</p>
<hr />
<div>{{update|incomplete information}}<br />
'''Gallente COSMOS''' is a collection of PVE content located in the High Security Algintal constellation in Sinq Laison and in Null Security Assilot constellation in Cloud Ring. This includes COSMOS mission agents, COSMOS combat sites and unique rats on belts.<br />
<br />
=High Security Gallente COSMOS=<br />
<br />
COSMOS Agents are located in the Algintal constellation. They are close to the Dodixie Trade Hub.<br />
<br />
==Ship Suggestions==<br />
<br />
COSMOS Agents offer all types of Missions: Distribution, Mining and Security. <br />
<br />
You should bring:<br />
* A fast hauling ship with at least 1200 m3 Cargo Hold: a [[Magnate]] with Cargohold Optimization Rigs and Expanded Cargohold Modules or an Industrial ship<br />
* An [[Instant align]] ship for hauling low volume items through High Security and Low Security Systems<br />
* A [[Frigates#Assault Frigates|Assault Frigate]] or [[Destroyers#Tactical Destroyers|Tactical Destroyer]] due to Complex and Mission ship size limitations. Novice capsuleers will few skill points can use a [[Sunesis]]<br />
* Optionally, a [[Venture]] if you don't want to buy and haul the ores yourself<br />
<br />
==Agents==<br />
<br />
COSMOS Agents offer Missions that '''can be completed only once'''. Failing the Mission or letting it expire after 7 days will prevent you from doing it again.<br />
<br />
{{co|red||'''Do not talk to the COSMOS Agent'''}} unless you intend to complete their Mission within 7 days.<br />
<br />
COSMOS Agents will only give Missions to those who have enough Faction Standing.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" | Agent<br />
!colspan="1.00" | Level<br />
!colspan="1.00" | Type<br />
!colspan="1.00" | Faction Standing<br />
!colspan="1.00" | Faction<br />
!colspan="1.00" | System<br />
!colspan="1.00" | Location<br />
!colspan="1.00" | Additional Requirements<br />
<br />
|-<br />
|[[Jannegiers Estacan]]<br />
|1<br />
|Distribution<br />
|None<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|100x Fertilizer, ship with 250 m3 cargo hold<br />
<br />
|-<br />
|[[Pandon Ardillan]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|<br />
<br />
|-<br />
|[[Preaux Gallot]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|Completed [[Pandon Ardillan]]'s Missions<br />
<br />
|-<br />
|[[Ystvia Lamuette]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|Completed [[Preaux Gallot]]'s Missions<br />
<br />
|-<br />
|[[Ardoen Dasaner]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Jolia<br />
|Grand Future Information Center<br />
|<br />
<br />
|-<br />
|[[Nilla Elermare]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|Isone Flosin's Corpse from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Aminn Flosin]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration <br />
|Completed [[Nilla Elermare]]'s Missions<br />
<br />
|-<br />
|[[Onreun Coen]]<br />
|3<br />
|Security<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration<br />
|Serpentis Data Chip Decoder from [[Pourpas Aunten]] and Maqeri Camcen's DNA from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Astroo Opeau]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|<br />
<br />
|-<br />
|[[Schabs Xalot]]<br />
|3<br />
|Mining<br />
|4.00<br />
|Gallente Federation<br />
|Colelie<br />
|Survey Station<br />
|4700x Dense Veldspar, 2000x Omber<br />
<br />
|-<br />
|[[Sebast Mathon]]<br />
|2<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Deltole<br />
|Signature JTD-372: Yan Jung Ruins<br />
|Item: Threaded Waypoint Map, Yan Jung Micro Processor and Binary Transpositional Code<br />
<br />
|-<br />
|[[Croir Arghe]]<br />
|6<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|Ship with 1200 m3 cargo hold<br />
<br />
|-<br />
|[[Ampsin Achippon]]<br />
|4<br />
|Mining<br />
|6.00<br />
|Gallente Federation<br />
|Colelie<br />
|[[Contested Gallente Azure Canyon]]<br />
|Maschteri Markan's Insignia from Colelie VI - Moon 3<br />
<br />
|-<br />
|[[Jordan Usquen]]<br />
|4<br />
|Security<br />
|8.50<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Silver Tags<br />
<br />
|-<br />
|[[Babalu Wrezka]]<br />
|4<br />
|Security<br />
|9.20<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Gold Tags<br />
<br />
|-<br />
|[[Timmothy Sawyr]]<br />
|4<br />
|Security<br />
|9.90<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Diamond Tags<br />
<br />
|-<br />
|Damaged [[Drone Mind]]<br />
|1<br />
|Distribution<br />
|None<br />
|ORE<br />
|Parchanier<br />
|Signature HDT-750: Secret Drone Hive<br />
|1x Binary Transpositional Code from belt rats in constellation<br />
<br />
|-<br />
|[[Trex Ameisoure]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Angel Cartel<br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Aakeo Oshaima]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Colelie<br />
|Survey Station<br />
|<br />
<br />
|-<br />
|[[Veko Tallaja]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Fluekele<br />
|Central Administration <br />
|Complete [[Aakeo Oshaima]]'s Missions<br />
<br />
|-<br />
|[[Gara Kort]]<br />
|4<br />
|Security<br />
|6.00<br />
|Caldari State<br />
|Jolia<br />
|Grand Future Information Center<br />
|Complete [[Veko Tallaja]]'s Missions<br />
<br />
|-<br />
|[[Pattok Nortul]]<br />
|1<br />
|Distribution<br />
|None<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|<br />
<br />
|-<br />
|[[Iliere Angetyn]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|Complete [[Pattok Nortul]]'s Missions<br />
<br />
|-<br />
|[[Drusk Amakkit]]<br />
|3<br />
|Research<br />
|4.00<br />
|Thukker Tribe <br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Krester Rupptofs]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|-<br />
|[[Wrtuk Formur]]<br />
|4<br />
|Security<br />
|6.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|}<br />
<br />
==COSMOS D.E.D. Deadspace Sites==<br />
<br />
The COSMOS constellation is home to D.E.D. Deadspace Sites. They are present even if you aren't running a Mission.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | DED rating<br />
!colspan="1" | System<br />
!colspan="1" | Beacon<br />
<br />
|-<br />
|4/10<br />
|Alsottobier <br />
|[[Contested Gallentean Canyon of Rust]]<br />
<br />
|-<br />
|4/10<br />
|Colelie<br />
|[[Contested Gallente Azure Chasm]]<br />
<br />
|-<br />
|3/10<br />
|Fluekele <br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|4/10<br />
|Deltole<br />
|[[Contested Gallente Skeleton Comet]]<br />
<br />
|-<br />
|2/10<br />
|Fluekele <br />
|[[Pend Insurance Storage Bin]]<br />
<br />
|-<br />
|5/10<br />
|Deltole<br />
|[[Yan Jung Relic Site]]<br />
<br />
|}<br />
<br />
==COSMOS Cosmic Signatures==<br />
<br />
The COSMOS constellation is home to Cosmic Signatures.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | Signature<br />
!colspan="1" | System<br />
!colspan="1" | Name<br />
<br />
|-<br />
|VCQ-807<br />
|Jolia<br />
|[[Pourpas Aunten]]<br />
<br />
|-<br />
|HDT-750<br />
|Parchanier <br />
|[[Aether Drone Hive|Secret Drone Hive]]<br />
<br />
|-<br />
|SIX-972<br />
|Colelie<br />
|[[Temko Surveillance Outpost]]<br />
<br />
|-<br />
|DCF-606<br />
|Fluekele<br />
|[[The Serpentis Agent]]<br />
<br />
|-<br />
|JTD-372<br />
|Deltole<br />
|[[Yan Jung Ruins]]<br />
<br />
|}<br />
<br />
==Shopping list==<br />
<br />
This is a list of all items that can be acquired before starting the mission that requires that item. Many of these can also be found in contracts. Note that this list is incomplete.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1" | Item<br />
!colspan="1" | Source<br />
!colspan="1" | Notes<br />
<br />
|-<br />
|1x Jark Makon<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|<br />
<br />
|-<br />
|Soil <br />
|Municipal Junkyard in Deltole or on market<br />
|<br />
<br />
|-<br />
|5x Stolen Goods<br />
|[[Contested Gallente Skeleton Comet]]<br />
|<br />
<br />
|}<br />
<br />
=Null security Gallente COSMOS=<br />
The null security part of Gallente COSMOS is located in Assilot constellation in Cloud Ring. It is not only deep in nul security space but also in player owned part of null. As with other null security COSMOS constellations there is not much information available.<br />
<br />
==Agents==<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" | Agent<br />
!colspan="1.00" | Standing req<br />
!colspan="1.00" | Faction<br />
!colspan="1.00" | Location<br />
<br />
|-<br />
|[[Hakkuna Baille]]<br />
|6.00<br />
|ORE<br />
|4C-B7X<br />
<br />
|-<br />
|[[Mabvrion Atlete]]<br />
|none<br />
|Gallente Federation<br />
|6RCQ-V<br />
<br />
|-<br />
|[[Binnie Nigolier]]<br />
|none<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Grisier Challier]]<br />
|none<br />
|Gallente Federation<br />
|XG-D1L<br />
<br />
|-<br />
|[[Goligere]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Marvernois Ruemin]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Orain Purcour]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Dars Amene]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Valedt Midalle]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Ovon Flac]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|}<br />
<br />
==COSMOS sites==<br />
<br />
No known COSMOS sites.<br />
<br />
=See also=<br />
* Eve Special Agent Toolkit. This spreadsheet lists almost all special agents including COSMOS agents. Also gives short info on what kind of mission they give: https://forums-archive.eveonline.com/default.aspx?g=posts&t=287701<br />
<br />
[[Category:COSMOS]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Gallente_COSMOS&diff=160726Gallente COSMOS2020-09-13T23:00:46Z<p>Max Tsero: /* Shopping list */</p>
<hr />
<div>{{update|incomplete information}}<br />
'''Gallente COSMOS''' is a collection of PVE content located in the High Security Algintal constellation in Sinq Laison and in Null Security Assilot constellation in Cloud Ring. This includes COSMOS mission agents, COSMOS combat sites and unique rats on belts.<br />
<br />
=High Security Gallente COSMOS=<br />
<br />
COSMOS Agents are located in the Algintal constellation. They are close to the Dodixie Trade Hub.<br />
<br />
==Ship Suggestions==<br />
<br />
COSMOS Agents offer all types of Missions: Distribution, Mining and Security. <br />
<br />
You should bring:<br />
* A fast hauling ship with at least 1200 m3 Cargo Hold: a [[Magnate]] with Cargohold Optimization Rigs and Expanded Cargohold Modules or an Industrial ship<br />
* An [[Instant align]] ship for hauling low volume items through High Security and Low Security Systems<br />
* A [[Frigates#Assault Frigates|Assault Frigate]] or [[Destroyers#Tactical Destroyers|Tactical Destroyer]] due to Complex and Mission ship size limitations. Novice capsuleers will few skill points can use a [[Sunesis]]<br />
* Optionally, a [[Venture]] if you don't want to buy and haul the ores yourself<br />
<br />
==Agents==<br />
<br />
COSMOS Agents offer Missions that '''can be completed only once'''. Failing the Mission or letting it expire after 7 days will prevent you from doing it again.<br />
<br />
{{co|red||'''Do not talk to the COSMOS Agent'''}} unless you intend to complete their Mission within 7 days.<br />
<br />
COSMOS Agents will only give Missions to those who have enough Faction Standing.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" | Agent<br />
!colspan="1.00" | Level<br />
!colspan="1.00" | Type<br />
!colspan="1.00" | Faction Standing<br />
!colspan="1.00" | Faction<br />
!colspan="1.00" | System<br />
!colspan="1.00" | Location<br />
!colspan="1.00" | Additional Requirements<br />
<br />
|-<br />
|[[Jannegiers Estacan]]<br />
|1<br />
|Distribution<br />
|None<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|100x Fertilizer, ship with 250 m3 cargo hold<br />
<br />
|-<br />
|[[Pandon Ardillan]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|<br />
<br />
|-<br />
|[[Preaux Gallot]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|Completed [[Pandon Ardillan]]'s Missions<br />
<br />
|-<br />
|[[Ystvia Lamuette]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|Completed [[Preaux Gallot]]'s Missions<br />
<br />
|-<br />
|[[Ardoen Dasaner]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Jolia<br />
|Grand Future Information Center<br />
|<br />
<br />
|-<br />
|[[Nilla Elermare]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|Isone Flosin's Corpse from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Aminn Flosin]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration <br />
|Completed [[Nilla Elermare]]'s Missions<br />
<br />
|-<br />
|[[Onreun Coen]]<br />
|3<br />
|Security<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration<br />
|Serpentis Data Chip Decoder from [[Pourpas Aunten]] and Maqeri Camcen's DNA from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Astroo Opeau]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|<br />
<br />
|-<br />
|[[Schabs Xalot]]<br />
|3<br />
|Mining<br />
|4.00<br />
|Gallente Federation<br />
|Colelie<br />
|Survey Station<br />
|4700x Dense Veldspar, 2000x Omber<br />
<br />
|-<br />
|[[Sebast Mathon]]<br />
|2<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Deltole<br />
|Signature JTD-372: Yan Jung Ruins<br />
|Item: Threaded Waypoint Map, Yan Jung Micro Processor and Binary Transpositional Code<br />
<br />
|-<br />
|[[Croir Arghe]]<br />
|6<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|Ship with 1200 m3 cargo hold<br />
<br />
|-<br />
|[[Ampsin Achippon]]<br />
|4<br />
|Mining<br />
|6.00<br />
|Gallente Federation<br />
|Colelie<br />
|[[Contested Gallente Azure Canyon]]<br />
|Maschteri Markan's Insignia from Colelie VI - Moon 3<br />
<br />
|-<br />
|[[Jordan Usquen]]<br />
|4<br />
|Security<br />
|8.50<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Silver Tags<br />
<br />
|-<br />
|[[Babalu Wrezka]]<br />
|4<br />
|Security<br />
|9.20<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Gold Tags<br />
<br />
|-<br />
|[[Timmothy Sawyr]]<br />
|4<br />
|Security<br />
|9.90<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Diamond Tags<br />
<br />
|-<br />
|Damaged [[Drone Mind]]<br />
|1<br />
|Distribution<br />
|None<br />
|ORE<br />
|Parchanier<br />
|Signature HDT-750: Secret Drone Hive<br />
|1x Binary Transpositional Code from belt rats in constellation<br />
<br />
|-<br />
|[[Trex Ameisoure]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Angel Cartel<br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Aakeo Oshaima]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Colelie<br />
|Survey Station<br />
|<br />
<br />
|-<br />
|[[Veko Tallaja]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Fluekele<br />
|Central Administration <br />
|Complete [[Aakeo Oshaima]]'s Missions<br />
<br />
|-<br />
|[[Gara Kort]]<br />
|4<br />
|Security<br />
|6.00<br />
|Caldari State<br />
|Jolia<br />
|Grand Future Information Center<br />
|Complete [[Veko Tallaja]]'s Missions<br />
<br />
|-<br />
|[[Pattok Nortul]]<br />
|1<br />
|Distribution<br />
|None<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|<br />
<br />
|-<br />
|[[Iliere Angetyn]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|Complete [[Pattok Nortul]]'s Missions<br />
<br />
|-<br />
|[[Drusk Amakkit]]<br />
|3<br />
|Research<br />
|4.00<br />
|Thukker Tribe <br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Krester Rupptofs]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|-<br />
|[[Wrtuk Formur]]<br />
|4<br />
|Security<br />
|6.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|}<br />
<br />
==COSMOS D.E.D. Deadspace Sites==<br />
<br />
The COSMOS constellation is home to D.E.D. Deadspace Sites. They are present even if you aren't running a Mission.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | DED rating<br />
!colspan="1" | System<br />
!colspan="1" | Beacon<br />
<br />
|-<br />
|4/10<br />
|Alsottobier <br />
|[[Contested Gallentean Canyon of Rust]]<br />
<br />
|-<br />
|4/10<br />
|Colelie<br />
|[[Contested Gallente Azure Chasm]]<br />
<br />
|-<br />
|3/10<br />
|Fluekele <br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|4/10<br />
|Deltole<br />
|[[Contested Gallente Skeleton Comet]]<br />
<br />
|-<br />
|2/10<br />
|Fluekele <br />
|[[Pend Insurance Storage Bin]]<br />
<br />
|-<br />
|5/10<br />
|Deltole<br />
|[[Yan Jung Relic Site]]<br />
<br />
|}<br />
<br />
==COSMOS Cosmic Signatures==<br />
<br />
The COSMOS constellation is home to Cosmic Signatures.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | Signature<br />
!colspan="1" | System<br />
!colspan="1" | Name<br />
<br />
|-<br />
|VCQ-807<br />
|Jolia<br />
|[[Pourpas Aunten]]<br />
<br />
|-<br />
|HDT-750<br />
|Parchanier <br />
|[[Aether Drone Hive|Secret Drone Hive]]<br />
<br />
|-<br />
|SIX-972<br />
|Colelie<br />
|[[Temko Surveillance Outpost]]<br />
<br />
|-<br />
|DCF-606<br />
|Fluekele<br />
|[[The Serpentis Agent]]<br />
<br />
|-<br />
|JTD-372<br />
|Deltole<br />
|[[Yan Jung Ruins]]<br />
<br />
|}<br />
<br />
==Shopping list==<br />
<br />
This is a list of all items that can be acquired before starting the mission that requires that item. Many of these can also be found in contracts. Note that this list is incomplete.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1" | Item<br />
!colspan="1" | Source<br />
!colspan="1" | Notes<br />
<br />
|-<br />
|1x Jark Makon<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|<br />
<br />
|-<br />
|Soil <br />
|Municipal Junkyard in Deltole or on market<br />
|<br />
<br />
|-<br />
|5x Stolen Goods<br />
|[[Contested Gallente Skeleton Comet]]<br />
|<br />
<br />
|}<br />
<br />
=Null security Gallente COSMOS=<br />
The null security part of Gallente COSMOS is located in Assilot constellation in Cloud Ring. It is not only deep in nul security space but also in player owned part of null. As with other null security COSMOS constellations there is not much information available.<br />
<br />
==Agents==<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" style="background:#222222"| Agent<br />
!colspan="1.00" style="background:#222222"| Standing req<br />
!colspan="1.00" style="background:#222222"| Faction<br />
!colspan="1.00" style="background:#222222"| Location<br />
<br />
|-<br />
|[[Hakkuna Baille]]<br />
|6.00<br />
|ORE<br />
|4C-B7X<br />
<br />
|-<br />
|[[Mabvrion Atlete]]<br />
|none<br />
|Gallente Federation<br />
|6RCQ-V<br />
<br />
|-<br />
|[[Binnie Nigolier]]<br />
|none<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Grisier Challier]]<br />
|none<br />
|Gallente Federation<br />
|XG-D1L<br />
<br />
|-<br />
|[[Goligere]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Marvernois Ruemin]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Orain Purcour]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Dars Amene]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Valedt Midalle]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|}<br />
<br />
==COSMOS sites==<br />
<br />
No known COSMOS sites.<br />
<br />
=See also=<br />
* Eve Special Agent Toolkit. This spreadsheet lists almost all special agents including COSMOS agents. Also gives short info on what kind of mission they give: https://forums-archive.eveonline.com/default.aspx?g=posts&t=287701<br />
<br />
[[Category:COSMOS]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Gallente_COSMOS&diff=160725Gallente COSMOS2020-09-13T23:00:34Z<p>Max Tsero: /* COSMOS Cosmic Signatures */</p>
<hr />
<div>{{update|incomplete information}}<br />
'''Gallente COSMOS''' is a collection of PVE content located in the High Security Algintal constellation in Sinq Laison and in Null Security Assilot constellation in Cloud Ring. This includes COSMOS mission agents, COSMOS combat sites and unique rats on belts.<br />
<br />
=High Security Gallente COSMOS=<br />
<br />
COSMOS Agents are located in the Algintal constellation. They are close to the Dodixie Trade Hub.<br />
<br />
==Ship Suggestions==<br />
<br />
COSMOS Agents offer all types of Missions: Distribution, Mining and Security. <br />
<br />
You should bring:<br />
* A fast hauling ship with at least 1200 m3 Cargo Hold: a [[Magnate]] with Cargohold Optimization Rigs and Expanded Cargohold Modules or an Industrial ship<br />
* An [[Instant align]] ship for hauling low volume items through High Security and Low Security Systems<br />
* A [[Frigates#Assault Frigates|Assault Frigate]] or [[Destroyers#Tactical Destroyers|Tactical Destroyer]] due to Complex and Mission ship size limitations. Novice capsuleers will few skill points can use a [[Sunesis]]<br />
* Optionally, a [[Venture]] if you don't want to buy and haul the ores yourself<br />
<br />
==Agents==<br />
<br />
COSMOS Agents offer Missions that '''can be completed only once'''. Failing the Mission or letting it expire after 7 days will prevent you from doing it again.<br />
<br />
{{co|red||'''Do not talk to the COSMOS Agent'''}} unless you intend to complete their Mission within 7 days.<br />
<br />
COSMOS Agents will only give Missions to those who have enough Faction Standing.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" | Agent<br />
!colspan="1.00" | Level<br />
!colspan="1.00" | Type<br />
!colspan="1.00" | Faction Standing<br />
!colspan="1.00" | Faction<br />
!colspan="1.00" | System<br />
!colspan="1.00" | Location<br />
!colspan="1.00" | Additional Requirements<br />
<br />
|-<br />
|[[Jannegiers Estacan]]<br />
|1<br />
|Distribution<br />
|None<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|100x Fertilizer, ship with 250 m3 cargo hold<br />
<br />
|-<br />
|[[Pandon Ardillan]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|<br />
<br />
|-<br />
|[[Preaux Gallot]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|Completed [[Pandon Ardillan]]'s Missions<br />
<br />
|-<br />
|[[Ystvia Lamuette]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|Completed [[Preaux Gallot]]'s Missions<br />
<br />
|-<br />
|[[Ardoen Dasaner]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Jolia<br />
|Grand Future Information Center<br />
|<br />
<br />
|-<br />
|[[Nilla Elermare]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|Isone Flosin's Corpse from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Aminn Flosin]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration <br />
|Completed [[Nilla Elermare]]'s Missions<br />
<br />
|-<br />
|[[Onreun Coen]]<br />
|3<br />
|Security<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration<br />
|Serpentis Data Chip Decoder from [[Pourpas Aunten]] and Maqeri Camcen's DNA from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Astroo Opeau]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|<br />
<br />
|-<br />
|[[Schabs Xalot]]<br />
|3<br />
|Mining<br />
|4.00<br />
|Gallente Federation<br />
|Colelie<br />
|Survey Station<br />
|4700x Dense Veldspar, 2000x Omber<br />
<br />
|-<br />
|[[Sebast Mathon]]<br />
|2<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Deltole<br />
|Signature JTD-372: Yan Jung Ruins<br />
|Item: Threaded Waypoint Map, Yan Jung Micro Processor and Binary Transpositional Code<br />
<br />
|-<br />
|[[Croir Arghe]]<br />
|6<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|Ship with 1200 m3 cargo hold<br />
<br />
|-<br />
|[[Ampsin Achippon]]<br />
|4<br />
|Mining<br />
|6.00<br />
|Gallente Federation<br />
|Colelie<br />
|[[Contested Gallente Azure Canyon]]<br />
|Maschteri Markan's Insignia from Colelie VI - Moon 3<br />
<br />
|-<br />
|[[Jordan Usquen]]<br />
|4<br />
|Security<br />
|8.50<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Silver Tags<br />
<br />
|-<br />
|[[Babalu Wrezka]]<br />
|4<br />
|Security<br />
|9.20<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Gold Tags<br />
<br />
|-<br />
|[[Timmothy Sawyr]]<br />
|4<br />
|Security<br />
|9.90<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Diamond Tags<br />
<br />
|-<br />
|Damaged [[Drone Mind]]<br />
|1<br />
|Distribution<br />
|None<br />
|ORE<br />
|Parchanier<br />
|Signature HDT-750: Secret Drone Hive<br />
|1x Binary Transpositional Code from belt rats in constellation<br />
<br />
|-<br />
|[[Trex Ameisoure]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Angel Cartel<br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Aakeo Oshaima]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Colelie<br />
|Survey Station<br />
|<br />
<br />
|-<br />
|[[Veko Tallaja]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Fluekele<br />
|Central Administration <br />
|Complete [[Aakeo Oshaima]]'s Missions<br />
<br />
|-<br />
|[[Gara Kort]]<br />
|4<br />
|Security<br />
|6.00<br />
|Caldari State<br />
|Jolia<br />
|Grand Future Information Center<br />
|Complete [[Veko Tallaja]]'s Missions<br />
<br />
|-<br />
|[[Pattok Nortul]]<br />
|1<br />
|Distribution<br />
|None<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|<br />
<br />
|-<br />
|[[Iliere Angetyn]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|Complete [[Pattok Nortul]]'s Missions<br />
<br />
|-<br />
|[[Drusk Amakkit]]<br />
|3<br />
|Research<br />
|4.00<br />
|Thukker Tribe <br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Krester Rupptofs]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|-<br />
|[[Wrtuk Formur]]<br />
|4<br />
|Security<br />
|6.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|}<br />
<br />
==COSMOS D.E.D. Deadspace Sites==<br />
<br />
The COSMOS constellation is home to D.E.D. Deadspace Sites. They are present even if you aren't running a Mission.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | DED rating<br />
!colspan="1" | System<br />
!colspan="1" | Beacon<br />
<br />
|-<br />
|4/10<br />
|Alsottobier <br />
|[[Contested Gallentean Canyon of Rust]]<br />
<br />
|-<br />
|4/10<br />
|Colelie<br />
|[[Contested Gallente Azure Chasm]]<br />
<br />
|-<br />
|3/10<br />
|Fluekele <br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|4/10<br />
|Deltole<br />
|[[Contested Gallente Skeleton Comet]]<br />
<br />
|-<br />
|2/10<br />
|Fluekele <br />
|[[Pend Insurance Storage Bin]]<br />
<br />
|-<br />
|5/10<br />
|Deltole<br />
|[[Yan Jung Relic Site]]<br />
<br />
|}<br />
<br />
==COSMOS Cosmic Signatures==<br />
<br />
The COSMOS constellation is home to Cosmic Signatures.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | Signature<br />
!colspan="1" | System<br />
!colspan="1" | Name<br />
<br />
|-<br />
|VCQ-807<br />
|Jolia<br />
|[[Pourpas Aunten]]<br />
<br />
|-<br />
|HDT-750<br />
|Parchanier <br />
|[[Aether Drone Hive|Secret Drone Hive]]<br />
<br />
|-<br />
|SIX-972<br />
|Colelie<br />
|[[Temko Surveillance Outpost]]<br />
<br />
|-<br />
|DCF-606<br />
|Fluekele<br />
|[[The Serpentis Agent]]<br />
<br />
|-<br />
|JTD-372<br />
|Deltole<br />
|[[Yan Jung Ruins]]<br />
<br />
|}<br />
<br />
==Shopping list==<br />
<br />
This is a list of all items that can be acquired before starting the mission that requires that item. Many of these can also be found in contracts. Note that this list is incomplete.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1" style="background:#222222"| Item<br />
!colspan="1" style="background:#222222"| Source<br />
!colspan="1" style="background:#222222"| Notes<br />
<br />
|-<br />
|1x Jark Makon<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|<br />
<br />
|-<br />
|Soil <br />
|Municipal Junkyard in Deltole or on market<br />
|<br />
<br />
|-<br />
|5x Stolen Goods<br />
|[[Contested Gallente Skeleton Comet]]<br />
|<br />
<br />
|}<br />
<br />
=Null security Gallente COSMOS=<br />
The null security part of Gallente COSMOS is located in Assilot constellation in Cloud Ring. It is not only deep in nul security space but also in player owned part of null. As with other null security COSMOS constellations there is not much information available.<br />
<br />
==Agents==<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" style="background:#222222"| Agent<br />
!colspan="1.00" style="background:#222222"| Standing req<br />
!colspan="1.00" style="background:#222222"| Faction<br />
!colspan="1.00" style="background:#222222"| Location<br />
<br />
|-<br />
|[[Hakkuna Baille]]<br />
|6.00<br />
|ORE<br />
|4C-B7X<br />
<br />
|-<br />
|[[Mabvrion Atlete]]<br />
|none<br />
|Gallente Federation<br />
|6RCQ-V<br />
<br />
|-<br />
|[[Binnie Nigolier]]<br />
|none<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Grisier Challier]]<br />
|none<br />
|Gallente Federation<br />
|XG-D1L<br />
<br />
|-<br />
|[[Goligere]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Marvernois Ruemin]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Orain Purcour]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Dars Amene]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Valedt Midalle]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|}<br />
<br />
==COSMOS sites==<br />
<br />
No known COSMOS sites.<br />
<br />
=See also=<br />
* Eve Special Agent Toolkit. This spreadsheet lists almost all special agents including COSMOS agents. Also gives short info on what kind of mission they give: https://forums-archive.eveonline.com/default.aspx?g=posts&t=287701<br />
<br />
[[Category:COSMOS]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Gallente_COSMOS&diff=160724Gallente COSMOS2020-09-13T23:00:21Z<p>Max Tsero: /* COSMOS D.E.D. Deadspace Sites */</p>
<hr />
<div>{{update|incomplete information}}<br />
'''Gallente COSMOS''' is a collection of PVE content located in the High Security Algintal constellation in Sinq Laison and in Null Security Assilot constellation in Cloud Ring. This includes COSMOS mission agents, COSMOS combat sites and unique rats on belts.<br />
<br />
=High Security Gallente COSMOS=<br />
<br />
COSMOS Agents are located in the Algintal constellation. They are close to the Dodixie Trade Hub.<br />
<br />
==Ship Suggestions==<br />
<br />
COSMOS Agents offer all types of Missions: Distribution, Mining and Security. <br />
<br />
You should bring:<br />
* A fast hauling ship with at least 1200 m3 Cargo Hold: a [[Magnate]] with Cargohold Optimization Rigs and Expanded Cargohold Modules or an Industrial ship<br />
* An [[Instant align]] ship for hauling low volume items through High Security and Low Security Systems<br />
* A [[Frigates#Assault Frigates|Assault Frigate]] or [[Destroyers#Tactical Destroyers|Tactical Destroyer]] due to Complex and Mission ship size limitations. Novice capsuleers will few skill points can use a [[Sunesis]]<br />
* Optionally, a [[Venture]] if you don't want to buy and haul the ores yourself<br />
<br />
==Agents==<br />
<br />
COSMOS Agents offer Missions that '''can be completed only once'''. Failing the Mission or letting it expire after 7 days will prevent you from doing it again.<br />
<br />
{{co|red||'''Do not talk to the COSMOS Agent'''}} unless you intend to complete their Mission within 7 days.<br />
<br />
COSMOS Agents will only give Missions to those who have enough Faction Standing.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" | Agent<br />
!colspan="1.00" | Level<br />
!colspan="1.00" | Type<br />
!colspan="1.00" | Faction Standing<br />
!colspan="1.00" | Faction<br />
!colspan="1.00" | System<br />
!colspan="1.00" | Location<br />
!colspan="1.00" | Additional Requirements<br />
<br />
|-<br />
|[[Jannegiers Estacan]]<br />
|1<br />
|Distribution<br />
|None<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|100x Fertilizer, ship with 250 m3 cargo hold<br />
<br />
|-<br />
|[[Pandon Ardillan]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|<br />
<br />
|-<br />
|[[Preaux Gallot]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|Completed [[Pandon Ardillan]]'s Missions<br />
<br />
|-<br />
|[[Ystvia Lamuette]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|Completed [[Preaux Gallot]]'s Missions<br />
<br />
|-<br />
|[[Ardoen Dasaner]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Jolia<br />
|Grand Future Information Center<br />
|<br />
<br />
|-<br />
|[[Nilla Elermare]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|Isone Flosin's Corpse from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Aminn Flosin]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration <br />
|Completed [[Nilla Elermare]]'s Missions<br />
<br />
|-<br />
|[[Onreun Coen]]<br />
|3<br />
|Security<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration<br />
|Serpentis Data Chip Decoder from [[Pourpas Aunten]] and Maqeri Camcen's DNA from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Astroo Opeau]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|<br />
<br />
|-<br />
|[[Schabs Xalot]]<br />
|3<br />
|Mining<br />
|4.00<br />
|Gallente Federation<br />
|Colelie<br />
|Survey Station<br />
|4700x Dense Veldspar, 2000x Omber<br />
<br />
|-<br />
|[[Sebast Mathon]]<br />
|2<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Deltole<br />
|Signature JTD-372: Yan Jung Ruins<br />
|Item: Threaded Waypoint Map, Yan Jung Micro Processor and Binary Transpositional Code<br />
<br />
|-<br />
|[[Croir Arghe]]<br />
|6<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|Ship with 1200 m3 cargo hold<br />
<br />
|-<br />
|[[Ampsin Achippon]]<br />
|4<br />
|Mining<br />
|6.00<br />
|Gallente Federation<br />
|Colelie<br />
|[[Contested Gallente Azure Canyon]]<br />
|Maschteri Markan's Insignia from Colelie VI - Moon 3<br />
<br />
|-<br />
|[[Jordan Usquen]]<br />
|4<br />
|Security<br />
|8.50<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Silver Tags<br />
<br />
|-<br />
|[[Babalu Wrezka]]<br />
|4<br />
|Security<br />
|9.20<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Gold Tags<br />
<br />
|-<br />
|[[Timmothy Sawyr]]<br />
|4<br />
|Security<br />
|9.90<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Diamond Tags<br />
<br />
|-<br />
|Damaged [[Drone Mind]]<br />
|1<br />
|Distribution<br />
|None<br />
|ORE<br />
|Parchanier<br />
|Signature HDT-750: Secret Drone Hive<br />
|1x Binary Transpositional Code from belt rats in constellation<br />
<br />
|-<br />
|[[Trex Ameisoure]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Angel Cartel<br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Aakeo Oshaima]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Colelie<br />
|Survey Station<br />
|<br />
<br />
|-<br />
|[[Veko Tallaja]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Fluekele<br />
|Central Administration <br />
|Complete [[Aakeo Oshaima]]'s Missions<br />
<br />
|-<br />
|[[Gara Kort]]<br />
|4<br />
|Security<br />
|6.00<br />
|Caldari State<br />
|Jolia<br />
|Grand Future Information Center<br />
|Complete [[Veko Tallaja]]'s Missions<br />
<br />
|-<br />
|[[Pattok Nortul]]<br />
|1<br />
|Distribution<br />
|None<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|<br />
<br />
|-<br />
|[[Iliere Angetyn]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|Complete [[Pattok Nortul]]'s Missions<br />
<br />
|-<br />
|[[Drusk Amakkit]]<br />
|3<br />
|Research<br />
|4.00<br />
|Thukker Tribe <br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Krester Rupptofs]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|-<br />
|[[Wrtuk Formur]]<br />
|4<br />
|Security<br />
|6.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|}<br />
<br />
==COSMOS D.E.D. Deadspace Sites==<br />
<br />
The COSMOS constellation is home to D.E.D. Deadspace Sites. They are present even if you aren't running a Mission.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" | DED rating<br />
!colspan="1" | System<br />
!colspan="1" | Beacon<br />
<br />
|-<br />
|4/10<br />
|Alsottobier <br />
|[[Contested Gallentean Canyon of Rust]]<br />
<br />
|-<br />
|4/10<br />
|Colelie<br />
|[[Contested Gallente Azure Chasm]]<br />
<br />
|-<br />
|3/10<br />
|Fluekele <br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|4/10<br />
|Deltole<br />
|[[Contested Gallente Skeleton Comet]]<br />
<br />
|-<br />
|2/10<br />
|Fluekele <br />
|[[Pend Insurance Storage Bin]]<br />
<br />
|-<br />
|5/10<br />
|Deltole<br />
|[[Yan Jung Relic Site]]<br />
<br />
|}<br />
<br />
==COSMOS Cosmic Signatures==<br />
<br />
The COSMOS constellation is home to Cosmic Signatures.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" style="background:#222222"| Signature<br />
!colspan="1" style="background:#222222"| System<br />
!colspan="1" style="background:#222222"| Name<br />
<br />
|-<br />
|VCQ-807<br />
|Jolia<br />
|[[Pourpas Aunten]]<br />
<br />
|-<br />
|HDT-750<br />
|Parchanier <br />
|[[Aether Drone Hive|Secret Drone Hive]]<br />
<br />
|-<br />
|SIX-972<br />
|Colelie<br />
|[[Temko Surveillance Outpost]]<br />
<br />
|-<br />
|DCF-606<br />
|Fluekele<br />
|[[The Serpentis Agent]]<br />
<br />
|-<br />
|JTD-372<br />
|Deltole<br />
|[[Yan Jung Ruins]]<br />
<br />
|}<br />
<br />
==Shopping list==<br />
<br />
This is a list of all items that can be acquired before starting the mission that requires that item. Many of these can also be found in contracts. Note that this list is incomplete.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1" style="background:#222222"| Item<br />
!colspan="1" style="background:#222222"| Source<br />
!colspan="1" style="background:#222222"| Notes<br />
<br />
|-<br />
|1x Jark Makon<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|<br />
<br />
|-<br />
|Soil <br />
|Municipal Junkyard in Deltole or on market<br />
|<br />
<br />
|-<br />
|5x Stolen Goods<br />
|[[Contested Gallente Skeleton Comet]]<br />
|<br />
<br />
|}<br />
<br />
=Null security Gallente COSMOS=<br />
The null security part of Gallente COSMOS is located in Assilot constellation in Cloud Ring. It is not only deep in nul security space but also in player owned part of null. As with other null security COSMOS constellations there is not much information available.<br />
<br />
==Agents==<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" style="background:#222222"| Agent<br />
!colspan="1.00" style="background:#222222"| Standing req<br />
!colspan="1.00" style="background:#222222"| Faction<br />
!colspan="1.00" style="background:#222222"| Location<br />
<br />
|-<br />
|[[Hakkuna Baille]]<br />
|6.00<br />
|ORE<br />
|4C-B7X<br />
<br />
|-<br />
|[[Mabvrion Atlete]]<br />
|none<br />
|Gallente Federation<br />
|6RCQ-V<br />
<br />
|-<br />
|[[Binnie Nigolier]]<br />
|none<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Grisier Challier]]<br />
|none<br />
|Gallente Federation<br />
|XG-D1L<br />
<br />
|-<br />
|[[Goligere]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Marvernois Ruemin]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Orain Purcour]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Dars Amene]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Valedt Midalle]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|}<br />
<br />
==COSMOS sites==<br />
<br />
No known COSMOS sites.<br />
<br />
=See also=<br />
* Eve Special Agent Toolkit. This spreadsheet lists almost all special agents including COSMOS agents. Also gives short info on what kind of mission they give: https://forums-archive.eveonline.com/default.aspx?g=posts&t=287701<br />
<br />
[[Category:COSMOS]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Gallente_COSMOS&diff=160722Gallente COSMOS2020-09-13T22:57:49Z<p>Max Tsero: /* Agents */</p>
<hr />
<div>{{update|incomplete information}}<br />
'''Gallente COSMOS''' is a collection of PVE content located in the High Security Algintal constellation in Sinq Laison and in Null Security Assilot constellation in Cloud Ring. This includes COSMOS mission agents, COSMOS combat sites and unique rats on belts.<br />
<br />
=High Security Gallente COSMOS=<br />
<br />
COSMOS Agents are located in the Algintal constellation. They are close to the Dodixie Trade Hub.<br />
<br />
==Ship Suggestions==<br />
<br />
COSMOS Agents offer all types of Missions: Distribution, Mining and Security. <br />
<br />
You should bring:<br />
* A fast hauling ship with at least 1200 m3 Cargo Hold: a [[Magnate]] with Cargohold Optimization Rigs and Expanded Cargohold Modules or an Industrial ship<br />
* An [[Instant align]] ship for hauling low volume items through High Security and Low Security Systems<br />
* A [[Frigates#Assault Frigates|Assault Frigate]] or [[Destroyers#Tactical Destroyers|Tactical Destroyer]] due to Complex and Mission ship size limitations. Novice capsuleers will few skill points can use a [[Sunesis]]<br />
* Optionally, a [[Venture]] if you don't want to buy and haul the ores yourself<br />
<br />
==Agents==<br />
<br />
COSMOS Agents offer Missions that '''can be completed only once'''. Failing the Mission or letting it expire after 7 days will prevent you from doing it again.<br />
<br />
{{co|red||'''Do not talk to the COSMOS Agent'''}} unless you intend to complete their Mission within 7 days.<br />
<br />
COSMOS Agents will only give Missions to those who have enough Faction Standing.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" | Agent<br />
!colspan="1.00" | Level<br />
!colspan="1.00" | Type<br />
!colspan="1.00" | Faction Standing<br />
!colspan="1.00" | Faction<br />
!colspan="1.00" | System<br />
!colspan="1.00" | Location<br />
!colspan="1.00" | Additional Requirements<br />
<br />
|-<br />
|[[Jannegiers Estacan]]<br />
|1<br />
|Distribution<br />
|None<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|100x Fertilizer, ship with 250 m3 cargo hold<br />
<br />
|-<br />
|[[Pandon Ardillan]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|<br />
<br />
|-<br />
|[[Preaux Gallot]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Audaerne<br />
|Natura Seminary<br />
|Completed [[Pandon Ardillan]]'s Missions<br />
<br />
|-<br />
|[[Ystvia Lamuette]]<br />
|2<br />
|Security<br />
|2.00<br />
|Gallente Federation<br />
|Barmalie<br />
|The Ebony Tower<br />
|Completed [[Preaux Gallot]]'s Missions<br />
<br />
|-<br />
|[[Ardoen Dasaner]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Gallente Federation<br />
|Jolia<br />
|Grand Future Information Center<br />
|<br />
<br />
|-<br />
|[[Nilla Elermare]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|Isone Flosin's Corpse from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Aminn Flosin]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration <br />
