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User:Hirmuolio Pine/sandbox: Difference between revisions

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{{stub}}{{structures}}
{{MissionLinks}} __NOTOC__ {{NPCTableCSS}}


Fitting an upwell structure is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop module in just like a ship.
{{Missiondetails
[http://i.imgur.com/JFqDtR9.png]
|Level= 4
|Type= Encounter
|Objective= Kill Anire Scarlet
|Faction1= Serpentis
|Faction2= Angel Cartel
|Faction3= Guristas
|Faction4= Blood Raiders
|DamageToDeal=
|DamageToResist=
|WebPoint= Elite frigates (last pocket)
|EWAR= ECM (Guristas), dampening (Serpentis), Target painting (Angel)
|ShipSizeLimit=
|ShipSuggestion= Battleship (clear), T2/T3/faction cruiser (blitz)
|Rewards=
|Extra=
}}
{{MissionBriefing
|<Pilot>, it's good to see you. I have something a little outside of the ordinary that needs taking care of. A personal business opportunity for the both of us, I guess you could say.  


To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel.
Have you ever heard of Anire Scarlet? Well, she's practically an urban legend among the local pirates. It seems any outlaw with a clone bay and rhetorical skills can amass a following these days. The sorts of degenerates that hang around this area are easily impressed too. It seems Anire has built quite a posse, but then, that could just be another one of the myths about her.  
[http://i.imgur.com/Gq4yjtc.png]
This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there
[http://i.imgur.com/etneky6.png]
[http://i.imgur.com/0vOxoVy.png]


Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]
As for where you come in: all this attention has earned her a CONCORD bounty. I'd very much like to claim that ISK, <Pilot>, with your help. I've hired an undercover surveillance team to locate her, and they've had some luck turning up a lead. If you're able to follow it up and take her out then we can split the bounty money equally. The surveillance team found her flagship vessel, The Crimson Dawn. She is sure to be either inside it, or very close by. If you think yourself capable of eliminating her, then I'll trade you the coordinates.  
[http://i.imgur.com/uNDx3zh.png]


== Structure equipment ==
What do you say? Do we have a deal?
}}


An unfitted structure offers only the most basic services and can do nothing to defend itself. To get full benefits of a structure it needs to be fitted with various modules.


Structure service modules extend the available services of the structure. The service modules will consume fuel constantly and if no fuel is available they will go offline.
Every pocket in this mission has ships from one randomly selected faction. Your fit should be able to fight with all of them. You can bring an extra ''Gate Key'' to skip warpin area or to give to fleet members.
{|class=wikitable style="width: 900px;background:#111111"
|-
|style="text-align:center;background:#222222" colspan = 2| Structure service modules
|-
|[[File:Icon standup cloning center.png|link=|]]
|'''{{co|wheat|Standup Cloning Center}}''' is required for using cloning services in the structure.
|-


|[[File:Icon standup market hub.png|link=|]]
The mission pockets are [[Deadspace|semi deadspace]]. This means that you can warp within a pocket grid but any warps from outside the pocket will land on the warpin area.
|'''{{co|wheat|Standup Market Hub}}''' is required for using market in the structure. Contractts and direct trades can be used even without this service module.
|-


|[[File:Icon standup manufacturing plant.png|link=|]]
'''Blitz:'''
|'''{{co|wheat|Standup Manufacturing Plant}}''' enables manufacturing of everything except capital and supercapital ships.
* Bring your own gate key and skip first room.
|-
* Rush to acceleration gates and make your way to last room. All gates are open.
* Kill Scarlet and return to agent.


|[[File:Icon standup manufacturing plant.png|link=|]]
=== Warp-in ===
|'''{{co|wheat|Standup Capital Shipyard}}''' enables manufacturing of capital ships in the structure.
{{MessageBox|Anire Scarlet
|Well, well. You're the one who's given my boys some trouble, I see. Don't worry, I'll make this as fast and painless as possible. Anire Scarlet is nothing if not merciful.
|collapsed= no}}
The gate deeper into the mission requires one ''Gate Key''. The key is dropped by last battleship. The key is not consumed on use so you can keep it and skip fighting at warpin next time you get this mission.


