Difference between revisions of "CONCORD"
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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. | 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. | ||
− | {{co|coral| Delaying CONCORD response by any means was declared an exploit by CCP in 2015: [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]}} | + | <big>{{co|coral| Delaying CONCORD response by any means was declared an exploit by CCP in 2015: [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]}} |
+ | </big> | ||
= CONCORD Assembly = | = CONCORD Assembly = |
Revision as of 07:13, 6 November 2021
Crimewatch |
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Legality |
Consequences |
Miscellaneous |
External links |
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
- Shooting another players loot (yellow can) while in high sec.
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.
Delaying CONCORD response by any means was declared an exploit by CCP in 2015: Exploit Notification Delaying CONCORD Response
CONCORD Assembly
The actual CONCORD faction, an organization similar to that of a player alliance, is called CONCORD Assembly.
Divisions
CONCORD Assembly consists of nine divisions, similar to player corporations.
Consolidated Cooperation and Relations Command (CONCORD)
CONCORD was jointly formed a century ago by all the empires. The intention of it was to foster the fragile relationship between the empires and act as a meeting place where they could discuss their differences and hammer out a compromise solution. CONCORD has since taken on a life of its own, proud of its independence and determined to uphold its duties. | |
Directive Enforcement Department (DED)
The police enforcement arm of CONCORD, the DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that there is nowhere safe from the long arm of the law. | |
Inner Circle
The Inner Circle is the top-level department of CONCORD. The policies of CONCORD are discussed and decided in Inner Circle meetings, which are usually closed to the public. At first, the members of the Circle were nominated by the empires, but now they rise from the ranks of CONCORD employees. Thus, their loyalty is no longer bound to any one empire, but rather to CONCORD itself. | |
Secure Commerce Commission (SCC)
The SCC is responsible for regulating and monitoring all trade transactions that take place on space stations. It has agents on all stations that record the transactions and they also offer courier and escrow services to make trade smooth. | |
Authority for Emergency Interdiction and Security (AEGIS)
CONCORD's Authority for Emergency Interdiction and Security (AEGIS) was set up in response to increasing losses of interstellar shipping in YC120. | |
CONCORD Aerospace
CONCORD's Directive Enforcement Department became concerned early in the Drifter Crisis that its fleet of ships could no longer meet its needs. The CONCORD Aerospace division therefore embarked on its "Force Majeure Program" to develop enhanced variants. While CONCORD Aerospace successfully upgraded the DED's stable of vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of CONCORD Aerospace's designs, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites. The division was established as a subsidiary corporation to facilitate the release of these designs to the capsuleer market via authorized dealers. | |
CONCORD Directive Intelligence Agency (CDIA)
The CONCORD Directive Intelligence Agency is an offshoot of the DED that provides a range of intelligence gathering and reporting services to CONCORD. The CDIA is also known for producing the CDIA Interstellar Fact Book and its series of briefing holos for capsuleers: the CDIA Files. | |
Independent Gaming Commission (IGC)
Formed in the wake of the YC105 Amarr Succession Trials when a group of entrepreneurs at the Secure Commerce Commission realised how popular structured combat tournaments were among capsuleers, the Independent Gaming Commission has grown from a small passion project into the CONCORD Assembly’s regulatory body for all competitive sports. With its own highly skilled team of engineers and state of the art shipyards that produce low-volume, bespoke versions of the most popular hulls in the cluster as prizes, the IGC maintains a healthy bottom line from event organization, sponsorship, and adjudication across the cluster. | |
Project Discovery
Project Discovery's Exoplanets Hunting Program is the primary focus of the organization since its attachment to CONCORD as an affiliated research corporation. Project Discovery was transferred to CONCORD oversight from the Sisters of EVE in July YC119. This followed the SOE's controversial sharing of new cloning technology, partially based on Project Discovery findings, directly with the empires, which bypassed CONCORD directives. |
Ships
Just like any faction, CONCORD has a wide variety of ships ranging from customs officers to highly specialized combat vessels.
- Shuttle: Council Diplomatic Shuttle
- Frigate: Echelon
- Covert Ops: Pacifier
- Recon Ship: Enforcer
- Flag Cruiser: Monitor
- Black Ops: Marshal
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.
CONCORD Stations
Not all empire regions have a Concord or DED station, but the following do:
- Aridia
- The Citadel
- Derelik
- Domain
- Everyshore
- The Forge
- Genesis
- Khanid
- Kor-Azor
- Lonetrek
- Metropolis
- Molden Heath
- Placid
- Sinq Laison
- Tash-Murkon
- Verge Vendor