|Completed [[Nilla Elermare]]'s Missions<br />
<br />
|-<br />
|[[Onreun Coen]]<br />
|3<br />
|Security<br />
|4.00<br />
|Gallente Federation<br />
|Fluekele<br />
|Central Administration<br />
|Serpentis Data Chip Decoder from [[Pourpas Aunten]] and Maqeri Camcen's DNA from [[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|[[Astroo Opeau]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|<br />
<br />
|-<br />
|[[Schabs Xalot]]<br />
|3<br />
|Mining<br />
|4.00<br />
|Gallente Federation<br />
|Colelie<br />
|Survey Station<br />
|4700x Dense Veldspar, 2000x Omber<br />
<br />
|-<br />
|[[Sebast Mathon]]<br />
|2<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Deltole<br />
|Signature JTD-372: Yan Jung Ruins<br />
|Item: Threaded Waypoint Map, Yan Jung Micro Processor and Binary Transpositional Code<br />
<br />
|-<br />
|[[Croir Arghe]]<br />
|6<br />
|Distribution<br />
|6.00<br />
|Gallente Federation<br />
|Alsottobier<br />
|Arid Park<br />
|Ship with 1200 m3 cargo hold<br />
<br />
|-<br />
|[[Ampsin Achippon]]<br />
|4<br />
|Mining<br />
|6.00<br />
|Gallente Federation<br />
|Colelie<br />
|[[Contested Gallente Azure Canyon]]<br />
|Maschteri Markan's Insignia from Colelie VI - Moon 3<br />
<br />
|-<br />
|[[Jordan Usquen]]<br />
|4<br />
|Security<br />
|8.50<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Silver Tags<br />
<br />
|-<br />
|[[Babalu Wrezka]]<br />
|4<br />
|Security<br />
|9.20<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Gold Tags<br />
<br />
|-<br />
|[[Timmothy Sawyr]]<br />
|4<br />
|Security<br />
|9.90<br />
|Gallente Federation<br />
|Jolia<br />
|Stargate: Augnais<br />
|30x Serpentis Diamond Tags<br />
<br />
|-<br />
|Damaged [[Drone Mind]]<br />
|1<br />
|Distribution<br />
|None<br />
|ORE<br />
|Parchanier<br />
|Signature HDT-750: Secret Drone Hive<br />
|1x Binary Transpositional Code from belt rats in constellation<br />
<br />
|-<br />
|[[Trex Ameisoure]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Angel Cartel<br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Aakeo Oshaima]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Colelie<br />
|Survey Station<br />
|<br />
<br />
|-<br />
|[[Veko Tallaja]]<br />
|2<br />
|Security<br />
|2.00<br />
|Caldari State<br />
|Fluekele<br />
|Central Administration <br />
|Complete [[Aakeo Oshaima]]'s Missions<br />
<br />
|-<br />
|[[Gara Kort]]<br />
|4<br />
|Security<br />
|6.00<br />
|Caldari State<br />
|Jolia<br />
|Grand Future Information Center<br />
|Complete [[Veko Tallaja]]'s Missions<br />
<br />
|-<br />
|[[Pattok Nortul]]<br />
|1<br />
|Distribution<br />
|None<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|<br />
<br />
|-<br />
|[[Iliere Angetyn]]<br />
|2<br />
|Distribution<br />
|2.00<br />
|Thukker Tribe <br />
|Augnais<br />
|Nickel & Dime Store<br />
|Complete [[Pattok Nortul]]'s Missions<br />
<br />
|-<br />
|[[Drusk Amakkit]]<br />
|3<br />
|Research<br />
|4.00<br />
|Thukker Tribe <br />
|Parchanier<br />
|Latent Transmitter <br />
|<br />
<br />
|-<br />
|[[Krester Rupptofs]]<br />
|3<br />
|Distribution<br />
|4.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|-<br />
|[[Wrtuk Formur]]<br />
|4<br />
|Security<br />
|6.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
<br />
|-<br />
|[[Ovon Flac]]<br />
|4<br />
|Security<br />
|6.00<br />
|Thukker Tribe <br />
|Deltole<br />
|Municipal Junkyard<br />
|<br />
|}<br />
<br />
==COSMOS D.E.D. Deadspace Sites==<br />
<br />
The COSMOS constellation is home to D.E.D. Deadspace Sites. They are present even if you aren't running a Mission.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" style="background:#222222"| DED rating<br />
!colspan="1" style="background:#222222"| System<br />
!colspan="1" style="background:#222222"| Beacon<br />
<br />
|-<br />
|4/10<br />
|Alsottobier <br />
|[[Contested Gallentean Canyon of Rust]]<br />
<br />
|-<br />
|4/10<br />
|Colelie<br />
|[[Contested Gallente Azure Chasm]]<br />
<br />
|-<br />
|3/10<br />
|Fluekele <br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
<br />
|-<br />
|4/10<br />
|Deltole<br />
|[[Contested Gallente Skeleton Comet]]<br />
<br />
|-<br />
|2/10<br />
|Fluekele <br />
|[[Pend Insurance Storage Bin]]<br />
<br />
|-<br />
|5/10<br />
|Deltole<br />
|[[Yan Jung Relic Site]]<br />
<br />
|}<br />
<br />
==COSMOS Cosmic Signatures==<br />
<br />
The COSMOS constellation is home to Cosmic Signatures.<br />
<br />
{|class="wikitable apps sortable" style=text-align:center<br />
!colspan="1" style="background:#222222"| Signature<br />
!colspan="1" style="background:#222222"| System<br />
!colspan="1" style="background:#222222"| Name<br />
<br />
|-<br />
|VCQ-807<br />
|Jolia<br />
|[[Pourpas Aunten]]<br />
<br />
|-<br />
|HDT-750<br />
|Parchanier <br />
|[[Aether Drone Hive|Secret Drone Hive]]<br />
<br />
|-<br />
|SIX-972<br />
|Colelie<br />
|[[Temko Surveillance Outpost]]<br />
<br />
|-<br />
|DCF-606<br />
|Fluekele<br />
|[[The Serpentis Agent]]<br />
<br />
|-<br />
|JTD-372<br />
|Deltole<br />
|[[Yan Jung Ruins]]<br />
<br />
|}<br />
<br />
==Shopping list==<br />
<br />
This is a list of all items that can be acquired before starting the mission that requires that item. Many of these can also be found in contracts. Note that this list is incomplete.<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1" style="background:#222222"| Item<br />
!colspan="1" style="background:#222222"| Source<br />
!colspan="1" style="background:#222222"| Notes<br />
<br />
|-<br />
|1x Jark Makon<br />
|[[Contested Gallente Roden Shipyard's Outpost]]<br />
|<br />
<br />
|-<br />
|Soil <br />
|Municipal Junkyard in Deltole or on market<br />
|<br />
<br />
|-<br />
|5x Stolen Goods<br />
|[[Contested Gallente Skeleton Comet]]<br />
|<br />
<br />
|}<br />
<br />
=Null security Gallente COSMOS=<br />
The null security part of Gallente COSMOS is located in Assilot constellation in Cloud Ring. It is not only deep in nul security space but also in player owned part of null. As with other null security COSMOS constellations there is not much information available.<br />
<br />
==Agents==<br />
<br />
{|class="wikitable apps sortable"<br />
!colspan="1.00" style="background:#222222"| Agent<br />
!colspan="1.00" style="background:#222222"| Standing req<br />
!colspan="1.00" style="background:#222222"| Faction<br />
!colspan="1.00" style="background:#222222"| Location<br />
<br />
|-<br />
|[[Hakkuna Baille]]<br />
|6.00<br />
|ORE<br />
|4C-B7X<br />
<br />
|-<br />
|[[Mabvrion Atlete]]<br />
|none<br />
|Gallente Federation<br />
|6RCQ-V<br />
<br />
|-<br />
|[[Binnie Nigolier]]<br />
|none<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Grisier Challier]]<br />
|none<br />
|Gallente Federation<br />
|XG-D1L<br />
<br />
|-<br />
|[[Goligere]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Marvernois Ruemin]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Orain Purcour]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Dars Amene]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|-<br />
|[[Valedt Midalle]]<br />
|6.00<br />
|Gallente Federation<br />
|PPG-XC<br />
<br />
|}<br />
<br />
==COSMOS sites==<br />
<br />
No known COSMOS sites.<br />
<br />
=See also=<br />
* Eve Special Agent Toolkit. This spreadsheet lists almost all special agents including COSMOS agents. Also gives short info on what kind of mission they give: https://forums-archive.eveonline.com/default.aspx?g=posts&t=287701<br />
<br />
[[Category:COSMOS]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Invasions&diff=160248Invasions2020-08-26T13:42:59Z<p>Max Tsero: Redirected page to Triglavian Invasion (Chapter 3)</p>
<hr />
<div>#REDIRECT [[Triglavian_Invasion_(Chapter_3)]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Wartime_Operations_in_EVE_University&diff=160201Wartime Operations in EVE University2020-08-25T10:38:14Z<p>Max Tsero: </p>
<hr />
<div>{{eunispecific}}<br />
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Wars are a valid game mechanic in EVE Online and a significant feature of the game, which we encourage our members to get used to.<br />
<br />
EVE University carries on as normal during war time. You can still get involved in either Player versus Player (PVP) or Player versus Environment (PVE) gameplay. Even if you do not have much experience in the game you can still find content, so don't panic about EVE University being at war. You will just need to ensure you take additional precautions with some activities.<br />
<br />
== How war works ==<br />
<br />
Wars in EVE Online work differently than in real life, or in most other games. EVE Online is at its most basic level a PVP game. Anyone can shoot anyone, and it is only the consequences that vary. Generally the consequences are as follows:<br />
<br />
* In [[High Security Space|high security space]], taking aggressive action against any pilot who is not a legal target (e.g. a [[suspect]] or a [[criminal]]) will result in either [[CONCORD]] or sentry guns destroying the aggressor's ship. The [[CONCORD_Details#CONCORD_Response_Times|CONCORD response times]] vary but the consequence is always destruction, as well as a drop in the aggressor's '[[security status]]'. This may still be a consequence worth taking in some circumstances, for example if the contents of the defender's ship are more valuable than the total cost of the aggressor's ship. Therefore even high security space is never completely 'safe'.<br />
<br />
* In [[LowSec|low security space]] CONCORD does not patrol. However, low security systems still have sentry guns which will shoot anyone who takes aggressive action against a pilot who is not a legal target within their range. If sentry guns are not present or out of range, anyone may take aggressive action in low security space with the only consequence being a loss of security status to the aggressor.<br />
<br />
* In [[NullSec|null security space]] and [[wormholes]] there is no CONCORD response and there are no sentry guns. There is also no drop in security status from taking aggressive action. Therefore there are minimal consequences to the aggressor of destroying a pilot's ship.<br />
<br />
Being at war alters these consequences, in that it acts as a 'bribe' to CONCORD not to respond. This means that a pilot can take aggressive action against a pilot his corporation is at war with without the aggressing pilot's ship being destroyed by CONCORD, even if the defending pilot is in high security space.<br />
<br />
If a corporation is part of an [[alliance]], then all wars are declared either on or by the alliance. An individual corporation in an alliance cannot declare war separately from other corporations in the alliance, nor can it individually be the target of a war declaration. Because this article specifically addresses war as it applies to EVE University, it will refer to "corporations" being at war, but if that corporation is in an alliance it should be understood that the entire alliance must also be at war.<br />
<br />
War is declared unilaterally and can be done without the target corporations's agreement. The aggressing corporation pays [[ISK]] to CONCORD to declare war. War declarations have a base duration of seven days, but can be renewed by the aggressing corporation making another payment, which can be done automatically. Aggressing corporations do not directly gain ISK from being at war, but they may take any [[loot]] that drops from any ships they destroy to mitigate the cost of declaring war. Thus, war declarations are rarely motivated by ISK or profit.<br />
<br />
Other corporations can opt to join in the war on the side of the defending corporation. This enables them to fight the aggressing corporation under the same conditions as a war declaration. The war can be ended either when the seven day timer expires and the war is not renewed by the aggressing corporation, or by either corporation sending a formal "surrender offer" of ISK and the other corporation accepting.<br />
<br />
== Why EVE University is at war ==<br />
<br />
EVE University is almost always at war, because we have a lot of members. Wars against EVE University generally fall into one of the following categories:<br />
<br />
# Corporations who declare war on various different large corporations, so that they have a lot of targets to shoot at in high security space. These wars are not declared for any personal or diplomatic reasons, and for this reason it is difficult for our [[Diplomacy Department|diplomats]] to prevent or stop this type of war. This is the most common by far.<br />
# Corporations who declare a pre-arranged war on EVE University for fun and educational purposes for both sides. This does not happen often, but we have had pre-arranged wars with other corporations in the past, and may do so again. These are arranged through the diplomats, who will also set out the basic terms that have been agreed. This may be, for example "No [[podding]]", or "No attacking [[structures]]".<br />
# Corporations who feel they have been wronged in some way by EVE University, or who are employed by those who do (mercenaries). These are rare, because EVE University strives to be neutral and has [[rules]] which should normally prevent diplomatic issues. But it does happen sometimes, and when it does our diplomats will do their utmost to resolve the situation and prevent the war from continuing. Sometimes wars are declared for roleplaying purposes.<br />
<br />
==How can you tell if EVE University is at war?==<br />
[[Image:checkwar2.png|thumb|right|Click to enlarge]]<br />
To check whether EVE University is currently at war, search for Ivy League (the Alliance EVE University belongs to) under the People and Places tab in game. Then right click on Ivy League and select “Show info”. This will bring up a profile of information on Ivy League as below. Select the “War history” tab and look at the top of the list for any active or pending wars. An example is to the right.<br />
<br />
Since the current war mechanics were introduced in April of 2012, EVE University has been almost constantly at war, so even if we do not have any current or pending wars when you check, please be aware that this may not last very long.<br />
<br />
== How to adapt to being at war ==<br />
<br />
It can be quite intimidating to join a corporation which is at war, especially if you do not have much experience in game or with combat. It doesn't have to be a problem, there are some basic things you can do and some skills you can develop which can help you survive and travel in relative safety.<br />
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The golden rule in EVE Online is: '''{{co|green|"Don't fly anything you can't afford to lose"}}'''. This also means never put all your possessions in one ship, and don't fit expensive modules unless you can easily afford to replace them.<br />
<br />
=== Preparing for war ===<br />
<br />
It is important firstly that you know how to identify war targets. We would recommend reading our short page on [[Identifying War Targets in Local]] which will help you set up your screen in a way that you can instantly see if there are any war targets in the system with you.<br />
<br />
Systems which have a lot of pilots in will normally have a lot of war targets, both because there are a higher number of people in general and also because there are more targets for them to aggress. This means that [[Trade Hubs|trade hubs]] (especially Jita, Amarr, Dodixie and Rens) can be very dangerous and we recommend avoiding them at all times on your EVE University character. To enable you to have easy access to the market you may want to consider making another character on the same account to fly an industrial ship and haul things for you. If you leave that character in an NPC corp they will not be at war (though they will not be guaranteed to be safe, as mentioned above) so it will be safer to visit a trade hub. We have a page on [[Creating an Alt Hauler]] which will explain the process and the basic skills needed. Alternatively if you are based in the [[HSC|high sec]], [[LSC|low sec]], [[NSC|null sec]] or [[Solitude]] campuses you can make use of your campus' freighter service to move things from a trade hub for you for free. See the campus wiki pages for more information.<br />
<br />
=== Choosing what to fly ===<br />
<br />
EVE University has no restrictions on what ships members are allowed to fly while we are at war. But there are a few ships which are particularly vulnerable to attack. For example:<br />
<br />
* Mining ships are often targeted as they are usually unable to defend themselves. It is advisable to fit any mining ships with some [[tank]] and if possible to mine where there are other people around to look out for you, such as in our [[Amarr Mining Campus]].<br />
* Hauling ships are also targeted often by war targets, and as hauling is normally a solo activity which often involved visiting trade hubs, it is advisable not to haul on any character which is a member of EVE University. As above, consider creating an alt to haul for you, or using our campus hauling service.<br />
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When deciding what ship to fly, consider what you will be doing. If you will be traveling it is sensible to fly a fast ship, like a [[Fast_Frigate#Fast_Frigates|fast frigate]], or alternatively a cheap ship like a [[shuttle]] or [[corvette]]. This gives you the best chance to avoid being targeted, and reduces your ISK lost if you do lose your ship. It is advisable not to travel in a [[capsule]], because they are too easy to kill and also would mean you lose any [[implants]] you are using.<br />
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Ensure that you fit your ship sensibly. Remember that fitting for PVP combat is very different from fitting for PVE combat such as missions. Even a good mission ship is unlikely to survive a fight with a determined player.<br />
<br />
=== Skills to pick up ===<br />
<br />
There are various real life skills which will assist you in surviving at war time. You do not need to be an expert by any means, but getting in some practice of the following will help:<br />
<br />
* There is a useful tool called the [[Directional Scanner]] (often referred to as D-Scan) which will enable you to scan the system for other pilots and objects. Every ship you fly has access to D-scan, and learning how to make use of it will greatly assist. We have a [[Directional Scanner Guide]] which will explain the basics of using it. Once you have worked it out try and get into the habit of refreshing D-scan regularly to check what is going on in the system. This will give you some advanced warning - for example, if you see [[combat probes]] on D-scan while you are mining or exploring, someone may be trying to hunt you down and warp to you, so you know you should get out of there.<br />
* Having good [[bookmarks]] will make it much easier for you to travel around, so practice doing this and make sure you have your own tactical bookmarks for any stations and systems you use often, as well as some "safe spots" in case of emergency. EVE University does have some corporation bookmarks which you can use if you need to, but these are often common knowledge and so will not be as safe as bookmarks you have made yourself. Again try to get into the habit of making and using bookmarks often.<br />
* The EVE University overview has a Podsaver tab and its important that you know how to use it. The idea is that if your ship is about to be destroyed you can switch to this overview tab and use it to save your pod by warping to a planet and bouncing between celestials until it is safe for you to dock up. We have a guide on [[How to save your Pod]] which covers the Podsaver tab in detail. Practice using it so that you know how it works if you need it.<br />
* Read up on how [[timers]] work so that you can use them to your advantage. For example, you have a 30 second window of invulnerability when you undock from a station. Therefore if you undock and find there is a war target outside the station, simply stop your ship immediately by pressing CTRL and Spacebar, then dock up again in the station. You also have 60 seconds of invisibility when you jump through a gate, provided you don't move (known as a gate cloak). You can use this time to check local and D-scan for any threats in the system before proceeding.<br />
* Avoid using the [[Autopilot]] feature. This is fine for route-planning, but you should not rely on it to fly your ship. A ship flying with autopilot will land 15km away from the stargate and then slowly approach it. This means it takes longer to travel using autopilot and also it is obvious to other players watching the ship that you are not flying the ship and therefore that you may be away from your computer. This makes you a more inviting target, as it is less likely that you will fight back.<br />
<br />
== How to be useful in combat ==<br />
<br />
War is not just about avoiding combat at all costs; it gives plenty of opportunity for combat. The type of combat will depend very much on the corporation we are at war with, but they are not invulnerable if the right tactics are used.<br />
<br />
You can be useful in PVP combat even with minimal skills. If you are a new player then you can fill a role as a [[tackler]] or in [[EWAR|electronic warfare (EWAR)]] with very little training. You can even obtain the hull and modules you need to fly a tackle or EWAR frigate from our [[hangars]]. If you do not have the [[Freshman]] title yet, ask someone in your campus chat channel to get something out of the hangars for you. Many campuses also have these frigates available on contract for ease of use.<br />
<br />
You can find fittings for ships in various places, for example [[Fleet-Up|Fleet up]] and the [[Template:ShipsMatrix|EVE University wiki]]. Its worth reading up on EVE University's [[Ship Replacement Program]] while you are fitting your ship, so that if you lose it you can claim reimbursement for it.<br />
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Before you go on a fleet, make sure you read the [[Rookies guide to fleet ops|Rookie's Guide to Fleet Ops]] to familiarise yourself with the basics. Remember EVE University is a corporation aimed at new players, and noone will expect you to have a good knowledge of the game in your first few fleets. There will normally be many other pilots on their first fleet also.<br />
<br />
== Communications while we are at war ==<br />
<br />
Although EVE University's private channels are password protected, this password is readily available to all current and former members. So these channels should not be considered 'secure' even if you need a password to join. You may rarely even see war targets or their alts in the channels. If you notice someone behaving inappropriately in any of our channels, contact one of the [[EVE University Chat Channels|channel moderators]]. Never give out the channel passwords to anyone. Refer them to either the Corp Bulletins or [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 this forum post] (if they cannot view either, they should not have the password).<br />
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We have a special chat channel for sharing intel on movements of war targets, called Intel (EVE Uni). The message of the day in that channel explains how to use the channel, so make sure you read it thoroughly before posting. <br />
<br />
You should assume that any information sent to [[EVE University Mailing Lists|mailing lists]] or posted on our forum is in the hands of our war targets. For this reason you should be careful not to mention the current location of any EVE University fleets in these, or anywhere aside from in the Fleet chat channel or the Fleet mumble. Pilots should also avoid joining mumble channels of active fleets unless they are on the fleet in question, to reduce the risk of information about the fleet leaking to our war targets.<br />
<br />
Always remember, wherever the conversation is taking place, that it is part of our [[rules]] that EVE University members must treat all players with respect, and this includes war targets and their alts. Keep any conversation respectful, and do not attempt to engage in diplomacy - this is what we have diplomats for.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=EVE_University_Medals&diff=160197EVE University Medals2020-08-24T15:26:13Z<p>Max Tsero: </p>
<hr />
<div>{{eunispecific}}<br />
EVE University relies on members, staff and management to provide a supportive learning environment for its members and the wider community. When a member goes above and beyond in this, we recognise them by awarding a medal in-game. The medals members can earn are listed below.<br />
<br />
There are also a series of forum ribbons which match the EVE University medals. If you want to show them, go to your "user control panel" on the forum, select "Profile" and then "Edit signature". There you can paste in the image address of each ribbon. Feel free to add a mouseover text as well. Medals that have been awarded multiple times show a bronze star for each additional award and a silver star for 5 additional awards. Feel free to use this [http://util.eveuniversity.org/sigtools/ribbons.php forum ribbon tool] by Vyddek Konyetz and Turhan Bey to have it build your signature code. In the event of any issues, just replace the specific ribbon with the correct image above, and manually add the mouseover.<br />
<br />
=Medals Earned by Any Member=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | EVE University Graduate<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIGradMedal.PNG]] || This medal is presented to those who have demonstrated detailed understanding of the nuances and mechanics of capsule piloting. It denotes that the holder has spent a term of not less than three months within Eve University and is able to embark competently on their own adventures in New Eden, as well as signifying they have demonstrated a commitment to their fellow pilots. Its inscription reads: Per Eruditio, Vis - 'Through Knowledge, Power' || width="20%" rowspan=2 | Awarded 1,664 times || width="20%" rowspan=2 | [[File:Graduate.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded to all members who successfully apply for the}} [[Titles_within_EVE_University|Graduate progression title]]</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Content Creator<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:ContentCreator.png]] || This medal is presented to members of EVE University who have consistently provided content for other members. With this medal we recognise their efforts in making EVE University a better place for members. || width="20%" rowspan=2 | Awarded 21 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded to members who consistently provide content for others, not limited to any particular game style. It can be awarded by any Director, and any Manager or Assistant Manager is able to nominate a member for this award}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | EVE University Donor<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:EveUniversityDonorMedal.png]] || This medal is awarded in recognition of those individuals who have provided outstanding support for Eve University's ongoing operations. Its inscription reads: Ab imo pectore || width="20%" rowspan=2 | Awarded 177 times || width="20%" rowspan=2 | [[File:Donormedal.jpg]] [[File:Donormedal2x.jpg]] [[File:Donormedal3x.jpg]] [[File:Donormedal4x.jpg]] [[File:Donormedal5x.jpg]] [[File:Donormedal6x.jpg]] [[File:Donor_7x.jpg]] [[File:Donor_8x.jpg]] <br />
|-<br />
|<center>{{co|cyan|This medal is awarded to any member who donates 1 billion ISK (or the equivalent) to EVE University or any of its campuses. The medal can only be earned a maximum of 4 times in a calendar year and should be applied within a few days of your donation. If it has been a while and you think your donation might have been missed, please contact the CEO, Laura Karpinski.}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The Star of Outstanding Service<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIStarOutsandingSvcMedal.PNG]] || This medal is presented to those who have and put the benefit of Eve University and its membership before their own in the execution of their duties as a member. It signifies that they have acted selflessly and with great resolve, utilising countless hours of their own time for the corporation and all its members, demonstrating an outstanding commitment to their fellow capsuleers. Its inscription reads: Concordia res parvae crescent - 'Work together to accomplish more' || width="20%" rowspan=2 | Awarded 89 times || width="20%" rowspan=2 | [[File:StarofOustandingservice.jpg]] [[File:StarofOustandingservice2x.jpg]] [[File:StarofOustandingService 3x.jpg]] [[File:StarofOustandingService 4x.jpg]] [[File:StarofOustandingService 5x.jpg]] [[File:StarofOustandingService 6x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded for exceptional efforts for the benefit of EVE University. It must be approved by the CEO and is only awarded rarely}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Campus Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:CampusCross.png]] || This medal is awarded to the capsuleers of EVE University who have shown diversity in their experiences, actively participating in multiple areas of the University. Its inscription reads: Amicas Immortales Esse Opportet - 'Friendships Should Be Immortal.' || width="20%" rowspan=2 | Awarded 13 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded on a member successfully completing the}} [[Cross Campus Initiative]]</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The Star of Valiant Duty<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIStarValiantDutyMedal.PNG]] || This medal is presented to those members of EVE University who have performed above and beyond the call of duty in combat situations. It will be awarded to Fleet Commanders and other key roles for leading and supporting successful and competitive fleets. It signifies that they have acted selflessly and with great resolve through leading combat fleets to success, utilising new tactics to inflict damage upon the enemies of the University, or simply from having demonstrated an outstanding commitment. Its inscription reads: Facta, non verba - 'Deeds, not words'. || width="20%" rowspan=2 | Awarded 153 times || width="20%" rowspan=2 | [[File:Valiantduty.jpg]] [[File:Valiantduty2x.jpg]] [[File:Valiantduty3x.jpg]] [[File:Valiant Duty 4x.jpg]] [[File:Valiant Duty 5x.jpg]] [[File:Valiant Duty 6x.jpg]] [[File:Valiant Duty 7x.jpg]] [[File:Valiant Duty 8x.jpg]] [[File:Valiant Duty 9x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded rarely for going above and beyond in combat, typically involving leading high profile fleets, and only on approval from the CEO}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Finder of Lost Toys<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:Finder_of_Lost_Toys.png]] || First awarded to Smoogle for finding an Archon, Guardian, Absolution and a Curse at deep Safe spots. All ships were then stolen or destroyed. Awarded for Excellence in Scouting and Exploration || width="20%" rowspan=2 | Awarded 6 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded very rarely, for excellence in scouting typically leading to a large corporation-wide operation. It must be approved by the CEO}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Star of Unity<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:EVE_University_Star_of_Unity.png]] || First awarded to the organisers and logistics support of Summer Camp 2020 which unified the campuses through quality content. Awarded to those members who organise or make a significant contribution to corporation-wide events which promote the unity of EVE University members and campuses. Its inscription reads: Unitas virium debilitas divisio - 'Unity is strength, division is weakness' || width="20%" rowspan=2 | Awarded 12 times || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal is awarded very rarely. It must be approved by the CEO}}</center><br />
|}<br />
<br />
=Medals Earned by Staff=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | The Service Medal of Excellence<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:ServiceMedalof Excellence.png]] || This medal is awarded to those members of EVE University who have selflessly devoted their personal time towards those staff positions responsible for the day to day operations of the corporation. Without their tireless efforts, the University could not function. || width="20%" rowspan=2 | Awarded 337 times || width="20%" rowspan=2 | [[File:Servicemedalofexcellence.jpg]] [[File:Servicemedalofexcellence2x.jpg]] [[File:Service Excellence3x.jpg]] [[File:Service Excellence 4x.jpg]] [[File:Servicemedalofexcellence5x.jpg ]] [[File:Servicemedalofexcellence6x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded for consistent high performance in any staff position. Managers can nominate their staff for the medal and it can be approved by any Director}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | EVE University Professor<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIProfMedal.PNG]] || This medal is awarded to the capsuleers of EVE University who have shown outstanding commitment to teaching and mentoring fellow students. To receive this medal, you must be a UNI Graduate, have taught or mentored UNI students on a regular basis for not less than six months, garnered consistently positive feedback from students, and contributed new learning resources to the UNI - these resources may include new class syllabi, new player guides on the UNIwiki, video tutorials, special events or other useful content. Its inscription reads: Docendo discimus - 'To teach is to learn.'. || width="20%" rowspan=2 | Awarded 9 times || width="20%" rowspan=2 | [[File:Professor.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded very rarely by the Teaching department for exceptional teachers with an excellent track record}}</center><br />
|}<br />
<br />
=Medals Earned by Management or Directors=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | The Star of Dedicated Service<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIStarDedSvcMedal.PNG]] || This medal is awarded to EVE University members who have selflessly dedicated their time to assist in the management of the University. Their work is of great benefit to all students who pass through the University's halls. It will be awarded to managers who serve for an extended amount of time, usually around six months. Its inscription reads: Unitas per Servitiam - 'Unity Through Service' || width="20%" rowspan=2 | Awarded 107 times || width="20%" rowspan=2 | [[File:StarofDedicatedservice.jpg]] [[File:StarofDedicatedservice2x.jpg]] [[File:StarofDedicatedservice3x.jpg]] [[File:StarofDedicatedservice4x.jpg]] [[File:StarofDedicatedservice5x.jpg]] [[File:StarofDedicatedservice6x.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is awarded for consistent high performance in a Management position. It can be approved by any Director}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Director Emeritus<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIDirEmeritusMedal.PNG]] || This medal is presented to those who have selflessly dedicated their time and resources to Eve University and its students as a director. We honor these people on behalf of past, present and future capsuleers, as their personal sacrifice and contributions have made New Eden a better place for everyone. It's inscription reads: Nihil agere delectat - 'It is pleasant to do nothing' || width="20%" rowspan=2 | Awarded 30 times || width="20%" rowspan=2 | [[File:Directoremeritus.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal is only awarded by the CEO to Directors who are stepping down as a Director}}</center><br />
|}<br />
<br />
=Retired Medals=<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Gold Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIGoldCrossMedal.PNG]] || This medal is awarded to the capsuleers of Eve University who have shown outstanding aptitude in defending the corporation and its assets against the enemies of the University during war conditions, placing first in points during an campaign. Its inscription reads: Fortes fortuna adiuvat - 'Fortune favors the brave.' || width="20%" rowspan=2 | Awarded 125 times || width="20%" rowspan=2 | [[File:Goldcross.jpg]] [[File:Goldcross2x.jpg]] [[File:Goldcross3x.jpg]]<br />
[[File:Goldcross4x.jpg]] [[File:Goldcross5x.jpg]]<br />
|-<br />
|<center>{{co|cyan|When it was rare for EVE University to be at war, each war was given a 'Campaign' on the killboard, which allowed us to track the most active members during each war. However, since around 2011 EVE University has been at war almost constantly (due to a change in game mechanics) meaning it is no longer feasible to have a Campaign running for every war. This medal is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | The EVE University Silver Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNISilverCrossMedal.PNG]] || This medal is awarded to the capsuleers of Eve University who have shown impressive aptitude in defending the corporation and its assets against the enemies of the University during war conditions, placing within the top ten during a campaign. Its inscription reads: Experientia docet - 'Experience is the best teacher' || width="20%" rowspan=2 | Awarded 569 times || width="20%" rowspan=2 | [[File:Silvercross.jpg]] [[File:Silvercross2x.jpg]] [[File:Silvercross3x.jpg]] [[File:Silvercross4x.jpg]] [[File:Silvercross5x.jpg]] [[File:Silvercross6x.jpg]] [[File:Silvercross7x.jpg]] [[File:Silvercross8x.jpg]] [[File:Silvercross9x.jpg]] [[File:Silvercross10x.jpg]] [[File:Silvercross11x.jpg]] [[File:Silvercross12x.jpg]] [[File:Silver Cross 13x.jpg]] [[File:Silver Cross 14x.jpg]] [[File:Silver Cross 15x.jpg]]<br />
|-<br />
|<center>{{co|cyan|When it was rare for EVE University to be at war, each war was given a 'Campaign' on the killboard, which allowed us to track the most active members during each war. However, since around 2011 EVE University has been at war almost constantly (due to a change in game mechanics) meaning it is no longer feasible to have a Campaign running for every war. This medal is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Intrepid Defender of The University<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIIntrepidDefenderMedal.PNG]] || This medal is presented to the members of Eve University who fought to defend the Ivy League Research Foundation P.O.S. in the Korsiki system, May 4th-6th '09. Although the defence was eventually unsuccessful and many vessels were lost, the battle was fought well, and the students learnt many valuable lessons. Its inscription reads: Fortius Quo Fidelius - 'Strength Through Loyalty' || width="20%" rowspan=2 | Awarded 152 times || width="20%" rowspan=2 | [[File:Intrepiddefender.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal was awarded for a one-off corporation-wide operation and is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Resolute Sentinel of EVE University<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:UNIResoluteDefenderMedal.png]] || This medal was awarded to members of EVE University who were active and remained in the corporation for the full duration of the "No SOP Month" - four weeks of continuous war with no wartime rules, between 2011.09.18 and 2011.10.16. Its inscription reads: Si vis pacem, fac bellum - 'If you want peace, make war' || width="20%" rowspan=2 | Awarded 1,133 times || width="20%" rowspan=2 | [[File:Resolutesentinel.jpg]]<br />
|-<br />
|<center>{{co|cyan|This medal was awarded for being a member of EVE University during a certain previous time period and is therefore considered to be retired}}</center><br />
|-<br />
! style="background:#222222;" colspan=4 | Fleet Commanders Cross<br />
|-<br />
! style="background:#222222;" rowspan=2 | [[File:FleetCommandersCross.png]] || This medal is awarded to the members of EVE University who have earned the rank of "Admiral" in the Fleet Command Course, demonstrating mastery of multiple fleet doctrines and tactics, while exhibiting courage and initiative in leading fellow capsuleers into battle across New Eden || width="20%" rowspan=2 | Awarded 1 time || width="20%" rowspan=2 | No ribbons available<br />
|-<br />
|<center>{{co|cyan|This medal was awarded on a member reaching the rank of Admiral in the}} [[Fleet Command Course]]. {{co|cyan|It was retired when the Fleet Command Course (FCC) was superseded by the FC Team.}}</center><br />
|-}</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Triglavian_Invasion_(Chapter_3)&diff=160063Triglavian Invasion (Chapter 3)2020-08-17T08:51:26Z<p>Max Tsero: /* External links */</p>
<hr />
<div>{{work in progress|Page to be updated with new Chapter 3 sites, alongside Minor Victory system states.}}<br />
{{Triglavian links}}<br />
[[File:Invasion_Ch3_Keyart.jpg|400px|thumb|right|Chapter 3 keyart]]<br />
<br />
<br />
<br />
The 3rd and final chapter of the '''Triglavian Invasion''' was [https://www.eveonline.com/article/qaxqky/invasion-chapter-3-now-live introduced on May 26th. 2020]. It is a continuation of [[Triglavian Invasion (Chapter 1 & 2)|chapter 1 & 2]] of the Triglavian Invasion, but is expanded upon and behaves differently. <br />
<br />
Triglavian Invasions was originally introduced as a new type of PvE content in the Invasion update in May 2019. The new content sees the [[Triglavian Collective]] taking over constellations of known space, and sending out patrols in these systems that will attack capsuleers. The third chapter came out in May 2020, one year after chapter 1 began.<br />
<br />
The invaded systems will have roaming fleets of EDENCOM and Triglavian ships trying to establish superiority. These ships will be present on gates, stations, in asteroid belts and in safe spots in space. They will also be present in a number of [[Triglavian Invasion combat sites|Triglavian invasion combat anomalies]] only present in the invaded systems.<br />
