Difference between revisions of "Nation Consolidation Network"

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(→‎Pirates: added pockets)
(Massive update on the Assault Incursion site - NCN)
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[[Category:Work in progress]]
 
 
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
 
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
 +
=Intelligence Reports=
 +
 +
===Military Intelligence===
 +
Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
 +
 +
 +
===Background Intelligence===
 +
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.
 +
 +
''Synopsis from ISHAEKA-0077. DED Special Operations. ''<br/>
 +
''Authorized for Capsuleer dissemination.''
 +
 
=Forces Required=
 
=Forces Required=
* 10 - 20 pilots
+
* 15-20 Pilots
 +
 
 +
 
 +
''Preferred List''<br/>
 +
*'''4-5 Logistics'''<br/>
 +
*'''4-5 Cruiser Damage Dealers'''<br/>
 +
*'''4-5 Battleship/Battlecruiser Damage Dealers'''<br/>
 +
*'''3-5 Battleship/Battlecruiser Snipers'''<br/>
  
=Military Intelligence=
+
 
Your objective is to split your forces, clear a path to the Nation’s staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
+
:''Note: If more DD or Logi are added for the safety of the fleet, be aware that payout will be affected.''
  
 
=Rewards=
 
=Rewards=
[[File:Assault_rpr.PNG‎|right|Assault Reward Payout Ratio]]
+
[[File:Assault_rpr.PNG‎|right|Full Fleet Assault Reward Payout Ratio]]
 +
 
 +
 
 +
 
 +
'''Hi Sec Payout'''
 +
* 18,200,000 ISK
 +
* 3,500 CONCORD LP
 +
 
 +
'''Low / Null Sec Payout'''
 
* 26,000,000 ISK × ratio
 
* 26,000,000 ISK × ratio
 
* 5,000 CONCORD LP × ratio
 
* 5,000 CONCORD LP × ratio
  
=Background Intelligence=
 
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile “consolidation network” facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.
 
  
Synopsis from ISHAEKA-0077. DED Special Operations.
 
Authorized for Capsuleer dissemination.
 
  
=Encounter=
 
[[File:NCN_rap.PNG|Residential Area Pocket Encounter]][[File:NCN_shc.PNG|Solar Harvesting Complex Pocket Encounter]]
 
==Objectives==
 
* Split Forces into 2 groups.
 
* One group takes Residential Area. Other group takes Solar Harvesting Complex pocket.
 
* Meet at Cloning Facility Pocket and defeat Sansha.
 
  
==Pirates==
+
=Achieving Objectives Successfully=
===Residential Area Pocket===
+
{{Box|red|The ships in the current kill order may not be the type of ship that spawns.  The ships listed in this wiki page represent the size of ship that will spawn.  Further investigation is needed to determine the different kind of ships that will spawn.  The amount and size of those ships will not be different.  The kill order is sorted for the worst type of ship that would spawn|solid}}
''Ships may vary each time, usually 4 frigate, 4 cruiser ratio''<br/>
+
 
 +
This site takes co-ordination of two Fleet Commanders due to the site requiring two different fleets to enter the sites.  The left acceleration gate will be a Cruiser only, and the right acceleration gate will allow for Battlecruisers / Battleships only.  Upon anchor's entrance to the site, anchor will proceed forward, to the next gate.  While moving, the fleet will shoot according to tagged order.  The pockets on each side need to be completed before the two groups are allowed to proceed to the next pocket.  This will take place for the second and third pocket. 
 +
 
 +
The fourth pocket is where the two fleets will converge.  The Battleship anchor will proceed into the fourth pocket before the entire fleet activates their final gates and lands on grid in this final pocket.  Follow tagged order.  Reward will be paid after the last Sansha ship is destroyed.
 +
 
 +
=Watchlist=
 +
 
 +
===Logistics===
 +
 
 +
*Anchor
 +
*Jammer *
 +
*Logistics Commander
 +
*Cap Chain Partner
 +
*Fleet Commander
 +
 
 +
''Note: It is not required to have a Jammer in an Assault site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
 +
 
 +
===Damage Dealer / Sniper / Drone Bunny===
 +
 
 +
*Anchor
 +
*Drone Bunny
 +
*Cap Chain Partner *
 +
 
 +
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
 +
 
 +
 
 +
 
 +
=Pirates / Kill Order=
 +
 
 +
'''Anchors'''
 +
:Each pocket has approximately 30 to 50 kilometer's between where the previous gate drop's the fleet, to the next gate.  The next gate is always in front of where you land.  Proceed strait forward, to the next gate as everyone lands on grid. 
 +
 
 +
 
 +
==BattleCruiser / Battleship Side==
 +
 
 +
===BattleCruiser / Battleship Pocket 1===
 +
 
 +
''1 Cruiser type / 2 Battleship types / 1 Battleship type / 1 Battleship type''
 +
 
