Difference between revisions of "Incursion sites"

From EVE University Wiki
Jump to: navigation, search
(→‎Longevity: Decided to move it back to how to find ... since this page is better served only talking about the sites not the incursion constellation as a whole.)
Line 13: Line 13:
 
In general we (the EVE University Incursion Community) avoid having more than eleven people in vanguard fleets due to the added risk, but some communities do it for the added speed and increased chance of winning competitions due to having one more fleet member on grid.
 
In general we (the EVE University Incursion Community) avoid having more than eleven people in vanguard fleets due to the added risk, but some communities do it for the added speed and increased chance of winning competitions due to having one more fleet member on grid.
 
<small><references /></small>
 
<small><references /></small>
= Longevity =
 
Incursions last up to five or six days and go through three different stages, in order; {{co|green|Established}}, {{co|orange|Mobilized}} and {{co|red|Withdrawing}}.
 
{| class="wikitable" style="font-size:90%;"
 
|- valign="top" align="center"
 
! align="left" valign="top" style="background:#222222;" | Stage
 
! align="left" valign="top" style="background:#222222;" | Explanation
 
|- valign="top"
 
| nowrap align="center" style="background-color:#111111;" | '''Incursion {{co|green|established}}'''<br>(up to 3 days)
 
| Whenever an incursion spawns, this will be the first stage. Sansha Kuvakei's forces are trying to take control of the systems. While the exact mechanic is unknown, beating down the influence right away makes this stage last longer.
 
|- valign="top"
 
| nowrap align="center" style="background-color:#111111;" | '''Incursion {{co|orange|mobilized}}'''<br>(2 days)
 
| The incursion has been around for a bit and Sansha Kuvakei's forces are either getting ready to finish off the incursion or they are losing too much ground and prepare to withdraw from the constellation.
 
|- valign="top"
 
| nowrap align="center" style="background-color:#111111;" | '''Incursion {{co|red|withdrawing}}'''<br>(1 day)
 
| The incursion is ending, either due to Sansha Kuvakei's forces overrunning the constellation or because the incursion community managed to keep them at bay. This stage means the end of the incursion within a day, one way or another.
 
|}
 
<small><references /></small>
 
==== Number of Incursions and respawns ====
 
There can be up to seven incursions up at any given time, three in highsec and four in low- and nullsec. The incursions will all spawn new incursions in the same type of security space as the one they are replacing. This means that whenever a highsec incursion is despawned, either by Sansha withdrawing or when someone finishes the mothership site, a new highsec incursions will soon spawn in its place.
 
 
A new incursion will spawn a day and a half up to two days later with documented times as short as 30 hours and as long as 48 hours.
 
 
==== Mothership sighted ====
 
The mothership site can occur as early as within the first {{co|green|established}} stage, assuming the incursion runners fight down the influence and starts running headquarter sites. Once the mothership has been sighted, the incursion can be defeated by destroying the mothership and all accrued CONCORD Loyalty Points released.
 
 
==== Community drama ====
 
Sometimes it's a tactical decision in order to spawn a new Incursion for the weekend. Other times they just try to beat the crowd and do it just before it enters the {{co|red|withdrawing}} stage. Sadly, sometimes they finish the mothership site several days in advance for various personal reasons, often contributed to petty things like hurt egos and lost competitions.
 
 
 
= Encounters =
 
= Encounters =
 
There are five different type of encounters available: '''Scout''', '''vanguard''', '''assault''', '''headquarter''' and '''mothership''' sites.
 
There are five different type of encounters available: '''Scout''', '''vanguard''', '''assault''', '''headquarter''' and '''mothership''' sites.

Revision as of 10:51, 19 March 2014

Incursion sites

Sites appear within the constellation as warpable beacons in space, visible to anyone (much like static complexes). With the exception of the scout sites, each beacon has an acceleration gate (or two) leading into the actual incursion site.

Unlike missions where you have loot and bounties the reward is simply tied to the completion of the site. The fleet that contributed the most to the completion of the site will receive a direct payout of ISK and an allotted amount of CONCORD Loyalty Points [1]. So if several fleets are present when a site is completed, only the fleet that did the most raw damage will receive the payout. Everyone else gets nothing.

Payout

The maximum payout, with the exception of scout sites, is determined by the general security of space you are in, high-sec (0.5 - 1.0 space) or low- and null-sec (anything below 0.5 space). The payout is the same for all system within their respective groups, individual system security is irrelevant. Only members of the fleet who are actually on grid when the site is finished counts, so members who stay off grid or warp out before the site is finished will not get paid nor will they count when the reward is calculated.

Scaling rewards

In addition the payout scales based on the number of pilots you have in your fleet [2]. It usually pays off to bring an extra person in fleets, for example an eleventh pilot in a vanguard fleet because the reduction in payout is less than the gain in efficiency you get from adding another pilot. While it might pay off to bring a twelfth person on grid, this creates a strain on the logistics, as they now end up with more people on grid than they can lock up.

In general we (the EVE University Incursion Community) avoid having more than eleven people in vanguard fleets due to the added risk, but some communities do it for the added speed and increased chance of winning competitions due to having one more fleet member on grid.