Can be fitted to large and XL sturcures only. Not allowed in high-security space.
you can warp in at distance to snipe.
|-


|[[File:Icon standup manufacturing plant.png|link=|]]
At first some merchants are on the gate. The hostiles arrive soon. The hostiles are either Serpentis ships or Angel ships.
|'''{{co|wheat|Standup Supercapital Shipyard}}''' enables manufacturing of supercapital ships.


Can only be fitted on the Sotiyo engineering comples. Requires Supercapital Construction Facilities sovereignity upgrade.
{{NPCTableHead|Initial defenders (Angel)}}
|-
{{NPCTableRow|Cruiser|4|Gistum Liquidator/Marauder}}
{{NPCTableRow|Battleship|5|Gist Malakim/Nephilim/Warlord|ewar= TP|cargo= Last one drops the gate key.}}
|}


|[[File:Icon standup invention lab.png|link=|]]
{{NPCTableHead|Initial defenders (Serpentis)}}
|'''{{co|wheat|Standup Invention Lab}}''' enables running invention jobs.
{{NPCTableRow|Elite Cruiser|2|Corelum Chief Safeguard|ewar= Damp}}
|-
{{NPCTableRow|Battlecruiser|3|Corelatis Squad Leader}}
{{NPCTableRow|Battleship|4|Core Admiral/High Admiral|cargo= Last one drops the gate key.}}
|}


|[[File:Industry Icon.png|64px|link=|]]
=== 1st pocket ===
|'''{{co|wheat|Standup Research Lab}}''' enables ME researc, TE research and copying jobs.
You will see Anire Scarlet when you warp in but she warps to next pocket before you have time to engage.
|-


|[[File:Icon standup biochemical reactor.png|link=|]]
This room contains either Guristas ships or Blood Raider ships.
|'''{{co|wheat|Standup Biochemical Reactor}}''' enables refining of cytoserocing and mykoserocin gases. These are used for [[booster]] manufacturing.


Can be fitted to refineries only. Due to CONCORD health and safety regulations this service module may not be used within high security space.
Gate to next room is not locked so you can skip combat. The gate is 29 km away.
|-


|[[File:Icon standup composite reactor.png|link=|]]
{{NPCTableHead|Initial defenders (Guristas)}}
|'''{{co|wheat|Standup Composite Reactor}}''' enables copmposite reactions that turn moon goo into T2 components.
{{NPCTableRow|Battlecruiser|3-5|Pithatis Enforcer/...}}
{{NPCTableRow|Battleship|4|Pith Exterminator/Eliminator|ewar= ECM}}
|}


Can be fitted to refineries only. Due to CONCORD health and safety regulations this service module may not be used within high security space.
{{NPCTableHead|Initial defenders (Blood Raider)}}
|-
{{NPCTableRow|Cruiser|4|Corpum Arch Priest/...}}
{{NPCTableRow|Battleship|4|Corpus Cardinal/Monsignor}}
|}


|[[File:Icon standup hybrid reactor.png|link=|]]
=== 2nd pocket ===
|'''{{co|wheat|Standup Hybrid Reactor}}''' enables composite reactions. These are used in T3 production.
You can see Anire again when you warp in. This time you will have enough time to get one or two shots at her. If you have enough DPS you can kill her here and complete the mission prematurely. If you manage to kill her here you will be able to loot an +3 charisma implant from her wreck.  Anire Scarlet is most vulnerable to EM/Thermal damage; it is advisable to preload EMP ammo or Mjolnir missiles before warping into the pocket.


Can be fitted to refineries only. Due to CONCORD health and safety regulations this service module may not be used within high security space.
This room contains initially either Serpentis ships or Serpentis and Guristas ships. Regardless of which are present first more Guristas battleships will spawn as reinforcement.
|-


|[[File:Icon standup moon drill.png|link=|]]
The gate to next room is again unlocked. The gate is 19 km away.
|'''{{co|wheat|Standup Moon Drill}}''' allows the structure to mine ore from a moon. Can be used only if the structure is anchored on the moon mining beacon.