<br />
What the final objective is for the Triglavian Collective remains to be seen, but it appears to be linked with the large [[Triglavian Invasion special NPCs#Triglavian Transmuters|Triglavian Porevitium Transmuter]] orbiting certain types of stars. <br />
<br />
'''Note:''' Triglavian rats and sentries only seem to spawn on certain gates, but will move from gate to gate over time.<br />
== Introduction ==<br />
<br />
[[File:Triglavian Invasion Agency Tab.jpg|thumb|right|This is the Agency Tab for the Triglavian Invasion Chapter 3]]<br />
<br />
With the release of chapter 3 of the Triglavian Invasion expansion, the Triglavian Collective has begun their full-scale invasion of New Eden. Capsuleers can join up and fight for either the [[Triglavian Collective]] or for the [[EDENCOM]]. Doing this will improve the player's standing with the side they are helping, while lowering it with the opposing faction. <br />
<br />
The invasion takes place in High-Sec and Low-Sec Empire space, with systems undergoing invasion experiencing a temporary disruption. <br />
<br />
To help either side, capsuleers must engage and destroy either the Triglavian NPCs or the EDENCOM NPCs. These can be found primarily in [[Triglavian Invasion combat sites|combat anomalies]] or in safespots that must be scanned down. But also on stargates, in asteroid belts and at stations. <br />
<br />
As players managing to help either the Triglavian Collective or the EDENCOM get the upper hand, they can move the system towards either EDENCOM or Triglavian victory, with the invasion entering into a new phase. This is done until either the EDENCOM achieves final victory with the 'EDENCOM Fortress' phase or the Triglavians taking over the system in the 'Final Liminality' phase. <br />
<br />
It can as such essentially be seen as a tug-of-war between the opposing sides: <br />
<br />
Final Liminality <-- Escalating Liminality <-- Stellar Reconnaissance --> Redoubts & Bulwarks --> EDENCOM Fortress<br />
<br />
Both EDENCOM and Triglavian ships can appear in cosmic signatures, so exercise caution if doing exploration.<br />
<br />
<br />
==== Minor Victories ====<br />
<br />
For systems without blue or yellow stars, player influence can only push the system into a Minor Victory status for EDENCOM or the Triglavians. At either victory stage, the system will no longer appear in The Agency, but will still impart system-wide effects based on the victor's observatory or locus. For these systems, the tug-of-war is instead:<br />
<br />
Triglavian Minor Victory <-- Stellar Reconnaissance --> EDENCOM Minor Victory<br />
<br />
Minor victory systems still spawn invasion sites for both sides (more for the winning side) and roaming fleets of the winning side will be present. The winning side may also deploy sentry towers in the system.<br />
<br />
Minor victory systems can be invaded again.<br />
<br />
== Enemy types ==<br />
Forces for the Triglavian Collective and the EDENCOM can be found throughout systems undergoing invasion.<br />
<br />
*For a overview of NPCs and structures special to the Triglavian Invasion, [[Triglavian Invasion special NPCs|look here]].<br />
<br />
*For a overview of the combat sites in these systems [[Triglavian Invasion combat sites|look here]].<br />
<br />
<br />
=== Triglavian NPCs ===<br />
The Triglavian Collective ships come in all sizes, from frigates, destroyers, cruisers, battlecruiser and battleships, with even Dreadnaughts being a rare sight in the advanced phases of the invasion. <br />
<br />
Triglavian NPCs in the Triglavian Invasion systems comes in three tiers: <br />
{| class="wikitable"<br />
!<br />
!Weakest<br />
!Weaker<br />
!Stronger<br />
!Strongest<br />
|-<br />
!<br />
!Scout<br />
!Normal<br />
!Elite<br />
!Officer<br />
|-<br />
| '''Triglavian''' <br />
|Raznaborg <role> <ship type><br />
|No prefix <role> <ship type><br />
|Hospidar <role> <ship type><br />
|Zorya <ship type><br />
|}<br />
<br />
They follow the traditional Triglavian naming scheme, with their secondary prefix defining their role:<br />
* Anchoring - Warp scrambling<br />
* Tangling - Stasis webifying<br />
* Starving - Energy neutralizing<br />
* Ghosting - Tracking/guidance disruption<br />
* Renewing - Stronger remote repairs, lower DPS<br />
* Liminal - Additional high-damage EM/Kinetic missile attack. These missiles are more powerful than their disintegrators, and mean that invasions deal omni damage.<br />
* Harrowing - Target painting<br />
* Blinding - Sensor dampening<br />
<br />
There also exist "Raznaborg <ship type>" with no secondary prefix. These ships have the abilities of Raznaborg Liminal <ship type>s.<br />
<br />
With the three tiers, many hull-sizes and ewar-types, the Triglavian forces found can come in many variations.<br />
<br />
=== EDENCOM NPCs ===<br />
The EDENCOM forces found and fought depends entirely on what empire space the invasion is taking place in. In Amarr space the EDENCOM forces comprise of Imperial Navy ships, in Minmatar space they comprise of Republic Fleet ships, in Caldari space of Federal Navy ships and in Gallente space of Federal Navy ships.<br />
<br />
{| class="wikitable"<br />
!<br />
!Weakest<br />
!Weaker<br />
!Stronger<br />
!Strongest<br />
|-<br />
!<br />
!Scout<br />
!Normal<br />
!Elite<br />
!Officer<br />
|-<br />
!Amarr <br />
|Scout Imperial Navy <ship type><br />
|Imperial Navy <ship type><br />
|Elite Imperial Navy <ship type><br />
|Exalted Imperial Navy <ship type><br />
|-<br />
!Caldari<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
!Gallente<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
!Minmatar<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
As either the Triglavian or EDENCOM progress towards the next phase, other sites such as the Minor Conduits and Stellar Fleet Deployment Sites appear.<br />
<br />
== Stellar Reconnaissance - First Phase ==<br />
[[File:Stellar Rec.png|thumb|right|Stellar Reconnaissance. The bar must be filled completely to move to the next phase.]]<br />
''Scouting forces belonging to both EDENCOM and the Triglavian Collective are conducting recon operations focused on the central star of this system but roaming widely across the system. Both sides are seeking to establish stellar observatory structures''.<br />
<br />
The Stellar Reconnaissance is the first phase a system can be in, in the 3rd chapter of the Triglavian Invasion. In this phase, neither EDENCOM nor the Triglavian Collective have the upper hand, but <br />
capsuleers can join either side and help them establish a foothold. If either side should succeed in winning this phase, a industrial ship will spawn to anchor a Stellar Observatory Structure. The two sides must then help to either defeat or protect this industrial ship. If the anchoring is successful the system will then escalate towards the next phase, being either a Redoubt or First Liminality. <br />
<br />
* At 76% towards either side winning the invasion will escalate. More roaming fleets will appear and more sites will appear. The additional sites contain both class 1 and 2 sites. If the system bounces from one side to other this can happen twice.<br />
* At 96% towards Triglavian victory the Stellar Fleet Deployment site will spawn. This site will contain Dazh Liminality Locus and will apply system wide Triglavian effect. The roaming Triglavian rats also become more intense. One Major Conduit will also open.<br />
<br />
== Redoubts & Bulwarks - Towards EDENCOM Victory ==<br />
Should the EDENCOM forces manage to win the opening phase of a Triglavian invasion, it will move the system to the Redoubt & Bulwarks phase. Like the Escalating Liminality phase, this can further be divided up into two phases:<br />
=== Redoubt ===<br />
[[File:Redoubt.png|thumb|right|Ingame UI showing the progress on a EDENCOM Redoubt.]] <br />
''This system has been fortified by EDENCOM to the degree that is serves as a redoubt against Triglavian invasion operations. The Triglavian Collective will continue to strike against EDENCOM targets in this system''.<br />
<br />
When a Stellar Reconnaissance system is won by the EDENCOM side, it escalates into the Redoubt phase. Here EDENCOM has the upper hand, but the Triglavian side can still easily turn the tide. The system will experience a system-wide effect, as well as harder combat anomalies.<br />
<br />
Should the EDENCOM forces achieve victory in this phase, it further escalates into the Bulwark phase.<br />
<br />
=== Bulwark ===<br />
[[File:EDENCOM Bulwark.png|thumb|right|EDENCOM Bulwark progressing towards Fortress phase.]]<br />
''This system has been fortified by EDENCOM to the degree that is serves as a formidable bulwark from which Triglavian invasion operations can be resisted. The Triglavian Collective will continue to strike against EDENCOM targets in this system''.<br />
<br />
The invasion has not yet failed for the Triglavian and a concerted effort can manage to turn the tide, at the same time the EDENCOM forces have not yet won final victory and must remain vigilant. Should the EDENCOM forces manage to win this phase, a Triglavian Dreadnought will spawn which must be destroyed. When this is done the system is turned into a EDENCOM Fortress.<br />
<br />
== EDENCOM Fortress - EDENCOM Victory ==<br />
[[File:EDENCOM Fortress.png|thumb|right|The ingame UI for the EDENCOM Fortress]]<br />
''This system has been fortified by EDENCOM to the point that it is now an unbreakable fortress that the Triglavians will find far too hard a target to conquer. Ongoing Triglavian invasion efforts will move to more vulnerable targets.''<br />
<br />
When the EDENCOM forces manage to exert complete control over a bulwark system it changes it to an EDENCOM Fortress. In this phase the Triglavian Collective have deemed the system too hard to conquer and will move their invasion efforts to other systems. <br />
<br />
It appears that upon reaching this phase, the EDENCOM side has achieved a complete and final victory over the system.<br />
<br />
EDENCOM fortress systems do not spawn any invasion sites or Triglavian rats. One fleet of EDENCOM rats will roam the system.<br />
<br />
== Escalating Liminality - Towards Triglavian Victory ==<br />
<br />
Should the Triglavian forces manage to win a blue or yellow star system, the system moves from the Stellar Reconnaisanse phase to the Escalating Liminality phase. <br />
<br><br />
This phase can further be divided up into two sub-phases:<br />
=== First Liminality ===<br />
[[File:First Liminality.png|thumb|right|First Liminality progress.]]<br />
''The presence of Triglavian structures and forces in this system has built up to the point that it constitute a serious danger to the future of the system. EDENCOM forces will continue to strike against Triglavian targets in this system''.<br />
<br />
When a Stellar Reconnaissance system is won by the Triglavian Collective, it escalates into the First Liminality phase. Here the Triglavians have the upper hand, but the EDENCOM side can still easily turn the tide. The system will experience a system-wide effect, as well as harder combat anomalies and roaming fleets.<br />
<br />
Reaching the First Liminality phase reduces the security status of a system by an unknown amount and has the potential to change the system to work as low-sec.<br />
<br />
=== Second Liminality ===<br />
[[File:Second liminality.png|thumb|right|Second Liminality progress bar.]]<br />
''The presence of Triglavian structures and forces in this system has built up to the point that it constitutes a major threat of Triglavian conquest of this system. EDENCOM forces will continue to strike against Triglavian targets in this system''.<br />
<br />
The First Liminality has further escalated into the Second Liminality phase. The Triglavian Collective is close to achieving final victory. EDENCOM must double their efforts or risk losing the system.<br />
<br />
Tougher combat anomalies and enemy ships will be present in this system.<br />
<br />
== Final Liminality ==<br />
[[File:Final Lim.png|thumb|right|Final Liminality reached in Raravoss. ]]<br />
''The Triglavian stellar harvesting and manipulation efforts have reached their peak, and the Triglavian Collective has conquered the system. EDENCOM considers this system lost to the Triglavian Collective and will redeploy defensive efforts to systems that can still be saved.''<br />
<br />
When the Triglavian forces have managed to push a system through the First and Second Liminality phases, it escalates into the Final Liminality phase. This is a complete victory for the Triglavian forces in the system and is irreversible. The Triglavian [[Triglavian Invasion special NPCs#Triglavian Transmuters|stellar manipulator]] continues, but is also joined by Triglavian mining operations in the system. The EDENCOM and CONCORD have abandoned the system and it effectively works as a null-security system. <br />
<br />
Certain High-Security restrictions are still in place, such as the restrictions on warp bubbles and cynosural fields.<br />
<br />
== System-wide effects ==<br />
As a system begins to lean towards either the EDENCOM or the Triglavian Collective, industrial ships for that faction will appear in the system. One of such industrial ships will attempt to put up a structure that applies a buff to all ships in the system. <br />
<br />
{| class="wikitable"<br />
!Faction<br />
!Name<br />
!Buff 1<br />
!Buff 2<br />
!Buff 3<br />
!Buff 4<br />
|-<br />
!Triglavian<br />
|Dazh Liminality Locus<br />
|25% bonus to remote armor repair<br />
|25% bonus to remote shield boost<br />
|30% penalty to warp speed<br />
|50% penalty to maximum locked targets<br />
|-<br />
!Amarr<br />
|Imperial Stellar Observatory<br />
|10% bonus to armor<br />
|10% bonus to energy warfare capacitor drain<br />
|10% bonus to mining speed<br />
|None<br />
|-<br />
!Caldari<br />
|State Stellar Observatory<br />
|10% bonus to shield capacity<br />
|10% bonus to ECM range<br />
|10% bonus to mining speed<br />
|None<br />
|-<br />
!Gallente<br />
|<br />
|10% bonus to armor capacity<br />
| +1 bonus to warp scramble strength<br />
|10% bonus to mining speed<br />
|None<br />
|-<br />
!Minmatar<br />
|<br />
|10% bonus to shield capacity<br />
|10% bonus to stasis webifier strength<br />
|10% bonus to mining speed<br />
|None<br />
|}<br />
<br />
== Massive EDENCOM fortification ==<br />
<br />
The invasion event occurs simultaneously on Tranquility server and Serenity server (chinese EVE server). The progress between the two is synchronized by bringing EDENCOM victories from Serenity to Tranquility in form of massive EDENCOM fortifications.<br />
<br />
A system that EDENCOM won on Serentiy will become massive EDENCOM fortification on Tranquility. EDENCOM forces will partrol the system and only EDENCOM anomalies spawn. After few days the system will turn into normal EDENCOM fortification.<br />
<br />
Massive Triglavian invasion is another way to sync the servers. But since Triglavians have not won a single system on Serenity this state has not been observed.<br />
<br />
== Standings ==<br />
<br />
Triglavian and EDENCOM sides both have standings towards players.<br />
<br />
Killing Triglavian rats will increase EDENCOM standing while reducing Triglavian standing by same amount. Same happens in reverse when EDENCOM rats are killed.<br><br />
Triglavian and EDENCOM standings do not get benefits from any standing related skill.<br />
<br />
* At 0.00 and below Triglavian rats are hostile.<br />
* At below 0.00 EDENCOM rats are hostile.<br />
* At +5.00 and above the rats start supporting players by remote repairing them.<br />
<br />
There is very small range of standings which will make both factions neutral. The exact values are not know but it appears that if your EDENCOM standing is around -0.001 and Triglavian standing is around 0.001 both sides are neutral. Wether this is working as intended is debatable. Ingame these values are too small to be shown and will be rounded to -0.00 and 0.00.<br />
<br />
Aggressing a rat, using remote assistance on a player who aggresses a rat or using remote assistance on a player who is aggressed by a rat will cause rats of that side to become hostile regardless of player standings.<br />
<br />
== Permanent changes to New Eden ==<br />
[[File:System Security Changes.png|thumb|right|The first system to reach the Escalating Liminality phase. Raravoss changed to effective low-sec during First and Secondary Liminality, dropping to effective null-sec once it reached final liminality.]]<br />
<br />
According to CCP, should the Triglavian Collective succeed in their invasion of a system, it will have direct impact on that system and will have lasting consequences in New Eden. <br />
<br />
If a system reaches the Escalating Liminality phase, it reduces the system security by an unknown amount. This can change a high-sec to work as a low-sec.<br />
<br />
When a system reaches the Final Liminality phase, the system is abandoned by CONCORD and EDENCOM and now functions as an empire null-sec system. This means no CONCORD response, but also no cyno or warp bubbles.<br />
<br />
== Rewards ==<br />
The rewards can be divided up into two categories:<br />
* Advancing or repulsing the Triglavian Collective's goals. <br />
* ISK reward for clearing the sites, DED loyalty points for clearing the sites, loot and salvage from the ships destroyed, standings with either side. <br />
* Zirnitra Blueprint Data Vault<br />
** Zirnitra BPCs<br />
* Salvage and module drops from killed rats.<br />
** Empire rats drop a stack of 1k faction ammo, random meta modules and salvage into T2 salvage.<br />
<br />
Figthing for the EDENCOM forces will reward the capsuleer with ISK and DED loyalty points when a combat anomaly is cleared. Figthing for the Triglavian Collective gives slightly more ISK, but no loyalty points. Both give a small standing increase with their faction and a standing decrease with the opposing. The standing gain will depend on invasion stage and site. In reconnaissance phase standings will move by 0.01% per anomaly while in First Liminality the standing moves by 0.24% per observatory flashpoint.<br />
<br />
== External links ==<br />
* [https://support.eveonline.com/hc/en-us/articles/360005796699-Triglavian-Invasion Helpdesk Article: Triglavian Invasion]<br />
* [https://www.eveonline.com/article/qaxqky/invasion-chapter-3-now-live Invasion Chapter 3 introduction]<br />
* [https://support.eveonline.com/hc/en-us/articles/360013963260-Effective-security-response-with-heightened-Triglavian-presence- Effective Security Response with hightened Triglavian presence.]<br />
* [https://www.youtube.com/watch?v=BzFe0a0gx1E The Scope on The Fall of Raravoss]<br />
* [https://www.youtube.com/watch?v=H5WkXGdmM_s Reload on the Liminality changes]<br />
* [https://docs.google.com/spreadsheets/d/1Nj_SlLzc8Rz4iW7iSqZ4ZZMgr1w0FkOYb3SS-BwQVSA/ Chapter 3 Invasion info spreadsheet by Neugeniko]<br />
* [https://kybernaut.space/guide Kybernaut guide]<br />
* [https://docs.google.com/document/d/1k6fDaxtfSUw4STVXavw4M-IXIODozVzAA1n0gFQzrUk/edit?usp=drivesdk EDENCOM Defense Initiative guide]<br />
<br />
[[Category:PvE]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero/Sandbox/A_Guide_to_Logistics_for_the_EVE_University_Incursion_Community&diff=159364User:Max Tsero/Sandbox/A Guide to Logistics for the EVE University Incursion Community2020-08-11T18:07:58Z<p>Max Tsero: </p>
<hr />
<div>{{Incursions links}}<br />
{{eunic}}<br />
<br />
<big>'''This guide assumes that all pilots have read and are aware of the information found in the [[EVE University Incursion Community|EVE University Incursions Community]] pages on the Wiki, especially the [[Incursions_checklist|Incursions Checklist]] and serves as an additional resource focused on Logistics.'''</big><br />
<br />
== Pre-Undock ==<br />
<br />
<ol><br />
<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br /><br />
<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Priority<br />
! Who<br />
! Colour (suggested)<br />
! Reasoning<br />
|-<br />
| 1<br />
| Logi Buddies<br />
| Blue (Shield Fleets)<br />Green (Armor Fleets) <br />Generally try to set to match broadcast settings.<br />
| Fleet safety is the most important thing. Getting them locked, cap chained and bots assigned as needed is critical.<br />
|-<br />
| 2<br />
| Link partners<br />
| Orange<br />
| You want to get links up quickly to help damage application, and get priority targets off the field as soon as possible.<br />
|-<br />
| 3<br />
| Drone Bunny<br />
| Red<br />
| Flying in a Battlecruiser hull is inherently squishier than a battleship – and they often get on grid and draw aggro (and harder hitting damage) faster than others.<br />
|-<br />
| 4<br />
| Aggro Magnets<br />
| No Colour<br />
| Some pilots (especially those with T2 guns) will just naturally get aggro more than others and you’ll need to be repping them on the other side of a gate pretty quickly.<br />
|-<br />
| 5<br />
| Everyone Else<br />
| Nil.<br />
| Eventually everyone will receive some Sansha love, there is a randomized element to the switching. So get everyone locked and keep eyes on. Make sure any squishy fleetmates are higher on the list than others if possible also.<br />
|}<br />
<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br /><br />
<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Hull<br />
! Link<br />
! Reason<br />
|-<br />
| Vindicator (Blasters)<br />
| Optimal Range<br />
| Blasters are bonused by the Vindicator's hull bonuses and do mega damage, but are naturally short ranged. Increasing optimal ranges allows them to reach further hit the Sansha sooner, increasing efficiency.<br />
|-<br />
| Nightmare (Beam/Tach)<br />
| Tracking Speed<br />
| Beam fit Nightmares have superb range and in general will snipe targets with low or no transversal velocity with ease. Extra tracking helps ensure beams land more often (and better hits) when the target is not being compliant and running towards their slaughter.<br />
|-<br />
| Nightmare (Pulses)<br />
| Tracking Speed and/or Optimal Range<br />
| “Short Range” Pulses have excellent range and damage application with the right crystals in them, and the optimal window of recommended ammo covers the all spawns in Vanguard sites. Ensuring that the lasers have sufficient tracking to hit closer range targets orbiting the fleet is the priority, but some pilots may appreciate additional range to increase the optimal window of their shorter range ammo in some sites.<br />
|-<br />
| Machariel (Autocannon)<br />
| Optimal Range and/or Tracking Speed<br />
| Autocannons are short/medium range weapons systems and benefit from both script types. Standard Machariel fits will have two tracking application mods already fitted, which should enable them to hit most targets at close range – but checking with the pilot is advised here.<br />
|}<br />
<li>'''Check Fitting:''' One Vanguard Site (Nation Mining Colony) requires a stack of 255 Lyavite ore to be dropped in a container ~75km from the fleet anchor point. Whilst some fleets run with a dedicated ore dropper as an off-grid role, usually one of the logi pilots will be expected to make the run (generally being faster than a battleship!). As such only one ship needs to have an afterburner fitted to reduce the waiting time to drop the ore. In general, even if you have a dedicated dropper it’s good practice for one logi to have a prop mod fitted anyway just in case the dropper needs to leave, when not using it for ore the afterburner increases you speed when orbiting and helps reduce the hit chance of any incoming fire so it definitely doesn’t hurt to have it.</li><br />
</ol><br />
<br />
== In-Space ==<br />
<br />
<ol><br />
<li>'''Hardeners:''' If they aren’t powered, hardeners don’t do anything; so get them spinning as soon as possible on the undock lest you forget. Remember each time you dock or jump system they will power down, so ensure you get them spinning ASAP – especially if you’re transiting through low-sec on the way into a focus.</li><br /><br />
<li>'''Gate Protocol:''' Logi is life. Jumping into a site and realising that one or more of the logi have disconnected in game or are taking a sneaky bio on a long warp between sites can mean fleet losses which we want to avoid. Similarly, if the logi is the only one in a site – things can get hairy with the amount of damage coming your way. Gate Protocols exist to reduce the risk entering a site:</li><br /><br />
<ol><br />
<li>'''Logi L’s:''' Your Fleet Commander will want to check that nothing untoward has happened mid-warp and that the Logi are paying attention. As such, when at the end of a warp, once the Acceleration Gate to the site loads in your local instance you should type “L” into the fleet chat. You may hear the FC ask for “Logi L’s” if you’re slow to the mark, which is the prompt to type them in if you’re not paying attention!</li><br /><br />
<li>'''Boosts:''' At the same time the FC will likely check that the On Grid Booster (OGB) is awake and boosting the fleet. You may hear on comms “Boosts are good” referring to the fact that they’ve been triggered. Sometimes if the logi is late to warp (for instance you weren’t aligned to the broadcast in the previous site perfectly) it’s possible for their boosts to miss you. Boosts provide a meaningful increase to the amount of shield repping power you can throw at a fleet mate – so if you don’t have the boost, it’s harder to stabilise your fleet mates. If you don’t have boosts, and are the only logi on grid at the time, it can get hairy fast. If you’re missing the boost – notify your FC on comms and let them make the call.</li><br /><br />
<li>'''Align to the gate:''' When called by the FC, aligning to the gate is simply a case of doubly clicking in space along the axis of the gate you want to take (aiming for the thinner, pointy end of the gate). This gets all the fleet ships moving in the right direction, and gets velocities to the point that when the gate is activated, warp drives engage almost instantly. As a logi you need to be aware that you will align and travel faster than all the other ships on grid – and as such there are a few risks involved:</li><br /><br />
<ol><br />
<li>'''You can easily travel outside of the range of the gate''' if there are delays in the fleet being ready to jump or if the fleet has landed awkwardly at the edges of the gate range. Warp mechanics require you to be at 75% speed to engage a jump – so you can manually set your speed lower or even stop entirely by clicking in the velocity indicator below your cap readout to give you a little more time. Keep in range of the gate at all costs.</li><br /><br />
<li>'''You can bump the gate''' if your current trajectory is aiming directly at or near to the gate graphic. Be aware that the hitbox around the gate can be pretty large and awkward so it’s best to avoid getting anywhere near it. Bumping the gate will throw you off course, potentially tangle you, and reduce your speed to nil – all of which means you won’t be on grid with your fleet to give them reps when they need them. Avoiding bumping is always best – so if you think there is any risk, give your course a few degrees of deflection rather than aiming directly down the line of travel. It won’t make any meaningful difference to your transit time as you will align quickly anyway due to the cruiser agility.</li><br /><br />
<li>'''Jump the gate a few seconds after the call to do so'''. Usually the FC will call “Battleships take gate”, this doesn’t mean you. Cruisers will jump, and warp faster than most battleships and you don’t want to be on grid first. Wait until you see the first ships engage warp before you activate the gate yourself to increase the chances that the aggro in the site will have already consolidated onto a fleet mate with a larger EHP!</li><br /><br />
<li>'''If you bump the gate on activation''' immediately deactivate the jump by hitting <CTRL> + <SPACE>. This puts you back in control of your ship. Inform the FC on comms that you were late on the gate, so that they are aware and can manage the situation in site as needed. Target a spot in space away from the gate perpendicular to the direction of travel, and engage your prop mod if you have it. Once you’re well clear of the gate, disengage your prop, align down the gate again, and activate the gate. If done right, you’re only going to be a handful of seconds late into the site which should be no big deal. Uni fleets are inherently cautious and will usually have additional shield bots and remote reppers in their fits to manage the situation should something go wrong. It’s best to not panic, and resolve the issue as quickly as you can.</li><br /><br />
</ol><br />
<li>'''Landing on grid:''' Your role on grid should be clear; you’re responsible for identifying fleet members who have aggro from Sansha targets, and keeping them alive. At the same time, keeping yourself alive and well is just as, if not more important overall. Losing a Damage Dealer (DD) in the fleet is a tragedy for that pilot as they see millions of ISK get turned to slag, but losing logi can cause a chain of failures and many more DDs doom. As such, it’s good practice to increase your own relative safety quickly upon entering sites.</li><br /><br />
<ol><br />
<li>'''Orbit the beacon:''' Near your landing position there will be a beacon in space. If you’ve setup your overview correctly this will be listed and can be clicked on directly. In comparison to the battleships in the fleet, logistics cruisers have a much smaller signature radius, are significantly faster, but have a fraction of the EHP on paper. As such you want to play to these strengths, get some velocity up and orbit to increase transversal and make it less likely that the Sansha will be able to apply full damage to you. To maximise the effectiveness of your prop mod when turning, an orbit distance of 4500m from the beacon is ideal. You can set this as a default by having the beacon selected in your overview, and right clicking the “orbit” button in the target focus window. Type in the range, set it as default, and then just click to orbit every time you enter sites.</li><br /><br />
<li>'''Lock your fleet:''' As you should be landing on grid after the bulk of your DD fleetmates, check for any broadcast you already have and prioritize locking them and getting a rep or two running. After that, using your watchlist it’s easy to lock up your fleet by simply holding <CTRL> and clicking them in the list. Starting from top to bottom click anyone showing the three shield/armor/hull bars against them indicating that they are on grid with you. If they are still in warp and not actively doing anything, you’ll be unable to lock them, just come back later and lock them up. Prioritize Logi and any remaining Link targets for the second pass of locking - everyone else can wait a while.</li><br /><br />
<li>'''Get cap chain up:''' If you need it, get the cap chain in place. Most fits can run a couple of reps stable, but you need it up ASAP to be safe and sure.</li><br /><br />
<li>'''Get links out:''' Getting early targets off the field fast is a priority – so make sure you’re dishing out the links quickly and efficiently to those that need them. If one of your links is an aggro magnet, you can also apply a single rep as needed.</li><br /><br />
<li>'''Establish the initial aggro target:''' Watch lists will show red as and when people start taking damage, the pilot may well broadcast for reps if they remember to, but also keep an eye on the combat log and messages in the centre of the screen which should give you an early indication as to who Sansha loves most in the site. Usually you’ll see warp scramble or ECM attempts (from the initial Niarja frigates which have a full rack of EWAR gear) pop up indicating who has the aggro – enabling you to lock them and get a single rep down on them early.</li><br /><br />
<li>'''Lock the remainder:''' Pick up any stragglers.</li><br /><br />
<li>'''Bots out and engage:''' Depending on the site, and whether it has been pre-loaded (super scouts who jump into the site early to spawn up the enemy frigates to ensure everyone is there before you land) you may be able to get your bots out earlier than this – but in reality the risk is very low and you can leave it to the end. In high-sec standard practice is to target your bots on your logi buddy. This is usually more than enough repping power to handle any Eysturs which may make their way to your logi-buddy and free up your main reps to apply to more pressing needs. In low-sec incursions, armor bots can be applied as required to any fleet mates given the relatively higher tanking capability present there.</li><br /><br />
</ol><br />
</ol><br />
<br />
== Safe operation as a Logi pilot ==<br />
<br />
The main goal of a logi pilot is to provide the minimal amount of reps necessary to stabilise and repair friendly pilots ships. Any reps over and above the minimum makes it more likely that the logi themselves may pull aggro when the Sansha switch targets. Whilst Uni fleets are overprovisioned with logi to make this less risky, when a logi pilot pulls aggro we reduce our safety margin considerably. To counter this it’s important to follow the general rules below:<br />
<br />
# '''Ramp reps up and down on targets as needed'''. In a Vanguard site, all ships will have sufficient EHP to survive multiple volleys prior to getting into difficulty. Your goal should be to start applying reps early, stabilise the damage to a point where your combined reps recover at least as much damage as the Sansha inflict, and then reduce the number of reps as soon as possible as the inbound damage drops due to the targets dying off.<br /><br /><br />
# '''Stagger reps'''. Reps can only fix the damage which is present on the target ship at the time that they begin a cycle. They also draw down all capacitor at the start of that cycle. By staggering the start of the cycle by 1-2 seconds from the last you’re applying more consistent reps over the course of the complete cycle time, mitigating any risk that an alpha strike can hit your target a moment after a rep cycles having done very little. In an emergency you can mash a few reps on at once, just replace them with a cycled rep at the earliest convenience.<br /><br /><br />
# '''Aim to have no reps on when new waves spawn'''. Wave mechanics vary from site to site, but for the most part, ignore Eystur frigates (which in some sites aren’t killed at all, and generally do a relatively minimal amount of damage overall) and focus on any other ship on grid. When the final enemy ship is killed – the next wave will spawn, and will aggro onto ships they perceive to be the biggest threat. When you have large numbers of reps and links (potentially cap chains also) cycling at a time when the DD ships aren’t shooting, it can lead to Sansha thinking Logis are a massive threat – and it’s probable that they may focus you. By reducing reps through the life of the wave, you’re less of a target and can reapply them as aggro becomes clear.<br /><br /><br />
# '''Overheat as needed'''. Sometimes certain ships are hit hard as the pilot has a weaker tank, or fewer skills to boost resistances. Keep an eye on people who are likely to be getting hit harder than others (e.g. newbros with entry level skills, Praxis pilots, etc) and give them a priority. Also be aware that some sites and spawns like the Nation Commanders Outposts (NCOs) are especially dangerous due to the close range you’ll be facing meaning more damage is applied sooner. Early in waves getting reps on to stabilize the inbound damage is important – if you don’t feel like the ship is stable after 2 cycles of full reps liberally overheat your reps to get to a stable place. Repair is always nearby, and carry some nanites to do field repairs as needed.<br /><br /><br />
# '''You’re more than capable to solo rep a Vanguard site'''. Sometimes bad things happen. Logis may disconnect, or be stuck on a gate longer than expected. The Uni fleet comps and fittings are designed to have fall-back support as needed. Most fleet mates will be carrying bots of their own, and can quickly abandon their standard drones and get bots engaged repping you as and when aggro switches to you. Many fits will also have a utility high slot with a shield rep in it ready to give you some love if required. Keep doing what you’re doing, and keep calm. The FC will manage the situation, usually holding damage on the wave spawn trigger to give time for your logi-buddy to reconnect or get into the site, or will manage the fleet accordingly to keep it safe.<br /><br /><br />
# '''Keep an eye out, and your FC informed of timers'''. These display as red circles in the top left of your screen; any 15min timer has the potential to risk fleet safety and may require a break to allow the timer to pass without incident. Logi inherit combat and other timers from the pilots which they rep. As such, with safeties green (as they should be at all times in high-sec fleets) you will not be able to rep any out of corp logi-bros at wartime with a timer as this would pass on the timer to them which would be prevented by their safety setting. Timers apply for multiple reasons – often when a DD accidentally shoots or webs a friendly pilot, or misapplies their drones. Where you have DD pilots cap chaining one another it’s unfortunately an inevitability that there will be slip ups every now and then should both of them be in the Uni. Eve University has friendly fire enabled to enable our teaching mission to be conducted in classes and such it’s relatively simple to shoot one another. In the incursion, slips ups will generate and pass on a timer to your logi. In peacetime the timer has little consequence, but should be avoided where possible as good practice. At wartime, it places any out of corp logi in danger, stops reps landing on the recipient, and can cascade into a terrible scenario. Inform your FC, and let them make the call as to action required at the time.<br /><br /><br />
# '''Broadcasts are helpful – but don’t rely on them'''. All fleet mates should be assisting you by correctly broadcasting for shield, armor, or capacitor in good time when they get yellow boxed by targets. These will show in your fleet history window, and are a useful guide which can identify aggro targets before damage hits. Often people will miss the initial aggro though, or take time to click the broadcast button, and can receive a couple of volleys before they actually broadcast. You can get an early indication of who is being targeted by keeping an eye on your combat log or the messages coming up in the middle of the screen telling you which fleet mate is being scrammed or jammed – this indicates that they’re pulling room aggro and will soon be taking damage. Equally to no broadcasts at all, some people jump the gun, and will broadcast when a single frigate locks them up, which can divert your attention from the real target. Keep an eye for other indicators that those people are taking a decent chunk of aggro, and cycle back on reps slightly to check the level of incoming damage overall. It’s always best to have at least one rep on standby for emergency situations when the aggro switches – you don’t ever want to be fully committed for long unless you’re absolutely sure it’s necessary. Don’t be afraid to ask on comms for more information, or to ask your fleet to clear their broadcasts by broadcasting “In Position” to make things easier for you. Broadcasts are a tool – nothing more.<br />
<br />
In summary, logi piloting is a super rewarding role where you really make a difference in the incursion fleets. The skills required are also highly transferable into other fleet PVP activity where you will be highly prized by any FC, and even more of a target to your enemies (because of your<br />
value to fleet survival!) and yet you will never grace a killmail without cheezy drone shenanigans. If logi piloting in incursions is your thing, consider the skillplans available on the Uni Wiki, and do invest in Logistics Cruisers V if this is something you find yourself enjoying. It makes a massive difference to the viability of many fits, which will open up many more doors to you in the future to expand into other Incursion running groups.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero/Sandbox/A_Guide_to_Logistics_for_the_EVE_University_Incursion_Community&diff=159363User:Max Tsero/Sandbox/A Guide to Logistics for the EVE University Incursion Community2020-08-11T18:07:07Z<p>Max Tsero: </p>
<hr />
<div>{{Incursions links}}<br />
{{eunic}}<br />
<br />
This guide assumes that all pilots have read and are aware of the information found in the [[EVE University Incursion Community|EVE University Incursions Community]] pages on the Wiki, especially the [[Incursions_checklist|Incursions Checklist]] and serves as an additional resource focused on Logistics.<br />
<br />
== Pre-Undock ==<br />
<br />
<ol><br />
<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br /><br />
<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Priority<br />
! Who<br />
! Colour (suggested)<br />
! Reasoning<br />
|-<br />
| 1<br />
| Logi Buddies<br />
| Blue (Shield Fleets)<br />Green (Armor Fleets) <br />Generally try to set to match broadcast settings.<br />
| Fleet safety is the most important thing. Getting them locked, cap chained and bots assigned as needed is critical.<br />
|-<br />
| 2<br />
| Link partners<br />
| Orange<br />
| You want to get links up quickly to help damage application, and get priority targets off the field as soon as possible.<br />
|-<br />
| 3<br />
| Drone Bunny<br />
| Red<br />
| Flying in a Battlecruiser hull is inherently squishier than a battleship – and they often get on grid and draw aggro (and harder hitting damage) faster than others.<br />
|-<br />
| 4<br />
| Aggro Magnets<br />
| No Colour<br />
| Some pilots (especially those with T2 guns) will just naturally get aggro more than others and you’ll need to be repping them on the other side of a gate pretty quickly.<br />
|-<br />
| 5<br />
| Everyone Else<br />
| Nil.<br />
