Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Encounter Surveillance System: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
m Robbing banks: (All these minor edits are adding internal wiki links.)
m Typo fix
Tags: Mobile edit Mobile web edit
 
(29 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{Update|Section [[#Reserve Bank]] could use some information about the source of the ISK and what happens (if anything0 if it not gets stolen.}}
Every sovereign nullsec solar system has an '''Encounter Surveillance System''' or '''ESS'''. The ESS stockpiles a portion of the bounties awarded in that system, and then slowly pays them out to the pilots who earned them—if, that is, no one else steals the money first.
Every sovereign nullsec solar system has an '''Encounter Surveillance System''' or '''ESS'''. The ESS stockpiles a portion of the bounties awarded in that system, and then slowly pays them out to the pilots who earned them—if, that is, no one else steals the money first.
[[File:ESS.png|thumb|upright=1.5|An ESS during the countdown for access to its Main Bank. The warp disruption effect of the ESS field is visible at the base of the image.]]


== The ESS field ==
== The ESS field ==


=== Mechanics ===
=== Mechanics ===
The ESS is available as a beacon in space which anyone can warp to. At the beacon there is a [[deadspace]] acceleration gate, which is restricted to hulls of [[Tactical Destroyers|tactical destroyer]], [[cruiser]] (including [[Strategic Cruisers]]), [[battlecruiser]], and [[battleship]] size. Battleships of the  [[Marauders|Marauder]] type are excluded. The beacon is surrounded by a “non-interactable object” which will decloak any ship and is a bit over 100 km in diameter, centered on the beacon itself.
The gate leads to a second deadspace pocket that contains the physical ESS tower itself. Along with the standard deadspace restrictions, the ESS tower is surrounded by a 75km-radius Warp Interdiction field which further disables:


The ESS is available as a beacon which anyone can warp to. At the beacon there is a deadspace gate, which is restricted to hulls of cruiser, battlecruiser, and battleship size only. The gate leads to the physical ESS itself, which is surrounded by a 150km-diameter field that disables
* [[Warp|Warp drives]]
* [[Propulsion equipment|Microwarpdrives]]
* [[Propulsion equipment#Micro Jump Drives|Micro Jump Drives]]
* [[Jump drives#Cynosural fields|Cynosural Fields]], and
* [[Filament]]s


* cloaks
Furthermore, [[Cloaking|cloaking devices]] are disabled at an even greater range: ships cannot cloak within 500km of the warp-in beacon.<ref>Patch notes [https://www.eveonline.com/news/view/patch-notes-version-23-01 Version 23.01] Release: 2025-09-09.1<br> Previously 150km: Patch notes [https://www.eveonline.com/news/view/patch-notes-for-version-18-11 Version 18.11] Release: 2020-12-01.1</ref> And all [[mobile structures]], including mobile depots, cannot be anchored within 1,000km of the beacon.<ref>Patch notes: [https://www.eveonline.com/news/view/patch-notes-version-22-01 Version 22.01] Release: 2024-10-29.1</ref>
* microwarpdrives
* micro jump drives
* warp drives
* cynos, and
* filaments.


As a result, the fastest method of leaving an ESS is the use of an afterburner to burn the 75km radius from the ESS to the field's edge, and afterburners do not propel ships to anything like the speed provided by MWDs. To enter an ESS usually therefore constitutes a significant commitment to holding the field, as all quick methods of leaving are disabled.  
As a result, after taking the acceleration gate to enter the ESS, the fastest way to escape is using an afterburner to burn the 75km distance to the field's edge. Entering an ESS therefore usually constitutes a significant commitment to holding the field, as all quick methods of leaving are disabled. Furthermore, as the ESS grid is considered deadspace, it is not possible to warp around inside it, even after leaving the interdiction field.


Much as in a faction warfare complex, anyone warping into the ESS from the deadspace gate will arrive at the same point in space, with none of the control over arrival distance available in a normal 'warp to' command.  
Much as in a faction warfare complex, anyone warping into the ESS from the deadspace gate will arrive at the same point in space (next to the ESS tower, in the center of the bubble), with none of the control over arrival distance available in a normal 'warp to' command.


=== PvP implications ===
=== PvP implications ===
The ESS space presents a significantly different set of mechanics to normal known-space PvP contexts.


The ESS space presents a significantly different set of mechanics to normal known-space PvP situations.
The fact that anyone entering the ESS field arrives at the same point after activating the deadspace gate gives an advantage in initial positioning to anyone who is already in the ESS space.


The fact that anyone entering the ESS field arrives at the same point gives an advantage in initial positioning to anyone who is already in the ESS space.
The ESS space restricts mobility, as an afterburner is the only useful way to increase a ship's speed near an ESS. This gives an advantage either in combat or in escaping to ships fitted with either an afterburner, or both an afterburner and a MWD ("dualprop"). However, this knowledge can also be exploited with the use of dualprop ships, or ships fitting both an afterburner and a micro jump drive, as the afterburner can be used to escape the interdiction field, and then the microwarp or micro jump drive can then be activated outside the field to gain an enormous range advantage over anyone else using an afterburner alone. This also means that ships which have bonuses to afterburner velocities, such as ships built by [[Pirate Faction Ship Overview#Sansha's Nation|Sansha's Nation]], or [[Strategic Cruisers|Tech 3 Cruisers]], can have enormous mobility advantages over other ships.


