Difference between revisions of "CONCORD"
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Revision as of 16:06, 8 May 2017
Crimewatch |
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Legality |
Consequences |
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Serving as the police force, the long arm of the law, CONCORD acts as an unstoppable force of consequence for anyone breaking the law in high security space.
It's important to realize that CONCORD isn't there to defend you, they are simply there to enforce the consequences of breaking the law. As such, people are able to break the law at any time of their choosing, as long as they are ok with the consequences.
This distinction is paramount to understanding how EVE works and why suicide ganking is valid game mechanics. The loot and consequence mechanics help serve as a self-regulatory risk vs reward system, where people are forced to consider how much ISK they put on a ship. Some modules are incredibly powerful and increase their efficiency, but at the same time makes them more of a target for suicide ganking. As such it allows players to directly control the balance of powerful ships and modules.
Practically this means that while it's impossible to stop someone else from breaking the law, you can drastically reduce the chances of someone suicide ganking you by not fitting too many costly modules, thus removing profit as an incentive.
CONCORD Mechanics
CONCORD are triggered by illegal aggression in high-sec. This means that if you activate an offensive module on an innocent player in high-sec, a countdown timer will begin. At the end of this countdown timer, CONCORD cruisers will appear on grid and ECM jam, sensor damp, tracking disrupt, and energy neutralise any players who have taken hostile action. This means that guns can no longer be fired, however AoE modules such as smartbombs and ECM bursts can still be activated. A few seconds later, a CONCORD battleship comes on grid and instantly kills any criminals. CONCORD do not shoot capsules, however if a criminal boards a ship in space, CONCORD will appear and destroy the ship. The time it takes for CONCORD to react varies. The higher the security status of a star system, the lower CONCORD's reaction time. If CONCORD units have already been triggered in the system, the reaction time also increases.
Prohibited Actions
CONCORD will respond to the following list of player activities.
- Aggressing a player who is not a legal target in highsec. (See crimewatch for details.)
- Remote repairing NPC Ships
- Remote repairing Criminal Players
- Attacking CONCORD vessels
- Having a criminal flag and jumping into Hi-Sec Space
- Having low security status and jumping into a Hi-Sec System in the Sanctum Constellation
CONCORD Response
If a player performs one of the prohibited actions, as above: two CONCORD cruisers and a CONCORD battleship will warp to the location. The two cruisers have a lock time of about 2 seconds. Both Cruisers will warp-scramble, web, jam, reduce the drone bandwith to zero, and neut the offender completely every 5 seconds. That means from there on the only damage the offender can do is smartbombs, but only when cap injected. They will also shoot at the offender and each will deal about 1.000 damage every volley. 15 seconds after CONCORD has warped in, the Battleship will lock the offender and immediately destroy it unless the cruisers have done so already.
CONCORD Response Times
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.
It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.
- 0.5: Roughly 19 seconds
- 0.6: Roughly 14 seconds
- 0.7 : Roughly 10 seconds
- 0.8 : Roughly 7 seconds
- 0.9 and 1.0: Roughly 6 seconds
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 22 seconds them to arrive and start firing in a 0.6 system.
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.
If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.
CONCORD Assembly
The actual CONCORD faction, an organization similar to that of a player alliance, is called CONCORD Assembly.
Divisions
CONCORD Assembly consists of four divisions, similar to player corporations.
Ships
Just like any faction, CONCORD has a wide variety of ships ranging from customs officers to highly specialized combat vessels.
CONCORD Security Vessels
Whenever CONCORD needs to enforce consequences for people breaking the rules, they will send two CONCORD Police Captains and a CONCORD Police Commander for each criminal.
The CONCORD Police Captains will warp scramble, web and jam you, completely drain your capacitor as well as disabling your drones [1]. Their damage is formidable. | |
The CONCORD Police Commander is unjammable and packs enough firepower to kill any ship with a single devastating shot. |
- ^ Strictly speaking it is still possible to do some damage for a few more seconds until the CONCORD Police Commander locks you up and kills you if you use cap injectors and smartbombs, or friend of foe (FoF) missiles. Although FoF missiles only target people who engage you, so couldn't help aid you in a gank unless they shot back and then it would still split between the CONCORD Police Captains and your victim.