| Eventually everyone will receive some Sansha love, there is a randomized element to the switching. So get everyone locked and keep eyes on. Make sure any squishy fleetmates are higher on the list than others if possible also.<br />
|}<br />
<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br /><br />
<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Hull<br />
! Link<br />
! Reason<br />
|-<br />
| Vindicator (Blasters)<br />
| Optimal Range<br />
| Blasters are bonused by the Vindicator's hull bonuses and do mega damage, but are naturally short ranged. Increasing optimal ranges allows them to reach further hit the Sansha sooner, increasing efficiency.<br />
|-<br />
| Nightmare (Beam/Tach)<br />
| Tracking Speed<br />
| Beam fit Nightmares have superb range and in general will snipe targets with low or no transversal velocity with ease. Extra tracking helps ensure beams land more often (and better hits) when the target is not being compliant and running towards their slaughter.<br />
|-<br />
| Nightmare (Pulses)<br />
| Tracking Speed and/or Optimal Range<br />
| “Short Range” Pulses have excellent range and damage application with the right crystals in them, and the optimal window of recommended ammo covers the all spawns in Vanguard sites. Ensuring that the lasers have sufficient tracking to hit closer range targets orbiting the fleet is the priority, but some pilots may appreciate additional range to increase the optimal window of their shorter range ammo in some sites.<br />
|-<br />
| Machariel (Autocannon)<br />
| Optimal Range and/or Tracking Speed<br />
| Autocannons are short/medium range weapons systems and benefit from both script types. Standard Machariel fits will have two tracking application mods already fitted, which should enable them to hit most targets at close range – but checking with the pilot is advised here.<br />
|}<br />
<li>'''Check Fitting:''' One Vanguard Site (Nation Mining Colony) requires a stack of 255 Lyavite ore to be dropped in a container ~75km from the fleet anchor point. Whilst some fleets run with a dedicated ore dropper as an off-grid role, usually one of the logi pilots will be expected to make the run (generally being faster than a battleship!). As such only one ship needs to have an afterburner fitted to reduce the waiting time to drop the ore. In general, even if you have a dedicated dropper it’s good practice for one logi to have a prop mod fitted anyway just in case the dropper needs to leave, when not using it for ore the afterburner increases you speed when orbiting and helps reduce the hit chance of any incoming fire so it definitely doesn’t hurt to have it.</li><br />
</ol><br />
<br />
== In-Space ==<br />
<br />
<ol><br />
<li>'''Hardeners:''' If they aren’t powered, hardeners don’t do anything; so get them spinning as soon as possible on the undock lest you forget. Remember each time you dock or jump system they will power down, so ensure you get them spinning ASAP – especially if you’re transiting through low-sec on the way into a focus.</li><br /><br />
<li>'''Gate Protocol:''' Logi is life. Jumping into a site and realising that one or more of the logi have disconnected in game or are taking a sneaky bio on a long warp between sites can mean fleet losses which we want to avoid. Similarly, if the logi is the only one in a site – things can get hairy with the amount of damage coming your way. Gate Protocols exist to reduce the risk entering a site:</li><br /><br />
<ol><br />
<li>'''Logi L’s:''' Your Fleet Commander will want to check that nothing untoward has happened mid-warp and that the Logi are paying attention. As such, when at the end of a warp, once the Acceleration Gate to the site loads in your local instance you should type “L” into the fleet chat. You may hear the FC ask for “Logi L’s” if you’re slow to the mark, which is the prompt to type them in if you’re not paying attention!</li><br /><br />
<li>'''Boosts:''' At the same time the FC will likely check that the On Grid Booster (OGB) is awake and boosting the fleet. You may hear on comms “Boosts are good” referring to the fact that they’ve been triggered. Sometimes if the logi is late to warp (for instance you weren’t aligned to the broadcast in the previous site perfectly) it’s possible for their boosts to miss you. Boosts provide a meaningful increase to the amount of shield repping power you can throw at a fleet mate – so if you don’t have the boost, it’s harder to stabilise your fleet mates. If you don’t have boosts, and are the only logi on grid at the time, it can get hairy fast. If you’re missing the boost – notify your FC on comms and let them make the call.</li><br /><br />
<li>'''Align to the gate:''' When called by the FC, aligning to the gate is simply a case of doubly clicking in space along the axis of the gate you want to take (aiming for the thinner, pointy end of the gate). This gets all the fleet ships moving in the right direction, and gets velocities to the point that when the gate is activated, warp drives engage almost instantly. As a logi you need to be aware that you will align and travel faster than all the other ships on grid – and as such there are a few risks involved:</li><br /><br />
<ol><br />
<li>'''You can easily travel outside of the range of the gate''' if there are delays in the fleet being ready to jump or if the fleet has landed awkwardly at the edges of the gate range. Warp mechanics require you to be at 75% speed to engage a jump – so you can manually set your speed lower or even stop entirely by clicking in the velocity indicator below your cap readout to give you a little more time. Keep in range of the gate at all costs.</li><br /><br />
<li>'''You can bump the gate''' if your current trajectory is aiming directly at or near to the gate graphic. Be aware that the hitbox around the gate can be pretty large and awkward so it’s best to avoid getting anywhere near it. Bumping the gate will throw you off course, potentially tangle you, and reduce your speed to nil – all of which means you won’t be on grid with your fleet to give them reps when they need them. Avoiding bumping is always best – so if you think there is any risk, give your course a few degrees of deflection rather than aiming directly down the line of travel. It won’t make any meaningful difference to your transit time as you will align quickly anyway due to the cruiser agility.</li><br /><br />
<li>'''Jump the gate a few seconds after the call to do so'''. Usually the FC will call “Battleships take gate”, this doesn’t mean you. Cruisers will jump, and warp faster than most battleships and you don’t want to be on grid first. Wait until you see the first ships engage warp before you activate the gate yourself to increase the chances that the aggro in the site will have already consolidated onto a fleet mate with a larger EHP!</li><br /><br />
<li>'''If you bump the gate on activation''' immediately deactivate the jump by hitting <CTRL> + <SPACE>. This puts you back in control of your ship. Inform the FC on comms that you were late on the gate, so that they are aware and can manage the situation in site as needed. Target a spot in space away from the gate perpendicular to the direction of travel, and engage your prop mod if you have it. Once you’re well clear of the gate, disengage your prop, align down the gate again, and activate the gate. If done right, you’re only going to be a handful of seconds late into the site which should be no big deal. Uni fleets are inherently cautious and will usually have additional shield bots and remote reppers in their fits to manage the situation should something go wrong. It’s best to not panic, and resolve the issue as quickly as you can.</li><br /><br />
</ol><br />
<li>'''Landing on grid:''' Your role on grid should be clear; you’re responsible for identifying fleet members who have aggro from Sansha targets, and keeping them alive. At the same time, keeping yourself alive and well is just as, if not more important overall. Losing a Damage Dealer (DD) in the fleet is a tragedy for that pilot as they see millions of ISK get turned to slag, but losing logi can cause a chain of failures and many more DDs doom. As such, it’s good practice to increase your own relative safety quickly upon entering sites.</li><br /><br />
<ol><br />
<li>'''Orbit the beacon:''' Near your landing position there will be a beacon in space. If you’ve setup your overview correctly this will be listed and can be clicked on directly. In comparison to the battleships in the fleet, logistics cruisers have a much smaller signature radius, are significantly faster, but have a fraction of the EHP on paper. As such you want to play to these strengths, get some velocity up and orbit to increase transversal and make it less likely that the Sansha will be able to apply full damage to you. To maximise the effectiveness of your prop mod when turning, an orbit distance of 4500m from the beacon is ideal. You can set this as a default by having the beacon selected in your overview, and right clicking the “orbit” button in the target focus window. Type in the range, set it as default, and then just click to orbit every time you enter sites.</li><br /><br />
<li>'''Lock your fleet:''' As you should be landing on grid after the bulk of your DD fleetmates, check for any broadcast you already have and prioritize locking them and getting a rep or two running. After that, using your watchlist it’s easy to lock up your fleet by simply holding <CTRL> and clicking them in the list. Starting from top to bottom click anyone showing the three shield/armor/hull bars against them indicating that they are on grid with you. If they are still in warp and not actively doing anything, you’ll be unable to lock them, just come back later and lock them up. Prioritize Logi and any remaining Link targets for the second pass of locking - everyone else can wait a while.</li><br /><br />
<li>'''Get cap chain up:''' If you need it, get the cap chain in place. Most fits can run a couple of reps stable, but you need it up ASAP to be safe and sure.</li><br /><br />
<li>'''Get links out:''' Getting early targets off the field fast is a priority – so make sure you’re dishing out the links quickly and efficiently to those that need them. If one of your links is an aggro magnet, you can also apply a single rep as needed.</li><br /><br />
<li>'''Establish the initial aggro target:''' Watch lists will show red as and when people start taking damage, the pilot may well broadcast for reps if they remember to, but also keep an eye on the combat log and messages in the centre of the screen which should give you an early indication as to who Sansha loves most in the site. Usually you’ll see warp scramble or ECM attempts (from the initial Niarja frigates which have a full rack of EWAR gear) pop up indicating who has the aggro – enabling you to lock them and get a single rep down on them early.</li><br /><br />
<li>'''Lock the remainder:''' Pick up any stragglers.</li><br /><br />
<li>'''Bots out and engage:''' Depending on the site, and whether it has been pre-loaded (super scouts who jump into the site early to spawn up the enemy frigates to ensure everyone is there before you land) you may be able to get your bots out earlier than this – but in reality the risk is very low and you can leave it to the end. In high-sec standard practice is to target your bots on your logi buddy. This is usually more than enough repping power to handle any Eysturs which may make their way to your logi-buddy and free up your main reps to apply to more pressing needs. In low-sec incursions, armor bots can be applied as required to any fleet mates given the relatively higher tanking capability present there.</li><br /><br />
</ol><br />
</ol><br />
<br />
== Safe operation as a Logi pilot ==<br />
<br />
The main goal of a logi pilot is to provide the minimal amount of reps necessary to stabilise and repair friendly pilots ships. Any reps over and above the minimum makes it more likely that the logi themselves may pull aggro when the Sansha switch targets. Whilst Uni fleets are overprovisioned with logi to make this less risky, when a logi pilot pulls aggro we reduce our safety margin considerably. To counter this it’s important to follow the general rules below:<br />
<br />
# '''Ramp reps up and down on targets as needed'''. In a Vanguard site, all ships will have sufficient EHP to survive multiple volleys prior to getting into difficulty. Your goal should be to start applying reps early, stabilise the damage to a point where your combined reps recover at least as much damage as the Sansha inflict, and then reduce the number of reps as soon as possible as the inbound damage drops due to the targets dying off.<br /><br /><br />
# '''Stagger reps'''. Reps can only fix the damage which is present on the target ship at the time that they begin a cycle. They also draw down all capacitor at the start of that cycle. By staggering the start of the cycle by 1-2 seconds from the last you’re applying more consistent reps over the course of the complete cycle time, mitigating any risk that an alpha strike can hit your target a moment after a rep cycles having done very little. In an emergency you can mash a few reps on at once, just replace them with a cycled rep at the earliest convenience.<br /><br /><br />
# '''Aim to have no reps on when new waves spawn'''. Wave mechanics vary from site to site, but for the most part, ignore Eystur frigates (which in some sites aren’t killed at all, and generally do a relatively minimal amount of damage overall) and focus on any other ship on grid. When the final enemy ship is killed – the next wave will spawn, and will aggro onto ships they perceive to be the biggest threat. When you have large numbers of reps and links (potentially cap chains also) cycling at a time when the DD ships aren’t shooting, it can lead to Sansha thinking Logis are a massive threat – and it’s probable that they may focus you. By reducing reps through the life of the wave, you’re less of a target and can reapply them as aggro becomes clear.<br /><br /><br />
# '''Overheat as needed'''. Sometimes certain ships are hit hard as the pilot has a weaker tank, or fewer skills to boost resistances. Keep an eye on people who are likely to be getting hit harder than others (e.g. newbros with entry level skills, Praxis pilots, etc) and give them a priority. Also be aware that some sites and spawns like the Nation Commanders Outposts (NCOs) are especially dangerous due to the close range you’ll be facing meaning more damage is applied sooner. Early in waves getting reps on to stabilize the inbound damage is important – if you don’t feel like the ship is stable after 2 cycles of full reps liberally overheat your reps to get to a stable place. Repair is always nearby, and carry some nanites to do field repairs as needed.<br /><br /><br />
# '''You’re more than capable to solo rep a Vanguard site'''. Sometimes bad things happen. Logis may disconnect, or be stuck on a gate longer than expected. The Uni fleet comps and fittings are designed to have fall-back support as needed. Most fleet mates will be carrying bots of their own, and can quickly abandon their standard drones and get bots engaged repping you as and when aggro switches to you. Many fits will also have a utility high slot with a shield rep in it ready to give you some love if required. Keep doing what you’re doing, and keep calm. The FC will manage the situation, usually holding damage on the wave spawn trigger to give time for your logi-buddy to reconnect or get into the site, or will manage the fleet accordingly to keep it safe.<br /><br /><br />
# '''Keep an eye out, and your FC informed of timers'''. These display as red circles in the top left of your screen; any 15min timer has the potential to risk fleet safety and may require a break to allow the timer to pass without incident. Logi inherit combat and other timers from the pilots which they rep. As such, with safeties green (as they should be at all times in high-sec fleets) you will not be able to rep any out of corp logi-bros at wartime with a timer as this would pass on the timer to them which would be prevented by their safety setting. Timers apply for multiple reasons – often when a DD accidentally shoots or webs a friendly pilot, or misapplies their drones. Where you have DD pilots cap chaining one another it’s unfortunately an inevitability that there will be slip ups every now and then should both of them be in the Uni. Eve University has friendly fire enabled to enable our teaching mission to be conducted in classes and such it’s relatively simple to shoot one another. In the incursion, slips ups will generate and pass on a timer to your logi. In peacetime the timer has little consequence, but should be avoided where possible as good practice. At wartime, it places any out of corp logi in danger, stops reps landing on the recipient, and can cascade into a terrible scenario. Inform your FC, and let them make the call as to action required at the time.<br /><br /><br />
# '''Broadcasts are helpful – but don’t rely on them'''. All fleet mates should be assisting you by correctly broadcasting for shield, armor, or capacitor in good time when they get yellow boxed by targets. These will show in your fleet history window, and are a useful guide which can identify aggro targets before damage hits. Often people will miss the initial aggro though, or take time to click the broadcast button, and can receive a couple of volleys before they actually broadcast. You can get an early indication of who is being targeted by keeping an eye on your combat log or the messages coming up in the middle of the screen telling you which fleet mate is being scrammed or jammed – this indicates that they’re pulling room aggro and will soon be taking damage. Equally to no broadcasts at all, some people jump the gun, and will broadcast when a single frigate locks them up, which can divert your attention from the real target. Keep an eye for other indicators that those people are taking a decent chunk of aggro, and cycle back on reps slightly to check the level of incoming damage overall. It’s always best to have at least one rep on standby for emergency situations when the aggro switches – you don’t ever want to be fully committed for long unless you’re absolutely sure it’s necessary. Don’t be afraid to ask on comms for more information, or to ask your fleet to clear their broadcasts by broadcasting “In Position” to make things easier for you. Broadcasts are a tool – nothing more.<br />
<br />
In summary, logi piloting is a super rewarding role where you really make a difference in the incursion fleets. The skills required are also highly transferable into other fleet PVP activity where you will be highly prized by any FC, and even more of a target to your enemies (because of your<br />
value to fleet survival!) and yet you will never grace a killmail without cheezy drone shenanigans. If logi piloting in incursions is your thing, consider the skillplans available on the Uni Wiki, and do invest in Logistics Cruisers V if this is something you find yourself enjoying. It makes a massive difference to the viability of many fits, which will open up many more doors to you in the future to expand into other Incursion running groups.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero/Sandbox/A_Guide_to_Logistics_for_the_EVE_University_Incursion_Community&diff=159362User:Max Tsero/Sandbox/A Guide to Logistics for the EVE University Incursion Community2020-08-11T18:02:02Z<p>Max Tsero: </p>
<hr />
<div>This guide assumes that all pilots have read and are aware of the information found in the [[EVE University Incursion Community|EVE University Incursions Community]] pages on the Wiki, especially the [[Incursions_checklist|Incursions Checklist]] and serves as an additional resource focused on Logistics.<br />
<br />
== Pre-Undock ==<br />
<br />
<ol><br />
<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br /><br />
<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Priority<br />
! Who<br />
! Colour (suggested)<br />
! Reasoning<br />
|-<br />
| 1<br />
| Logi Buddies<br />
| Blue (Shield Fleets)<br />Green (Armor Fleets) <br />Generally try to set to match broadcast settings.<br />
| Fleet safety is the most important thing. Getting them locked, cap chained and bots assigned as needed is critical.<br />
|-<br />
| 2<br />
| Link partners<br />
| Orange<br />
| You want to get links up quickly to help damage application, and get priority targets off the field as soon as possible.<br />
|-<br />
| 3<br />
| Drone Bunny<br />
| Red<br />
| Flying in a Battlecruiser hull is inherently squishier than a battleship – and they often get on grid and draw aggro (and harder hitting damage) faster than others.<br />
|-<br />
| 4<br />
| Aggro Magnets<br />
| No Colour<br />
| Some pilots (especially those with T2 guns) will just naturally get aggro more than others and you’ll need to be repping them on the other side of a gate pretty quickly.<br />
|-<br />
| 5<br />
| Everyone Else<br />
| Nil.<br />
| Eventually everyone will receive some Sansha love, there is a randomized element to the switching. So get everyone locked and keep eyes on. Make sure any squishy fleetmates are higher on the list than others if possible also.<br />
|}<br />
<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br /><br />
<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Hull<br />
! Link<br />
! Reason<br />
|-<br />
| Vindicator (Blasters)<br />
| Optimal Range<br />
| Blasters are bonused by the Vindicator's hull bonuses and do mega damage, but are naturally short ranged. Increasing optimal ranges allows them to reach further hit the Sansha sooner, increasing efficiency.<br />
|-<br />
| Nightmare (Beam/Tach)<br />
| Tracking Speed<br />
| Beam fit Nightmares have superb range and in general will snipe targets with low or no transversal velocity with ease. Extra tracking helps ensure beams land more often (and better hits) when the target is not being compliant and running towards their slaughter.<br />
|-<br />
| Nightmare (Pulses)<br />
| Tracking Speed and/or Optimal Range<br />
| “Short Range” Pulses have excellent range and damage application with the right crystals in them, and the optimal window of recommended ammo covers the all spawns in Vanguard sites. Ensuring that the lasers have sufficient tracking to hit closer range targets orbiting the fleet is the priority, but some pilots may appreciate additional range to increase the optimal window of their shorter range ammo in some sites.<br />
|-<br />
| Machariel (Autocannon)<br />
| Optimal Range and/or Tracking Speed<br />
| Autocannons are short/medium range weapons systems and benefit from both script types. Standard Machariel fits will have two tracking application mods already fitted, which should enable them to hit most targets at close range – but checking with the pilot is advised here.<br />
|}<br />
<li>'''Check Fitting:''' One Vanguard Site (Nation Mining Colony) requires a stack of 255 Lyavite ore to be dropped in a container ~75km from the fleet anchor point. Whilst some fleets run with a dedicated ore dropper as an off-grid role, usually one of the logi pilots will be expected to make the run (generally being faster than a battleship!). As such only one ship needs to have an afterburner fitted to reduce the waiting time to drop the ore. In general, even if you have a dedicated dropper it’s good practice for one logi to have a prop mod fitted anyway just in case the dropper needs to leave, when not using it for ore the afterburner increases you speed when orbiting and helps reduce the hit chance of any incoming fire so it definitely doesn’t hurt to have it.</li><br />
</ol><br />
<br />
== In-Space ==<br />
<br />
<ol><br />
<li>'''Hardeners:''' If they aren’t powered, hardeners don’t do anything; so get them spinning as soon as possible on the undock lest you forget. Remember each time you dock or jump system they will power down, so ensure you get them spinning ASAP – especially if you’re transiting through low-sec on the way into a focus.</li><br /><br />
<li>'''Gate Protocol:''' Logi is life. Jumping into a site and realising that one or more of the logi have disconnected in game or are taking a sneaky bio on a long warp between sites can mean fleet losses which we want to avoid. Similarly, if the logi is the only one in a site – things can get hairy with the amount of damage coming your way. Gate Protocols exist to reduce the risk entering a site:</li><br /><br />
<ol><br />
<li>'''Logi L’s:''' Your Fleet Commander will want to check that nothing untoward has happened mid-warp and that the Logi are paying attention. As such, when at the end of a warp, once the Acceleration Gate to the site loads in your local instance you should type “L” into the fleet chat. You may hear the FC ask for “Logi L’s” if you’re slow to the mark, which is the prompt to type them in if you’re not paying attention!</li><br /><br />
<li>'''Boosts:''' At the same time the FC will likely check that the On Grid Booster (OGB) is awake and boosting the fleet. You may hear on comms “Boosts are good” referring to the fact that they’ve been triggered. Sometimes if the logi is late to warp (for instance you weren’t aligned to the broadcast in the previous site perfectly) it’s possible for their boosts to miss you. Boosts provide a meaningful increase to the amount of shield repping power you can throw at a fleet mate – so if you don’t have the boost, it’s harder to stabilise your fleet mates. If you don’t have boosts, and are the only logi on grid at the time, it can get hairy fast. If you’re missing the boost – notify your FC on comms and let them make the call.</li><br /><br />
<li>'''Align to the gate:''' When called by the FC, aligning to the gate is simply a case of doubly clicking in space along the axis of the gate you want to take (aiming for the thinner, pointy end of the gate). This gets all the fleet ships moving in the right direction, and gets velocities to the point that when the gate is activated, warp drives engage almost instantly. As a logi you need to be aware that you will align and travel faster than all the other ships on grid – and as such there are a few risks involved:</li><br /><br />
<ol><br />
<li>'''You can easily travel outside of the range of the gate''' if there are delays in the fleet being ready to jump or if the fleet has landed awkwardly at the edges of the gate range. Warp mechanics require you to be at 75% speed to engage a jump – so you can manually set your speed lower or even stop entirely by clicking in the velocity indicator below your cap readout to give you a little more time. Keep in range of the gate at all costs.</li><br /><br />
<li>'''You can bump the gate''' if your current trajectory is aiming directly at or near to the gate graphic. Be aware that the hitbox around the gate can be pretty large and awkward so it’s best to avoid getting anywhere near it. Bumping the gate will throw you off course, potentially tangle you, and reduce your speed to nil – all of which means you won’t be on grid with your fleet to give them reps when they need them. Avoiding bumping is always best – so if you think there is any risk, give your course a few degrees of deflection rather than aiming directly down the line of travel. It won’t make any meaningful difference to your transit time as you will align quickly anyway due to the cruiser agility.</li><br /><br />
<li>'''Jump the gate a few seconds after the call to do so'''. Usually the FC will call “Battleships take gate”, this doesn’t mean you. Cruisers will jump, and warp faster than most battleships and you don’t want to be on grid first. Wait until you see the first ships engage warp before you activate the gate yourself to increase the chances that the aggro in the site will have already consolidated onto a fleet mate with a larger EHP!</li><br /><br />
<li>'''If you bump the gate on activation''' immediately deactivate the jump by hitting <CTRL> + <SPACE>. This puts you back in control of your ship. Inform the FC on comms that you were late on the gate, so that they are aware and can manage the situation in site as needed. Target a spot in space away from the gate perpendicular to the direction of travel, and engage your prop mod if you have it. Once you’re well clear of the gate, disengage your prop, align down the gate again, and activate the gate. If done right, you’re only going to be a handful of seconds late into the site which should be no big deal. Uni fleets are inherently cautious and will usually have additional shield bots and remote reppers in their fits to manage the situation should something go wrong. It’s best to not panic, and resolve the issue as quickly as you can.</li><br /><br />
</ol><br />
<li>'''Landing on grid:''' Your role on grid should be clear; you’re responsible for identifying fleet members who have aggro from Sansha targets, and keeping them alive. At the same time, keeping yourself alive and well is just as, if not more important overall. Losing a Damage Dealer (DD) in the fleet is a tragedy for that pilot as they see millions of ISK get turned to slag, but losing logi can cause a chain of failures and many more DDs doom. As such, it’s good practice to increase your own relative safety quickly upon entering sites.</li><br /><br />
<ol><br />
<li>'''Orbit the beacon:''' Near your landing position there will be a beacon in space. If you’ve setup your overview correctly this will be listed and can be clicked on directly. In comparison to the battleships in the fleet, logistics cruisers have a much smaller signature radius, are significantly faster, but have a fraction of the EHP on paper. As such you want to play to these strengths, get some velocity up and orbit to increase transversal and make it less likely that the Sansha will be able to apply full damage to you. To maximise the effectiveness of your prop mod when turning, an orbit distance of 4500m from the beacon is ideal. You can set this as a default by having the beacon selected in your overview, and right clicking the “orbit” button in the target focus window. Type in the range, set it as default, and then just click to orbit every time you enter sites.</li><br /><br />
<li>'''Lock your fleet:''' As you should be landing on grid after the bulk of your DD fleetmates, check for any broadcast you already have and prioritize locking them and getting a rep or two running. After that, using your watchlist it’s easy to lock up your fleet by simply holding <CTRL> and clicking them in the list. Starting from top to bottom click anyone showing the three shield/armor/hull bars against them indicating that they are on grid with you. If they are still in warp and not actively doing anything, you’ll be unable to lock them, just come back later and lock them up. Prioritize Logi and any remaining Link targets for the second pass of locking - everyone else can wait a while.</li><br /><br />
<li>'''Get cap chain up:''' If you need it, get the cap chain in place. Most fits can run a couple of reps stable, but you need it up ASAP to be safe and sure.</li><br /><br />
<li>'''Get links out:''' Getting early targets off the field fast is a priority – so make sure you’re dishing out the links quickly and efficiently to those that need them. If one of your links is an aggro magnet, you can also apply a single rep as needed.</li><br /><br />
<li>'''Establish the initial aggro target:''' Watch lists will show red as and when people start taking damage, the pilot may well broadcast for reps if they remember to, but also keep an eye on the combat log and messages in the centre of the screen which should give you an early indication as to who Sansha loves most in the site. Usually you’ll see warp scramble or ECM attempts (from the initial Niarja frigates which have a full rack of EWAR gear) pop up indicating who has the aggro – enabling you to lock them and get a single rep down on them early.</li><br /><br />
<li>'''Lock the remainder:''' Pick up any stragglers.</li><br /><br />
<li>'''Bots out and engage:''' Depending on the site, and whether it has been pre-loaded (super scouts who jump into the site early to spawn up the enemy frigates to ensure everyone is there before you land) you may be able to get your bots out earlier than this – but in reality the risk is very low and you can leave it to the end. In high-sec standard practice is to target your bots on your logi buddy. This is usually more than enough repping power to handle any Eysturs which may make their way to your logi-buddy and free up your main reps to apply to more pressing needs. In low-sec incursions, armor bots can be applied as required to any fleet mates given the relatively higher tanking capability present there.</li><br /><br />
</ol><br />
</ol><br />
<br />
== Safe operation as a Logi pilot ==<br />
<br />
The main goal of a logi pilot is to provide the minimal amount of reps necessary to stabilise and repair friendly pilots ships. Any reps over and above the minimum makes it more likely that the logi themselves may pull aggro when the Sansha switch targets. Whilst Uni fleets are overprovisioned with logi to make this less risky, when a logi pilot pulls aggro we reduce our safety margin considerably. To counter this it’s important to follow the general rules below:<br />
<br />
# '''Ramp reps up and down on targets as needed'''. In a Vanguard site, all ships will have sufficient EHP to survive multiple volleys prior to getting into difficulty. Your goal should be to start applying reps early, stabilise the damage to a point where your combined reps recover at least as much damage as the Sansha inflict, and then reduce the number of reps as soon as possible as the inbound damage drops due to the targets dying off.<br /><br /><br />
# '''Stagger reps'''. Reps can only fix the damage which is present on the target ship at the time that they begin a cycle. They also draw down all capacitor at the start of that cycle. By staggering the start of the cycle by 1-2 seconds from the last you’re applying more consistent reps over the course of the complete cycle time, mitigating any risk that an alpha strike can hit your target a moment after a rep cycles having done very little. In an emergency you can mash a few reps on at once, just replace them with a cycled rep at the earliest convenience.<br /><br /><br />
# '''Aim to have no reps on when new waves spawn'''. Wave mechanics vary from site to site, but for the most part, ignore Eystur frigates (which in some sites aren’t killed at all, and generally do a relatively minimal amount of damage overall) and focus on any other ship on grid. When the final enemy ship is killed – the next wave will spawn, and will aggro onto ships they perceive to be the biggest threat. When you have large numbers of reps and links (potentially cap chains also) cycling at a time when the DD ships aren’t shooting, it can lead to Sansha thinking Logis are a massive threat – and it’s probable that they may focus you. By reducing reps through the life of the wave, you’re less of a target and can reapply them as aggro becomes clear.<br /><br /><br />
# '''Overheat as needed'''. Sometimes certain ships are hit hard as the pilot has a weaker tank, or fewer skills to boost resistances. Keep an eye on people who are likely to be getting hit harder than others (e.g. newbros with entry level skills, Praxis pilots, etc) and give them a priority. Also be aware that some sites and spawns like the Nation Commanders Outposts (NCOs) are especially dangerous due to the close range you’ll be facing meaning more damage is applied sooner. Early in waves getting reps on to stabilize the inbound damage is important – if you don’t feel like the ship is stable after 2 cycles of full reps liberally overheat your reps to get to a stable place. Repair is always nearby, and carry some nanites to do field repairs as needed.<br /><br /><br />
# '''You’re more than capable to solo rep a Vanguard site'''. Sometimes bad things happen. Logis may disconnect, or be stuck on a gate longer than expected. The Uni fleet comps and fittings are designed to have fall-back support as needed. Most fleet mates will be carrying bots of their own, and can quickly abandon their standard drones and get bots engaged repping you as and when aggro switches to you. Many fits will also have a utility high slot with a shield rep in it ready to give you some love if required. Keep doing what you’re doing, and keep calm. The FC will manage the situation, usually holding damage on the wave spawn trigger to give time for your logi-buddy to reconnect or get into the site, or will manage the fleet accordingly to keep it safe.<br /><br /><br />
# '''Keep an eye out, and your FC informed of timers'''. These display as red circles in the top left of your screen; any 15min timer has the potential to risk fleet safety and may require a break to allow the timer to pass without incident. Logi inherit combat and other timers from the pilots which they rep. As such, with safeties green (as they should be at all times in high-sec fleets) you will not be able to rep any out of corp logi-bros at wartime with a timer as this would pass on the timer to them which would be prevented by their safety setting. Timers apply for multiple reasons – often when a DD accidentally shoots or webs a friendly pilot, or misapplies their drones. Where you have DD pilots cap chaining one another it’s unfortunately an inevitability that there will be slip ups every now and then should both of them be in the Uni. Eve University has friendly fire enabled to enable our teaching mission to be conducted in classes and such it’s relatively simple to shoot one another. In the incursion, slips ups will generate and pass on a timer to your logi. In peacetime the timer has little consequence, but should be avoided where possible as good practice. At wartime, it places any out of corp logi in danger, stops reps landing on the recipient, and can cascade into a terrible scenario. Inform your FC, and let them make the call as to action required at the time.<br /><br /><br />
# '''Broadcasts are helpful – but don’t rely on them'''. All fleet mates should be assisting you by correctly broadcasting for shield, armor, or capacitor in good time when they get yellow boxed by targets. These will show in your fleet history window, and are a useful guide which can identify aggro targets before damage hits. Often people will miss the initial aggro though, or take time to click the broadcast button, and can receive a couple of volleys before they actually broadcast. You can get an early indication of who is being targeted by keeping an eye on your combat log or the messages coming up in the middle of the screen telling you which fleet mate is being scrammed or jammed – this indicates that they’re pulling room aggro and will soon be taking damage. Equally to no broadcasts at all, some people jump the gun, and will broadcast when a single frigate locks them up, which can divert your attention from the real target. Keep an eye for other indicators that those people are taking a decent chunk of aggro, and cycle back on reps slightly to check the level of incoming damage overall. It’s always best to have at least one rep on standby for emergency situations when the aggro switches – you don’t ever want to be fully committed for long unless you’re absolutely sure it’s necessary. Don’t be afraid to ask on comms for more information, or to ask your fleet to clear their broadcasts by broadcasting “In Position” to make things easier for you. Broadcasts are a tool – nothing more.<br />
<br />
In summary, logi piloting is a super rewarding role where you really make a difference in the incursion fleets. The skills required are also highly transferable into other fleet PVP activity where you will be highly prized by any FC, and even more of a target to your enemies (because of your<br />
value to fleet survival!) and yet you will never grace a killmail without cheezy drone shenanigans. If logi piloting in incursions is your thing, consider the skillplans available on the Uni Wiki, and do invest in Logistics Cruisers V if this is something you find yourself enjoying. It makes a massive difference to the viability of many fits, which will open up many more doors to you in the future to expand into other Incursion running groups.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero/Sandbox/A_Guide_to_Logistics_for_the_EVE_University_Incursion_Community&diff=159361User:Max Tsero/Sandbox/A Guide to Logistics for the EVE University Incursion Community2020-08-11T17:55:35Z<p>Max Tsero: </p>
<hr />
<div>This guide assumes that all pilots have read and are aware of the information found in the [[EVE University Incursion Community|EVE University Incursions Community]] pages on the Wiki, especially the [[Incursions_checklist|Incursions Checklist]] and serves as an additional resource focused on Logistics.<br />
<br />
== Pre-Undock ==<br />
<br />
<ol><br />
<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br /><br />
<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Priority<br />
! Who<br />
! Colour (suggested)<br />
! Reasoning<br />
|-<br />
| 1<br />
| Logi Buddies<br />
| Blue (Shield Fleets)<br />Green (Armor Fleets) <br />Generally try to set to match broadcast settings.<br />
| Fleet safety is the most important thing. Getting them locked, cap chained and bots assigned as needed is critical.<br />
|-<br />
| 2<br />
| Link partners<br />
| Orange<br />
| You want to get links up quickly to help damage application, and get priority targets off the field as soon as possible.<br />
|-<br />
| 3<br />
| Drone Bunny<br />
| Red<br />
| Flying in a Battlecruiser hull is inherently squishier than a battleship – and they often get on grid and draw aggro (and harder hitting damage) faster than others.<br />
|-<br />
| 4<br />
| Aggro Magnets<br />
| No Colour<br />
| Some pilots (especially those with T2 guns) will just naturally get aggro more than others and you’ll need to be repping them on the other side of a gate pretty quickly.<br />
|-<br />
| 5<br />
| Everyone Else<br />
| Nil.<br />
| Eventually everyone will receive some Sansha love, there is a randomized element to the switching. So get everyone locked and keep eyes on. Make sure any squishy fleetmates are higher on the list than others if possible also.<br />