The ESS space restricts mobility, and an afterburner is the only useful way to increase a ship's speed near an ESS. This gives an advantage either in combat or in escaping to ships fitted with either an afterburner, or both an afterburner and a MWD ("dualprop").  
Since no one in the ESS space can warp or use an MWD, ships designed only for combat at the ESS itself do not ''need'' to fit [[Tackling|warp scramblers]] or warp disruptors, which opens additional mid slots for either heavier shields or other EWAR modules. Ships fitted in this way cannot, however, take advantage of any juicy targets of opportunity found during travel, and they won't be equipped to react if a sustained fight travels beyond the limits of the ESS field.


Since no one in the ESS space can warp or use an MWD, ships designed ''only'' for combat in ESS fields do not need to fit warp disruptors or warp scramblers. Ships fitted in this way cannot, however, take advantage of any juicy targets of opportunity found during travel.
Battleships are the largest hulls which can enter an ESS field, and while within an ESS field battleship pilots do not have to worry about being dropped by capital ships.


Battleships are the largest hulls which can enter an ESS field, and while within an ESS field battleship pilots do not have to worry about being dropped by capital ships.
The outside of an ESS provides easily accessible Deadspace in all of sovnull. Taking a fight outside the ESS in normal MWD ships, or even bubbling the beacon outside (forcing non-nullified ships to land at 0km) are both valid tactics to use the ESS without dealing with ship restrictions. Note that smartbombs do not work if the smartbomb would hit the beacon, and cynos may not be lit (though capital ships may warp to an ESS).


== ESS banks ==
== ESS banks ==
 
Each ESS is divided between a small and easily compromised "Main Bank" and a much larger and much more secure "Reserve Bank". Note that, counterintuitively, it is the Main Bank which is the smaller of the two.  
Each ESS is divided between a small and easily compromised 'Main Bank' and a much larger and much more secure 'Reserve Bank'. Note that, counterintuitively, it is the Main Bank which is the smaller of the two.  


=== Main Bank ===
=== Main Bank ===
The Main Bank is where 40% of the bounties generated in the solar system by players will be retained, rather than going directly into the player's wallet. It is paid out every 2h45min if no one steals it in that time period. It is paid out, independently on whether the capsuleer that contributed to the main bank bounty is in the system or even online.


The Main Bank is accessed by sitting within 10km of the ESS and selecting the 'Link' button which appears over the ESS. This initiates a countdown of usually around five minutes, which is visible to all pilots in the solar system concerned. During the countdown the pilot accessing the Main Bank must remain within 10km of the ESS; travelling further away will end the countdown, which must then be restarted from the beginning.
To drain the Main Bank before the timer runs out, one has to enter the ESS grid by sitting within 10km of the ESS and selecting the 'Link' button which appears over the ESS. This initiates a countdown of six minutes, which is visible to all pilots in the solar system concerned. During the countdown the pilot accessing the Main Bank must remain within 10km of the ESS; traveling further away will end the countdown, which must then be restarted from the beginning. Linking to the ESS gives the linked pilot a 60-second [[Timers#Weapon_Timer|weapon timer]].


If the countdown reaches zero and the pilot accessing the ESS has not either left or been removed by enemy action, the accessing pilot then receives tags in their cargohold which can be exchanged for the value of the Main Bank's contents at any CONCORD station. Since the ISK concerned was stored up to be disbursed to pilots who had been ratting in the system, the pilot has effectively stolen part of their income.
If the countdown reaches zero and the pilot accessing the ESS has not either left or been removed by enemy action, the accessing pilot then receives tags in their cargohold which can be exchanged for about four-fifths of the value of the Main Bank's contents at any CONCORD station. All of the ISK stored up to be disbursed to pilots who had been ratting in the system is removed. (The thief only receives most, rather than all, of the Main Bank to dissuade local inhabitants from looting their own ESS.)


Sovereign nullsec corporations usually therefore respond quickly to attempts on their main banks, if they know about them.  
Sovereign Null-Sec corporations therefore usually respond quickly to attempts on their main banks, if they know about them.


=== Reserve Bank ===  
=== Reserve Bank ===  
The much larger Reserve Bank can be accessed using special keys which are themselves expensive and difficult to acquire. When these are used the money in the Reserve Bank is paid out over time at a rate that spools up and then drops down.
The much larger Reserve Bank can be accessed using special keys which are themselves expensive and difficult to acquire. When these are used the money in the Reserve Bank is paid out over time at a rate that spools up and then drops down.


Line 51: Line 57:


=== Agency information ===
=== Agency information ===
The [[The Agency|Agency]] window includes, in its Exploration tab, a section which displays ESS bank amounts, which can be filtered by proximity (2, 5, or 10 jumps) or by specific map region, and by the amount stored up.
The [[The Agency|Agency]] window includes, in its Exploration tab, a section which displays ESS bank amounts, which can be filtered by proximity (2, 5, or 10 jumps) or by specific map region, and by the amount stored up.


Line 57: Line 62:


== Robbing banks ==
== Robbing banks ==
Though it is risky, and though it is not especially profitable in ISK-per-hour compared to some more reliable moneymaking schemes, bank robbery can bring in money, has a low start-up cost, and is a good way to learn about moving through hostile nullsec territory.
Though it is risky, and though it is not especially profitable in ISK-per-hour compared to some more reliable moneymaking schemes, bank robbery can bring in money, has a low start-up cost, and is a good way to learn about moving through hostile nullsec territory.


Line 67: Line 71:


A PvP-fitted gang can also use the ESS system to try to provoke a fight in enemy territory, with the prospect of an ISK payout if the enemy won't engage.
A PvP-fitted gang can also use the ESS system to try to provoke a fight in enemy territory, with the prospect of an ISK payout if the enemy won't engage.
== References ==
<references />
{{Structure_Links}}
[[Category:Structures]]
[[Category:Game mechanics]]