 +
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0)<br/>
 +
Outuni Mesen - Scrambler / Webber / Neut (Tag 1-2)<br/>
 +
Deltole Tegmentum - Warp Scrambler / Neut (Tag 3)<br/>
 +
Ostingele Tectums - Sansha High DPS DD (Tag 4)<br/>
 +
 
 +
:Upon clearing BattleCruiser / Battleship Pocket 1, Cruiser gate 2 is able to be activated.
 +
:The gate to BattleCruiser / Battleship Pocket 2 is able to be entered after the Cruiser side clears Cruiser Pocket 1.
 +
 
 +
===BattleCruiser / Battleship Pocket 2===
 +
 
 +
''1 Cruiser type / 4 Battleship types''
 +
 
 +
Vylade Dien - Sansha Booster (Tag 0)<br/>
 +
Intaki Colliculus - Sansha Logistics (Tag 1-4)
 +
 
 +
:Upon clearing BattleCruiser / Battleship Pocket 2, Cruiser gate 3 is able to be activated.
 +
:The gate to BattleCruiser / Battleship Pocket 3 is able to be entered after the Cruiser side clears Cruiser Pocket 2.
 +
 
 +
===BattleCruiser / Battleship Pocket 3===
  
Niarga Myelen x1 ''(neut/ecm frigate)''<br/>
+
''1 Battleship type / 1 Cruiser type / 2 Battleship types / 2 Battleship types''
Renyn Meten x1 ''(frigate)''<br/>
 
Schmaeel Medulla x1 ''(web/warp disruptor frigate)''<br/>
 
Tama Cerebellum x1 ''(warp disruption frigate)''<br/>
 
Auga Hypohysis x3 ''(web/warp disruptor cruiser)''<br/>
 
Romi Thalamus x1 ''(cruiser)''<br/>
 
  
===Solar Harvesting Complex Pocket===
+
Deltole Tegmentum - Warp Scrambler / Neut (Tag 0)<br/>
''Ship restrictions limited to: Elite Battleship, Logistics, Battlecruiser, Command Ship, Battleship, Balck Ops, Marauder.''<br/>
+
Vylade Dien - Sansha Booster (Tag 1)<br/>
''Ships may vary each time, usually 1 cruiser, 4 battleships ratio''<br/>
+
Intaki Colliculus - Sansha Logistics (Tag 2-3)
 +
Ostingele Tectums - Sansha High DPS DD (Tag 4-5)<br/>
  
Auga Hypohysis x1 ''(web/warp disruptor cruiser)''<br/>
+
:Upon clearing BattleCruiser / Battleship Pocket 3, Cruiser gate is able to be activated.
Deltole Tegmentum x3 ''(target painter/warp disruptor/neut battleship)''<br/>
+
:The Battleship, BattleCruiser, and Cruiser Rally Pocket on the Cruiser side is able to be used after the Cruiser side clears Cruiser Pocket 3.
Ostingele Tectum x1 ''(battleship)'' <br/>
 
  
===Cloning Facility Pocket===
 
''Cruiser side II''
 
  
===Industrial Sector Pocket===
 
''BC, BS side II''
 
  
===cruiser side III===
 
???
 
===BC, BS side III===
 
  
===Final Pocket???===
+
==Cruiser Side==
???
+
 
 +
===Cruiser Pocket 1===
 +
 
 +
''1 Frigate type / 1 Cruiser type / 1 Cruiser type / 2 Frigate types / 2 Cruiser types''
 +
 
 +
Niarja Myelen - Jammer / Neut (Tag 0)<br/>
 +
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 1)<br/>
 +
Mara Paleo - Sansha Logistics (Tag 2)<br/>
 +
Schmaeel Medullas - Warp Scrambler / Webber (Tag 3-4)<br/>
 +
Auga Hypophysis - Scrambler / Webber (Tag 5-6)<br/>
 +
 
 +
:Upon clearing Cruiser Pocket 1, BattleCruiser / Battleship gate 2 is able to be activated.
 +
:The gate to Cruiser Pocket 2 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 1.
 +
 
 +
===Cruiser Pocket 2===
 +
 
 +
Niarja Myelen - Jammer / Neut (Tag 0-1)<br/>
 +
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 2-3)<br/>
 +
Mara Paleo - Sansha Logistics (Tag 4)<br/>
 +
Ostingele Tectums - Sansha High DPS DD (Tag 5)<br/>
 +
Eystur Rhomben - High DPS Frigate DD (Tag 6)<br/>
 +
 
 +
:Upon clearing Cruiser Pocket 2, BattleCruiser / Battleship gate 3 is able to be activated.
 +
:The gate to Cruiser Pocket 3 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 2.
 +
 