|}<br />
<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br /><br />
<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Hull<br />
! Link<br />
! Reason<br />
|-<br />
| Vindicator (Blasters)<br />
| Optimal Range<br />
| Blasters are bonused by the Vindicator's hull bonuses and do mega damage, but are naturally short ranged. Increasing optimal ranges allows them to reach further hit the Sansha sooner, increasing efficiency.<br />
|-<br />
| Nightmare (Beam/Tach)<br />
| Tracking Speed<br />
| Beam fit Nightmares have superb range and in general will snipe targets with low or no transversal velocity with ease. Extra tracking helps ensure beams land more often (and better hits) when the target is not being compliant and running towards their slaughter.<br />
|-<br />
| Nightmare (Pulses)<br />
| Tracking Speed and/or Optimal Range<br />
| “Short Range” Pulses have excellent range and damage application with the right crystals in them, and the optimal window of recommended ammo covers the all spawns in Vanguard sites. Ensuring that the lasers have sufficient tracking to hit closer range targets orbiting the fleet is the priority, but some pilots may appreciate additional range to increase the optimal window of their shorter range ammo in some sites.<br />
|-<br />
| Machariel (Autocannon)<br />
| Optimal Range and/or Tracking Speed<br />
| Autocannons are short/medium range weapons systems and benefit from both script types. Standard Machariel fits will have two tracking application mods already fitted, which should enable them to hit most targets at close range – but checking with the pilot is advised here.<br />
|}<br />
<li>'''Check Fitting:''' One Vanguard Site (Nation Mining Colony) requires a stack of 255 Lyavite ore to be dropped in a container ~75km from the fleet anchor point. Whilst some fleets run with a dedicated ore dropper as an off-grid role, usually one of the logi pilots will be expected to make the run (generally being faster than a battleship!). As such only one ship needs to have an afterburner fitted to reduce the waiting time to drop the ore. In general, even if you have a dedicated dropper it’s good practice for one logi to have a prop mod fitted anyway just in case the dropper needs to leave, when not using it for ore the afterburner increases you speed when orbiting and helps reduce the hit chance of any incoming fire so it definitely doesn’t hurt to have it.</li><br />
</ol><br />
<br />
== In-Space ==<br />
<br />
<ol><br />
<li>'''Hardeners:''' If they aren’t powered, hardeners don’t do anything; so get them spinning as soon as possible on the undock lest you forget. Remember each time you dock or jump system they will power down, so ensure you get them spinning ASAP – especially if you’re transiting through low-sec on the way into a focus.</li><br /><br />
<li>'''Gate Protocol:''' Logi is life. Jumping into a site and realising that one or more of the logi have disconnected in game or are taking a sneaky bio on a long warp between sites can mean fleet losses which we want to avoid. Similarly, if the logi is the only one in a site – things can get hairy with the amount of damage coming your way. Gate Protocols exist to reduce the risk entering a site:</li><br /><br />
<ol><br />
<li>'''Logi L’s:''' Your Fleet Commander will want to check that nothing untoward has happened mid-warp and that the Logi are paying attention. As such, when at the end of a warp, once the Acceleration Gate to the site loads in your local instance you should type “L” into the fleet chat. You may hear the FC ask for “Logi L’s” if you’re slow to the mark, which is the prompt to type them in if you’re not paying attention!</li><br /><br />
<li>'''Boosts:''' At the same time the FC will likely check that the On Grid Booster (OGB) is awake and boosting the fleet. You may hear on comms “Boosts are good” referring to the fact that they’ve been triggered. Sometimes if the logi is late to warp (for instance you weren’t aligned to the broadcast in the previous site perfectly) it’s possible for their boosts to miss you. Boosts provide a meaningful increase to the amount of shield repping power you can throw at a fleet mate – so if you don’t have the boost, it’s harder to stabilise your fleet mates. If you don’t have boosts, and are the only logi on grid at the time, it can get hairy fast. If you’re missing the boost – notify your FC on comms and let them make the call.</li><br /><br />
<li>'''Align to the gate:''' When called by the FC, aligning to the gate is simply a case of doubly clicking in space along the axis of the gate you want to take (aiming for the thinner, pointy end of the gate). This gets all the fleet ships moving in the right direction, and gets velocities to the point that when the gate is activated, warp drives engage almost instantly. As a logi you need to be aware that you will align and travel faster than all the other ships on grid – and as such there are a few risks involved:</li><br /><br />
<ol><br />
<li>'''You can easily travel outside of the range of the gate''' if there are delays in the fleet being ready to jump or if the fleet has landed awkwardly at the edges of the gate range. Warp mechanics require you to be at 75% speed to engage a jump – so you can manually set your speed lower or even stop entirely by clicking in the velocity indicator below your cap readout to give you a little more time. Keep in range of the gate at all costs.</li><br /><br />
<li>'''You can bump the gate''' if your current trajectory is aiming directly at or near to the gate graphic. Be aware that the hitbox around the gate can be pretty large and awkward so it’s best to avoid getting anywhere near it. Bumping the gate will throw you off course, potentially tangle you, and reduce your speed to nil – all of which means you won’t be on grid with your fleet to give them reps when they need them. Avoiding bumping is always best – so if you think there is any risk, give your course a few degrees of deflection rather than aiming directly down the line of travel. It won’t make any meaningful difference to your transit time as you will align quickly anyway due to the cruiser agility.</li><br /><br />
<li>'''Jump the gate a few seconds after the call to do so'''. Usually the FC will call “Battleships take gate”, this doesn’t mean you. Cruisers will jump, and warp faster than most battleships and you don’t want to be on grid first. Wait until you see the first ships engage warp before you activate the gate yourself to increase the chances that the aggro in the site will have already consolidated onto a fleet mate with a larger EHP!</li><br /><br />
<li>'''If you bump the gate on activation''' immediately deactivate the jump by hitting <CTRL> + <SPACE>. This puts you back in control of your ship. Inform the FC on comms that you were late on the gate, so that they are aware and can manage the situation in site as needed. Target a spot in space away from the gate perpendicular to the direction of travel, and engage your prop mod if you have it. Once you’re well clear of the gate, disengage your prop, align down the gate again, and activate the gate. If done right, you’re only going to be a handful of seconds late into the site which should be no big deal. Uni fleets are inherently cautious and will usually have additional shield bots and remote reppers in their fits to manage the situation should something go wrong. It’s best to not panic, and resolve the issue as quickly as you can.</li><br /><br />
</ol><br />
<li>'''Landing on grid:''' Your role on grid should be clear; you’re responsible for identifying fleet members who have aggro from Sansha targets, and keeping them alive. At the same time, keeping yourself alive and well is just as, if not more important overall. Losing a Damage Dealer (DD) in the fleet is a tragedy for that pilot as they see millions of ISK get turned to slag, but losing logi can cause a chain of failures and many more DDs doom. As such, it’s good practice to increase your own relative safety quickly upon entering sites.</li><br /><br />
<ol><br />
<li>'''Orbit the beacon:''' Near your landing position there will be a beacon in space. If you’ve setup your overview correctly this will be listed and can be clicked on directly. In comparison to the battleships in the fleet, logistics cruisers have a much smaller signature radius, are significantly faster, but have a fraction of the EHP on paper. As such you want to play to these strengths, get some velocity up and orbit to increase transversal and make it less likely that the Sansha will be able to apply full damage to you. To maximise the effectiveness of your prop mod when turning, an orbit distance of 4500m from the beacon is ideal. You can set this as a default by having the beacon selected in your overview, and right clicking the “orbit” button in the target focus window. Type in the range, set it as default, and then just click to orbit every time you enter sites.</li><br /><br />
<li>'''Lock your fleet:''' As you should be landing on grid after the bulk of your DD fleetmates, check for any broadcast you already have and prioritize locking them and getting a rep or two running. After that, using your watchlist it’s easy to lock up your fleet by simply holding <CTRL> and clicking them in the list. Starting from top to bottom click anyone showing the three shield/armor/hull bars against them indicating that they are on grid with you. If they are still in warp and not actively doing anything, you’ll be unable to lock them, just come back later and lock them up. Prioritize Logi and any remaining Link targets for the second pass of locking - everyone else can wait a while.</li><br /><br />
<li>'''Get cap chain up:''' If you need it, get the cap chain in place. Most fits can run a couple of reps stable, but you need it up ASAP to be safe and sure.</li><br /><br />
<li>'''Get links out:''' Getting early targets off the field fast is a priority – so make sure you’re dishing out the links quickly and efficiently to those that need them. If one of your links is an aggro magnet, you can also apply a single rep as needed.</li><br /><br />
<li>'''Establish the initial aggro target:''' Watch lists will show red as and when people start taking damage, the pilot may well broadcast for reps if they remember to, but also keep an eye on the combat log and messages in the centre of the screen which should give you an early indication as to who Sansha loves most in the site. Usually you’ll see warp scramble or ECM attempts (from the initial Niarja frigates which have a full rack of EWAR gear) pop up indicating who has the aggro – enabling you to lock them and get a single rep down on them early.</li><br /><br />
<li>'''Lock the remainder:''' Pick up any stragglers.</li><br /><br />
<li>'''Bots out and engage:''' Depending on the site, and whether it has been pre-loaded (super scouts who jump into the site early to spawn up the enemy frigates to ensure everyone is there before you land) you may be able to get your bots out earlier than this – but in reality the risk is very low and you can leave it to the end. In high-sec standard practice is to target your bots on your logi buddy. This is usually more than enough repping power to handle any Eysturs which may make their way to your logi-buddy and free up your main reps to apply to more pressing needs. In low-sec incursions, armor bots can be applied as required to any fleet mates given the relatively higher tanking capability present there.</li><br /><br />
</ol><br />
</ol></div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero/Sandbox/A_Guide_to_Logistics_for_the_EVE_University_Incursion_Community&diff=159360User:Max Tsero/Sandbox/A Guide to Logistics for the EVE University Incursion Community2020-08-11T17:50:57Z<p>Max Tsero: Created page with "This guide assumes that all pilots have read and are aware of the information found in the EVE University Incursions Community pages on..."</p>
<hr />
<div>This guide assumes that all pilots have read and are aware of the information found in the [[EVE University Incursion Community|EVE University Incursions Community]] pages on the Wiki, especially the [[Incursions_checklist|Incursions Checklist]] and serves as an additional resource focused on Logistics.<br />
<br />
== Pre-Undock ==<br />
<br />
<ol><br />
<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br /><br />
<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li><br /><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Priority<br />
! Who<br />
! Colour (suggested)<br />
! Reasoning<br />
|-<br />
| 1<br />
| Logi Buddies<br />
| Blue (Shield Fleets)<br />Green (Armor Fleets) <br />Generally try to set to match broadcast settings.<br />
| Fleet safety is the most important thing. Getting them locked, cap chained and bots assigned as needed is critical.<br />
|-<br />
| 2<br />
| Link partners<br />
| Orange<br />
| You want to get links up quickly to help damage application, and get priority targets off the field as soon as possible.<br />
|-<br />
| 3<br />
| Drone Bunny<br />
| Red<br />
| Flying in a Battlecruiser hull is inherently squishier than a battleship – and they often get on grid and draw aggro (and harder hitting damage) faster than others.<br />
|-<br />
| 4<br />
| Aggro Magnets<br />
| No Colour<br />
| Some pilots (especially those with T2 guns) will just naturally get aggro more than others and you’ll need to be repping them on the other side of a gate pretty quickly.<br />
|-<br />
| 5<br />
| Everyone Else<br />
| Nil.<br />
| Eventually everyone will receive some Sansha love, there is a randomized element to the switching. So get everyone locked and keep eyes on. Make sure any squishy fleetmates are higher on the list than others if possible also.<br />
|}<br />
<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br /><br />
<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li><br /><br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Hull<br />
! Link<br />
! Reason<br />
|-<br />
| Vindicator (Blasters)<br />
| Optimal Range<br />
| Blasters are bonused by the Vindicator's hull bonuses and do mega damage, but are naturally short ranged. Increasing optimal ranges allows them to reach further hit the Sansha sooner, increasing efficiency.<br />
|-<br />
| Nightmare (Beam/Tach)<br />
| Tracking Speed<br />
| Beam fit Nightmares have superb range and in general will snipe targets with low or no transversal velocity with ease. Extra tracking helps ensure beams land more often (and better hits) when the target is not being compliant and running towards their slaughter.<br />
|-<br />
| Nightmare (Pulses)<br />
| Tracking Speed and/or Optimal Range<br />
| “Short Range” Pulses have excellent range and damage application with the right crystals in them, and the optimal window of recommended ammo covers the all spawns in Vanguard sites. Ensuring that the lasers have sufficient tracking to hit closer range targets orbiting the fleet is the priority, but some pilots may appreciate additional range to increase the optimal window of their shorter range ammo in some sites.<br />
|-<br />
| Machariel (Autocannon)<br />
| Optimal Range and/or Tracking Speed<br />
| Autocannons are short/medium range weapons systems and benefit from both script types. Standard Machariel fits will have two tracking application mods already fitted, which should enable them to hit most targets at close range – but checking with the pilot is advised here.<br />
|}<br />
<li>'''Check Fitting:''' One Vanguard Site (Nation Mining Colony) requires a stack of 255 Lyavite ore to be dropped in a container ~75km from the fleet anchor point. Whilst some fleets run with a dedicated ore dropper as an off-grid role, usually one of the logi pilots will be expected to make the run (generally being faster than a battleship!). As such only one ship needs to have an afterburner fitted to reduce the waiting time to drop the ore. In general, even if you have a dedicated dropper it’s good practice for one logi to have a prop mod fitted anyway just in case the dropper needs to leave, when not using it for ore the afterburner increases you speed when orbiting and helps reduce the hit chance of any incoming fire so it definitely doesn’t hurt to have it.</li><br />
</ol><br />
<br />
== In-Space ==<br />
<br />
<ol><br />
<li>'''Hardeners:''' If they aren’t powered, hardeners don’t do anything; so get them spinning as soon as possible on the undock lest you forget. Remember each time you dock or jump system they will power down, so ensure you get them spinning ASAP – especially if you’re transiting through low-sec on the way into a focus.</li><br /><br />
<li>'''Gate Protocol:''' Logi is life. Jumping into a site and realising that one or more of the logi have disconnected in game or are taking a sneaky bio on a long warp between sites can mean fleet losses which we want to avoid. Similarly, if the logi is the only one in a site – things can get hairy with the amount of damage coming your way. Gate Protocols exist to reduce the risk entering a site:</li><br /><br />
<ol><br />
<li>'''Logi L’s:''' Your Fleet Commander will want to check that nothing untoward has happened mid-warp and that the Logi are paying attention. As such, when at the end of a warp, once the Acceleration Gate to the site loads in your local instance you should type “L” into the fleet chat. You may hear the FC ask for “Logi L’s” if you’re slow to the mark, which is the prompt to type them in if you’re not paying attention!</li><br /><br />
<li>'''Boosts:''' At the same time the FC will likely check that the On Grid Booster (OGB) is awake and boosting the fleet. You may hear on comms “Boosts are good” referring to the fact that they’ve been triggered. Sometimes if the logi is late to warp (for instance you weren’t aligned to the broadcast in the previous site perfectly) it’s possible for their boosts to miss you. Boosts provide a meaningful increase to the amount of shield repping power you can throw at a fleet mate – so if you don’t have the boost, it’s harder to stabilise your fleet mates. If you don’t have boosts, and are the only logi on grid at the time, it can get hairy fast. If you’re missing the boost – notify your FC on comms and let them make the call.</li><br /><br />
<li>'''Align to the gate:''' When called by the FC, aligning to the gate is simply a case of doubly clicking in space along the axis of the gate you want to take (aiming for the thinner, pointy end of the gate). This gets all the fleet ships moving in the right direction, and gets velocities to the point that when the gate is activated, warp drives engage almost instantly. As a logi you need to be aware that you will align and travel faster than all the other ships on grid – and as such there are a few risks involved:</li><br /><br />
<ol><br />
<li>'''You can easily travel outside of the range of the gate''' if there are delays in the fleet being ready to jump or if the fleet has landed awkwardly at the edges of the gate range. Warp mechanics require you to be at 75% speed to engage a jump – so you can manually set your speed lower or even stop entirely by clicking in the velocity indicator below your cap readout to give you a little more time. Keep in range of the gate at all costs.</li><br /><br />
<li>'''You can bump the gate''' if your current trajectory is aiming directly at or near to the gate graphic. Be aware that the hitbox around the gate can be pretty large and awkward so it’s best to avoid getting anywhere near it. Bumping the gate will throw you off course, potentially tangle you, and reduce your speed to nil – all of which means you won’t be on grid with your fleet to give them reps when they need them. Avoiding bumping is always best – so if you think there is any risk, give your course a few degrees of deflection rather than aiming directly down the line of travel. It won’t make any meaningful difference to your transit time as you will align quickly anyway due to the cruiser agility.</li><br /><br />
<li>'''Jump the gate a few seconds after the call to do so'''. Usually the FC will call “Battleships take gate”, this doesn’t mean you. Cruisers will jump, and warp faster than most battleships and you don’t want to be on grid first. Wait until you see the first ships engage warp before you activate the gate yourself to increase the chances that the aggro in the site will have already consolidated onto a fleet mate with a larger EHP!</li><br /><br />
<li>'''If you bump the gate on activation''' immediately deactivate the jump by hitting <CTRL> + <SPACE>. This puts you back in control of your ship. Inform the FC on comms that you were late on the gate, so that they are aware and can manage the situation in site as needed. Target a spot in space away from the gate perpendicular to the direction of travel, and engage your prop mod if you have it. Once you’re well clear of the gate, disengage your prop, align down the gate again, and activate the gate. If done right, you’re only going to be a handful of seconds late into the site which should be no big deal. Uni fleets are inherently cautious and will usually have additional shield bots and remote reppers in their fits to manage the situation should something go wrong. It’s best to not panic, and resolve the issue as quickly as you can.</li><br /><br />
</ol><br />
<li>'''Landing on grid:''' Your role on grid should be clear; you’re responsible for identifying fleet members who have aggro from Sansha targets, and keeping them alive. At the same time, keeping yourself alive and well is just as, if not more important overall. Losing a Damage Dealer (DD) in the fleet is a tragedy for that pilot as they see millions of ISK get turned to slag, but losing logi can cause a chain of failures and many more DDs doom. As such, it’s good practice to increase your own relative safety quickly upon entering sites.</li><br /><br />
<ol><br />
<li>'''Orbit the beacon:''' Near your landing position there will be a beacon in space. If you’ve setup your overview correctly this will be listed and can be clicked on directly. In comparison to the battleships in the fleet, logistics cruisers have a much smaller signature radius, are significantly faster, but have a fraction of the EHP on paper. As such you want to play to these strengths, get some velocity up and orbit to increase transversal and make it less likely that the Sansha will be able to apply full damage to you. To maximise the effectiveness of your prop mod when turning, an orbit distance of 4500m from the beacon is ideal. You can set this as a default by having the beacon selected in your overview, and right clicking the “orbit” button in the target focus window. Type in the range, set it as default, and then just click to orbit every time you enter sites.</li><br /><br />
<li>'''Lock your fleet:''' As you should be landing on grid after the bulk of your DD fleetmates, check for any broadcast you already have and prioritize locking them and getting a rep or two running. After that, using your watchlist it’s easy to lock up your fleet by simply holding <CTRL> and clicking them in the list. Starting from top to bottom click anyone showing the three shield/armor/hull bars against them indicating that they are on grid with you. If they are still in warp and not actively doing anything, you’ll be unable to lock them, just come back later and lock them up. Prioritize Logi and any remaining Link targets for the second pass of locking - everyone else can wait a while.</li><br /><br />
<li>'''Get cap chain up:''' If you need it, get the cap chain in place. Most fits can run a couple of reps stable, but you need it up ASAP to be safe and sure.</li><br /><br />
<li>'''Get links out:''' Getting early targets off the field fast is a priority – so make sure you’re dishing out the links quickly and efficiently to those that need them. If one of your links is an aggro magnet, you can also apply a single rep as needed.</li><br /><br />
<li>'''Establish the initial aggro target:''' Watch lists will show red as and when people start taking damage, the pilot may well broadcast for reps if they remember to, but also keep an eye on the combat log and messages in the centre of the screen which should give you an early indication as to who Sansha loves most in the site. Usually you’ll see warp scramble or ECM attempts (from the initial Niarja frigates which have a full rack of EWAR gear) pop up indicating who has the aggro – enabling you to lock them and get a single rep down on them early.</li><br /><br />
<li>'''Lock the remainder:''' Pick up any stragglers.</li><br /><br />
<li>'''Bots out and engage:''' Depending on the site, and whether it has been pre-loaded (super scouts who jump into the site early to spawn up the enemy frigates to ensure everyone is there before you land) you may be able to get your bots out earlier than this – but in reality the risk is very low and you can leave it to the end. In high-sec standard practice is to target your bots on your logi buddy. This is usually more than enough repping power to handle any Eysturs which may make their way to your logi-buddy and free up your main reps to apply to more pressing needs. In low-sec incursions, armor bots can be applied as required to any fleet mates given the relatively higher tanking capability present there.</li><br /><br />
</ol><br />
</ol></div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Mumble&diff=158934Mumble2020-08-03T14:35:26Z<p>Max Tsero: </p>
<hr />
<div>{{eunispecific}}<br />
{{Member Services}} {{tocright}}<br />
<br />
'''Mumble''' is a third-party VOIP (Voice Over Internet Protocol) application that allows people to communicate verbally both in- and out-of-game. [[EVE University]] maintains two different Mumble servers - one "private" and one "public" - as a way of engaging both students and the greater EVE community.<br />
<br />
Mumble is mostly used in two situations: PvP and Classes. In PvP it is very useful because, for example, it is faster to call out a primary target than to type it, especially with PvP related lag. In classes it is great as well because we do not want our poor instructors getting Carpal Tunnel Syndrome from typing everything. In effect, it is just a lot easier and faster than typing.<br />
<br />
= Mumble Quick Connect Guide =<br />
<br />
At EVE University we have two separate mumble servers. We have a public server accessible by anyone; this is used for classes, Q&As, and the occasional CSM Town Hall. We also have a private mumble server accessible only by E-UNI members and alumni; this is used for all other E-UNI business - fleets, campuses, etc. Most E-UNI activities use the private server, only classes and Q&As use the public server.<br />
<br />
The set-up instructions for each are as follows:<br />
<br />
#Download Mumble from [http://www.mumble.info http://www.mumble.info]. Versions for many different operating systems are available.<br />
#Install and set it up - starting Mumble for the first time will start two wizards, for certificates and audio tuning. See the [http://wiki.mumble.info/wiki/FAQ FAQ] if you have any issues.<br />
#You must set a push-to-talk key - do not use voice activation.<br />
#Click on ''Server > Connect > Add New...'' and create two servers using the details below:<br />
{| class="wikitable" style="text-align: center;"<br />
|- style="background:#222222;"<br />
! style="width: 120px;background:#222222;" | <br />
! style="width: 250px;background:#222222;" | Private Server<br />
! style="width: 250px;background:#222222;" | Public Server<br />
|- style="background:#222222;"<br />
| Purpose: || Fleets, chatting, campuses, general purpose || Public classes, Q&As<br />
|-<br />
| Servername: || '''EVE University''' || '''EVE University (Public)'''<br />
|-<br />
| Address: || colspan="2" | '''voice.eveuniversity.org''' <br />
|-<br />
| Port: || '''64738''' ''(default)'' || '''64739'''<br />
|-<br />
| Username || colspan="2" | ''<Your E-Uni forum username, i.e: your character name>''<br />
|-<br />
| Password (only when prompted): || ''<Your E-Uni forum password>'' || ''<None - you won't be prompted>''<br />
|}<br />
<br />
A more detailed guide to set-up and troubleshooting is below, along with how to get the overlay to work.<br />
<br />
<br><br />
<br />
= Setting Up Mumble<br> =<br />
<br />
== Audio Tuning Wizard ==<br />
<br />
When you run Mumble the first time, an Audio Tuning Wizard is presented to you. If you skip or miss it on the first run you can retake the wizard by clicking ''Configure &gt; Audio Wizard''. It is recommended you go through it carefully, since setting up Mumble correctly will make your and everyone else's life much easier (going through the Audio Tuning Wizard properly will also normalise everyone's voices, such that everyone will sound the same volume regardless of how they have their microphone set up).&nbsp; However there are two things to pay close attention to:<br />
<br />
=== Push-to-Talk ===<br />
<br />
[[File:Mumble wizard push to talk.png|500px]] <br />
<br />
When you reach a screen that looks like the one above select the top radio button, click on the box on the same line and press the key you you want to use as the push-to-talk key.This is your ''normal'' push-to-talk key; for certain Fleet roles you may need more than one (see the comments in the Fleet channels), but for general E-UNI activity one is sufficient.<br><br />
<br />
=== Text-to-speech ===<br />
<br />
[[File:Mumble wizard text to speech.png|500px]] <br />
<br />
When you reach a screen that looks like the one above, it is recommended that you disable the text to speech notifications. <br />
<br />
<br><br />
<br />
== Connecting to the EVE University Server ==<br />
<br />
Once Mumble is all set up and you have run through the Audio Tuning Wizard, you will want to connect to the EVE University server.&nbsp; <br> <br />
<br />
#Go to Server in the toolbar --&gt; Connect.<br> <br />
#Click the Add New... button in the bottom right.<br> <br />
#Put anything you like in the Label box ("''EVE University''" seems sensible), the Address box needs to be <font color="yellow">'''voice.eveuniversity.org'''</font> and the Port needs to be left as default (<font color="yellow">'''64738'''</font>).<br> <br />
#The Username box needs to be <u>your exact E-UNI forum username</u>, which also happens to be <u>your exact character name</u>.<br> <br />
#Click the Connect button.<br> <br />
#'''The server will reject your connection, and prompt you with a Wrong Password box.'''&nbsp; You need to use your forum password (i.e. the same password you chose when you registered for our forums) in the box, then click OK. Please note that if you just recently created your Forum account or changed your Forum password, then it will take a few hours to update before Mumble recognizes your password.<br> <br />
#Try again after a few hours and you will be connected to the Mumble server, which will have moved you into the Public Lounge channel.<br><br />
<br />
=== Microphone Check ===<br />
<br />
To check your microphone is working and to hear what you sound like to other people, you can use the Comm Check channel at the top of the channel list (where the "user" Aura is located).<br />
<br />
#Right-click the Comm Check channel and select Join to switch to it. <br />
#Wait for your Echo to also join the channel. <br />
#Depress your push-to-talk key. <br />
#Talk. <br />
#Release your push-to-talk key. <br />
#2 seconds after you release your PTT key, your Echo will repeat what you said back to you.<br />
==== Speaker and Microphone Choices ====<br />
When you went through the wizard set-up, you may have left the microphone and speaker choices on "default." This is a normal thing to do, and it means that mumble will send sound out through your normal speaker, and listen on your normal microphone. For many players this will work fine.<br />
<br />
If the sound is coming from the wrong speaker, though, like for example your computer speaker instead of your headphones; or if your voice is not coming through clear and strong when you do the microphone check, you may want to change those default settings. <br />
<br />
*First open Mumble Preferences.<br />
<br />
*To change microphones, click on Audio Input. This is the first item in the Preferences, and is also the page where you set the Push-To-Talk key. At the top of the page is the word "Device" and next to it is a menu list of all the audio input devices connected to your computer. These may have strange names ... mine are things like "USB Audio CODEC" and "Mic 96K" ... so you may just have to click each one and do the microphone check to pick the one that works best.<br />
<br />
*To change speakers, click on Audio Output. Again it says "Device" at the top and there is a menu list. There should be at least two devices on this list: your computer's speakers, and your headphones. If you're not sure which is which, try each one with a microphone check until the sound comes out where you want it to.<br />
<br />
Note: if you want to listen to Mumble through your computer speakers, the slider labeled "Attenuate Applications By..." will reduce the sound of the EVE game (and any other apps that might be running) by the percentage you choose - but only when Mumble is active. This lets Mumble talk stand out from the sounds of combat and such.<br />
<br />
== Connecting to the Public EVE University Server ==<br />
<br />
Most of the classes are held on the Public Mumble server in order to provide knowledge to the whole EVE community. The procedures for connecting to the public server are exactly the same as the procedures for connecting to the normal EVE Uni server (connect to server <font color="yellow">'''voice.eveuniversity.org'''</font>), however you must input <font color=yellow>'''64739'''</font> as your port instead of 64738. You will not be prompted for a password.<br />
<br />
<br><br />
<br />
= Using the EVE University Mumble =<br />
<br />
== Chat Policies ==<br />
<br />
Please remember that our [[Communications Policy]] applies in the Uni Mumble. Moderation can include muting and/or banning. Note that this can severely affect your participation in fleets, classes, and other activities.<br />
<br />
== Notifications ==<br />
<br />
Go to ''Configure &gt; Settings... &gt; Messages''. From there you can disable popup and sound notifications about events you don't care about.&nbsp; By default Mumble makes a loud PING and gives you a notification popup for almost any event on the server - this gets annoying pretty fast. <br />
<br />
Mac version: From the Mumble --&gt; Preferences window (make sure the 'Advanced' checkbox in the upper right is checked), select the 'Messages' tab. The only way to eliminate audio notifications is to uncheck items in the 'Soundfile' column.<br />
<br />
== Setting a Sub-Channel Push-to-Talk Button ==<br />
<br />
Some of our mumble rooms, most notably the fleet and campus channels have sub channels like ''command, logistics'' or ''ewar''. The purpose of these sub channels is to give the group within the option to talk to each other without the rest of the fleet being able to hear it. For example the commander of the logistics group can now talk to only the Logistic pilots without confusing everyone else.<br />
<br />
You don't need to do anything to just listen to a sub channel but joining it. Your regular push to talk button will still let you talk to the whole fleet/campus you are in, the sub channels are "linked" to the whole channel. To be able to talk to the sub channel you are in right now, you need to set a second PTT key. To set that up, go to Configure -&gt; Settings -&gt; Shortcuts, which will pop up a window that looks like this:<br> <br />
<br />
[[File:Mumble shortcuts.png|500px|center]] <br />
<br />
You should already see your existing push-to-talk key set up.&nbsp; It's a good idea to check the ''Suppress'' box on any shortcuts, as that will prevent other applications from recognising your key and performing unforseen tasks you had not expected (e.g. warp scrambling stargates).<br> <br />
<br />
#Click the Add button in the bottom left, which will bring up a new ''Unassigned'' shortcut in the window.<br> <br />
#Click the word ''Unassigned'' and select ''Whisper/Shout ''from the drop-down list.<br> <br />
#Click the word ''Empty'' next to it, which should cause a [...] button to appear next to that - click that [...] button to open a new Whisper Target window.<br><br />
<br />
[[File:Mumble new key.png|500px|center]] <br />
<br />
#Make that new Whisper Target window look like this (i.e. Shout to Channel box ticked at the top, and Current channel highlighted), and then click OK.&nbsp; The ''Shout to Linked channels'' should be <u>clear</u>. Check ''Shout to subchannels'' if you want to be able to talk to the campus sleeper rooms (sometimes listed as "Ready Room").<br><br />
<br />
[[File:Mumble whisper current target.png|300px|center]] <br />
<br />
#Finally click the Shortcut column of your new shortcut and press the key you wish to use. <br />
#You now have a Command chat key set up for fleet channels!<br><br />
<br />
Note that it will only talk to Command chat if you yourself are also in Command.&nbsp; If you are in the general fleet channel it will talk to the general fleet ONLY, i.e. not Command.&nbsp; You can also use this key in any channels that are linked together (e.g. Public Lounge and Combat Lounge) - it will only talk to the current channel, and not the linked channels.&nbsp; Speaking of which...<br><br />
<br />
== Student and Public Lounge ==<br />
<br />
These two channels in Mumble are linked.&nbsp; The Student Lounge is restricted to those people actually in EVE University; however the Public Lounge is open to ''anyone'' with an account on the EVE University Forums - i.e. any EVE Online player in the whole galaxy can join our Mumble server. The Public Lounge is where you can go while you're awaiting your interview to join EVE University and talk to Unistas in the Student Lounge. The Student Lounge is a place Unistas can go when not busy in a fleet or other Mumble rooms, such as Campus Channels to just relax, chat or help new Unistas with any questions.<br> <br />
<br />
This is important when it comes to communicating information about University fleets or war information.&nbsp; Your normal push-to-talk will of course talk to both channels, and you should use that to chat in these two channels.&nbsp; However, the Student Lounge section serves an important purpose, and that is announcing upcoming fleets (or other confidential fleet/war information).<br> <br />
<br />
Whilst in the Student Lounge you can use your Command chat push-to-talk key (Whisper Key) to talk to ''only ''the Student Lounge in order to announce upcoming fleets, or asking confidential questions concerning fleets or current wars.&nbsp; This should <u>not</u> be used for general chatting, and should only be used for fleet announcements or confidential war/fleet questions.&nbsp; Use of the command chat key in this case should be kept short and clear, as those in the Public Lounge are liable to talk over you.<br><br />
<br />
== Orientation Lounge ==<br />
<br />
This is a sub-section of the Student Lounge where you can go when more detailed one-on-one assistance is required - particularly with Orientation questions. If you need some assistance, go to the Student Lounge or Public Lounge and ask if anyone's available to help you. There are often Orientation Officers available in the Student Lounge to help answer questions, but you will find other Unistas are willing and able to help in the absence of an Orientation Officer. The Orientation Lounge is available to anyone providing or receiving detailed assistance or Orientation. Please be mindful, however, if someone's providing Orientation or general assistance in the Orientation Lounge, do not enter and interrupt with general chat. The Student Lounge and Public Lounge are for that purpose. If you need assistance or you are a Unista helping someone else and you cannot do so effectively in the Student Lounge/Public Lounge as other conversations are going on, the Orientation Lounge is the place to go to discuss things privately.<br />
<br />
== Tokens ==<br />
<br />
Another option with mumble is to set up so called tokens to be able to only talk to specific people. You find a detailed description with the example for ewar pilots [https://docs.google.com/document/d/1lmulCWzEalVg3P53OonshWNhEx28CZZgpTWM56NE_l4/edit?hl=en&authkey=CJik4e4I&pli=1 here] (thanks to Remric for that). <br />
<br />
You can also set up keybinds to talk to groups of people, or to single specific people regardless of what channel they are in (we call this one a 'push-to-stalk' key). <br />
<br />
=== Setup a Server Access Token ===<br />
* 1. In Mumble go to Server / Access Tokens<br />
* 2. Name the new token Ewar, logi, bombers, triage, and share this with your group.<br />
* 3. Go to Configure / Settings / Shortcuts (where the Push to Talk PTT key is setup)<br />
* 4. Select Whisper/Shout under Function<br />
* 5. Choose a shortcut key that is different from your other Mumble shortcut keys<br />
* 6. Click "..." under Data<br />
* 7. Select Shout to Channel radio button<br />
* 8. Select Parent for Channel Target<br />
* 9. Restrict to group use hash '#' + Server Access Token (above) in this example #logi<br />
* 10. Check box Shout to Linked Channels<br />
<br />
[[File:MumbleServerAccessToken 2.jpg|center]]<br />
<br />
== Other Interesting Features ==<br />
<br />
*Right-click on a channel and select Join Channel to move to that channel (double-clicking sometimes produces strange behaviour with nested channels). <br />
*If the name of the channel that you are in is ''italicized'', then your push-to-talk button, in addition to talking to the current channel, will also talk to everybody in every other channel that is also ''italicized''.&nbsp; Italicized names denote linked channels (you can only see this if you are currently in a linked channel). <br />
*Click the small yellow |c| button on any channel (or any person) to see comments on that channel (or person). The |c| will go white once you've read it (and go yellow again if it changes).&nbsp; You can set your own comment by right-clicking on your own name.<br> <br />
