Difference between revisions of "User:Kataki soikutsu-Incursions 101"

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*A new Incursion of the same type spawns 24-72 hours after one ends, with an average of 36 hours.
 
*A new Incursion of the same type spawns 24-72 hours after one ends, with an average of 36 hours.
  
bar
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Incursions have 5 constellation wide effects which tend to make the constellation a bad place to be unless you are running the Incursion. Some of these effects vary in magnitude depending on the type of system it is within the Incursion, but they all have the same basic mechanics. (The site types will be covered in a few minutes.)
new belt rats
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*CONCORD Bounties reduced to 50% - Don't mission in the constellation
new chat channel
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*Belt rats are replaced by Incursion Sansha with no bounties
 +
**Low & Null only: Incursion Sansha camp the gates with points (Varies by system type)
 +
*Cynosural Fields are blocked - Cap Ships cannot jump in. This is why Null Sec alliances clear Incursions from their space.
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*Damage & Resistances are reduced
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**Varies with the type of system (5-40%)
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**Is weakened linearly by reducing Sansha Influence (the blue & red bar)
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*There is a constellation wide chat channel for forming fleets. (It opens when you enter the constellation.)
  
 
====Site Mechanics====
 
====Site Mechanics====

Revision as of 00:03, 28 July 2013

Class Information

This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: http://xxx.jpg

This class describes how to succeed in Incursions - what they are, how they work, and how you can profit by them.

  • Duration: 60-90 minutes [and an additional 60 minutes/hours for the optional practical exercise]
  • Location: Docked up safely in a station. [Note the fleet for the practical will form in Aldrat and will then travel to the Incursion site.]

Class contents:

  • What are Incursions?
  • Incursion Mechanics
  • How to find an Incursion Fleet
  • Q&A

[* Practical exercise]

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel

[* A suitable ship for the optional practical exercise. Fits on this site recommended: http://wiki.eveuniversity.org/Vanguard_Incursion_fits]

Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A. [An optional practical exercise follows.]

Notes for the Teacher

Required materials:

Class Contents

Introduction

Welcome to this class on Incursions!

Over the 60 minutes or so, we shall cover what Incursions are, and how you can participate in them successfully.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station [in Aldrat if you intend to participate in the practical exercise], or located....]

Everyone ready? OK, then - let's begin....

What are Incursions?

Incursions are a random PvE event in EVE. The Sansha's Nation invades a Constellation for a few days with mysterious goals. We as Capsuleers can slow or even stop an invasion by taking on the Sansha ships while they work. If we do enough damage to the Sansha one of their Motherships becomes vulnerable. And the invasion is stopped when we blow it up...

In game terms Incursions are high level, group PvE content. They are similar to raids in other MMOs. Within any Incursion there are many sites of different sizes ranging from 10 pilot site to the 80 pilot Mothership. In terms of skill, Incursions are really end-game content. Generally requiring at least 2-3 months of skilling before a pilot is ready. In general pilots fly Battleships, Tech II Logistic Ships, and Strategic Cruisers for Incursions.

The running of High Security Incursions revolves around finding an Incursion Community you like to run with. These are not Corporations or Alliances in EVE, but chat channels dedicated to forming Incursion fleets. Each channel has its own requirements, specialties, and culture. This course will cover the basic requirements that they all have in common but it is advised that each pilot do their own research when looking at communities to learn their differences.

Low and Null Security Incursions are not run as often due to the risk of PvP inherent in the space. This is not to say they are never run, and in fact Null Sec Alliances like to get ride of them because they are disruptive. It is more the groups that run any particular one tend to be tighter knit and harder to fly with if you are not already part of them.

Incursion Mechanics

When an Incursion spawns in a constellation it drastically changes the space. But it doesn't affect each system in the constellation identically. Nor do all the site behave in the same way. First I will talk about the general effects of an Incursion then get into the details of each site type.