Can be fitted to refineries only.
{{NPCTableHead|Initial defenders (Guristas battleship)}}
|-
{{NPCTableRow|Destroyer|3|Corelior Artillery/Cannoneer}}
{{NPCTableRow|Battleship|4|Pith Conquistador/Massacrer}}
|}


|[[File:Icon standup reprocessing facility.png|link=|]]
{{NPCTableHead|Initial defenders (Serpentis battleships)}}
|'''{{co|wheat|Standup Reprocessing Facility}}''' enables reprocesing.
{{NPCTableRow|Cruiser|3-5|Pithum Silencer}}
{{NPCTableRow|Battleship|6|Core Port Admiral/ Rear Admiral}}
|}
|}


{{NPCTableHead|Spawn (Serpentis)}}
{{NPCTableRow|Battleship|3|Core Flotilla/Vice Admiral|ewar= Damp}}
|}


Other modules for upwell structure will not consume fuel.
{{NPCTableHead|Spawn (Guristas)}}
{|class=wikitable style="width: 900px;background:#111111"
{{NPCTableRow|Battleship|4|Pith Eliminator/Extinguisher|ewar= ECM}}
|-
|}
|style="text-align:center;background:#222222" colspan = 2| Structure weapons
|-
|[[File:Icon standup anticapital missile launcher.png|link=|]]
|'''{{co|wheat|Standup Anticapital Missile Launcher}}''' fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships.
|-


|[[File:Icon standup multirole missile launcher.png|link=|]]
=== 3rd pocket ===
|'''{{co|wheat|Standup Multirole Missile Launcher}}''' fires anti-subcapital missiles. Good againt subcapital ships but not strong enough for capital ships.
Last pocket. This time Anire Scarlet has nowhere to run to so you can finish her.
|-


|[[File:Icon standup guided bomb launcher.png|link=|]]
The initial defenders are from a random faction. The spawn's faction is based on the initial defender's faction, if Guristas, then the spawn will be Blood Raider, if Angels then Serpentis.<br>Anire Scarlet deals quite high damage for a battlecruiser.
|'''{{co|wheat|Standup Guided Bomb Launcher}}''' fires an area of effect bomb that will deal damage to all ships in 30 km radius.


Limited to one module of this type per structure. Can not be used in high-security space.
|-


|[[File:Icon standup point defence battery.png|link=|]]
Note: Scarlet's Station does not drop loot.
|'''{{co|wheat|Standup Point Defense Battery}}''' AOE weapon that deals damage to everyone in its area.


Limited to one module of this type per structure. Can not be used in high-security space.
{{NPCTableHead|Initial defenders}}
|-
{{NPCTableRow|Battlecruiser|1|Anire Scarlet|trigger= Mission objective|cargo= Chance of dropping +3 charisma implant}}
{{NPCTableRow|Sentry|1|Angel Heavy Missile Battery}}
{{NPCTableRow|Sentry|1|Blood Heavy Missile Battery}}
{{NPCTableRow|Sentry|1|Guristas Cruise Missile Battery}}
{{NPCTableRow|Sentry|1|Serpentis Cruise Missile Battery}}
|}


|[[File:Icon doomsday.png|link=|]]
{{NPCTableHead|Initial defenders (Angel and Blood Raider)}}
|'''{{co|wheat|Standup Arcing Vorton Projector}}''' is a structure doomsday weapon. It will hit multiple targets near its firing area and deal 4 million omni damage to them.
{{NPCTableRow|Elite Frigate|2|Arch Gistii Rogue/Hijacker|ewar= Web|point= yes}}
 
{{NPCTableRow|Elite Cruiser|4|Arch Gistum Breaker/...}}
Can be fitted to keepstar structures only, limited to one module of this type per structure and can not be fitted in high-security space.
{{NPCTableRow|Battlecruiser|3|Gistatis Primus/Tribuni}}
|-
{{NPCTableRow|Battlecruiser|3|Corpatis Bishop}}
 
{{NPCTableRow|Battleship|4|Corpus Archon}}
|[[File:Icon standup ballistic control system.png|link=|]]
|}
|'''{{co|wheat|Standup Ballistic Control System}}''' increases missile damage and rate of fire.
|-


|[[File:Icon missile guidance enhancer i.png|link=|]]
{{NPCTableHead|Initial defenders (Guristas)}}
|'''{{co|wheat|Standup Missile Guidance Enhancer}}''' improves missile application and range.
{{NPCTableRow|Elite Frigate|2|Dire Pithi Imputor|ewar= Web|point= yes}}
{{NPCTableRow|Elite Cruiser|3|Dire Pithum Abolisher/...|ewar= ECM}}
{{NPCTableRow|Battlecruiser|4|Pithatis Enforcer/Executor}}
{{NPCTableSeparator|Group 2 (100 km)}}
{{NPCTableRow|Battlecruiser|4|Corpatis Bishop/Seer}}
{{NPCTableRow|Battleship|4|Corpus Archon/Prophet}}
|}
|}