*You will automatically be moved to the AFK &amp; Idle channel if Mumble detects no activity on your computer for at least 4 hours.&nbsp; Everybody is automatically muted in that channel, so you can also move yourself there if you desire peace and quiet <br />
*You can create your own channels for EVE purposes (in the On-Demand Channels section) or for any non-EVE gaming purposes (in the Non-EVE Gaming section) by right-clicking on the relevant section and choosing Add.&nbsp; These are temporary channels, you will have admin powers and once the last person leaves the channel will disappear.<br />
*The overview will only appear if somebody speaks - so say hello if you cannot see your overview.<br />
<br />
= Mumble Overlay =<br />
<br />
[[Image:Overlay example.png|right|Sample overlay]] Mumble provides a very handy and customizable overlay. To configure it go to Configure --&gt; Settings --&gt; Overlay option. <br />
<br />
Mumble, being the awesome program that it is, shows in this window an example of what the overlay will look like on your current desktop, as well as instructions on how to alter it.&nbsp; One position that works very well is just to the right of the current location name, like the screenshot on the right.&nbsp; You could even put it above the current location, but then - for me at least - it's too small to see easily.<br> <br />
<br />
The default setting is for the Overlay to display the name of everyone currently in the channel.&nbsp; As you can imagine, this gets unwieldy very quickly.&nbsp; To change this, right-click on the small example overlay in the window, choose Filter &gt;, and tick ''Only talking''.&nbsp; Also untick ''Always show yourself,'' otherwise your name will constantly be displayed on the overlay.<br> <br />
<br />
The ''Edit...'' option on the right-click menu produces a detailed configuration screen where you can change pretty much anything you like about the overlay: colours, sizes, backgrounds, avatars, etc.<br> <br />
<br />
If your overlay is not showing up, it might be because you started Mumble whilst EVE was already running. If necessary simply restart EVE. If the overlay is still not showing, check the [[#Overlay_not_showing|troubleshooting]] section below.<br> <br />
<br />
[[Image:Mumble overlay.png]]<br> <br />
<br />
<br> <br />
<br />
===Overlay on Windows 10===<br />
<br />
[[Image:EVELauncher_Shared_Cache_470x338.jpg|right]]<br />
<br />
The Mumble Overlay often doesn’t work on the EVE client with Windows 10 without some additional work. Many of the usual work-arounds won’t fix the problem. A reliable fix that is compatible with DirectX 11 can be done with the following two steps.<br />
<br />
# Download and install the current Mumble Snapshot from https://www.mumble.info/downloads/. Use the Development Snapshot version instead of the Stable Release version and use the first listed (“Windows” -- Do Not use the “Windows x64” version). You can install the Snapshot version over your current version of Mumble. You don’t have uninstall the current version first.<br />
# Next, put the location of the EVE client, “exefile.exe”, into the Mumble Overlay Whitelist. To find the Whitelist, open the Mumble Configuration (Menu: Configure/Settings or the Gear icon). Then select Overlay on the left side menu. Next select the Overlay exceptions and click on the Whitelist. Use the Add button at the bottom to add the location of your exefile.exe. The familiar Open File window will allow you to find the path, select the file, and add it to the Whitelist.<br />
<br />
If you don’t know where your "exefile.exe" file is located, go to the EVE Launcher, open the dropdown menu from the top right corner, and select the Shared Cache option. The pop-up window will show the full path of the Shared Cache folder and the Tranquility exefile.exe will be located in the "\SharedCache\\tq\bin folder". <br><br />
<br><br />
The file might be located in the "ProgramData" folder which is a hidden folder. You might have to unhide it using File Explorer. If you want to add the path for the Singularity or Duality test servers, add the path that contains “\SharedCache\sisi\bin\exefile.exe” or “\SharedCache\duality\bin\exefile.exe” instead of "\SharedCache\tq\bin\exefile.exe".<br />
<br />
<br><br />
<br />
=== Overlay on Linux ===<br />
<br />
To actually display the overlay over EVE in Linux after you've enabled it in Mumble's settings you need to have Mumble launched first and then run '''mumble-overlay''' in front of the wine command that you use to launch EVE. For example: <br />
<br />
''mumble-overlay wine explorer /desktop=EVE,1600x1200 "C:\Program Files\CCP\EVE\eve.exe"'' <br />
<br />
If you use a WINEPREFIX, then you would insert it after the WINEPREFIX variable like so: <br />
<br />
''WINEPREFIX=/home/username/bin/wine/wine-eve/ mumble-overlay wine explorer /desktop=EVE,3200x1180 "C:\Program Files\CCP\EVE\eve.exe"'' <br />
<br />
<br> <br />
<br />
=== Overlay on Mac ===<br />
<br />
The overlay in the 1.2.3a stable release works with Mac OS X 10.7 (Lion), but not with Mac OS X 10.6 (Snow Leopard). You'll need to install the developer snapshot from [http://mumble.sourceforge.net/ http://mumble.sourceforge.net/] to get a working overlay in Snow Leopard.<ref>[http://sourceforge.net/projects/mumble/forums/forum/492606/topic/5383204/ http://sourceforge.net/projects/mumble/forums/forum/492606/topic/5383204/]</ref><br />
<br />
'''In all cases, it is essential that Mumble be running before the EVE client is started for the overlay to work in EVE.'''<br />
<br />
==== Version 1.2.3a ====<br />
<br />
==== Installing the Overlay ====<br />
<br />
#After downloading and mounting the Mumble install dmg, drag and drop the Mumble application into the folder of your choice.<br />
#Launch Mumble.<br />
#Click Mumble -> Preferences… and go to the Overlay section in the Preferences window that opens.<br />
#Click the [Install Mumble Overlay] button. If prompted, authenticate using an account with Admin rights.<br />
#*The window will update once the overlay is installed.<br />
#Tick the [Enable Overlay] checkbox if it's not already ticked.<br />
#Click [OK] to close the Preferences window.<br />
<br />
Congratulations, you now have a working overlay! Well, kind of. You'll probably want to make some configuration changes.<br />
<br />
== Configuring Overlay ==<br />
<br />
#With the Mumble application still running, launch EVE.<br />
#If you run EVE in full-screen mode, press the [Command]+[Enter] keys to put it into windowed mode. <br />
#Switch to Mumble and click Mumble -> Preferences… and go back to the Overlay section.<br />
#In the Layout tab in the bottom half of the window, use the screen preview to:<br />
##Move the red dot to anchor the overlay where you want it.<br />
##Hover the mouse over the overlay and scroll in/out to increase/decrease the size of the overlay.<br />
##Right-click the overlay and in the Filter menu check [Only Talking] (or [Talking and recently active]) and uncheck [Always show yourself].<br />
##Adjust other settings as desired. Right-click the overly and select Edit to customise the look of the overlay (e.g., background and font colour for the talk/shout/whisper).<br />
#Click Ok to save the changes.<br />
#With Mumble running in the background, you can now switch back to EVE. Press [Command]+[Enter] if you want to put EVE in full-screen mode. <br />
<br />
Your overlay is now setup and you are ready to go!<br />
<br />
Again - be sure to start Mumble first before EVE from here on out.<br />
<br />
''' "In the EVE settings make sure that you have checked "Use Multithreaded OpenGL"'. Without it the overlay will not work in EVE and will crash the client on startup. ''' ''(credit: Hank Magnusson)''<br />
<br />
= Troubleshooting =<br />
<br />
The Mumble FAQ on the Mumble homepage - [http://mumble.sourceforge.net/FAQ http://mumble.sourceforge.net/FAQ] - has a lot of useful information, and also has a section on Common Problems and Resolutions which may be helpful. <br />
<br />
<br />
=== I can login to other servers but not the UNI server!<br> ===<br />
<br />
The Mumble download comes with a "backwards-compatible" version.&nbsp; That program won't work with our server.&nbsp; Use the up-to-date version.&nbsp; <br />
<br />
=== I can't enter a channel I&nbsp;should be able to!<br> ===<br />
<br />
Mumble takes a few hours to update, so if you have just joined or left EVE University, or changed your forum password, it will take a while to catch up. Try again the following day and if it is still not working ask a Director for assistance.<br />
<br />
=== "Server connection failed: The remote host closed the connection." ===<br />
<br />
Third-party certificates (for example the free one from https://www.startssl.com that Mumble suggests using) do not work with the EVE University Mumble server. Create a new certificate from within Mumble and you should be properly prompted for your password when initially connecting.<br />
<br />
=== I continue getting the message "Server connection failed: The remote host closed the connection."<br> ===<br />
<br />
Click on the Mumble menu: Configure/Settings and a popup window appears. Click on Network and be sure to UNcheck the [ ] Use Quality of Service (QoS) box. Now click Apply at the bottom right then click OK. The window will close and you will be connected to your server.<br />
<br />
=== A referral was returned from the server. ===<br />
<br />
"A referral was returned from the server." error while starting Mumble on Windows Check your system time. Windows certificate check will fail if your clock is some years ahead/behind. <br />
<br />
For Windows XP: Install the latest Root Certificate update through Windows Update (it's an optional update) to fix this problem. <br />
<br />
For Windows Vista/7: Right-click the Mumble executable, select "Properties", select the "Digital Signature" tab, click "Details" and click "Install certificate". <br />
<br />
Installing&nbsp;[https://www.startssl.com/certs/ca-bundle.crt https://www.startssl.com/certs/ca-bundle.crt] to the "Trusted Root Certification Authorities" cert store should also work. <br />
<br />
If you compiled Mumble yourself either sign the binary or disable signing. <br />
<br />
If you are on windows 7 and this doesn't help you, try this out. Press Start, type MMC and press enter go to File and select Add/Remove Snap-ins in available snap-ins select Certificates and press ADD. you get three options, I personally went with "My User Account" <br />
<br />
with that done exit the Snap in management window and double click on the Certificate Icon, then double click on the "Trusted Root Certification Authorities" Right click on the Certificate icon that appears and highlight "all tasks" then click on the Import button. <br />
<br />
The import wizard will then ask for the filename of the certificate you want imported. First Save As: [https://www.startssl.com/certs/ca-bundle.crt https://www.startssl.com/certs/ca-bundle.cr] in whatever folder you want then link it to the import tool. follow the wizard's instructions and "Voila" you now should be able to use Mumble <br />
<br />
=== Overlay Not Showing ===<br />
<br />
[[File:Dxlaunchertab.png|right]]<br />
<br />
{{example|Sometimes it requires whitelisting the EVE-client in Mumble. Go to the Overlay settings page under '''Configure''' -> '''Settings''' -> '''Overlay''', go to the exception tab and add the '''''..\CCP\Eve\bin\exefile.exe''''' to the whitelist. This might be needed regardless how you solve the DirectX 9 or 11 issue.<br />
If the exefile is not in that location, check '''''EveInstallFolder\SharedCache\tq\bin\exefile.exe'''''}}<br />
Rubicon added the ability for Eve Online to use DirectX 11 rather than DirectX 9 to run the game. As of version 1.2.6, Mumble's Overlay does '''not''' work with DX11. Two options have been found to resolve this...<br />
<br />
* Option 1: If you want to keep using DX11, you can update [http://mumble.sourceforge.net/ Mumble] to the latest snapshot release (snapshot link is to the right of the stable release). WARNING: Some people have experienced EVE client instability (Error message: "CCP ExeFile has stopped working") after upgrading to the latest snapshot.<br />
<br />
* Option 2: Force Eve to use DX9<br />
** Click the cog in the upper right hand corner of the launcher<br />
** Click in the DirectX tab on the far right (screenshot below)<br />
** Change the dropdown to DirectX 9<br />
<br />
Now, if you have Mumble active and launch the game client, you should be able to see the overlay in-game.<br />
<br />
Due to multiple instances of pilots not being able to get the overlay working even with the above and below instructions, I've put together a video which can be found in this forum link http://forum.eveuniversity.org/viewtopic.php?f=31&t=88514 ~Ezekial "Zeke" Calitori<br />
<br />
=== Overlay not showing in Windows 8/Windows Server 2012. ===<br />
<br />
There seems to be an issue with how Mumble injects the overlay in Windows 8/Windows Server 2012. To get the Overlay to work properly just add -nod3d9ex to your Mumble shortcut. ** This workaround seems to be working with [http://mumble.info/snapshot/mumble-1.2.4-beta1-4-g90599b8.msi Mumble 1.2.4-beta1-4-g90599b8]<br />
<br />
[[File:mumble.jpg]]<br />
<br />
=== Overlay not showing when you run Eve via exefile.exe. ===<br />
<br />
If you don't use launcher, but instead run eve via exefile.exe shortcut, Mumble overlay may still not work (launcher setting does not impact direct exefile.exe startup).<br />
The solution is to add "/triPlatform=dx9 /noconsole" parameters into your exefile.exe shortcut (just at the end of line in the Target field - after \path\exefile.exe).<br />
<br />
=== Overlay not showing in Windows 8 64 bit or Windows 7 64 ===<br />
<br />
When downloading latest snapshot of Mumble you can choose between Windows or Windows x64 version. It is likely that even if you have x64 Windows you should install '''32 bit version''' to get the overlay. The current file that seems to work is [http://mumble.info/snapshot/mumble-1.3.0~537~gf8b63cd~snapshot.msi mumble 1.3.0~537 snapshot].<br />
<br />
=== Windows 10 microphone and audio issues ===<br />
<br />
Open sound settings, select device properties for the problem device, and click additional device properties. On the advanced tab uncheck "Allow applications to take exclusive control of this device".<br />
<br />
<br><br />
<br />
== Should Mumble go down ==<br />
<br />
EVE Voice was the in-game voice chat functionality. CCP discontinued the feature in early 2018 due to lack of use and the amount of dev time it consumed to keep it functioning as patches, expansions and improvements to the sounds in EVE rolled out. <br />
<br />
On a short term basis, if Mumble should go down, during a time critical event/fleet/QRF, revert to using Fleet Chat, and using Fleet interface commands. <br />
Mumble service restoration will be a priority for Uni Management.<br />
<br />
== References ==<br />
<references/><br />
<br />
[[Category:Getting Started]]<br />
[[Category:Applications]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Archive:Basic_Learning_for_Aspiring_Pilots&diff=158643Archive:Basic Learning for Aspiring Pilots2020-07-28T15:00:02Z<p>Max Tsero: </p>
<hr />
<div>{{Template:Eunispecific}}{{Template:Skillplan Navbar}}<br />
<br />
{{ important note box | 1=The BLAP program is being retired - see [https://forum.eveuniversity.org/viewtopic.php?f=31&t=117972 this forum post] for further information. }}<br />
<br />
The '''Basic Learning for Aspiring Pilots''' ('''BLAP''') plans are skill training paths that the University ''strongly'' recommends to all [[Applying_to_EVE_University|new members]].<br />
After finishing the training, a new pilot will be capable of flying the [[{{SUBPAGENAME}}/Doctrines|BLAP doctrines]], which are the primary doctrines used by the University for focused doctrine fleets. They will also be eligible for a free BLAP Cruiser from the [[First_BLAP_Cruiser|First BLAP Cruiser]] Program. <br />
<br />
The BLAP plans come in two variants ('''Damage Dealing''' and '''[[Logistics]]'''), with some overlap between them.<br />
<br />
== Importable plans ==<br />
The EVE client allows batch importing of skill training lists from text format. However, for this process to succeed, you're required to already have [[Skills_and_Learning#Skillbooks|injected all the Skillbooks]] required. Please note that some races may already have some of the books upon creation - so check before you buy!<br />
<br />
Once you've injected all the skillbooks in the purchase list, you can simply copy the entire contents of the skill plan list below and click the "Add skills listed in clipboard to end of queue" button in your character sheet.<br />
<br />
[[Image:AddSkillFromClipboard.png|center]]<br />
<br />
<br />
<br />
=== Damage Dealing ===<br />
<br />
{{Template:CollapseBox|Skillbook purchase list|<br />
Light Drone Operation<br />
Acceleration Control<br />
Light Missiles<br />
Heavy Missiles<br />
Caldari Frigate<br />
Caldari Destroyer<br />
Caldari Cruiser<br />
Minmatar Frigate<br />
Minmatar Destroyer<br />
Target Navigation Prediction<br />
Missile Projection<br />
Missile Bombardment<br />
Rapid Launch<br />
Small Hybrid Turret<br />
Medium Hybrid Turret<br />
Gallente Frigate<br />
Gallente Destroyer<br />
Gallente Cruiser<br />
Medium Drone Operation<br />
Heavy Drone Operation<br />
Sensor Linking<br />
Drone Durability<br />
Drone Navigation<br />
Drone Interfacing<br />
Drone Sharpshooting}}<br />
<br />
{{Template:CollapseBox|Importable training plan|<br />
Drones II<br />
Drones III<br />
Light Drone Operation I<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Long Range Targeting II<br />
Target Management III<br />
Mechanics III<br />
Evasive Maneuvering II<br />
Signature Analysis II<br />
Acceleration Control I<br />
Acceleration Control II<br />
Missile Launcher Operation II<br />
Missile Launcher Operation III<br />
Light Missiles I<br />
Light Missiles II<br />
Light Missiles III<br />
Heavy Missiles I<br />
Heavy Missiles II<br />
Heavy Missiles III<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Minmatar Destroyer I<br />
Minmatar Destroyer II<br />
Minmatar Destroyer III<br />
Target Navigation Prediction I<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment I<br />
Missile Bombardment II<br />
Missile Bombardment III<br />
Shield Management II<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Weapon Upgrades III<br />
Energy Grid Upgrades II<br />
Rapid Launch I<br />
Rapid Launch II<br />
Small Hybrid Turret I<br />
Small Hybrid Turret II<br />
Small Hybrid Turret III<br />
Medium Hybrid Turret I<br />
Medium Hybrid Turret II<br />
Gallente Frigate I<br />
Gallente Frigate II<br />
Gallente Frigate III<br />
Gallente Destroyer I<br />
Gallente Destroyer II<br />
Gallente Destroyer III<br />
Gallente Cruiser I<br />
Gallente Cruiser II<br />
Gallente Cruiser III<br />
Medium Drone Operation I<br />
Medium Drone Operation II<br />
Medium Drone Operation III<br />
Drones IV<br />
Drones V<br />
Heavy Drone Operation I<br />
Heavy Drone Operation II<br />
Sensor Linking I<br />
Hull Upgrades III<br />
Drone Avionics II<br />
Drone Avionics III<br />
Drone Durability I<br />
Drone Durability II<br />
Drone Navigation I<br />
Drone Navigation II<br />
Drone Navigation III<br />
Drone Interfacing I<br />
Drone Interfacing II<br />
Drone Interfacing III<br />
Drone Sharpshooting I<br />
Drone Sharpshooting II}}<br />
<br />
=== Logistics ===<br />
<br />
{{Template:CollapseBox|Skillbook purchase list|<br />
Acceleration Control<br />
Capacitor Emission Systems<br />
Energy Grid Upgrades<br />
Minmatar Frigate<br />
Caldari Frigate<br />
Caldari Destroyer<br />
Caldari Cruiser<br />
Shield Emission Systems<br />
Amarr Frigate<br />
Amarr Destroyer<br />
Amarr Cruiser<br />
Remote Armor Repair Systems}}<br />
<br />
{{Template:CollapseBox|Importable training plan|<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Long Range Targeting II<br />
Long Range Targeting III<br />
Target Management III<br />
Target Management IV<br />
Mechanics III<br />
Evasive Maneuvering II<br />
Energy Grid Upgrades I<br />
Energy Grid Upgrades II<br />
Signature Analysis II<br />
Signature Analysis III<br />
Acceleration Control I<br />
Acceleration Control II<br />
Capacitor Emission Systems I<br />
Capacitor Emission Systems II<br />
Capacitor Emission Systems III<br />
Shield Management II<br />
Shield Management III<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Shield Emission Systems I<br />
Shield Emission Systems II<br />
Shield Emission Systems III<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Hull Upgrades III<br />
High Speed Maneuvering II<br />
Amarr Frigate I<br />
Amarr Frigate II<br />
Amarr Frigate III<br />
Amarr Destroyer I<br />
Amarr Destroyer II<br />
Amarr Destroyer III<br />
Amarr Cruiser I<br />
Amarr Cruiser II<br />
Amarr Cruiser III<br />
Repair Systems II<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Remote Armor Repair Systems III}}<br />
<br />
[[Category:Doctrines]]<br />
[[Category:Getting Started]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Archive:Basic_Learning_for_Aspiring_Pilots&diff=158642Archive:Basic Learning for Aspiring Pilots2020-07-28T14:53:07Z<p>Max Tsero: </p>
<hr />
<div>{{Template:Eunispecific}}{{Template:Skillplan Navbar}}<br />
<br />
{{ important note box | The BLAP program is being retired - see [https://forum.eveuniversity.org/viewtopic.php?f=31&t=117972 this forum post] for further information.}}<br />
<br />
The '''Basic Learning for Aspiring Pilots''' ('''BLAP''') plans are skill training paths that the University ''strongly'' recommends to all [[Applying_to_EVE_University|new members]].<br />
After finishing the training, a new pilot will be capable of flying the [[{{SUBPAGENAME}}/Doctrines|BLAP doctrines]], which are the primary doctrines used by the University for focused doctrine fleets. They will also be eligible for a free BLAP Cruiser from the [[First_BLAP_Cruiser|First BLAP Cruiser]] Program. <br />
<br />
The BLAP plans come in two variants ('''Damage Dealing''' and '''[[Logistics]]'''), with some overlap between them.<br />
<br />
== Importable plans ==<br />
The EVE client allows batch importing of skill training lists from text format. However, for this process to succeed, you're required to already have [[Skills_and_Learning#Skillbooks|injected all the Skillbooks]] required. Please note that some races may already have some of the books upon creation - so check before you buy!<br />
<br />
Once you've injected all the skillbooks in the purchase list, you can simply copy the entire contents of the skill plan list below and click the "Add skills listed in clipboard to end of queue" button in your character sheet.<br />
<br />
[[Image:AddSkillFromClipboard.png|center]]<br />
<br />
<br />
<br />
=== Damage Dealing ===<br />
<br />
{{Template:CollapseBox|Skillbook purchase list|<br />
Light Drone Operation<br />
Acceleration Control<br />
Light Missiles<br />
Heavy Missiles<br />
Caldari Frigate<br />
Caldari Destroyer<br />
Caldari Cruiser<br />
Minmatar Frigate<br />
Minmatar Destroyer<br />
Target Navigation Prediction<br />
Missile Projection<br />
Missile Bombardment<br />
Rapid Launch<br />
Small Hybrid Turret<br />
Medium Hybrid Turret<br />
Gallente Frigate<br />
Gallente Destroyer<br />
Gallente Cruiser<br />
Medium Drone Operation<br />
Heavy Drone Operation<br />
Sensor Linking<br />
Drone Durability<br />
Drone Navigation<br />
Drone Interfacing<br />
Drone Sharpshooting}}<br />
<br />
{{Template:CollapseBox|Importable training plan|<br />
Drones II<br />
Drones III<br />
Light Drone Operation I<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Long Range Targeting II<br />
Target Management III<br />
Mechanics III<br />
Evasive Maneuvering II<br />
Signature Analysis II<br />
Acceleration Control I<br />
Acceleration Control II<br />
Missile Launcher Operation II<br />
Missile Launcher Operation III<br />
Light Missiles I<br />
Light Missiles II<br />
Light Missiles III<br />
Heavy Missiles I<br />
Heavy Missiles II<br />
Heavy Missiles III<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Minmatar Destroyer I<br />
Minmatar Destroyer II<br />
Minmatar Destroyer III<br />
Target Navigation Prediction I<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment I<br />
Missile Bombardment II<br />
Missile Bombardment III<br />
Shield Management II<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Weapon Upgrades III<br />
Energy Grid Upgrades II<br />
Rapid Launch I<br />
Rapid Launch II<br />
Small Hybrid Turret I<br />
Small Hybrid Turret II<br />
Small Hybrid Turret III<br />
Medium Hybrid Turret I<br />
Medium Hybrid Turret II<br />
Gallente Frigate I<br />
Gallente Frigate II<br />
Gallente Frigate III<br />
Gallente Destroyer I<br />
Gallente Destroyer II<br />
Gallente Destroyer III<br />
Gallente Cruiser I<br />
Gallente Cruiser II<br />
Gallente Cruiser III<br />
Medium Drone Operation I<br />
Medium Drone Operation II<br />
Medium Drone Operation III<br />
Drones IV<br />
Drones V<br />
Heavy Drone Operation I<br />
Heavy Drone Operation II<br />
Sensor Linking I<br />
Hull Upgrades III<br />
Drone Avionics II<br />
Drone Avionics III<br />
Drone Durability I<br />
Drone Durability II<br />
Drone Navigation I<br />
Drone Navigation II<br />
Drone Navigation III<br />
Drone Interfacing I<br />
Drone Interfacing II<br />
Drone Interfacing III<br />
Drone Sharpshooting I<br />
Drone Sharpshooting II}}<br />
<br />
=== Logistics ===<br />
<br />
{{Template:CollapseBox|Skillbook purchase list|<br />
Acceleration Control<br />
Capacitor Emission Systems<br />
Energy Grid Upgrades<br />
Minmatar Frigate<br />
Caldari Frigate<br />
Caldari Destroyer<br />
Caldari Cruiser<br />
Shield Emission Systems<br />
Amarr Frigate<br />
Amarr Destroyer<br />
Amarr Cruiser<br />
Remote Armor Repair Systems}}<br />
<br />
{{Template:CollapseBox|Importable training plan|<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Long Range Targeting II<br />
Long Range Targeting III<br />
Target Management III<br />
Target Management IV<br />
Mechanics III<br />
Evasive Maneuvering II<br />
Energy Grid Upgrades I<br />
Energy Grid Upgrades II<br />
Signature Analysis II<br />
Signature Analysis III<br />
Acceleration Control I<br />
Acceleration Control II<br />
Capacitor Emission Systems I<br />
Capacitor Emission Systems II<br />
Capacitor Emission Systems III<br />
Shield Management II<br />
Shield Management III<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Shield Emission Systems I<br />
Shield Emission Systems II<br />
Shield Emission Systems III<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Hull Upgrades III<br />
High Speed Maneuvering II<br />
Amarr Frigate I<br />
Amarr Frigate II<br />
Amarr Frigate III<br />
Amarr Destroyer I<br />
Amarr Destroyer II<br />
Amarr Destroyer III<br />
Amarr Cruiser I<br />
Amarr Cruiser II<br />
Amarr Cruiser III<br />
Repair Systems II<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Remote Armor Repair Systems III}}<br />
<br />
[[Category:Doctrines]]<br />
[[Category:Getting Started]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Archive:Basic_Learning_for_Aspiring_Pilots&diff=158641Archive:Basic Learning for Aspiring Pilots2020-07-28T14:52:33Z<p>Max Tsero: Undo revision 157999 by Pink Kondur (talk) Add link to forum post about discontinuing BLAP.</p>
<hr />
<div>{{Template:Eunispecific}}{{Template:Skillplan Navbar}}<br />
<br />
{{Important Note Box | The BLAP program is being retired - see [https://forum.eveuniversity.org/viewtopic.php?f=31&t=117972 this forum post] for further information.}}<br />
<br />
The '''Basic Learning for Aspiring Pilots''' ('''BLAP''') plans are skill training paths that the University ''strongly'' recommends to all [[Applying_to_EVE_University|new members]].<br />
After finishing the training, a new pilot will be capable of flying the [[{{SUBPAGENAME}}/Doctrines|BLAP doctrines]], which are the primary doctrines used by the University for focused doctrine fleets. They will also be eligible for a free BLAP Cruiser from the [[First_BLAP_Cruiser|First BLAP Cruiser]] Program. <br />
<br />
The BLAP plans come in two variants ('''Damage Dealing''' and '''[[Logistics]]'''), with some overlap between them.<br />
<br />
== Importable plans ==<br />
The EVE client allows batch importing of skill training lists from text format. However, for this process to succeed, you're required to already have [[Skills_and_Learning#Skillbooks|injected all the Skillbooks]] required. Please note that some races may already have some of the books upon creation - so check before you buy!<br />
<br />
Once you've injected all the skillbooks in the purchase list, you can simply copy the entire contents of the skill plan list below and click the "Add skills listed in clipboard to end of queue" button in your character sheet.<br />
<br />
[[Image:AddSkillFromClipboard.png|center]]<br />
<br />
<br />
<br />
=== Damage Dealing ===<br />
<br />
{{Template:CollapseBox|Skillbook purchase list|<br />
Light Drone Operation<br />
Acceleration Control<br />
Light Missiles<br />
Heavy Missiles<br />
Caldari Frigate<br />
Caldari Destroyer<br />
Caldari Cruiser<br />
Minmatar Frigate<br />
Minmatar Destroyer<br />
Target Navigation Prediction<br />
Missile Projection<br />
Missile Bombardment<br />
Rapid Launch<br />
Small Hybrid Turret<br />
Medium Hybrid Turret<br />
Gallente Frigate<br />
Gallente Destroyer<br />
Gallente Cruiser<br />
Medium Drone Operation<br />
Heavy Drone Operation<br />
Sensor Linking<br />
Drone Durability<br />
Drone Navigation<br />
Drone Interfacing<br />
Drone Sharpshooting}}<br />
<br />
{{Template:CollapseBox|Importable training plan|<br />
Drones II<br />
Drones III<br />
Light Drone Operation I<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Long Range Targeting II<br />
Target Management III<br />
Mechanics III<br />
Evasive Maneuvering II<br />
Signature Analysis II<br />
Acceleration Control I<br />
Acceleration Control II<br />
Missile Launcher Operation II<br />
Missile Launcher Operation III<br />
Light Missiles I<br />
Light Missiles II<br />
Light Missiles III<br />
Heavy Missiles I<br />
Heavy Missiles II<br />
Heavy Missiles III<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Minmatar Destroyer I<br />
Minmatar Destroyer II<br />
Minmatar Destroyer III<br />
Target Navigation Prediction I<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment I<br />
Missile Bombardment II<br />
Missile Bombardment III<br />
Shield Management II<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Weapon Upgrades III<br />
Energy Grid Upgrades II<br />
Rapid Launch I<br />
Rapid Launch II<br />
Small Hybrid Turret I<br />
Small Hybrid Turret II<br />
Small Hybrid Turret III<br />
Medium Hybrid Turret I<br />
Medium Hybrid Turret II<br />
Gallente Frigate I<br />
Gallente Frigate II<br />
Gallente Frigate III<br />
Gallente Destroyer I<br />
Gallente Destroyer II<br />
Gallente Destroyer III<br />
Gallente Cruiser I<br />
Gallente Cruiser II<br />
Gallente Cruiser III<br />
Medium Drone Operation I<br />
Medium Drone Operation II<br />
Medium Drone Operation III<br />
Drones IV<br />
Drones V<br />
Heavy Drone Operation I<br />
Heavy Drone Operation II<br />
Sensor Linking I<br />
Hull Upgrades III<br />
Drone Avionics II<br />
Drone Avionics III<br />
Drone Durability I<br />
Drone Durability II<br />
Drone Navigation I<br />
Drone Navigation II<br />
Drone Navigation III<br />
Drone Interfacing I<br />
Drone Interfacing II<br />
Drone Interfacing III<br />
Drone Sharpshooting I<br />
Drone Sharpshooting II}}<br />
<br />
=== Logistics ===<br />
<br />
{{Template:CollapseBox|Skillbook purchase list|<br />
Acceleration Control<br />
Capacitor Emission Systems<br />
Energy Grid Upgrades<br />
Minmatar Frigate<br />
Caldari Frigate<br />
Caldari Destroyer<br />
Caldari Cruiser<br />
Shield Emission Systems<br />
Amarr Frigate<br />
Amarr Destroyer<br />
Amarr Cruiser<br />
Remote Armor Repair Systems}}<br />
<br />
{{Template:CollapseBox|Importable training plan|<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Long Range Targeting II<br />
Long Range Targeting III<br />
Target Management III<br />
Target Management IV<br />
Mechanics III<br />
Evasive Maneuvering II<br />
Energy Grid Upgrades I<br />
Energy Grid Upgrades II<br />
Signature Analysis II<br />
Signature Analysis III<br />
Acceleration Control I<br />
Acceleration Control II<br />
Capacitor Emission Systems I<br />
Capacitor Emission Systems II<br />
Capacitor Emission Systems III<br />
Shield Management II<br />
Shield Management III<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Shield Emission Systems I<br />
Shield Emission Systems II<br />
Shield Emission Systems III<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Hull Upgrades III<br />
High Speed Maneuvering II<br />
Amarr Frigate I<br />
Amarr Frigate II<br />
Amarr Frigate III<br />
Amarr Destroyer I<br />
Amarr Destroyer II<br />
Amarr Destroyer III<br />
Amarr Cruiser I<br />
Amarr Cruiser II<br />
Amarr Cruiser III<br />
Repair Systems II<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Remote Armor Repair Systems III}}<br />
<br />
[[Category:Doctrines]]<br />
[[Category:Getting Started]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=File:Systems.png&diff=157703File:Systems.png2020-07-10T10:13:34Z<p>Max Tsero: Max Tsero uploaded a new version of File:Systems.png</p>
<hr />
<div>[[Category:Icons]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero&diff=157573User:Max Tsero2020-07-06T17:10:18Z<p>Max Tsero: </p>
<hr />
<div>[[File:Max_Tsero.jpg|300px|left]]<br />
{{HR Navbar}}{{Campus Group Navbar}}<br />
<br />
<big>[[User:Max_Tsero|Max Tsero]] is a '''[[Personnel Department|Senior Personnel Officer]]'''.</big><br />
<br />
Don't hesitate to contact me via any of the communication methods available to you! If I am not in-game then I can be contacted via Discord - I can usually respond quickly in the EUTZs.<br />
<br />
Also, please feel free to contact me if you need support or assistance. I am always happy to help or even just lend a listening and supportive ear. You can usually find me in HSC on Mumble. If I am not in-game then I can be contacted via Slack, If you need/want to speak with me privately, you can just ask me and I'll take you to a private room to talk things through. I will ''never'' share what is discussed or our communications without your permission to do so, or if there has been some explicit violation of the EULA or EVE University code of conduct.<br />
<br />
<br />
=='''About My Current Roles:'''==<br />
<br />
==='''[[Personnel Department|Senior Personnel Officer]]'''===<br />
<br />
Personnel Officers act as applicants' first point of contact with EVE University. We are responsible for assessing applications to EVE University, carrying out interviews and making a decision on whether the applicant should be allowed entry. When we bring a new member into EVE University, we also provide a brief orientation to get the new member started. Personnel Officers also monitor and moderate our public channels.<br />
<br />
=='''About My Former Roles:'''==<br />
<br />
==='''[[Wiki Department|UniWiki Assistant Manager]]'''===<br />
<br />
The assistant manager assists the manager with managing the things requiring management.<br />
<br />
==='''[[Student Advocate|Student Advocate]]'''===<br />
<br />
Student Advocates essentially function as mediators, addressing issues at student level before they escalate to the point where a Director would need to get involved. They are a point of contact for the student body, acting much like EVE's CSM in that they try to filter through the popular issues and bring the important ones to the attention of the Directorate. The Student Advocate can also be considered the "voice" of the students, acting on their behalf in dealings with the Directorate. Have you got an issue or a complaint with someone? Then a Student Advocate is the person you should speak to.<br />
<br />
==='''[[Teaching Department|Teacher]]'''===<br />
<br />
Teachers are responsible for providing educational content for EVE University and throughout New Eden. We provide live classes, practical exercise and a library of recorded classes on every aspect of EVE. We also maintain a library of syllabi and slide packs for our teachers and guest lecturers, and we maintain various players guides on our wiki - all of which is available to the entire EVE Online community.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero&diff=157571User:Max Tsero2020-07-06T16:49:36Z<p>Max Tsero: </p>
<hr />
<div>[[File:Max_Tsero.jpg|300px|left]]<br />
{{HR Navbar}}{{Campus Group Navbar}}<br />
<br />
<big>[[User:Max_Tsero|Max Tsero]] is a '''[[Personnel Department|Senior Personnel Officer]]'''.</big><br />
<br />
'''Don't hesitate to contact me via any of the communication methods available to you! If I am not in-game then I can be contacted via Discord - I can usually respond quickly in the EUTZs.'''<br />
<br />
'''Also, please feel free to contact me if you need support or assistance. I am always happy to help or even just lend a listening and supportive ear. You can usually find me in HSC on Mumble. If I am not in-game then I can be contacted via Slack, If you need/want to speak with me privately, you can just ask me and I'll take you to a private room to talk things through. I will ''never'' share what is discussed or our communications without your permission to do so, or if there has been some explicit violation of the EULA or EVE University code of conduct.'''<br />
<br />
<br />
=='''About My Current Roles:'''==<br />
<br />
==='''[[Personnel Department|Senior Personnel Officer]]'''===<br />
<br />
Personnel Officers act as applicants' first point of contact with EVE University. We are responsible for assessing applications to EVE University, carrying out interviews and making a decision on whether the applicant should be allowed entry. When we bring a new member into EVE University, we also provide a brief orientation to get the new member started. Personnel Officers also monitor and moderate our public channels.<br />
<br />
=='''About My Former Roles:'''==<br />
<br />
==='''[[Wiki Department|UniWiki Assistant Manager]]'''===<br />
<br />
The assistant manager assists the manager with managing the things requiring management.<br />
<br />
==='''[[Student Advocate|Student Advocate]]'''===<br />
<br />
Student Advocates essentially function as mediators, addressing issues at student level before they escalate to the point where a Director would need to get involved. They are a point of contact for the student body, acting much like EVE's CSM in that they try to filter through the popular issues and bring the important ones to the attention of the Directorate. The Student Advocate can also be considered the "voice" of the students, acting on their behalf in dealings with the Directorate. Have you got an issue or a complaint with someone? Then a Student Advocate is the person you should speak to.<br />
<br />
==='''[[Teaching Department|Teacher]]'''===<br />
<br />
Teachers are responsible for providing educational content for EVE University and throughout New Eden. We provide live classes, practical exercise and a library of recorded classes on every aspect of EVE. We also maintain a library of syllabi and slide packs for our teachers and guest lecturers, and we maintain various players guides on our wiki - all of which is available to the entire EVE Online community.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero&diff=157570User:Max Tsero2020-07-06T16:48:17Z<p>Max Tsero: </p>
<hr />
<div>[[File:Max_Tsero.jpg|300px|left]]<br />
{{HR Navbar}}{{Campus Group Navbar}}<br />
<br />
<big>[[User:Max_Tsero|Max Tsero]] is a '''[[Personnel Department|Senior Personnel Officer]]'''.</big><br />
<br />
'''I'm in EVE Uni to help you - either by teaching you stuff, bringing you into Uni or mediating disputes and feeding your views into management. Don't hesitate to contact me via any of the communication methods available to you! I am in the Slack for every campus as well as Staff Slack, if I am not in-game then I can be contacted via Slack - I can usually respond quickly via slack for the EUTZs.'''<br />
<br />
'''Also, please feel free to contact me if you need support or assistance. I am always happy to help or even just lend a listening and supportive ear. You can usually find me in HSC on Mumble. If I am not in-game then I can be contacted via Slack, If you need/want to speak with me privately, you can just ask me and I'll take you to a private room to talk things through. I will ''never'' share what is discussed or our communications without your permission to do so, or if there has been some explicit violation of the EULA or EVE University code of conduct.'''<br />
<br />
<br />
=='''About My Current Roles:'''==<br />
<br />
==='''[[Personnel Department|Senior Personnel Officer]]'''===<br />
<br />
Personnel Officers act as applicants' first point of contact with EVE University. We are responsible for assessing applications to EVE University, carrying out interviews and making a decision on whether the applicant should be allowed entry. When we bring a new member into EVE University, we also provide a brief orientation to get the new member started. Personnel Officers also monitor and moderate our public channels.<br />
<br />
=='''About My Former Roles:'''==<br />
<br />
==='''[[Wiki Department|UniWiki Assistant Manager]]'''===<br />
<br />
The assistant manager assists the manager with managing the things requiring management.<br />
<br />
==='''[[Student Advocate|Student Advocate]]'''===<br />
<br />
Student Advocates essentially function as mediators, addressing issues at student level before they escalate to the point where a Director would need to get involved. They are a point of contact for the student body, acting much like EVE's CSM in that they try to filter through the popular issues and bring the important ones to the attention of the Directorate. The Student Advocate can also be considered the "voice" of the students, acting on their behalf in dealings with the Directorate. Have you got an issue or a complaint with someone? Then a Student Advocate is the person you should speak to.<br />