Constellation Mechanics

Unless you happen to be in an Incursion Constellation, the best tool for learning about Incursions is the Journal. So open that now. Navigate to the Incursions>Global Report tab. Here we have a list of all the current Incursion constellations. Incursion Life-cycle:

  • There are at most 7 active Incursions at once.
    • 3 High Security
    • 1 Low Security
    • 3 Null Security
  • An Incursion has 3 stages:
    • Established - First 2-5 days. The more sites run the longer it lasts.
    • Mobilized - About 2 days.
    • Withdrawing - Last 24 hours.
  • Incursions end in one of 2 ways:
    • Withdrawing naturally
    • Killing the Mothership site
  • A new Incursion of the same type spawns 24-72 hours after one ends, with an average of 36 hours.

Incursions have 5 constellation wide effects which tend to make the constellation a bad place to be unless you are running the Incursion. Some of these effects vary in magnitude depending on the type of system it is within the Incursion, but they all have the same basic mechanics. (The site types will be covered in a few minutes.)

  • CONCORD Bounties reduced to 50% - Don't mission in the constellation
  • Belt rats are replaced by Incursion Sansha with no bounties
    • Low & Null only: Incursion Sansha camp the gates with points (Varies by system type)
  • Cynosural Fields are blocked - Cap Ships cannot jump in. This is why Null Sec alliances clear Incursions from their space.
  • Damage & Resistances are reduced
    • Varies with the type of system (5-40%)
    • Is weakened linearly by reducing Sansha Influence (the blue & red bar)
  • There is a constellation wide chat channel for forming fleets. (It opens when you enter the constellation.)

Site Mechanics

NPCs benefits site types competitions

How to find an Incursion fleet

The first thing to do is find a few Incursion communities and look at them. This comes even before building a ship as each group has slightly different fitting requirements and there is no reason to fully fit out a ship only to be told that you have to change. Granted most of the communities that people start in are fairly flexible on fits if you meet the minimum requirements but many advanced groups have strict fits that you cannot deviate from. What follows is a partial list of Incursion chat channels to explore when you start Incursions:

  • Incursions.e-uni (Unistas, Alts, & Alumni only)
  • The Valhalla Project (Public Shield HQ)
  • Warp To Me Incursions (Public Shield HQ)
  • The Ditanian Fleet (Public Armor HQ)
  • Din-Flotten (German Public Shield HQ)
  • ISN Secondary (Shiny Shield)
  • ICU Public (Shiny Shield Competition)
  • Born Ara (Armor)
  • LV6 (Public Shield)
  • The Incursion Guild
  • DKY Public (Shield VG)
  • Road-kill (Shield VG)
  • U.o.R Inca (Training Shield)
  • SWA Incursions (Training Shield)
  • CID Secondary (Shield)
  • Incursion Addicts (Shield)
  • Hunter's Brotherhood (Shield)
  • Allied Incursions (Shield)
  • Mumbl incursions (Shield)
  • Gip inc (Russian Shield)

If I missed any please tell me and I will add them with a brief tag on what to expect. (Location with a big list: https://forums.eveonline.com/default.aspx?g=posts&t=206859&find=unread)

After you join all the chat channels the next thing to do is read their MOTD. This will give you information about what fits they use, where they are flying, and how to set up your overview. It is expected that pilots have correct settings so that the FC knows everyone sees the same thing. I will cover some of the common things, but each group will have slight variations that should be covered before you fly.

  • Mumble (UNI) or Teamspeak (Public)
  • No Auto-Lockback
  • Broadcast Buttons & Hotkeys
    • Needs: Shields/Armor - when taking damage
    • In Position - when no longer red boxed
    • Needs: Capacitor - for HQ fleets
  • Drones to Passive
  • Fleet Window set to Hierarchy
  • Shield/Armor Alarms

After all the previous prep it is time to start thinking about what ship to fly. The best thing to do is look at the ships in the MOTD for the group you want to fly with but there are some general places to find fits and general principles all fits follow that I will talk about.

First are two common locations to get fits from besides Mailing Lists.

General Incursion requirements

VG requirements

HQ fits