 
{{NPCTableHead|Initial defenders (Serpentis variant 1)}}
 
{{NPCTableRow|Battlecruiser|4|Corelatis Squad Leader/Wing Leader}}
{|class=wikitable style="width: 900px;background:#111111"
{{NPCTableRow|Battleship|4|Core Baron/Commodore}}
|-
|style="text-align:center;background:#222222" colspan = 2| Structure EWAR
|-
|[[File:Icon target max.png|link=|]]
|'''{{co|wheat|Standup Variable Spectrum ECM}}''' jams one target. Can be scripted for any of the sensor types.
|-
 
|[[File:Icon remote sensor dampening.png|link=|]]
|'''{{co|wheat|Standup Remote Sensor Dampener}}''' damps one target. Unlke the ship counterpart this module can not be scripted.
|-
 
|[[File:Icon stasis webifier i.png|link=|]]
|'''{{co|wheat|Standup Stasis Webifier}}''' webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly.
|-
 
|[[File:Icon target painter i.png|link=|]]
|'''{{co|wheat|Standup Target Painter}}''' blooms the signature of one target.
|-
 
|[[File:Icon energy neutralizer i.png|link=|]]
|'''{{co|wheat|Standup Heavy Energy Neutralizer}}''' drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals.
|-
 
|[[File:Icon track disruptor 64.png|link=|]]
|'''{{co|wheat|Standup Weapon Disruptor}}'''
|-
 
|[[File:Icon focused warp disruption script.png|link=|]]
|'''{{co|wheat|Standup Focused Warp Disruptor}}''' disrupts the weapons of a target. This module applies to both turrets and missiles simultaneously. Unlike its ship counterpart it can not be scripted.
|-
 
|[[File:Icon standup ecm jammer burst projector.png|link=|]]
|'''{{co|wheat|Standup ECM Jammer Burst Projector}}''' AOE jamming module. Can jam targets in a 10 km area for 40 seconds.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|-
 
|[[File:Icon standup energy neutralization burst projector.png|link=|]]
|'''{{co|wheat|Standup Energy Neutralization Burst Projector}}''' AOE energy neutralizing module.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|-
 
|[[File:Icon standup sensor dampening burst projector.png|link=|]]
|'''{{co|wheat|Standup Sensor Dampening Burst Projector }}''' AOE sensor dampening module.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|-
 
|[[File:Icon standup stasis webification burst projector.png|link=|]]
|'''{{co|wheat|Standup Stasis Webification Burst Projector }}''' AOE stasis webifier module.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|-
 
|[[File:Icon standup target illumination burst projector.png|link=|]]
|'''{{co|wheat|Standup Target Illumination Burst Projector }}''' AOE target painting module.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|-
 
|[[File:Icon standup warp disruption burst projector.png|link=|]]
|'''{{co|wheat|Standup Warp Disruption Burst Projector }}''' AOE warp disruption module.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|-
 
|[[File:Icon standup weapon disruption burst projector.png|link=|]]
|'''{{co|wheat|Standup Weapon Disruption Burst Projector }}''' AOE weapon disruption module.
 
Limited to one module of this type per structure. Can not be used in high-security space.
|}
|}


 
{{NPCTableHead|Reinforcements}}
 
{{NPCTableRow|Battleship|4|Corpus Oracle/Apostle }}
{|class=wikitable style="width: 900px;background:#111111"
|-
|style="text-align:center;background:#222222" colspan = 2| Structure engineering equipment
|-
| style="width: 1px" | [[File:Icon armor plate.png|link=|]]
|'''{{co|wheat|Standup Layered Armor Plating}}''' increases armor HP by a percentage ammount.
|-
 
|[[File:Icon cap battery.png|link=|]]
|'''{{co|wheat|Standup Cap Battery}}''' increases capacitor size.
|-
 
|[[File:Icon capacitor recharger.png|link=|]]
|'''{{co|wheat|Standup Capacitor Power Relay}}''' improves capacitor recharge rate.
|-
 
|[[File:Icon powergrid.png|link=|]]
|'''{{co|wheat|Standup Reactor Control Unit}}''' increases available powergrid.
 