<br />
==='''[[Teaching Department|Teacher]]'''===<br />
<br />
Teachers are responsible for providing educational content for EVE University and throughout New Eden. We provide live classes, practical exercise and a library of recorded classes on every aspect of EVE. We also maintain a library of syllabi and slide packs for our teachers and guest lecturers, and we maintain various players guides on our wiki - all of which is available to the entire EVE Online community.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Max_Tsero&diff=157569User:Max Tsero2020-07-06T16:46:23Z<p>Max Tsero: /* UniWiki Assistant Manager */</p>
<hr />
<div>[[File:Max_Tsero.jpg|300px|left]]<br />
{{HR Navbar}}{{Campus Group Navbar}}<br />
<br />
<big>[[User:Max_Tsero|Max Tsero]] is '''[[Wiki Department|UniWiki Assistant Manager]]''' & '''[[Personnel Department|Senior Personnel Officer]]'''</big><br />
<br />
Don't hesitate to contact me via any of the communication methods available to you! I am in the Slack for every campus as well as Staff Slack, if I am not in-game then I can be contacted via Slack - I can usually respond quickly via slack for the EUTZs.<br />
<br />
Also, please feel free to contact me if you need support or assistance. I am always happy to help or even just lend a listening and supportive ear. You can usually find me in HSC on Mumble. If I am not in-game then I can be contacted via Slack, If you need/want to speak with me privately, you can just ask me and I'll take you to a private room to talk things through. I will ''never'' share what is discussed or our communications without your permission to do so, or if there has been some explicit violation of the EULA or EVE University code of conduct.<br />
<br />
=='''About My Current Roles:'''==<br />
<br />
==='''[[Personnel Department|Senior Personnel Officer]]'''===<br />
<br />
Personnel Officers act as applicants' first point of contact with EVE University. We are responsible for assessing applications to EVE University, carrying out interviews and making a decision on whether the applicant should be allowed entry. When we bring a new member into EVE University, we also provide a brief orientation to get the new member started. Personnel Officers also monitor and moderate our public channels.</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Sansha_Vigil&diff=157513Sansha Vigil2020-07-05T11:12:36Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Sansha Vigil<br />
|type=unrated<br />
|rating=Unrated<br />
|location=High<br />
|ship limit=Unknown<br />
|faction=Sansha's<br />
|signature strength=2.5% in High<br />
}}<br />
<br />
== Walkthrough ==<br />
=== First Room ===<br />
The gate is unlocked by destroying the security tower. No other thing needs to be destroyed to proceed.<br />
Use caution when attacking or destroying towers to reduce dps- it's easy to unleash the large swarm of defenders.<br />
The second gate drops you in to the middle of the initial defenders and towers. Destroying the webbing stasis tower releases the webbing spider drones and additional defenders. Tank on the order of strong T1 cruiser to survive the immediate initial dps in room 2.<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|3|Centii Loyal Plague/...}}<br />
{{NPCTableRow|Battlecruiser|1|Centatis Phantasm/Specter}}<br />
{{NPCTableRow|Sentry|12|Sansha Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Reinforcements after attacking the security tower}}<br />
{{NPCTableRow|Elite Frigate|3|Centii Loyal Plague/...}}<br />
{{NPCTableRow|Destroyer|2|Centatior Horror/Devourer}}<br />
{{NPCTableRow|Elite Cruiser|4|Centum Loyar Beast/...}}<br />
{{NPCTableRow|Battlecruiser|10|Centatis Devil/...}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}Structures on site<br />
{{NPCTableRow|Tower|1|Sansha Security Tower|trigger = unlocks gate ands spawns reinforcements}}<br />
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = Locked}}<br />
|}<br />
<br />
===Second Room===<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|8|Centii Loyal Plague/...|ewar=TD}}<br />
{{NPCTableRow|Destroyer|1|Centatior Horror/Devourer}}<br />
{{NPCTableRow|Battlecruiser|5|Centatis Phantasm/Specter}}<br />
{{NPCTableRow|Sentry|4|Sansha Light Missile Battery}}<br />
{{NPCTableRow|Sentry|1|Sansha Stasis Tower|ewar=Web}}<br />
|}<br />
<br />
{{NPCTableHead|Battery Wave. Triggers when first missile battery is destroyed}}<br />
{{NPCTableRow|Frigate|7|Centii Enslaver/...}}<br />
{{NPCTableRow|Battlecruiser|7|Centatis Specter/...}}<br />
|}<br />
<br />
{{NPCTableHead|Tower Wave #1. Triggered when a tower (web?) is attacked}}<br />
{{NPCTableRow|Drone|3|Spider Drone|ewar=Web}}<br />
{{NPCTableRow|Frigate|2-3|Centii Plague}}<br />
|}<br />
<br />
{{NPCTableHead|Tower Wave #2. Triggered when a tower(web?) is destroyed}}<br />
{{NPCTableRow|Destroyer|4|Centatior Devourer/Abomination}}<br />
{{NPCTableRow|Overseer Cruiser|1|Centatus Excavation Supervisor|trigger = escalation trigger|cargo=faction modules}}<br />
|}<br />
<br />
==Escalation==<br />
{{MessageBox<br />
|True Power Shipyards<br />
|You are about to wrap up this little raid when all of a sudden you have an incoming transmission popping on one of your panels from someone asking where in flaming hell his ship components are. He continues to claim that he had ordered all sorts of stuff ages ago and nothing is getting delivered. This is all sent in Sansha code and comparison with the station logs from the place you just destroyed identify the person on the other end as a foreman from a local branch of the True Power corporation. When he hears some hesitation on your end, this guy gets all patronizing on you, raving back and forth about too many newbs being recruited to the production units, how your single digit IQ must be a shining light for every slug in the universe to follow and fabulates a bit about how he envisions the state your toilet training is in. He then shouts some instructions about how you are to get off your butt right this moment and haul it to a certain place, picking up his order for 300 10MN afterburners. He orders you to buzz him on this same frequency when you are there and that he will then give you further instructions.<br />
|collapsed=yes}}<br />
This site can escalate to [[True Power Shipyards]].<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Sansha_Lookout&diff=157512Sansha Lookout2020-07-05T11:11:54Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Sansha Lookout<br />
|type=unrated<br />
|rating=Unrated<br />
|location=High<br />
|ship limit=Unknown<br />
|faction=Sansha's<br />
|signature strength=10% in High<br />
}}<br />
<br />
'''Sansha Lookout''' is an [[Combat_sites#Unrated_complexes|Unrated Complex]] that can be scanned down with scanner probes. It is found in both high security systems occupied by the [[Sansha's Nation]] pirate faction.<br />
== Walkthrough ==<br />
=== First Room ===<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|11-13|Centii Butcher/Centii Manslayer/Centii Minion/Centii Plague/Centii Scavenger}}<br />
{{NPCTableRow|Destroyer|1|Centior Cannibal/Centior Misshape}}<br />
{{NPCTableRow|Sentry|1|Sansha Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}<br />
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note=Unlocks when first room is cleared}}<br />
{{NPCTableRow|Structure|1|Communications Control Center|Trigger?}}<br />
{{NPCTableRow|Structure|1|Ruined Drill}}<br />
{{NPCTableRow|Structure|1|Barren Asteroid}}<br />
{{NPCTableRow|Structure|1|Clovern Red Asteroid}}<br />
{{NPCTableRow|Structure|1|Abandoned Mining Ship}}<br />
{{NPCTableRow|Structure|1|Shipyard}}<br />
{{NPCTableRow|Structure|1|Wreck}}<br />
{{NPCTableRow|Structure|1|Ruined Neon Sign}}<br />
{{NPCTableRow|Structure|1|Walkway Debris}}<br />
{{NPCTableRow|Structure|1|Snake Shaped Asteroid}}<br />
{{NPCTableRow|Structure|2|Sansha Bunker}}<br />
{{NPCTableRow|Structure|2|Fortified Shipyard}}<br />
{{NPCTableRow|Structure|2|Radio Telescope}}<br />
{{NPCTableRow|Structure|3|Frozen Corpse}}<br />
{{NPCTableRow|Asteroid|29|Veldspar}}<br />
{{NPCTableRow|Asteroid|5|Jaspet}}<br />
{{NPCTableRow|Asteroid|3|Hemorphite}}<br />
|}<br />
<br />
===Second Room===<br />
----<br />
The ships are scattered around second room<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|13-15|Centii Minion/}}<br />
{{NPCTableRow|Cruiser|1|Centum Ravisher|trigger=Triggers wave 2}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Commander Frigate|0-1|True Sansha|cargo = Faction modules|trigger = escalation trigger}}<br />
{{NPCTableRow|Destroyer|3|Centior Cannibal/Misshape}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}<br />
{{NPCTableRow|Structure|1|Sansha Control Center|trigger = Escalation trigger}}<br />
{{NPCTableRow|Asteroid|8|Omber}}<br />
{{NPCTableRow|Asteroid|7|Plagioclase}}<br />
{{NPCTableRow|Asteroid|20|Veldspar}}<br />
|}<br />
<br />
==Escalation==<br />
This site can escalate to [[Slave Breeding Plants]].<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Blood_Surveillance_Squad&diff=157511Blood Surveillance Squad2020-07-05T11:10:59Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Blood Surveillance Squad<br />
|type=escalation<br />
|rating=Unrated<br />
|location=Low, Null<br />
|ship limit=Unknown<br />
|faction=Blood Raiders<br />
|signature strength=N/A<br />
}}<br />
<br />
Blood surveillance squad can be gained as an escalation from [[Provisional Blood Outpost]].<br />
<br />
== First Location ==<br />
=== Warp-in ===<br />
{{NPCTableHead|Initial derenders}}<br />
{{NPCTableRow|Elite Frigate|4|Elder Corpii Engraver/...}}<br />
{{NPCTableRow|Battlecruiser|4|Corpatis Fanatic/Shade}}<br />
{{NPCTableRow|Commander Cruiser|0-1|Dark Blood Sage|trigger = escalation trigger|cargo=faction modules}}<br />
|}<br />
=== First Room ===<br />
----<br />
<br />
{{NPCTableHead|Room 1 derenders}}<br />
{{NPCTableRow|Cruiser|4|Dire Pithum Murderer/Annihilator/Killer}}<br />
{{NPCTableRow|Cruiser|2|Elder Corpum Dark Priest/Shadow Sage}}<br />
{{NPCTableRow|Battlecruiser|3|Pithatis Revolter}}<br />
{{NPCTableRow|Battlecruiser|2|Corpatis Seer}}<br />
<br />
|}<br />
{{MessageBox<br />
|Escalation message:<br />
|The station databanks contain information on the local Blood Covenant security network and among it; a location of yet another station similar to this one. That is your best clue as to where the ships that fled as you entered have gone.<br />
|collapsed=yes}}<br />
<br />
== Second Location ==<br />
=== Warp-in ===<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Battlecruiser|4|Corpatis Seer/Bishop}}<br />
{{NPCTableRow|Elite Cruiser|3-4|Elder Corpum Arch Sage/...}}<br />
{{NPCTableRow|Commander Cruiser|0-1|Dark Blood Sage|trigger = escalation trigger|cargo=faction modules}}<br />
|}<br />
=== First Room ===<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|4|Corpii Reaver/Engraver}}<br />
{{NPCTableRow|Elite Frigate|4|Elder Corpii Engraver/...}}<br />
{{NPCTableRow|Destroyer|7|Corpior Templar/...}}<br />
{{NPCTableRow|Battlecruiser|5|Corpatis Seer/Bishop/...}}<br />
{{NPCTableRow|Cruiser|14|Corpum Arch Reaver/...}}<br />
{{NPCTableRow|Elite Cruiser|3|Elder Corpum Arch/Shadow Sage}}<br />
|}<br />
{{MessageBox<br />
|Escalation message:<br />
|To your dismay, the main computers of this station took a direct hit during your assault and any information that might have been there is gone up in smoke. However, your instruments ran through the data from the fleeing ships and have come up with this location as a suggestion to where they might have warped.<br />
|collapsed=yes}}<br />
<br />
== Third Location ==<br />
=== Warpin ===<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|1|Elder Corpii Worshiper|ewar=Web}}<br />
{{NPCTableRow|Elite Cruiser|4|Elder Corpum Arch Priest}}<br />
{{NPCTableRow|Battlecruiser|4|Corpatis Exorcist/...}}<br />
{{NPCTableRow|Commander Cruiser|0-1|Dark Blood Arch Sage|trigger = escalation trigger|cargo=faction modules}}<br />
|}<br />
<br />
<br />
=== First Room ===<br />
----<br />
Hodura Amaba warps off few seconds after your arrival.<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Destroyer|2|Corpior Visionary/Converter}}<br />
{{NPCTableRow|Battlecruiser|2|Corpatis Bishop/Seer}}<br />
{{NPCTableRow|Cruiser|1|Hodura Amaba}}<br />
|}<br />
{{MessageBox<br />
|Escalation message:<br />
|It looks like the most interesting of these Blood ships got away during the fight. Luckily for you though, one of its communication devices seems to be malfunctioning and is for no apparent reason sending out a constant stream of thumping sounds. Your instruments have no problems tracing where it is coming from. It is an extremely irritating sound. Aggrivating too. The thumping of doom.<br />
|collapsed=yes}}<br />
<br />
== Fourth Location ==<br />
Single pocket.<br />
<br />
Notable structures:<br />
{{NPCTableHead|Structures}}<br />
{{NPCTableRow|Structure|1|Moka|trigger=triggers reinforcements}}<br />
{{NPCTableRow|Structure|2|Blood Sacrifical Arena|trigger=triggers reinforcements}}<br />
|}<br />
<br />
The Moka will use smartbombs to destroy drones and to damage ships.<br />
{{NPCTableHead|Blood Sacrifical Arena Aggression Wave (triggered by shooting at one of the sacrificial arenas)}}<br />
{{NPCTableRow|Destroyer|2|Corpum Devoter/Converter}}<br />
{{NPCTableRow|Cruiser|6|Corpum Dark Priest/...}}<br />
|}<br />
<br />
{{NPCTableHead|Moka Aggression Wave #1 (triggered by shooting at the Moka)}}<br />
{{NPCTableRow|Sentry|6|Blood Heavy Missile Battery}}<br />
|}<br />
<br />
As you deal damage to Moka more reinforcements will arrive. These include neuting, webs, points and tracking diruptors. <br />
{{NPCTableHead|Moka Aggression Wave #2}}<br />
{{NPCTableRow|Elite Frigate|6|Elder Corpii Reaver/...|ewar=Web|point=yes}}<br />
{{NPCTableRow|Destroyer|10|Corpior Friar/...}}<br />
{{NPCTableRow|Cruiser|4|Corpum Arch Priest/...}}<br />
{{NPCTableRow|Elite Cruiser|6|Elder Corpum Priest/...|ewar=Neut| ewar2=TD}}<br />
{{NPCTableRow|Battlecruiser|13|Corpatis Phantom/...}}<br />
|}<br />
<br />
{{NPCTableHead|Moka Destruction Wave (final wave)}}<br />
{{NPCTableRow|Frigate|5|Blood Wraith}}<br />
{{NPCTableRow|Cruiser|4|Corpum Arch Priest/...}}<br />
{{NPCTableRow|Commander Cruiser|1|Motoh Olin|trigger=Escalation end|cargo=DED modules}}<br />
{{NPCTableRow|Battlecruiser|2|Corpatis Fanatic}}<br />
|}<br />
<br />
Motoh himself has a very powerful MWD, making it possible to separate him from the group. Just overheat your guns to destroy Moka (the building) and warp out. Warp back in at 100 and let Motoh MWD himself out of his escort and take him out at medium range. Bookmark the wreck and come back in 5-10 minutes.<br />
<br />
[[Category:Expeditions]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Serpentis_Hub&diff=157510Serpentis Hub2020-07-05T11:09:20Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Serpentis Hub<br />
|type=anomaly<br />
|rating=Class 8<br />
|location=Low, Null<br />
|ship limit=Unrestricted<br />
|faction=Serpentis<br />
|signature strength=N/A<br />
}}<br />
<br />
'''Serpentis Hub''' is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in Serpentis infested low and null security regions.<br />
<br />
==Walkthrough==<br />
The site consists of one ungated pocket. There are three Serpentis bunkers about 60 km from warp-in. New wave spawns once ships from previous spawn are dead.<br />
<br />
The site can be done in any drone boat.<br />
<br />
==Type 1==<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Cruiser|2 - 3|Corelum Chief Sentinel/Infantry}}<br />
{{NPCTableRow|Battleship|2 - 3|Core Admiral/High Admiral}}<br />
{{NPCTableRow|Sentry|2|Cruise Missile Battery}}<br />
{{NPCTableRow|Sentry|2|Heavy Missile Battery}}<br />
{{NPCTableRow|Sentry|2|Tower Sentry Serpentis II}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#80d8fc||Battlegroup Commander: Assume attack formation, all hands to battlestations!}}<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #1}}<br />
{{NPCTableRow|Destroyer|2 - 3|Corelior Sentinel}}<br />
{{NPCTableRow|Battleship|2 - 3|Core Lord Admiral/Grand Admiral}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#a3fc80||More units join the battle!}}<br>{{co|#80d8fc||Battlegroup Commander: Hold fast men, reinforcements are here!}}<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Frigate|2 - 3|Coreli Guard/Defender}}<br />
{{NPCTableRow|Battleship|2|Core High Admiral}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#a3fc80||A large attack wing of Battlecruisers, with Battleship support, joins the fray!}}<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #3}}<br />
{{NPCTableRow|Battlecruiser|3 - 4|Corelatis High Captain/Captain Sentry}}<br />
{{NPCTableRow|Battleship|3|Core Port/Rear Admiral}}<br />
|}<br />
<br />
{{clear}}<br />
<br />
==Type 2==<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|3|Coreli Guardian Guard/Defender/Protector}}<br />
{{NPCTableRow|Battleship|3|Core High Admiral}}<br />
{{NPCTableRow|Sentry|4|Tower Sentry Serpentis II}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#a3fc80||Nearby ships arrive at the facility and join the escalating battle!}}<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #1}}<br />
{{NPCTableRow|Battlecruiser|3|Corelatis Wing Leader/Squad Leader/Captain Sentry}}<br />
{{NPCTableRow|Battleship|4|Core Lord Admiral/Grand Admiral}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#80d8fc||Site Commander: Hold on men! We must not lose this site!<br>{{co|#a3fc80||More reinforcements arrive and join the fray!}}}}<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Destroyer|3|Corelior Trooper/Solider/Cannoneer}}<br />
{{NPCTableRow|Battlecruiser|4|Corelatis Captain Sentry/High Captaion}}<br />
{{NPCTableRow|Battleship|4|Core Lord Admiral/Grand Admiral}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#80d8fc||Site Commander: This is it people, it's now or never!}}<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #3}}<br />
{{NPCTableRow|Elite Cruiser|3|Corelum Guardian Chief Sentinel/Protector}}<br />
{{NPCTableRow|Battleship|3|Core Commodore/Baron}}<br />
|}<br />
<br />
==Rewards==<br />
* Bounty: about 13.000.000 ISK<br />
<br />
==Escalation==<br />
Can escalate to a [[Serpentis Prison Camp]].<br />
<br />
== See also ==<br />
{{Combat Anomalies|Serpentis}}<br />
<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Template:Complex&diff=157509Template:Complex2020-07-05T11:06:51Z<p>Max Tsero: Changed redirect target from Template:CMBSite to Template:CMBSiteInfo</p>
<hr />
<div>#REDIRECT [[Template:CMBSiteInfo]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=User:Talman_drak&diff=157504User:Talman drak2020-07-05T11:01:21Z<p>Max Tsero: Blanked the page</p>
<hr />
<div></div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Angel_Burrow&diff=157503Angel Burrow2020-07-05T11:00:50Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Angel Burrow<br />
|type=anomaly<br />
|rating=Class 2<br />
|location=High<br />
|ship limit=Unrestricted<br />
|faction=Angels<br />
|signature strength=N/A<br />
}}<br />
<br />
The Angel Burrow is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in [[Angel Cartel|Angel]] infested regions.<br />
<br />
{{Expected NPC<br />
| TotalExpEnemiesSectionText = With the initial group and xx triggered spawns, a total of 13- 14 ships.<br />
| TotalExpFrigates = 13- 14<br />
| TotalExpDestroyers = <br />
| TotalExpCruisers = <br />
| TotalExpBattlecruisers = <br />
| TotalExpBattleships = <br />
| TotalExpCapitals = <br />
| TotalExpSentries = <br />
}}<br />
==Walkthrough==<br />
Single normal space pocket. Auto-aggression from each wave. The last ship killed triggers the next wave. Waves spawn at 30 to 60km from warp-in.<br />
<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|4|Gistii Ambusher/...}}<br />
|}<br />
<br />
{{NPCTableHead|1st Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|3- 4|Gistii Ambusher/...}}<br />
|}<br />
<br />
{{NPCTableHead|2nd Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|2|Gistii Ambusher/...}}<br />
|}<br />
<br />
{{NPCTableHead|3rd Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|3|Gistii Ambusher/...}}<br />
|}<br />
<br />
{{NPCTableHead|4th Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|1|Gistii Ambusher/...}}<br />
|}<br />
<br />
== Rewards ==<br />
Needs information<br />
<br />
==Escalation==<br />
Needs information<br />
<br />
== See also ==<br />
{{Combat Anomalies|Angel}}<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Guristas_Forlorn_Hideaway&diff=157502Guristas Forlorn Hideaway2020-07-05T11:00:10Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Guristas Forlorn Hideaway<br />
|type=anomaly<br />
|rating=Class 1<br />
|location=High<br />
|ship limit=Unrestricted<br />
|faction=Guristas<br />
|signature strength=N/A<br />
}}<br />
<br />
The '''Guristas Forlorn Hideaway''' is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in [[Guristas]] infested regions. It is a level 4 variant of the [[Guristas Hideaway]].<br />
<br />
{{Expected NPC<br />
| TotalExpEnemiesSectionText = With the initial defending fleet and 3 triggered spawns, a total of 20 ships.<br />
| TotalExpFrigates = 9<br />
| TotalExpDestroyers = 2<br />
| TotalExpCruisers = 9<br />
| TotalExpBattlecruisers = <br />
| TotalExpBattleships = <br />
| TotalExpCapitals = <br />
| TotalExpSentries = <br />
}}<br />
<br />
==Walkthrough==<br />
Single ungated normal space pocket. Killing the last hostile ship triggers a reinforcement spawn.<br />
<br />
{{NPCTableHead|Initial Defending Fleet}}<br />
{{NPCTableRow|Frigate|5|Pithii Arrogator/...}}<br />
|}<br />
<br />
{{NPCTableHead|1st Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|4|Pithii Arrogator/...}}<br />
{{NPCTableRow|Cruiser|1|Pithum Abolisher/...}}<br />
|}<br />
<br />
{{NPCTableHead|2nd Reinforcement Spawn}}<br />
{{NPCTableRow|Destroyer|5|Pithior Nihilist/...}}<br />
{{NPCTableRow|Cruiser|5|Pithum Abolisher/...}}<br />
|}<br />
<br />
{{NPCTableHead|3rd Reinforcement Spawn}}<br />
{{NPCTableRow|Cruiser|5|Pithum Abolisher/...}} <br />
{{NPCTableSeparator|Possible Rare Spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Dread Guristas Despoiler|cargo=Possible Faction charges, modules or tags}}<br />
|}<br />
<br />
<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Guristas_Hideaway&diff=157501Guristas Hideaway2020-07-05T11:00:00Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Guristas Hideaway<br />
|type=anomaly<br />
|rating=Class 1<br />
|location=High<br />
|ship limit=Unrestricted<br />
|faction=Guristas<br />
|signature strength=N/A<br />
}}<br />
<br />
The '''Guristas Hideaway''' is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in high security [[Guristas]] infested regions. <br />
<br />
{{Expected NPC<br />
| TotalExpEnemiesSectionText = With the initial defending fleet and 3 triggered spawns, a total of 6 ships.<br />
| TotalExpFrigates = 5-6<br />
| TotalExpDestroyers = <br />
| TotalExpCruisers = <br />
| TotalExpBattlecruisers = <br />
| TotalExpBattleships = <br />
| TotalExpCapitals = <br />
| TotalExpSentries = <br />
}}<br />
<br />
==Walkthrough==<br />
Single ungated normal space pocket. Killing the last hostile ship triggers a reinforcement spawn.<br />
<br />
{{NPCTableHead|Initial Defending Fleet}}<br />
{{NPCTableRow|Frigate|1|Pithi Arrogator}}<br />
<br />
|}<br />
{{MessageBox<br />
|In local:<br />
|{{co|#a3fc80||More hostiles arrive at the site!}}<br />
|collapsed=yes}}<br />
{{NPCTableHead|1st Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|1-2|Pithi Invader/Infiltrator}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#80d8fc||Squadron Commander: Recon Squad returning to base as per orders.}}<br />
|collapsed=yes}}<br />
{{NPCTableHead|2nd Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|2-3|Pithi Arrogator/Imputor}}<br />
|}<br />
<br />
{{MessageBox<br />
|In local:<br />
|{{co|#a3fc80||Another group of ships answers the site's distress call.}}<br />
|collapsed=yes}}<br />
{{NPCTableHead|3rd Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|2|Pithi Plunderer/Wrecker}} <br />
|}<br />
<br />
{{NPCTableHead|Possible Rare Spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Dread |cargo=Possible Faction charges or tags}}<br />
|}<br />
<br />
== Rewards ==<br />
Small Faction Spawn<br />
1000 small faction ammo, <br />
Guristas Tag<br />
<br />
== Escalations ==<br />
Can escalate to the [[Guristas Scout Outpost]], although is a rare escalation and Gurista Refuges are usually a better choice.<br />
<br />
== See also ==<br />
{{Combat Anomalies|Guristas}}<br />
<br />
<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Guristas_Forlorn_Hideaway&diff=157490Guristas Forlorn Hideaway2020-07-04T22:32:59Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Guristas Forlorn Hideaway<br />
|type=anomaly<br />
|rating=Class 1<br />
|location=High<br />
|ship limit=Unknown<br />
|faction=Guristas<br />
|signature strength=N/A<br />
}}<br />
<br />
The '''Guristas Forlorn Hideaway''' is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in [[Guristas]] infested regions. It is a level 4 variant of the [[Guristas Hideaway]].<br />
<br />
{{Expected NPC<br />
| TotalExpEnemiesSectionText = With the initial defending fleet and 3 triggered spawns, a total of 20 ships.<br />
| TotalExpFrigates = 9<br />
| TotalExpDestroyers = 2<br />
| TotalExpCruisers = 9<br />
| TotalExpBattlecruisers = <br />
| TotalExpBattleships = <br />
| TotalExpCapitals = <br />
| TotalExpSentries = <br />
}}<br />
<br />
==Walkthrough==<br />
Single ungated normal space pocket. Killing the last hostile ship triggers a reinforcement spawn.<br />
<br />
{{NPCTableHead|Initial Defending Fleet}}<br />
{{NPCTableRow|Frigate|5|Pithii Arrogator/...}}<br />
|}<br />
<br />
{{NPCTableHead|1st Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|4|Pithii Arrogator/...}}<br />
{{NPCTableRow|Cruiser|1|Pithum Abolisher/...}}<br />
|}<br />
<br />
{{NPCTableHead|2nd Reinforcement Spawn}}<br />
{{NPCTableRow|Destroyer|5|Pithior Nihilist/...}}<br />
{{NPCTableRow|Cruiser|5|Pithum Abolisher/...}}<br />
|}<br />
<br />
{{NPCTableHead|3rd Reinforcement Spawn}}<br />
{{NPCTableRow|Cruiser|5|Pithum Abolisher/...}} <br />
{{NPCTableSeparator|Possible Rare Spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Dread Guristas Despoiler|cargo=Possible Faction charges, modules or tags}}<br />
|}<br />
<br />
<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Guristas_Forlorn_Hideaway&diff=157489Guristas Forlorn Hideaway2020-07-04T22:32:49Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Guristas Forlorn Hideaway<br />
|type=anomaly<br />
|rating=C;ass 1<br />
|location=High<br />
|ship limit=Unknown<br />
|faction=Guristas<br />
|signature strength=N/A<br />
}}<br />
<br />
The '''Guristas Forlorn Hideaway''' is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in [[Guristas]] infested regions. It is a level 4 variant of the [[Guristas Hideaway]].<br />
<br />
{{Expected NPC<br />
| TotalExpEnemiesSectionText = With the initial defending fleet and 3 triggered spawns, a total of 20 ships.<br />
| TotalExpFrigates = 9<br />
| TotalExpDestroyers = 2<br />
| TotalExpCruisers = 9<br />
| TotalExpBattlecruisers = <br />
| TotalExpBattleships = <br />
| TotalExpCapitals = <br />
| TotalExpSentries = <br />
}}<br />
<br />
==Walkthrough==<br />
Single ungated normal space pocket. Killing the last hostile ship triggers a reinforcement spawn.<br />
<br />
{{NPCTableHead|Initial Defending Fleet}}<br />
{{NPCTableRow|Frigate|5|Pithii Arrogator/...}}<br />
|}<br />
<br />
{{NPCTableHead|1st Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|4|Pithii Arrogator/...}}<br />
{{NPCTableRow|Cruiser|1|Pithum Abolisher/...}}<br />
|}<br />
<br />
{{NPCTableHead|2nd Reinforcement Spawn}}<br />
{{NPCTableRow|Destroyer|5|Pithior Nihilist/...}}<br />
{{NPCTableRow|Cruiser|5|Pithum Abolisher/...}}<br />
|}<br />
<br />
{{NPCTableHead|3rd Reinforcement Spawn}}<br />
{{NPCTableRow|Cruiser|5|Pithum Abolisher/...}} <br />
{{NPCTableSeparator|Possible Rare Spawn}}<br />
{{NPCTableRow|Commander Frigate|0-1|Dread Guristas Despoiler|cargo=Possible Faction charges, modules or tags}}<br />
|}<br />
<br />
<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Guristas_Forsaken_Hideaway&diff=157488Guristas Forsaken Hideaway2020-07-04T22:24:01Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Guristas Forsaken Hideaway<br />
|type=anomaly<br />
|rating=Class 1<br />
|location=High<br />
|ship limit=Unrestricted<br />
|faction=Guristas<br />
|signature strength=N/A<br />
}}<br />
<br />
The '''Guristas Forsaken Hideaway''' is a [[Combat_sites#Combat_anomalies|combat anomaly]] found in high security [[Guristas]] infested regions. It is a level 3 variant of the [[Guristas Hideaway]].<br />
<br />
{{Expected NPC<br />
| TotalExpEnemiesSectionText = With the initial defending fleet and 3 triggered spawns, a total of 21- 26 ships.<br />
| TotalExpFrigates = 8-12<br />
| TotalExpDestroyers = 7-12<br />
| TotalExpCruisers = <br />
| TotalExpBattlecruisers = <br />
| TotalExpBattleships = <br />
| TotalExpCapitals = <br />
| TotalExpSentries = <br />
}}<br />
<br />
==Walkthrough==<br />
{{MessageBox<br />
|Warpin message:<br />
|Formed by two former members of the Caldari Navy who go by the names "Fatal" and "the Rabbit" the Guristas are a constant thorn in the side of the Caldari State. Traditional pirates in the sense that their operation is not based around some creed or ideology, the Guristas are motivated by plain and simple greed. They have bases close to Caldari space, and from them they embark on daring raids, often into the State itself. Though the Guristas are conisdered more honorable than many of their piratical counterparts, they are still extremely dangerous, and not to be trifled with.<br />
|collapsed=yes}}<br />
Single open normal space pocket. Killing the last hostile ship triggers a reinforcement spawn.<br />
<br />
{{NPCTableHead|Initial Defending Fleet}}<br />
{{NPCTableRow|Frigate|2-3|Pithii Destructor/Plunderer}}<br />
{{NPCTableRow|Destroyer|2-3|Pithior Supremacist/Terrorist}}<br />
|}<br />
<br />
{{NPCTableHead|1st Reinforcement Spawn}}<br />
{{NPCTableRow|Elite Frigate|2-3|Dire Pithii Wrecker/Demolisher}}<br />
{{NPCTableRow|Destroyer|2-3|Pithior Supremacist/Terrorist}}<br />
|}<br />
<br />
{{NPCTableHead|2nd Reinforcement Spawn}}<br />
{{NPCTableRow|Frigate|4|Pithii Wrecker/Destructor/Demolisher}}<br />
{{NPCTableRow|Destroyer|3-4|Pithior Supremacist/Terrorist}}<br />
|}<br />
<br />
{{NPCTableHead|Possible Rare Spawn}}<br />
{{NPCTableRow|Elite Frigate|0-1|Dread Gurista Despoiler|ewar=ECM|cargo = faction modules|}}<br />
|}<br />
<br />
==Rewards==<br />
~ 400.000 ISK in bounty<br />
<br />
<br />
[[Category:Combat Anomalies]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Nation_on_the_Rise&diff=157487Nation on the Rise2020-07-04T22:22:41Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Nation on the Rise<br />
|type=escalation<br />
|rating=Unrated<br />
|location=High, Low<br />
|ship limit=Unknown<br />
|faction=Sansha's<br />
|signature strength=N/A<br />
}}<br />
'''Nation on the Rise''' is an [[expedition]] obtained through completion of [[Sansha Watch]] combat sites. This expedition consists of 4 different open area locations (no Acceleration gate) starting in a high security system and ending in a low security system but it can suddenly end at any step in the chain. NPC ship class encountered is Frigate, Destroyer, Cruiser, Battlecruiser and Battleship hulls. <br />
<br />
Warning: Elite NPC's do medium lite EWAR - Tracking Disruption, Web and Warp Scram.<br />
<br />
== Location 1 ==<br />
<br />
{{MessageBox|Escalation message on warp-in<br />
|All you see here are military installations and surveillance equipment, nothing that suggests this is a self sufficient base. As you warp in, a couple of ships are departing and you manage to get an approximate lock on their destination.}}<br />
<br />
{{NPCTableHead|Initial Defenders @ 100km }}<br />
{{NPCTableRow|Sentry|6|Sansha Heavy Missile Battery (Proximity Trigger 60 km)}}<br />
{{NPCTableRow|Elite Frigate|4|Centii Loyal Plague}}<br />
{{NPCTableRow|Elite Frigate|2|Sansha's Scout}}<br />
{{NPCTableRow|Commander Frigate|1|True Sansha's Manslayer/ Enslaver|cargo=Meta modules, True Sansha ammo and True Sansha tags}}<br />
{{NPCTableRow|Battlecruiser|4|Centatis Phantasm}}<br />
|}<br />
<br />
{{MessageBox|In local<br />
|More ships have undocked from the Sansha Control Outpost!<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|2nd Spawn}}<br />
{{NPCTableRow|Elite Frigate|2|Centii Loyal Servant}}<br />
{{NPCTableRow|Cruiser|3|Centum Mutilator}}<br />
{{NPCTableRow|Elite Cruiser|4|Centum Loyal Hellhound}}<br />
{{NPCTableRow|Battlecruiser|4|Centatis Daemon}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}Structures on site<br />
{{NPCTableRow|Structure|8|Frozen Corpse}}<br />
{{NPCTableRow|Structure|1|Sansha Control Outpost}}<br />
{{NPCTableRow|Structure|1|Sansha's Eye}}<br />
{{NPCTableRow|Structure|1|Sansha's Slave Camp}}<br />
{{NPCTableRow|Structure|1|Asteroid Deadspace Slave Colony}}<br />
{{NPCTableRow|Structure|1|Asteroid Construct}}<br />
{{NPCTableRow|Structure|1|Asteroid Installation}}<br />
{{NPCTableRow|Structure|1|Asteroid Prime Colony}}<br />
{{NPCTableRow|Structure|6|Storage Facility}}<br />
{{NPCTableRow|Structure|9|Sansha Wall}}<br />
{{NPCTableRow|Structure|3|Sansha Junction}}<br />
{{NPCTableRow|Structure|4|Ruins}}<br />
|}<br />
Please note: No loot dropped from structures<br />
<br />
== Location 2 ==<br />
<br />
{{MessageBox|Escalation message on warp-in<br />
|This looks to be the same sort of outpost, but this time the watchers are more awake and you see a Sansha armada storm towards you. One of the ships turns away immediately though and jumps. It looks like your choices are to chase it or stay and fight.}}<br />
Please note: Warping out may cause the site to disappear from your Expeditions list. Bookmark the beacon to allow you to return.<br />
<br />
{{NPCTableHead|Initial defenders @ 185km}}<br />
{{NPCTableRow|Sentry|5|Sansha Tower Sentry III}}<br />
{{NPCTableRow|Elite Frigate|1|Sansha's Scout}}<br />
{{NPCTableRow|Elite Frigate|1|Centii Loyal Scavenger}}<br />
{{NPCTableRow|Elite Frigate|2|Centii Loyal Minion}}<br />
{{NPCTableRow|Elite Frigate|4|Centii Loyal Servant}}<br />
{{NPCTableRow|Commander Frigate|1|True Sansha's Manslayer|cargo=Meta modules, True Sansha ammo and True Sansha tags}}<br />
{{NPCTableRow|Battlecruiser|3|Centatis Specter}}<br />
{{NPCTableRow|Battlecruiser|4|Centatis Phantasm}}<br />
|}<br />
Sansha Tower Sentry III can shoot up to 250km and can deal about 200~250 dps at max range. True Sansha commander is considerably faster than the other ships and will quickly approach you.<br />
<br />
{{NPCTableHead|Structures}}Structures on site<br />
{{NPCTableRow|Structure|8|Frozen Corpse}}<br />
{{NPCTableRow|Structure|6|Shield Generator}}<br />
{{NPCTableRow|Structure|6|Auxiliary Power Array}}<br />
{{NPCTableRow|Structure|5|Reactor Array}}<br />
{{NPCTableRow|Structure|4|Ruins}}<br />
{{NPCTableRow|Structure|1|Sansha Outpost}}<br />
{{NPCTableRow|Structure|1|Sansha's Eye}}<br />
{{NPCTableRow|Structure|1|Sansha Slave Camp}}<br />
{{NPCTableRow|Structure|1|Medium Refinery}}<br />
{{NPCTableRow|Structure|1|Asteroid Installation}}<br />
{{NPCTableRow|Structure|1|Asteroid Structure}}<br />
{{NPCTableRow|Structure|1|Asteroid Construct}}<br />
{{NPCTableRow|Structure|1|Asteroid Deadspace Slave Colony}}<br />
{{NPCTableRow|Structure|1|Asteroid Prime Colony}}<br />
{{NPCTableRow|Structure|36|Storage Facility}}<br />
|}<br />
<br />
== Location 3 ==<br />
Hint: If you are only interested in the Faction npc, he is considerably faster then the other ships. It is possible to simply tank the Sentry Towers and wait for him to get close.<br />
Warp to site <br />
<br />
Message in local chat channel: <br />
<br />
''"You have stumbled upon the enemy ship's scouting party. Prepare for a fight!"''<br />
<br />
{{NPCTableHead|Initial defenders @ 100km}}<br />
{{NPCTableRow|Elite Frigate|5|Sansha's Scout}}<br />
{{NPCTableRow|Elite Frigate|3|Centii Loyal Savage}}<br />
{{NPCTableRow|Commander Frigate|1|True Sansha's Devourer|trigger=Escalation trigger}}<br />
{{NPCTableRow|Battlecruiser|4|Centatis Specter}}<br />
{{NPCTableRow|Battlecruiser|3|Centatis Phantasm}}<br />
{{NPCTableRow|Sentry|5|Sansha Tachyon Tower (250km Range)}}<br />
|}<br />
<br />
Please note: The Tachyon Towers have a very long range and do a decent amount of dps, even with 80%+ resists.<br />
<br />
{{NPCTableHead|Structures}}Structures on site<br />
{{NPCTableRow|Structure|8|Frozen Corpse}}<br />
{{NPCTableRow|Structure|4|Ruins}}<br />
{{NPCTableRow|Asteroid|45|Veldspar}}<br />
{{NPCTableRow|Asteroid|30|Plagioclase}}<br />
{{NPCTableRow|Asteroid|30|Pyroxeres}}<br />
|}<br />
<br />
{{MessageBox|Escalation message<br />
|Just before the Sansha ship blew apart, it sent out a distress call. Not that it would have helped you any, except that this call got almost an immediate reply. Your instruments have pinpointed the origins of this transmission and the resulting location glows in small, warm, orange letters on your otherwise dull looking navigation panel.}}<br />
<br />
<br />
== Location (Low Security) ==<br />
<br />
'''Warning: Your ship can be freely attacked by others - NO CONCORD INTERVENTION - in Low Security Systems (0.1 to 0.4) and Null Security Systems (0.0)<br />
'''<br />
<br />
Hint: Always check Star Map statistics (Active ships, Ship kills, Pod kills, etc) of Low Security and Null Security systems first before entering. Fitting a Cloaking Device module on your ship and making more than one Safe spot will provide more safety.<br />
<br />
Warp to site <br />
<br />
Message in local chat channel: <br />
<br />
''"Looks like the Sansha have been constructing something huge here, probably a station ...."'' <br />
<br />
Message in local chat channel 12x (Approximately 10 minute duration): <br />
<br />
''"The Repair Drones busily repair nearby Centus ships."'' <br />
<br />
Message in local chat channel: <br />
<br />
''"The Repair Drones busily repair nearby Centus ships, but seem to have run out of power for the time being."'' <br />
<br />
{{NPCTableHead|Initial defenders @ 20 to 60km}}<br />
{{NPCTableRow|Sentry|1|Sansha Stasis Tower|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Sentry|6|Sansha Tower Sentry III}}<br />
{{NPCTableRow|Destroyer|4|Centior Devourer}}<br />
{{NPCTableRow|Cruiser|3|Centum Fiend}}<br />
{{NPCTableRow|Drone|2|Repair Drone|trigger=Attacking triggers 2nd Wave}}<br />
|}<br />
<br />
Attack Repair Drone <br />
<br />
Message in local chat channel: <br />
<br />
''"Centus ships have undocked from a nearby Starbase Hangar!"'' <br />
<br />
Message in local chat channel: <br />
<br />
''"Centus Colony General: You dare attack my repair drones! Do you know how many slaves went into building those beauties? I'll have your head on a platter delivered straight to my Master for this barbaric attack!"'' <br />
<br />
{{NPCTableHead|2nd Wave}}<br />
{{NPCTableRow|Frigate|2|Sansha's Berserker}}<br />
{{NPCTableRow|Frigate|2|Sansha's Demon}}<br />
{{NPCTableRow|Elite Cruiser|3|Centum Loyal Mutilator}}<br />
{{NPCTableRow|Elite Cruiser|1|Centum Loyal Slaughterer}}<br />
{{NPCTableRow|Elite Cruiser|1|Centum Loyal Torturer}}<br />
{{NPCTableRow|Elite Cruiser|1|Centum Loyal Execrator}}<br />
{{NPCTableRow|Commander Battleship|1|Centus Colony General|trigger=Attacking triggers 3rd Wave|cargo= Centii A-Type modules}}<br />
|}<br />
<br />
Please note: Centus Colony General has a 9,375,000.00 ISK Bounty and can drop Centii A-Type mods<br />
<br />
Attack Centus Colony General <br />
<br />
Message in local chat channel: <br />
<br />
''"More Centus ships undock from a nearby Starbase Hangar to defend their leader!"'' <br />
<br />
{{MessageBox|Upon destroying the Centus Colony General<br />
|If the Sansha outposts you passed earlier were part of some sort of a complex with this place extended as a future centerpiece, their operation in the area seems have taken on a manner more large and ambitious than you have ever seen before.<br />
|collapsed=yes}}<br />
{{NPCTableHead|3rd Wave}} <br />
{{NPCTableRow|Elite Frigate|4|Centii Loyal Savage}}<br />
{{NPCTableRow|Destroyer|4|Centior Misshape}}<br />
{{NPCTableRow|Cruiser|4|Centum Hellhound}}<br />
{{NPCTableRow|Battlecruiser|4|Centatis Devil}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}Structures on site (may drop loot)<br />
{{NPCTableRow|Structure|8|Frozen Corpse}}<br />
{{NPCTableRow|Structure|6|Refining Outpost}}<br />
{{NPCTableRow|Structure|5|Repair Outpost}}<br />
{{NPCTableRow|Structure|4|Ruins}}<br />
{{NPCTableRow|Structure|2|Starbase Hangar}}<br />
{{NPCTableRow|Structure|46|Starbase Power Generator}}<br />
{{NPCTableRow|Structure|36|Sansha Wall}}<br />
{{NPCTableRow|Structure|12|Junction Asteroids}}<br />
{{NPCTableRow|Asteroid|128|Veldspar}}<br />
|}<br />
<br />
[[Category:Expeditions]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Sansha_Watch&diff=157486Sansha Watch2020-07-04T22:21:50Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Sansha Watch<br />
|type=unrated<br />
|rating=Unrated<br />
|location=High<br />
|ship limit=Battlecruisers<br />
|faction=Sansha's<br />
|signature strength=5% in High<br />
}}<br />
An [[Combat_sites#Unrated_complexes|Unrated Complex]] that can be scanned down with scanner probes. It is commonly found in highsec systems occupied by the [[Sansha's Nation]] pirate faction. <br />
<br />
The site consists of a volume of space with an acceleration gate and contains various structures and their defending pirates. Using the gate allows access to other areas within the site. When attacked, the defenders may send multiple waves of reinforcements. Each group's appearance is triggered by the destruction of members of the previous group. The names and amount of ships listed may vary slightly, but will always be of Cruiser class or smaller. There are two variations of the site. <br />
<br />