  1. ^ CONCORD Loyalty Points will only be paid out if the incursion is successfully ended, by finishing the mothership site in the Headquarters system.
  2. ^ If you have more or less people than intended, the reward is reduced. Diverting too much from the intended number of pilots for a site and you end up not getting anything.

Encounters

There are five different type of encounters available: Scout, vanguard, assault, headquarter and mothership sites.

The different systems all have a maximum number of sites available at any given time. When sites are completed their respective beacons will disappear and their point of reference will no longer be interactible possible to warp to. The site itself will not fully despawn until everyone leaves the grid, including the acceleration gate.

Scout sites

Scout Payout Ratio

!! Unknown/missing site type !! There is only one system with scout sites in them, the staging system (the same system linked in the journal for the constellation). There can be up to five scout sites available at any given time, of the following variety:

Payout:

  • 50,000 ISK and 50 CONCORD LP.

Additional information:

  • Being part of the fleet doesn't count for scout sites, the top 5 contributors will get paid regardless if they are fleeted or not.
  • None of the Sansha NPC will warp scramble you in these sites, you are free to warp out at any time.

Vanguard sites

Vanguard Payout Ratio
Vanguard sites Fleet of 10 - 12 pilots (up to 15 in low/null)
2 - 3 logistics needed
Sites take about 5 - 10 minutes

There's usually three or four vanguard systems per constellation, pending on the size of the constellation. In some extremely large constellations you can have up to six vanguard systems, but they are exceedingly rare. Each system will have up to seven vanguard sites spawned at once. There are three different kind of vanguard sites:

Payouts:

  • 10,395,000 ISK and 1,400 CONCORD LP in highsec for up to 10 people (maximum payout).
  9,615,375 ISK and 1,295 CONCORD LP for 11 pilots.
  8,783,775 ISK and 1,183 CONCORD LP for 12 pilots.
  • 15,000,000 ISK and 2,000 CONCORD LP in low- and nullsec.

Additional information:

  • Strong focus on handling smaller, faster enemies as these sites feature a lot of frigates and cruisers.

Assault sites

Assault Payout Ratio
Assault sites Fleet of 20 - 21 pilots (up to 30 in low/null)
3 - 4 logistics needed
5 - 10 snipers needed
Sites take about 10 - 20 minutes

There are usually one or two assault systems in a constellation but depending on the size of the constellation it can have as many as three assault systems. Each system can have up to five assault sites spawned at once. The assault sites are as follows:

Payouts:

  • 18,200,000 ISK and 3,500 CONCORD LP in highsec for up to 20 people (maximum payout).
16,835,000 ISK and 3,238 CONCORD LP for 21 people.
  • 26,000,000 ISK and 5,000 CONCORD LP for low- and nullsec.

Additional information:

  • Strong focus on larger ships, range capabilities and being able to handle energy neutralization.
  • Utility energy transfers needs to be available (often provided by logistics V Basilisk pilots).
  • Snipers will need to be able to lock up to 150km and apply good damage.
  • The Nation Consolidation Network sites split the fleet with cruiser-sized ships on one side, battleship-sized ships on the other (logistics and battlecruisers can go to either side). If you avoid that site there is no need for battlecruisers in your fleet.
  • The Overwhelmed Civilian Facility site can be done without any snipers, if need be.

Headquarter sites

Headquarters Payout Ratio
Headquarter sites Fleet of 40 pilots (up to 60 in low/null)
6 - 10 logistics needed (5+ utility cap needed)
10 - 15 snipers needed
Sites take about 10 - 20 minutes

Similar to there being only one staging system, there is only one headquarter system. The system can have up to five headquarter sites spawned at once, not counting the mothership site. The headquarter sites are as follows:

Payout:

  • 31,500,000 ISK and 7,000 CONCORD LP in highsec for up to 40 pilots (maximum payout).
  • 45,000,000 ISK and 10,000 CONCORD LP for low- and nullsec.

Additional information:

  • Strong focus on larger ships, range capabilities, mobility and being able to handle energy neutralization.
  • Utility energy transfers needs to be available (often provided by logistics V Basilisk pilots).
  • Snipers will need to be able to lock up to 120km and apply good damage.

Mothership sites

Mothership Payout Ratio
Mothership sites Fleet of 40 - 80 pilots (up to 120 in low/null)
10+ logistics needed (5+ utility cap needed)
Site takes about 15 - 25 minutes and ends the Incursion

There is only one mothership site per constellation and it will appear in the headquarters system once the criteria is met. Finishing this site will end the incursion and the pool of Loyalty Points will be paid out to everyone who ran sites in the constellation, whether they are logged on or not.

Payout:

  • 63,000,000 ISK and 14,000 CONCORD LP in highsec for up to 80 pilots (maximum payout).
  • 90,000,000 ISK and 20,000 CONCORD LP for low- and nullsec.

Loot:

Additional information:

  • Strong focus on larger ships, range capabilities, mobility and being able to handle energy neutralization.
  • Utility energy transfers needs to be available (often provided by logistics V Basilisk pilots).
  • This site features a bomber run where the mothership periodically calls in a large group of Shadows for alpha strikes.