|}
|}


 
{{NPCTableHead|Initial defenders (Serpentis variant 2)}}
 
{{NPCTableRow|Battleship|4|Core Port Admiral/Rear Admiral}}
{|class=wikitable style="width: 900px;background:#111111"
|-
|style="text-align:center;background:#222222" colspan = 2| Structure electronics and sensor equipment
|-
| style="width: 1px" | [[File:Icon co-processor.png|link=|]]
|'''{{co|wheat|Standup Co-Processor Array}}''' increases available CPU.
|-
 
|[[File:Icon auto targeting system i.png|link=|]]
|'''{{co|wheat|Standup Signal Amplifier}}''' improves targeting speed, targeting range and allows targeting more targets.
|}
|}


===Structure modifications===
{{NPCTableHead|Reinforcements (100 km)}}
Structures can also be fitted with rigs. Some of the righs will come only in certain size. All rigs are limited to one of same type per structure (including T1/T2 variants).
{{NPCTableRow|Battleship|5|Corpus Cardinal/Patriarch}}
 
Most rigs have stronger bonuses when they are used in low- or null-security space. This bonus is usually 20% stronger effect.
 
{| border=1 cellpadding=2px style="border-color:gray; border-width:1px; border-collapse:collapse"
|-
|style="text-align:center;background:#222222" colspan = 3| Medium structure combat rigs
|-
! width=200px| Rig
! width=400px| Effect
! width=150px| Note
|-
| Electronic Warfare Economy
| Reduced EWAR capacitor usage
| Does not apply to neuts
 
|-
| Electronic Warfare Projection
| Increased EWAR range
| Does not apply to neuts
 
|-
| Energy Neutralizer Economy
| Reduced neutralizer capacitor usage
|
 
|-
| Energy Neutralizer Projection
| Increased neutralizer range
|
 
|-
| Enhanced Targeting System
| Improved scan resolution and targeting range
|
 
|-
| Missile Precision
| Increased missile explosion velocity
|
 
|-
| Missile Projection
| Increased missile velocity
|
 
|-
| Structure Target ultiplexing
| Improved maximum numberof targeted targets
|  
|}
|}


 
{{NPCTableHead|Initial defenders (Serpentis variant 3)}}
 
{{NPCTableRow|Battleship|5|Core Grand Admiral/High Admiral}}
{| border=1 cellpadding=2px style="border-color:gray; border-width:1px; border-collapse:collapse"
|-
|style="text-align:center;background:#222222" colspan = 3| Large structure combat rigs
|-
! width=200px| Rig
! width=400px| Effect
! width=150px| Note
|-
| Bomb Aimer
| Improved guided bomb explosion radius and explosion velocity
|
 
|-
| Energy Neutralizer Feedback Control
| Improved neutralizer range and capacitor usage
|
 
|-
| EW Expert System
| Improved EWAR range and capacitor usage
| Does not apply to neuts
 
|-
| Missile Flight Processor
| Improved missile velocity and missile explosion velocity
|
 
|-
| Point Defence Battery Control
| Improved point defence battery range and capacitor usage
|
 
|-
| Target Acquisition Array
| improved scan resolution, maximum targeting range and maximum targeted targets
|  
|}
|}






{| border=1 cellpadding=2px style="border-color:gray; border-width:1px; border-collapse:collapse"
|-
|style="text-align:center;background:#222222" colspan = 3| Extra large structure combat rigs
|-
! width=200px| Rig
! width=400px| Effect
! width=150px| Note
|-
| EW and Emission Co-ordinator
| Improved EWAR and neut range and capacitor usage
|
|-
| Extinction Level Weapons Suite
| Improved sacn resolution, maximum targeting range and maximum targeted targets<br>
Improved pointe defence battery range and capacitor usage<br>
Additional doomsday secondary targets and reduced secondary target damage reduction
|
|-
| Missile Fire Control Computer
| Improved guided bomb explosion radius<br>
Improved missile velocity and missile explosion velocity
|
|}


==Skills==
{{Missionrelated}}
Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply.


There are a few relatively quick to train (2x) skills that affect Upwell structures:
[[Category:Security missions]]
* Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level
* Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level
* Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level
* Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level