This site's acceleration gate allows only Battlecruiser class ships or lower and their Tech 2 equivalents to enter the site. Flying too close (4 km) to the second gate will trigger a large spawn. Shoot the Sansha Mind Control Tower to get the Centum Militant Supervisor to spawn. He's got the good stuff.<br />
<br />
The first pocket can be skipped if you have a Sansha Silver Tag in your cargo hold. This will be consumed when the acceleration gate is activated.<br />
<br />
== Walkthrough ==<br />
{{MessageBox<br />
|Warpin message:<br />
|Previous explorers have commented that one of the gates requires a passkey. Alternatively, it can be bypassed by convincing the commander to unlock it. The overseer guards the Mind Control Tower vigorously.<br />
|collapsed=yes}}<br />
==== First Room ====<br />
{{NPCTableHead|}}<br />
{{NPCTableRow|Frigate|2-4|Centii Facility Patroller|note=Renamed Centii Plague|ewar=TD}}<br />
{{NPCTableRow|Sentry|8-10|Centus Point Defence Battery}}<br />
{{NPCTableRow|Cruiser|3-4|Centum Beast/Juggernaut}}<br />
|}<br />
<br />
{{MessageBox<br />
|Reinforcement message:<br />
|The Patroller calls on reinforcements from a nearby pocket as he is attacked!<br />
|collapsed=yes}}<br />
<br />
{{MessageBox<br />
|Reinforcement message:<br />
|Someone has entered the vicinity of the acceleration gate, and has awakened the Slave Commander!<br />
Prepare for a fight, unless you have the means to bypass the gate's security system.<br />
|collapsed=yes}}<br />
<br />
{{MessageBox<br />
|Reinforcement message:<br />
|Fool, you've overstepped your welcome here. Minions, defend your master!<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Gate Proximity Wave (All Facility Patroller Destroyed Wave, triggered by approaching the gate)}}<br />
{{NPCTableRow|Frigate|4-5|Centii Plague/Enslaver}}<br />
{{NPCTableRow|Cruiser|4|Centum Beast|ewar=TD}}<br />
{{NPCTableRow|Battlecruiser|1|Centus Slave Commander|trigger=unlocks gate|ewar=TD}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}Structures on site<br />
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = Unlocks after Slave commander is dead|trigger=Approach to trigger proximity wave}}<br />
{{NPCTableRow|Structure|19|Wall}}<br />
{{NPCTableRow|Structure|12|Storage Facility}}<br />
{{NPCTableRow|Structure|12|Landing Pad}}<br />
{{NPCTableRow|Structure|5|Junction}}<br />
{{NPCTableRow|Structure|5|Stationary Mammoth}}<br />
{{NPCTableRow|Structure|4|Frozen Corpse}}<br />
{{NPCTableRow|Structure|2|Ruins}}<br />
{{NPCTableRow|Structure|2|Ship Maintanance Facility}}<br />
{{NPCTableRow|Structure|1|Habitation Module}}<br />
{{NPCTableRow|Asteroid|68|Veldspar}}<br />
{{NPCTableRow|Asteroid|15|Scordite}}<br />
|}<br />
<br />
==== Second Room ====<br />
----<br />
Ship will drop out of warp right next to a large group of pirate ships and Missile Towers. Aggression happens very quickly making it difficult to accurately log. Note that the True Sansha frigate commander may not always be present. The second wave might be triggered by killing the last ship.<br />
<br />
{{MessageBox<br />
|Message in Local channel: <br />
|Signals coming from the Mind Control Tower resemble those used by Sansha commanders when they control their troops. The signals are emitting at a furious pace, indicating the residents of the Tower are becoming increasingly desperate.<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Initial defenders(auto-aggro)}}<br />
{{NPCTableRow|Frigate|3-4|Centii Butcher/...}}<br />
{{NPCTableRow|Commander Frigate|0-1|True Sansha Plague|cargo=faction modules|trigger=escalation trigger, triggers wave 2}}<br />
{{NPCTableRow|Destroyer|10|Centior Devourer/...}}<br />
{{NPCTableRow|Cruiser|13-17|Centum Beast/...|ewar=TD}}<br />
{{NPCTableRow|Sentry|4|Centus Light Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Destroyer|1|Centior Horror }}<br />
{{NPCTableRow|Cruiser|9|Centum Beast/...|ewar=TD}}<br />
|}<br />
<br />
{{MessageBox<br />
|Overseer triggered: <br />
|Someone has attacked the Mind Control Tower. The Overseer along with his cohorts have undocked to defend it!<br />
|collapsed=yes}}<br />
<br />
{{NPCTableHead|Wave #3 (triggered by attacking the Mind Control Tower)}}<br />
{{NPCTableRow|Cruiser|2|Supervisor Minion|}}<br />
{{NPCTableRow|Overseer Cruiser|0-1|Supervisor Militant|trigger = escalation trigger}}<br />
{{NPCTableRow|Elite Cruiser|0-1|Centum Militant Supervisor|}}<br />
|}<br />
<br />
{{NPCTableHead|Structures}}Structures on site<br />
{{NPCTableRow|Structure|10|Centus Bunker|drop = may contain loot}}<br />
{{NPCTableRow|Structure|6|Shield Generator}}<br />
{{NPCTableRow|Structure|6|Auxiliary Power Array}}<br />
{{NPCTableRow|Structure|5|Reactor Array}}<br />
{{NPCTableRow|Structure|3|Storage Facility}}<br />
{{NPCTableRow|Structure|1|Sansha Minion Quarters}}<br />
{{NPCTableRow|Structure|1|Sansha Mind Control Tower|trigger = triggers overseer wave}}<br />
{{NPCTableRow|Asteroid|80|Veldspar}}<br />
|}<br />
<br />
== Escalations == <br />
Destroying the True Sansha's faction spawn or the Centum Militant Overseer may trigger an expedition [[Nation on the Rise]], with this message:<br />
{{MessageBox<br />
|Nation on the Rise<br />
|A couple of the ships you destroyed bear different marks than the rest and after closer inspection you find that their navigation logs point to a place nearby as their home base.<br />
|collapsed=yes}}<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Loose_Ends&diff=157484Loose Ends2020-07-04T22:08:50Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Loose Ends<br />
|type=escalation<br />
|rating=Unrated<br />
|location=Low, Null<br />
|ship limit=Unknown<br />
|faction=Rogue Drones<br />
|signature strength=N/A<br />
}}<br />
'''Loose Ends''' is an expedition that can escalate from [[Dirty Site]].<br />
<br />
===First Location (Low Sec)===<br />
----<br />
<br />
No gate. Single pocket. A sentient cruiser at close range on warpin, all auto-aggress. Killing the strain frigate spawns 3 new ones (no further spawns from these). Killing the sentient cruiser may give you the next chapter of the escalation.<br />
<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|2|Hunter/Raider Alvi}}<br />
{{NPCTableRow|Elite Frigate|3|Strain Splinter|point=yes}}<br />
{{NPCTableRow|Elite Cruiser|4|Strain Atomizer/... Alvum}}<br />
{{NPCTableRow|Cruiser|5|Annihilator Alvum}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Bomber Alvum|trigger=escalation trigger|cargo = drone components}}<br />
{{NPCTableRow|Battlecruiser|3|Crippler/Striker Alvatis}}<br />
{{NPCTableRow|Battlecruiser|3|}}<br />
|}<br />
{{NPCTableHead|Spawn (triggered by commander death?)}}<br />
{{NPCTableRow|Elite Frigate|3|Strain Decimator/... Alvi}}<br />
{{NPCTableRow|Elite Cruiser|2|Strain Atomizer Alvum}}<br />
|}<br />
<br />
{{MessageBox<br />
|Escalation Message:<br />
|All you find here are bits and pieces of something that has once been a mining and refining station. The debris along with a few frozen bodies still floating around suggests that the drones have invaded and destroyed a once thriving colony. <br />
|collapsed=yes}}<br />
<br />
<br />
===Second Location (<span style="color:yellow">Low sec</span>)===<br />
----<br />
<br />
{{MessageBox<br />
|Warpin message:<br />
|It looks as if you have surprised the drones while pillaging the remains of this asteroid colony. Again you can see bodies floating around, even some children toys... You don't know who these people were, but no one deserves this tragic and violent end from the "hands" of the machines. You can only hope you have found the rest of the drones connected to this hive so the people in the region may be safe from the drone menace for a while at least...<br />
|collapsed=yes}}<br />
Single pocket. A sentient cruiser on warpin, approx. 20k away.<br />
<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|3|Hunter/Raider Alvi}}<br />
{{NPCTableRow|Elite Frigate|2|Strain Splinter Alvi|ewar=Web|point=yes}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Atomizer Alvum|trigger=escalation trigger|cargo = drone components}}<br />
|}<br />
<br />
===Third Location (<span style="color:yellow">Low sec</span>)===<br />
----<br />
No gate. The sentient cruiser is present on warpin, approx. 10k away.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|4|}}<br />
{{NPCTableRow|Elite Frigate|1||point=yes}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentienr|trigger=escalation trigger|cargo = drone components}}<br />
|}<br />
{{NPCTableHead|spawn 1}}<br />
{{NPCTableRow|Elite Frigate|2||trigger=triggers spawn 2}}<br />
{{NPCTableRow|Battlecruiser|3|}}<br />
|}<br />
{{NPCTableHead|spawn 2}}<br />
{{NPCTableRow|Destroyer|3|}}<br />
|}<br />
<br />
{{MessageBox<br />
|Escalation Message:<br />
|Another pillaged colony, but these drones you warped in on keep the chase alive, your instruments have already come up with an approximation of their destination.<br />
|collapsed=yes}}<br />
<br />
===Fourth Location (<span style="color:red">Null sec</span>)===<br />
----<br />
No gate. 1 Battleship and 1 frigate upon warpin. 6 Battleships and 2 strain cruisers spawned 1 minute in. 4 Battleships were 200km out and despawned after ~30 seconds. 4 Battlecruisers and 3 strain cruisers spawned after another minute. 6 Frigates spawned after one more minute, no further spawns. All drones auto-aggress upon spawning or warpin, except for the 4 battleships 200km away which never aggressed. Killing the frigate (Colony Captain Overseer) gives the end message. A commander cruiser spawned a minute afterward (not sure if related to the frigate kill or simply another time based spawn, please confirm), wreck contained ~27m worth of tech II salvage.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|1|}}<br />
{{NPCTableRow|Battleship|1|}}<br />
|}<br />
{{NPCTableHead|Despawning group (200 km away)}}<br />
{{NPCTableRow|Battleship|4|Alvus Controller/Supreme Alvus Parasite}}<br />
|}<br />
{{NPCTableHead|spawn}}<br />
{{NPCTableRow|Cruiser|2|}}<br />
{{NPCTableRow|Battleship|6|}}<br />
|}<br />
{{NPCTableHead|spawn}}<br />
{{NPCTableRow|Cruiser|3|}}<br />
{{NPCTableRow|Battlecruiser|4|}}<br />
|}<br />
{{NPCTableHead|spawn}}<br />
{{NPCTableRow|Frigate|4|}}<br />
|}<br />
{{NPCTableHead|Overseer (trigger unknown)}}<br />
{{NPCTableRow|Overseer Frigate|1|Rogue Overseer|cargo=T2 salvage|trigger=Destroying ends expedition}}<br />
|}<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Loose_Ends&diff=157483Loose Ends2020-07-04T22:08:30Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Loose Ends<br />
|type=escalation<br />
|rating=Unrated<br />
|location=Low, Null<br />
|ship limit=Unknown<br />
|faction=Rogue Drones<br />
|signature strength=N/A<br />
}}<br />
'''Loose Ends''' is an expedition that can escalate from [[Dirty Site]].<br />
<br />
===First Location (<span style="color:yellow">Low sec</span>)===<br />
----<br />
<br />
No gate. Single pocket. A sentient cruiser at close range on warpin, all auto-aggress. Killing the strain frigate spawns 3 new ones (no further spawns from these). Killing the sentient cruiser may give you the next chapter of the escalation.<br />
<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|2|Hunter/Raider Alvi}}<br />
{{NPCTableRow|Elite Frigate|3|Strain Splinter|point=yes}}<br />
{{NPCTableRow|Elite Cruiser|4|Strain Atomizer/... Alvum}}<br />
{{NPCTableRow|Cruiser|5|Annihilator Alvum}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Bomber Alvum|trigger=escalation trigger|cargo = drone components}}<br />
{{NPCTableRow|Battlecruiser|3|Crippler/Striker Alvatis}}<br />
{{NPCTableRow|Battlecruiser|3|}}<br />
|}<br />
{{NPCTableHead|Spawn (triggered by commander death?)}}<br />
{{NPCTableRow|Elite Frigate|3|Strain Decimator/... Alvi}}<br />
{{NPCTableRow|Elite Cruiser|2|Strain Atomizer Alvum}}<br />
|}<br />
<br />
{{MessageBox<br />
|Escalation Message:<br />
|All you find here are bits and pieces of something that has once been a mining and refining station. The debris along with a few frozen bodies still floating around suggests that the drones have invaded and destroyed a once thriving colony. <br />
|collapsed=yes}}<br />
<br />
<br />
===Second Location (<span style="color:yellow">Low sec</span>)===<br />
----<br />
<br />
{{MessageBox<br />
|Warpin message:<br />
|It looks as if you have surprised the drones while pillaging the remains of this asteroid colony. Again you can see bodies floating around, even some children toys... You don't know who these people were, but no one deserves this tragic and violent end from the "hands" of the machines. You can only hope you have found the rest of the drones connected to this hive so the people in the region may be safe from the drone menace for a while at least...<br />
|collapsed=yes}}<br />
Single pocket. A sentient cruiser on warpin, approx. 20k away.<br />
<br />
{{NPCTableHead|Initial Defenders}}<br />
{{NPCTableRow|Frigate|3|Hunter/Raider Alvi}}<br />
{{NPCTableRow|Elite Frigate|2|Strain Splinter Alvi|ewar=Web|point=yes}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Atomizer Alvum|trigger=escalation trigger|cargo = drone components}}<br />
|}<br />
<br />
===Third Location (<span style="color:yellow">Low sec</span>)===<br />
----<br />
No gate. The sentient cruiser is present on warpin, approx. 10k away.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|4|}}<br />
{{NPCTableRow|Elite Frigate|1||point=yes}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentienr|trigger=escalation trigger|cargo = drone components}}<br />
|}<br />
{{NPCTableHead|spawn 1}}<br />
{{NPCTableRow|Elite Frigate|2||trigger=triggers spawn 2}}<br />
{{NPCTableRow|Battlecruiser|3|}}<br />
|}<br />
{{NPCTableHead|spawn 2}}<br />
{{NPCTableRow|Destroyer|3|}}<br />
|}<br />
<br />
{{MessageBox<br />
|Escalation Message:<br />
|Another pillaged colony, but these drones you warped in on keep the chase alive, your instruments have already come up with an approximation of their destination.<br />
|collapsed=yes}}<br />
<br />
===Fourth Location (<span style="color:red">Null sec</span>)===<br />
----<br />
No gate. 1 Battleship and 1 frigate upon warpin. 6 Battleships and 2 strain cruisers spawned 1 minute in. 4 Battleships were 200km out and despawned after ~30 seconds. 4 Battlecruisers and 3 strain cruisers spawned after another minute. 6 Frigates spawned after one more minute, no further spawns. All drones auto-aggress upon spawning or warpin, except for the 4 battleships 200km away which never aggressed. Killing the frigate (Colony Captain Overseer) gives the end message. A commander cruiser spawned a minute afterward (not sure if related to the frigate kill or simply another time based spawn, please confirm), wreck contained ~27m worth of tech II salvage.<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableRow|Frigate|1|}}<br />
{{NPCTableRow|Battleship|1|}}<br />
|}<br />
{{NPCTableHead|Despawning group (200 km away)}}<br />
{{NPCTableRow|Battleship|4|Alvus Controller/Supreme Alvus Parasite}}<br />
|}<br />
{{NPCTableHead|spawn}}<br />
{{NPCTableRow|Cruiser|2|}}<br />
{{NPCTableRow|Battleship|6|}}<br />
|}<br />
{{NPCTableHead|spawn}}<br />
{{NPCTableRow|Cruiser|3|}}<br />
{{NPCTableRow|Battlecruiser|4|}}<br />
|}<br />
{{NPCTableHead|spawn}}<br />
{{NPCTableRow|Frigate|4|}}<br />
|}<br />
{{NPCTableHead|Overseer (trigger unknown)}}<br />
{{NPCTableRow|Overseer Frigate|1|Rogue Overseer|cargo=T2 salvage|trigger=Destroying ends expedition}}<br />
|}<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Hunting_the_Drudge_Factory&diff=157482Hunting the Drudge Factory2020-07-04T22:06:32Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Hunting the Drudge Factory<br />
|type=escalation<br />
|rating=Unrated<br />
|location=High, Low<br />
|ship limit=Unknown<br />
|faction=Rogue Drones<br />
|signature strength=N/A<br />
}}<br />
'''Hunting the Drudge Factory''' is an expedition that escalates from [[Chemical Yard]].<br />
== Overview ==<br />
{{MessageBox|Expedition start message<br />
|As you decimate the last remnants of this rogue drone base, your sensors come across some old transportation data; lists of materials, modules, ships and locations. The only reason this is a kind of odd is that rogue drones usually are very self sufficient, making in situ what they need for their colonies. Perhaps this is nothing...}}<br />
== Walkthrough ==<br />
=== Location #1 (ungated) ===<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|5-8|Devilfish/... Alvi}}<br />
{{NPCTableRow|Elite Frigate|2|Strain Decimator/Infestor/Render/Splinter Alvi|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Cruiser|4|Annihilator Alvum}}<br />
{{NPCTableRow|Commander Destroyer|1|Sentient Marauder/... Alvior|trigger=Escalation trigger|cargo=Drone components and possible Rogue chip, faction modules}}<br />
|}<br />
Sansha ships have been confirmed to spawn as of 8 June 2020.<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Destroyer|2-4|Centior Cannibal/Misshape}}<br />
{{NPCTableRow|Cruiser|4|Centum Beast/Juggernaut | ewar = TD}}<br />
|}<br />
<br />
{{MessageBox|Escalation message<br />
|Arriving at the most recent location in the files, you come across a blown out rogue drone hive, someone must have been here before you. Thankfully there are a couple of other locations in those files that make any sense to your navigation systems, the closer one being...}}<br />
{{MessageBox|Expedition dead-end message<br />
|Arriving at the only recognizable location in the files you found, you come across a blown out rogue drone hive. Whatever this once was, it obviously is no more....|collapsed=yes}}<br />
<br />
=== Location #2 (ungated) ===<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Battlecruiser|2|Defeater/... Alvatis}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Destructor/... Alvum|trigger=Escalation trigger|cargo=Drone components and possible Rogue chip, faction modules}}<br />
|}<br />
{{MessageBox|Escalation message<br />
|Arriving at one of the remaining locations in the files, you come across a blown out rogue drone hive, someone must have been here before you. There is one other location here that makes any sense to your navigation systems.}}<br />
<br />
=== Location #3 (ungated) ===<br />
----<br />
Simple warp-in can trigger an escalation.<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|5|Devilfish/... Alvi}}<br />
{{NPCTableRow|Elite Frigate|0-3|Strain Barracude/... Alvi}}<br />
{{NPCTableRow|Elite Frigate|0-3|Strain Decimator/Infestor/Render/Splinter Alvi|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Destroyer|3|Dismantler/... Alvior}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Destructor/... Alvum|trigger=Escalation trigger|cargo=Drone components and possible Rogue chip, faction modules}}<br />
|}<br />
{{MessageBox|Escalation message<br />
|Well, that was a surprise. Rogue drones, turned carebears and mining their cogs off! Why? Perhaps this navigational beacon will lead you to some answers.}}<br />
{{MessageBox|Expedition dead-end message<br />
|Well, that was a surprise. Rogue drones, turned carebears and mining their cogs off! Why? Perhaps this navigational beacon could have lead you to some answers, but it seems to have been damaged in the heat of battle.|collapsed=yes}}<br />
<br />
=== Location #4 (lowsec, possibly highsec, observed 6/5/2018, ungated) ===<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|0-3|Strain Barracude/... Alvi}}<br />
{{NPCTableRow|Elite Frigate|0-3|Strain Decimator/Infestor/Render/Splinter Alvi|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Cruiser|5|Violator/... Alvum}}<br />
|}<br />
{{NPCTableHead|Wave #1}}<br />
{{NPCTableRow|Elite Frigate|0-2|Strain Barracude/... Alvi}}<br />
{{NPCTableRow|Elite Frigate|0-2|Strain Decimator/Infestor/Render/Splinter Alvi|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Cruiser|2|Violator/... Alvum}}<br />
{{NPCTableRow|Elite Cruiser|1|Viral Infector/... Alvum}}<br />
|-<br />
! colspan=5 | Commander part<br />
{{NPCTableRow|Cruiser|1+|Drone Guards}}<br />
{{NPCTableRow|Battlecruiser|3|Drone Guards}}<br />
{{NPCTableRow|Overseer Cruiser|1|Hive Overseer|cargo=T2 salvage and possible Rogue chip, faction modules}}<br />
|}<br />
{|<br />
! Container #1<br />
| Empty<br />
|-<br />
! Container #2<br />
| Empty<br />
|-<br />
! Container #3<br />
| Empty<br />
|-<br />
! Container #4<br />
| 5th Tier Overseer's Personal Effects<br />
|-<br />
! Container #5<br />
| Empty<br />
|-<br />
! Container #6<br />
| 5th Tier Overseer's Personal Effects<br />
|}<br />
{| class="wikitable complex collapsible"<br />
|+ Commander and other valuable loot<br />
|-<br />
! Item Name<br />
! Est. Value<br />
! Note<br />
|-<br />
| Drone Parts<br />
|<br />
| 100% drop rate<br />
|-<br />
| T2 salvage<br />
|<br />
| From Hive Overseer<br />
|-<br />
| Rogue Drone 46-X Nexus Chip<br />
| 52M ISK<br />
| From Sentient drones<br />
|-<br />
|}<br />
{| class="wikitable complex collapsible collapsed"<br />
|+ Exploration logs<br />
|-<br />
! Date<br />
! Loot<br />
! Est. value<br />
! Comments<br />
|-<br />
| June 8, 2020<br />
| Rogue Drone 46-X Nexus Chip<br />
| 52M ISK<br />
| From 1st location (Sentient Marauder Alvior)<br />
|}<br />
{{MessageBox|Expedition complete message<br />
|Rogue drones mining and gathering resources far and wide to supply a huge drone factory! This scale of operations does not seem to fit anything you have seen or heard about them before and this level of organization kind of takes the "rogue" out of "rogue drones". You are pretty sure that somewhere, some authority would love to get a report on this. But on second thought... all the paperwork involved would probably be enough to exhaust a black hole.}}<br />
<br />
== Escalation ==<br />
This site can escalate to Hunting the Drudge Factory again.<br />
<br />
[[Category:Expeditions]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Moving_Day&diff=157481Moving Day2020-07-04T22:05:49Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Moving Day<br />
|type=escalation<br />
|rating=Unrated<br />
|location=Low, Null<br />
|ship limit=Unknown<br />
|faction=Rogue Drones<br />
|signature strength=N/A<br />
}}<br />
{{MessageBox<br />
|Moving Day<br />
|Mid fight you noticed a transport ship coming in from warp accompanied by a few drone escorts and after some targeted scans your instruments get a suspicious reading along their incoming warp trajectory.<br />
|collapsed=no}}<br />
<br />
===First Location===<br />
----<br />
When you warp in only the cruisers are on site. Frigates will spawn in few seconds.<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|3-4|Devilfish/... Alvi}}<br />
{{NPCTableRow|Elite Frigate|3-4|Strain Decimator Alvi|trigger=triggers wave 2|ewar=Web | point=yes}}<br />
{{NPCTableRow|Cruiser|6|Violator Alvum}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Cruiser|2-5|Escort Drone}}<br />
{{NPCTableRow|Commander Cruiser|1|Sentient Viral Infector Alvum|trigger=escalation trigger|cargo=drops drone components}}<br />
{{NPCTableRow|Battlecruiser|3-5|Escort Drone}}<br />
{{NPCTableRow|Battlecruiser|1|Crippler Alvatis}}<br />
|}<br />
<br />
{{MessageBox<br />
|Escalation<br />
|Not only did you find a small convoy, but mid fight, another similar convoy warped in on you. As soon as the last drones blow up, your instruments are ready with the next reading.<br />
|collapsed=yes}}<br />
<br />
===Second Location===<br />
----<br />
Attacking anything triggers wave #2.<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|2|Strain Silverfish/... Alvi|trigger = Attacking triggers wave 2}}<br />
{{NPCTableRow|Battlecruiser|2-3|Siege/Exterminator Alvatis|trigger = Attacking triggers wave 2}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Destroyer|4|Ripper/... Alvior}}<br />
{{NPCTableRow|Battlecruiser|4|Striker/Crippler Alvatis}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #3}}<br />
{{NPCTableRow|Elite Frigate|2|Strain Raider Alvi}}<br />
{{NPCTableRow|Battlecruiser|2|Siege/... Alvatis}}<br />
{{NPCTableRow|Cruiser|1|Sentient Violator Alvum|trigger=escalation trigger|cargo = Drone components}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 4}}<br />
{{NPCTableRow|Elite Cruiser|3|Strain Bomber/... Alvum}}<br />
{{NPCTableRow|Battlecruiser|3|Enforcer/... Alvatis}}<br />
|}<br />
<br />
{{MessageBox<br />
|Escalation end<br />
|Not one, not two, but three convoys. It's starting to look like beads on a string or, rather, a trail of ants. This, however, seems to be the end of the line, as your scanners do not manage to sense any more incoming drone ships.<br />
|collapsed=yes}}<br />
<br />
===Third Location===<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|2|}}<br />
{{NPCTableRow|Cruiser|1|Sentient|trigger=escalation trigger}}<br />
|}<br />
<br />
{{NPCTableHead|Spawn 1}}<br />
{{NPCTableRow|Cruiser|6|}}<br />
|}<br />
<br />
{{NPCTableHead|Spawn 2}}<br />
{{NPCTableRow|Frigate|5|}}<br />
|}<br />
<br />
{{NPCTableHead|Spawn 3}}<br />
{{NPCTableRow|Frigate|2|}}<br />
{{NPCTableRow|Cruiser|3|}}<br />
|}<br />
<br />
===Fourth Location===<br />
----<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|4|}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Frigate|1|}}<br />
{{NPCTableRow|Cruiser|1|}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #3}}<br />
{{NPCTableRow|Cruiser|3||trigger=Triggers spawn 4}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #4}}<br />
{{NPCTableRow|Frigate|2|}}<br />
{{NPCTableRow|Cruiser|3|}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #5}}<br />
{{NPCTableRow|Frigate|3|}}<br />
{{NPCTableRow|Cruiser|3|}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #6}}<br />
{{NPCTableRow|Frigate|4||trigger=triggers spawn 6}}<br />
|}<br />
<br />
{{NPCTableHead|Wave #7}}<br />
{{NPCTableRow|Cruiser|1|Overseer Cruiser|cargo=drops}}<br />
|}<br />
<br />
{{MessageBox|Expedition end<br />
|All good things come to an end, this small and torn down hive was probably the old residence to those eminent machines and they busy moving everything to their new place. You kind of hope these drones don't have the capacity to bear a grudge now that you have destroyed both their old home and their future one as well. But then again, if they could, it would not matter much; you didn't leave any of them in large enough pieces to bear anything again.<br />
|collapsed=no}}<br />
<br />
[[Category:Expeditions]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Serpentis_Military_Complex&diff=157480Serpentis Military Complex2020-07-04T22:03:45Z<p>Max Tsero: /* Escalation */</p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Serpentis Military Complex<br />
|type=unrated<br />
|rating=Unrated<br />
|location=Null<br />
|ship limit=Unknown<br />
|faction=Serpentis<br />
|signature strength=5% in Null<br />
}}<br />
'''Serpentis Military Complex''' is an [[Combat_sites#Unrated_complexes|unrated complex]] that can be found in null-sec. It contains two rooms. <br />
<br />
==Walkthrough==<br />
This combat site can be quite challenging solo without high skills and good modules. I can be done in a good drone boat, like the Gila or Ishtar.<br><br />
*In the first room you want to clear out all the NPCs before attacking the Gate Scrambler.<br><br />
*The second room can be quite challenging, since the waves arrive pretty fast on a timer. You want to kill of the frigates first because they scram you, so you can warp off if needed.<br />
<br />
==First Room==<br />
It is possible to skip this entire room by flying to the gate, destroying the gate scrambler and using the gate to go to the next part. Doing so requires a good tank. <br />
<br />
{{NPCTableHead|Structures}}Notable structures<br />
{{NPCTableRow|Acceleration Gate|1|Gate To Slick-Silver's Pleasure Resort|note = Locked}}<br />
{{NPCTableRow|Structure|1|Gate Scrambler|destructible = yes|note = Destroy to unlock the gate|trigger=the reinforcement wave}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battlecruiser|2-3|Corelatis}}<br />
{{NPCTableRow|Battleship|6-8|Core Admiral}}<br />
{{NPCTableRow|Sentry|12|Serpentis Tower Sentry}}<br />
|}<br />
<br />
{{NPCTableHead|Gate scrambler spawn}}<br />
{{NPCTableRow|Elite Frigate|0-2|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Cruiser|5|Corelatis}}<br />
{{NPCTableRow|Battleship|5|Core Admiral}}<br />
|}<br />
<br />
==Second Room==<br />
{{MessageBox|On warp in:<br />
|Heuristic analysis of this location indicates that destroying Slick-Silver's Control Tower would greatly improve your odds of uncovering further illicit activity.<br><br />
Slick-Silver is a Pleasure Resort chain owned by the Sarpati family. They usually reside in Serpentis complexes and are normally well defended by pirate ships.<br />
|collapsed=yes}}<br />
<br />
This room can be very challenging, and unless you are experienced, might want to team up for.<br />
<br />
{{NPCTableHead|Structures}}Notable structures<br />
{{NPCTableRow|Structure|1|Slick-Silvers Control Tower|destructible = yes| note = Escalation trigger}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|4|Coreli Guardian}}<br />
{{NPCTableRow|Cruiser|3|Corelium Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battleship|5|Core}}<br />
{{NPCTableRow|Sentry|1|Slick-Silvers Cruise Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Five additional waves that together contain}}<br />
{{NPCTableRow|Elite Frigate|?|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Elite Frigate|?|Coreli Guardian}}<br />
{{NPCTableRow|Destroyer|4|Corelior}}<br />
{{NPCTableRow|Cruiser|8|Corelium Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battlecruiser|2-3|Corelatis}}<br />
{{NPCTableRow|Battleship|20|Core Admiral}}<br />
{{NPCTableRow|Overseer Battleship|0-1|Core Admiral|trigger=escalation trigger|cargo=Faction modules}}<br />
|}<br />
<br />
==Rewards==<br />
Gives around 35.000.000 ISK in bounties.<br />
<br />
<br />
=Escalation=<br />
If you get the escalation from destroying Slick-Silver's Control Tower, you see this message:<br />
{{MessageBox|On warp in:<br />
|Going through the logs from one of the command ships you blasted, you come across a recent memo containing a draft for a plan where forces from this Military Complex and another similar to this one were to gang up and raid a space trucker station somewhere in the region. Where this space trucker station is, is not included in the logs, but the location of the rally point is there. It is supposed to be by a small asteroid belt, not to far away.<br />
|collapsed=yes}}<br />
<br />
Can escalate to [[Colony Under Fire]]<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Serpentis_Military_Complex&diff=157479Serpentis Military Complex2020-07-04T22:03:34Z<p>Max Tsero: /* Escalation */</p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Serpentis Military Complex<br />
|type=unrated<br />
|rating=Unrated<br />
|location=Null<br />
|ship limit=Unknown<br />
|faction=Serpentis<br />
|signature strength=5% in Null<br />
}}<br />
'''Serpentis Military Complex''' is an [[Combat_sites#Unrated_complexes|unrated complex]] that can be found in null-sec. It contains two rooms. <br />
<br />
==Walkthrough==<br />
This combat site can be quite challenging solo without high skills and good modules. I can be done in a good drone boat, like the Gila or Ishtar.<br><br />
*In the first room you want to clear out all the NPCs before attacking the Gate Scrambler.<br><br />
*The second room can be quite challenging, since the waves arrive pretty fast on a timer. You want to kill of the frigates first because they scram you, so you can warp off if needed.<br />
<br />
==First Room==<br />
It is possible to skip this entire room by flying to the gate, destroying the gate scrambler and using the gate to go to the next part. Doing so requires a good tank. <br />
<br />
{{NPCTableHead|Structures}}Notable structures<br />
{{NPCTableRow|Acceleration Gate|1|Gate To Slick-Silver's Pleasure Resort|note = Locked}}<br />
{{NPCTableRow|Structure|1|Gate Scrambler|destructible = yes|note = Destroy to unlock the gate|trigger=the reinforcement wave}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battlecruiser|2-3|Corelatis}}<br />
{{NPCTableRow|Battleship|6-8|Core Admiral}}<br />
{{NPCTableRow|Sentry|12|Serpentis Tower Sentry}}<br />
|}<br />
<br />
{{NPCTableHead|Gate scrambler spawn}}<br />
{{NPCTableRow|Elite Frigate|0-2|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Cruiser|5|Corelatis}}<br />
{{NPCTableRow|Battleship|5|Core Admiral}}<br />
|}<br />
<br />
==Second Room==<br />
{{MessageBox|On warp in:<br />
|Heuristic analysis of this location indicates that destroying Slick-Silver's Control Tower would greatly improve your odds of uncovering further illicit activity.<br><br />
Slick-Silver is a Pleasure Resort chain owned by the Sarpati family. They usually reside in Serpentis complexes and are normally well defended by pirate ships.<br />
|collapsed=yes}}<br />
<br />
This room can be very challenging, and unless you are experienced, might want to team up for.<br />
<br />
{{NPCTableHead|Structures}}Notable structures<br />
{{NPCTableRow|Structure|1|Slick-Silvers Control Tower|destructible = yes| note = Escalation trigger}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|4|Coreli Guardian}}<br />
{{NPCTableRow|Cruiser|3|Corelium Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battleship|5|Core}}<br />
{{NPCTableRow|Sentry|1|Slick-Silvers Cruise Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Five additional waves that together contain}}<br />
{{NPCTableRow|Elite Frigate|?|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Elite Frigate|?|Coreli Guardian}}<br />
{{NPCTableRow|Destroyer|4|Corelior}}<br />
{{NPCTableRow|Cruiser|8|Corelium Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battlecruiser|2-3|Corelatis}}<br />
{{NPCTableRow|Battleship|20|Core Admiral}}<br />
{{NPCTableRow|Overseer Battleship|0-1|Core Admiral|trigger=escalation trigger|cargo=Faction modules}}<br />
|}<br />
<br />
==Rewards==<br />
Gives around 35.000.000 ISK in bounties.<br />
<br />
<br />
=Escalation=<br />
If you get the escalation from destroying Slick-Silver's Control Tower, you see this message:<br />
{{MessageBox|On warp in:<br />
|Going through the logs from one of the command ships you blasted, you come across a recent memo containing a draft for a plan where forces from this Military Complex and another similar to this one were to gang up and raid a space trucker station somewhere in the region. Where this space trucker station is, is not included in the logs, but the location of the rally point is there. It is supposed to be by a small asteroid belt, not to far away.<br />
|collapsed=yes}}<br />
<br />
<br />
Can escalate to [[Colony Under Fire]]<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Serpentis_Military_Complex&diff=157478Serpentis Military Complex2020-07-04T22:03:18Z<p>Max Tsero: </p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Serpentis Military Complex<br />
|type=unrated<br />
|rating=Unrated<br />
|location=Null<br />
|ship limit=Unknown<br />
|faction=Serpentis<br />
|signature strength=5% in Null<br />
}}<br />
'''Serpentis Military Complex''' is an [[Combat_sites#Unrated_complexes|unrated complex]] that can be found in null-sec. It contains two rooms. <br />
<br />
==Walkthrough==<br />
This combat site can be quite challenging solo without high skills and good modules. I can be done in a good drone boat, like the Gila or Ishtar.<br><br />
*In the first room you want to clear out all the NPCs before attacking the Gate Scrambler.<br><br />
*The second room can be quite challenging, since the waves arrive pretty fast on a timer. You want to kill of the frigates first because they scram you, so you can warp off if needed.<br />
<br />
==First Room==<br />
It is possible to skip this entire room by flying to the gate, destroying the gate scrambler and using the gate to go to the next part. Doing so requires a good tank. <br />
<br />
{{NPCTableHead|Structures}}Notable structures<br />
{{NPCTableRow|Acceleration Gate|1|Gate To Slick-Silver's Pleasure Resort|note = Locked}}<br />
{{NPCTableRow|Structure|1|Gate Scrambler|destructible = yes|note = Destroy to unlock the gate|trigger=the reinforcement wave}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Elite Frigate|1-3|Coreli Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battlecruiser|2-3|Corelatis}}<br />
{{NPCTableRow|Battleship|6-8|Core Admiral}}<br />
{{NPCTableRow|Sentry|12|Serpentis Tower Sentry}}<br />
|}<br />
<br />
{{NPCTableHead|Gate scrambler spawn}}<br />
{{NPCTableRow|Elite Frigate|0-2|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Cruiser|5|Corelatis}}<br />
{{NPCTableRow|Battleship|5|Core Admiral}}<br />
|}<br />
<br />
==Second Room==<br />
{{MessageBox|On warp in:<br />
|Heuristic analysis of this location indicates that destroying Slick-Silver's Control Tower would greatly improve your odds of uncovering further illicit activity.<br><br />
Slick-Silver is a Pleasure Resort chain owned by the Sarpati family. They usually reside in Serpentis complexes and are normally well defended by pirate ships.<br />
|collapsed=yes}}<br />
<br />
This room can be very challenging, and unless you are experienced, might want to team up for.<br />
<br />
{{NPCTableHead|Structures}}Notable structures<br />
{{NPCTableRow|Structure|1|Slick-Silvers Control Tower|destructible = yes| note = Escalation trigger}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Elite Frigate|4|Coreli Guardian}}<br />
{{NPCTableRow|Cruiser|3|Corelium Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battleship|5|Core}}<br />
{{NPCTableRow|Sentry|1|Slick-Silvers Cruise Missile Battery}}<br />
|}<br />
<br />
{{NPCTableHead|Five additional waves that together contain}}<br />
{{NPCTableRow|Elite Frigate|?|Coreli Guardian|point=yes|ewar={{icon|web|24|Stasis webifier}}}}<br />
{{NPCTableRow|Elite Frigate|?|Coreli Guardian}}<br />
{{NPCTableRow|Destroyer|4|Corelior}}<br />
{{NPCTableRow|Cruiser|8|Corelium Guardian|ewar={{icon|damp|24|Sensor dampening}}}}<br />
{{NPCTableRow|Battlecruiser|2-3|Corelatis}}<br />
{{NPCTableRow|Battleship|20|Core Admiral}}<br />
{{NPCTableRow|Overseer Battleship|0-1|Core Admiral|trigger=escalation trigger|cargo=Faction modules}}<br />
|}<br />
<br />
==Rewards==<br />
Gives around 35.000.000 ISK in bounties.<br />
<br />
<br />
=Escalation=<br />
{{CMBSite|Colony Under Fire}}<br />
If you get the escalation from destroying Slick-Silver's Control Tower, you see this message:<br />
{{MessageBox|On warp in:<br />
|Going through the logs from one of the command ships you blasted, you come across a recent memo containing a draft for a plan where forces from this Military Complex and another similar to this one were to gang up and raid a space trucker station somewhere in the region. Where this space trucker station is, is not included in the logs, but the location of the rally point is there. It is supposed to be by a small asteroid belt, not to far away.<br />
|collapsed=yes}}<br />
<br />
<br />
Can escalate to [[Colony Under Fire]]<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tserohttps://wiki.eveuniversity.org/index.php?title=Ruins&diff=157477Ruins2020-07-04T22:02:26Z<p>Max Tsero: /* Escalation */</p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Ruins<br />
|type=unrated<br />
|rating=Unrated<br />
|location=Low<br />
|ship limit=Unknown<br />
|faction=Rogue Drones<br />
|signature strength=5% in Low<br />
}}<br />
== Walkthrough ==<br />
When you warp in only frigates are on site. Rest of the initial defenders spawn shortly. Only some of frigates with a different model have warp disruptors or webs.<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|5|Salvager Drone|ewar = Web | point=yes}}<br />
{{NPCTableRow|Frigate|6|Silverfish/Hunter Alvi}}<br />
{{NPCTableRow|Elite Frigate|2|Strain Render Alvi|point = yes}}<br />
|}<br />
<br />
{{NPCTableHead|Additional defenders on short timer}}<br />
{{NPCTableRow|Cruiser|5|Infestious Drone}}<br />
|}<br />
<br />
{{NPCTableHead|Additional defenders on timer}}<br />
{{NPCTableRow|Battleship|2|Swarm Preserver Alvus}}<br />
|}<br />
<br />
<br />
{{NPCTableHead|Wave #2}}<br />
{{NPCTableRow|Elite Frigate|1-2|Strain Barracuda Alvi}}<br />
{{NPCTableRow|Battleship|2|Alvus Controller/Swarm Preserver Alvus}}<br />
|}<br />
<br />
<br />
{{NPCTableHead|Wave #3}}<br />
{{NPCTableRow|Elite Frigate|2-3|Strain Hunter/Silverfish Alvi|trigger=Finishing wave #3 spawns commander wave}}<br />
{{NPCTableRow|Battlecruiser|2-3|Exterminator Alvatis|trigger=Finishing wave #3 spawns commander wave}}<br />
|}<br />
<br />
<br />
{{NPCTableHead|wave #4, commander wave}}<br />
{{NPCTableRow|Battlecruiser|2|Striker/Exterminator Alvatis}}<br />
{{NPCTableRow|Commander Battlecruiser|1|Sentient Defeater Alvatis|trigger = Escalation trigger | cargo = drone components, can drop chip for stratios}}<br />
{{NPCTableRow|Battleship|3|Alvus Controller/Swarm Preserver Alvus | trigger = triggers wave 5#}}<br />
|}<br />
<br />
<br />
{{NPCTableHead|wave #5}}<br />
{{NPCTableRow|Elite Frigate|3|Strain Sunder/Raider Alvi}}<br />
|}<br />
<br />
<br />
{{MessageBox<br />
|Message in local:<br />
|We will move elsewhere.<br />
|collapsed=yes}}<br />
<br />
== Escalation ==<br />
{{MessageBox<br />
|Menacing Mechanics:<br />
|This drone operation was so small that it could hardly be called a "hive", there were no substantial assembly plants or other major factories here. It looked more like a maintenance station, something that does not rhyme with what you have heard about drones and how they operate, as they usually are confined to self sufficient hives and perhaps operating small resource gathering satellite ops. But a drone maintenance station, servicing several other hives or passersby is almost unheard of. After scanning through the remaining debris, your instruments gather some service logs, further supporting the idea this was an open maintenance station. <br />
Most of the serviced ships seem to have been standard drone vessels, but you can also see some entries naming ships used by humans, even though it does not say anything about who was flying them. Some of the log entries contain extra notes on these customers and among them you find something that looks like coordinates in a system not too far away. |collapsed=yes}}<br />
<br />
Can escalate to [[Menacing Mechanics]].<br />
<br />
[[Category:Unrated Complexes]]</div>Max Tsero