 +
===Cruiser Pocket 3===
 +
 
 +
Schmaeel Medullas - Warp Scrambler / Webber (Tag 0-1)<br/>
 +
Tama Cerebellums - Warp Scrambler (Tag 2)<br/>
 +
Auga Hypothosis - Scrambler / Webber (Tag 3)<br/>
 +
Romi Thalamus - Sansha DD (Tag 4-6)<br/>
 +
Eystur Rhomben - High DPS Frigate DD  (Tag 7-8)<br/>
 +
 
 +
:Upon clearing Cruiser Pocket 3, Battleship, BattleCruiser, and Cruiser Rally Pocket on the Battleship side, is able to be activated.
 +
:The gate to the Battleship, BattleCruiser, and Cruiser Rally Pocket is able to be used after the Cruiser side clears BattleCruiser / Battleship Pocket 3.
 +
 
 +
 
 +
 
 +
 
 +
==Battleship, BattleCruiser, and Cruiser Rally Pocket==
 +
 
 +
'''Anchor'''<br/>
 +
Battleship Anchor will activate gate first.  Once anchor indicates they are in, the rest of the fleet is authorized to activate the final acceleration gate, and end up in the same pocket.
 +
 
 +
 
 +
Niarja Myelen - Jammer / Neut (Tag 0)<br/>
 +
Outuni Mesen - Scrambler / Webber / Neut (Tag 1)<br/>
 +
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)<br/>
 +
Mara Paleo - Sansha Logistics (Tag 3)<br/>
 +
Tama Cerebellums - Warp Scrambler (Tag 4-5)<br/>
 +
Auga Hypophysis - Webber / Scram (Tag 6-9)<br/>
 +
Romi Thalamus - Sansha DD (Tag 10)<br/>
 +
Eystur Rhomben - High DPS Frigate DD  (Tag 11)<br/>
 +
Yulai Crus Cerebi - Sansha DD (Tag 12-13)<br/>
 +
Antem Neos - Sansha Sniper DD (Tag 14-15)<br/>
 +
 
 +
 
 +
 
 +
===Finále===
 +
 
 +
When going into the final pocket, the site is cleared when all DPS has been removed/destroyed from the field.  Upon destruction of the final ship, payout will be received.
  
 
==Hints and Tips==
 
==Hints and Tips==
?????
 
 
[[Category:Incursion]]
 

Revision as of 06:08, 30 March 2012

Intelligence Reports

Military Intelligence

Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.


Background Intelligence

The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.

Synopsis from ISHAEKA-0077. DED Special Operations.
Authorized for Capsuleer dissemination.

Forces Required

  • 15-20 Pilots


Preferred List

  • 4-5 Logistics
  • 4-5 Cruiser Damage Dealers
  • 4-5 Battleship/Battlecruiser Damage Dealers
  • 3-5 Battleship/Battlecruiser Snipers


Note: If more DD or Logi are added for the safety of the fleet, be aware that payout will be affected.

Rewards

Full Fleet Assault Reward Payout Ratio


Hi Sec Payout

  • 18,200,000 ISK
  • 3,500 CONCORD LP

Low / Null Sec Payout

  • 26,000,000 ISK × ratio
  • 5,000 CONCORD LP × ratio



Achieving Objectives Successfully

red

This site takes co-ordination of two Fleet Commanders due to the site requiring two different fleets to enter the sites. The left acceleration gate will be a Cruiser only, and the right acceleration gate will allow for Battlecruisers / Battleships only. Upon anchor's entrance to the site, anchor will proceed forward, to the next gate. While moving, the fleet will shoot according to tagged order. The pockets on each side need to be completed before the two groups are allowed to proceed to the next pocket. This will take place for the second and third pocket.

The fourth pocket is where the two fleets will converge. The Battleship anchor will proceed into the fourth pocket before the entire fleet activates their final gates and lands on grid in this final pocket. Follow tagged order. Reward will be paid after the last Sansha ship is destroyed.

Watchlist

Logistics

  • Anchor
  • Jammer *
  • Logistics Commander
  • Cap Chain Partner
  • Fleet Commander

Note: It is not required to have a Jammer in an Assault site. Jammers decrease DPS but also become aggro magnets when activating jamming modules. They will be aggro magnets.

Damage Dealer / Sniper / Drone Bunny

  • Anchor
  • Drone Bunny
  • Cap Chain Partner *

Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.


Pirates / Kill Order

Anchors

Each pocket has approximately 30 to 50 kilometer's between where the previous gate drop's the fleet, to the next gate. The next gate is always in front of where you land. Proceed strait forward, to the next gate as everyone lands on grid.


BattleCruiser / Battleship Side

BattleCruiser / Battleship Pocket 1

1 Cruiser type / 2 Battleship types / 1 Battleship type / 1 Battleship type

Arnon Epithalamus - Jammer / Warp Scrambler (Tag 0)
Outuni Mesen - Scrambler / Webber / Neut (Tag 1-2)
Deltole Tegmentum - Warp Scrambler / Neut (Tag 3)
Ostingele Tectums - Sansha High DPS DD (Tag 4)

Upon clearing BattleCruiser / Battleship Pocket 1, Cruiser gate 2 is able to be activated.
The gate to BattleCruiser / Battleship Pocket 2 is able to be entered after the Cruiser side clears Cruiser Pocket 1.

BattleCruiser / Battleship Pocket 2

1 Cruiser type / 4 Battleship types

Vylade Dien - Sansha Booster (Tag 0)
Intaki Colliculus - Sansha Logistics (Tag 1-4)

Upon clearing BattleCruiser / Battleship Pocket 2, Cruiser gate 3 is able to be activated.
The gate to BattleCruiser / Battleship Pocket 3 is able to be entered after the Cruiser side clears Cruiser Pocket 2.

BattleCruiser / Battleship Pocket 3

1 Battleship type / 1 Cruiser type / 2 Battleship types / 2 Battleship types

Deltole Tegmentum - Warp Scrambler / Neut (Tag 0)
Vylade Dien - Sansha Booster (Tag 1)
Intaki Colliculus - Sansha Logistics (Tag 2-3) Ostingele Tectums - Sansha High DPS DD (Tag 4-5)

Upon clearing BattleCruiser / Battleship Pocket 3, Cruiser gate is able to be activated.
The Battleship, BattleCruiser, and Cruiser Rally Pocket on the Cruiser side is able to be used after the Cruiser side clears Cruiser Pocket 3.



Cruiser Side

Cruiser Pocket 1

1 Frigate type / 1 Cruiser type / 1 Cruiser type / 2 Frigate types / 2 Cruiser types

Niarja Myelen - Jammer / Neut (Tag 0)
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 1)
Mara Paleo - Sansha Logistics (Tag 2)
Schmaeel Medullas - Warp Scrambler / Webber (Tag 3-4)
Auga Hypophysis - Scrambler / Webber (Tag 5-6)

Upon clearing Cruiser Pocket 1, BattleCruiser / Battleship gate 2 is able to be activated.
The gate to Cruiser Pocket 2 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 1.

Cruiser Pocket 2

Niarja Myelen - Jammer / Neut (Tag 0-1)
Arnon Epithalamus - Jammer / Warp Scrambler (Tag 2-3)
Mara Paleo - Sansha Logistics (Tag 4)
Ostingele Tectums - Sansha High DPS DD (Tag 5)
Eystur Rhomben - High DPS Frigate DD (Tag 6)

Upon clearing Cruiser Pocket 2, BattleCruiser / Battleship gate 3 is able to be activated.
The gate to Cruiser Pocket 3 is able to be entered after the BattleCruiser / Battleship side clears BattleCruiser / Battleship Pocket 2.

Cruiser Pocket 3

Schmaeel Medullas - Warp Scrambler / Webber (Tag 0-1)
Tama Cerebellums - Warp Scrambler (Tag 2)
Auga Hypothosis - Scrambler / Webber (Tag 3)
Romi Thalamus - Sansha DD (Tag 4-6)
Eystur Rhomben - High DPS Frigate DD (Tag 7-8)

Upon clearing Cruiser Pocket 3, Battleship, BattleCruiser, and Cruiser Rally Pocket on the Battleship side, is able to be activated.
The gate to the Battleship, BattleCruiser, and Cruiser Rally Pocket is able to be used after the Cruiser side clears BattleCruiser / Battleship Pocket 3.



Battleship, BattleCruiser, and Cruiser Rally Pocket

Anchor
Battleship Anchor will activate gate first. Once anchor indicates they are in, the rest of the fleet is authorized to activate the final acceleration gate, and end up in the same pocket.


Niarja Myelen - Jammer / Neut (Tag 0)
Outuni Mesen - Scrambler / Webber / Neut (Tag 1)
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)
Mara Paleo - Sansha Logistics (Tag 3)
Tama Cerebellums - Warp Scrambler (Tag 4-5)
Auga Hypophysis - Webber / Scram (Tag 6-9)
Romi Thalamus - Sansha DD (Tag 10)
Eystur Rhomben - High DPS Frigate DD (Tag 11)
Yulai Crus Cerebi - Sansha DD (Tag 12-13)
Antem Neos - Sansha Sniper DD (Tag 14-15)


Finále

When going into the final pocket, the site is cleared when all DPS has been removed/destroyed from the field. Upon destruction of the final ship, payout will be received.

Hints and Tips