Difference between revisions of "Incursion sites"

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{{Incursions links}}
 
{{Incursions links}}
 
= Incursion sites and mechanics =
 
= Incursion sites and mechanics =
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.
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Sites appear within the constellation as warpable beacons in space, visible to anyone (much like static complexes). With the exception of the staging 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 [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Points]]<small> <ref>CONCORD Loyalty Points will only be paid out if the incursion is successfully ended, by finishing the mothership site in the Headquarters system.</ref></small>. So if multiple 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.
+
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 [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Points]] <ref>CONCORD Loyalty Points will only be paid out if the incursion is successfully ended, by finishing the mothership site in the Headquarters system.</ref>. So if multiple 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.
  
To read about how long an incursion stays up, see the [[How_to_find_Incursions#Longevity|longevity]] section on the '''How to find Incursions''' page.
+
To read about how long an incursion stays up, see the [[Incursions#Longevity|longevity]] section on the '''Incursions''' page.
  
 
==== Payout ====
 
==== 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.
+
The maximum payout, with the exception of staging 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.
  
The payout for scout sites is different from the others. Only the top 5 contributors to a site gets paid, being in fleet isn't necessary and has no bearing on who gets paid. There are no scaling rewards, if more people are on grid the rest get nothing.
+
The payout for staging sites is different from the others. Only the top 5 contributors to a site gets paid, being in fleet isn't necessary and has no bearing on who gets paid. There are no scaling rewards, if more people are on grid the rest get nothing.
  
 
==== Scaling rewards ====
 
==== Scaling rewards ====
In addition the payout scales based on the number of pilots you have in your fleet<small> <ref>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.</ref></small>, with the exception of the scout sites. 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 efficiency gained from adding another pilot, however it may not always pay off to bring a twelfth person on grid.
+
In addition the payout scales based on the number of pilots you have in your fleet <ref>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.</ref>, with the exception of the staging sites. 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 efficiency gained from adding another pilot, however it may not always pay off to bring a twelfth person on grid.
  
In general the [[EVE_University_Incursion_Community|EVE University Incursion Community]] avoids 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 the [[EVE University Incursion Community]] avoids 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>
+
<references />
  
 
= 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: '''Staging''', '''vanguard''', '''assault''', '''headquarter''' and '''mothership''' sites.  
  
 
The different systems all have a maximum number of encounter sites available at any given time. When sites are completed their respective beacons will disappear and their point of reference will no longer be interactable or possible to warp to. The site itself will not fully despawn until everyone leaves the grid, including the acceleration gate.
 
The different systems all have a maximum number of encounter sites available at any given time. When sites are completed their respective beacons will disappear and their point of reference will no longer be interactable or possible to warp to. The site itself will not fully despawn until everyone leaves the grid, including the acceleration gate.
  
For easy navigation, a navigation box summarising the sites with links to the other pages is placed on each page. It is usually visible at the top of the page on the right; except this page, where it is placed at the very bottom.
+
For easy navigation, a navigation box summarizing the sites with links to the other pages is placed on each page. It is usually visible at the top of the page on the right; except this page, where it is placed at the very bottom.
  
== Scout sites ==
+
== Staging sites ==
{{important note box|Despite CCP's attempt to [[History_of_Incursions#August_2014_-_Scout_sites_revamped|revamp scout sites]] in 2014 they remain shunned by the incursion communities. The sites aren't balanced, with a large number of jamming ships like '''Niarjas''' and '''Arnons''' as well as high tanked ones like '''Uitras''' and '''Vylades''' you end up spending 3 times as long, using 3 times as much ammunition for 1/3 the pay compared to vanguards.}}
+
{{important note box|Despite CCP's attempt to [[History_of_Incursions#August_2014_-_Scout_sites_revamped|revamp scout (now Staging) sites]] in 2014 they remain shunned by the incursion communities. The sites aren't balanced, with high tanked ships like '''Uitras''' and '''Vylades''', more ships that stay at range and considerable amount of ships capable of neuting and jamming you, like '''Niarjas''' and '''Arnons''', these sites end up taking much longer and requires more ammo than vanguards, while paying considerably less.}}
[[File:Scout_rpr.PNG|thumb|180px|Scout site payout ratio]]
+
[[File:Staging_rpr.PNG|thumb|Staging site payout ratio]]
{{incursion sites|scout sites}}  
+
{{incursion sites|staging sites}}  
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:
+
There is only one system with staging sites in them, the staging system (the same system linked in the journal for the constellation). There can be up to five staging sites available at any given time, of the following variety:
*[[Distress Beacon]]
+
* [[Distress Beacon]]
*[[Forward Reconnaissance Outpost]]
+
* [[Forward Reconnaissance Outpost]]
*[[Nation Industrial Proxy]] ''(see Additional Information)''
+
* [[Nation Industrial Proxy]] ''(see Additional Information)''
*[[Propaganda Cluster]]
+
* [[Propaganda Cluster]]
 
'''Payout:'''
 
'''Payout:'''
 
* 3,500,000 ISK and 400 CONCORD LP (top five contributors)
 
* 3,500,000 ISK and 400 CONCORD LP (top five contributors)
 
'''Additional Information:'''
 
'''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.
+
* Being part of the fleet doesn't count for staging sites, the top 3 contributors will get paid regardless if they are fleeted or not.
* None of the Sansha NPC has {{icon|point|16}} Warp Disruptors in scout sites, you are free to warp out at any time.
+
* None of the Sansha NPC has [[File:icon_warp_disruptor_i.png|20px]]Warp Disruptors in staging sites; you are free to warp out at any time.
* The [[Nation Industrial Proxy]] are not sites per se and do not spawn at beacons. Instead, they are part of the [[Mining#Asteroids|asteroid belts]] within the staging system.
+
* The [[Nation Industrial Proxy]] are not sites per se, and do not spawn at beacons. Instead, they are part of the [[Mining#Asteroids|asteroid belts]] within the staging system.
<div style="clear: both"></div>
+
 
  
 
== Vanguard sites ==
 
== Vanguard sites ==
[[File:Vanguard_rpr.PNG|thumb|180px|Vanguard site payout ratio]]
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[[File:Vanguard_rpr.PNG|thumb|Vanguard site payout ratio]]
 
{{incursion sites|vanguard sites}}  
 
{{incursion sites|vanguard sites}}  
 
There's usually three or four vanguard systems per constellation, depending on the size of the constellation. In some of the larger 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 and there are three different kind of vanguard sites:
 
There's usually three or four vanguard systems per constellation, depending on the size of the constellation. In some of the larger 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 and there are three different kind of vanguard sites:
*[[Nation Commander Outpost]]
+
* [[Nation Commander Outpost]]
*[[Nation Mining Colony]] (requires [[Lyavite in Incursions|Lyavite]] to complete)
+
* [[Nation Mining Colony]] (requires [[Lyavite in Incursions|Lyavite]] to complete)
*[[Override Transfer Array]] (preferably run with a [[Vanguard Incursion fits#Hacker|hacker]])
+
* [[Override Transfer Array]] (preferably run with a [[Vanguard Incursion fits#Dropper/Hacker/Scout|hacker]])
 
'''Payouts:'''
 
'''Payouts:'''
* 10,395,000 ISK and 1,400 CONCORD LP in highsec for 5 up to 10 people (maximum payout).
+
* 10,395,000 ISK and 1,400 CONCORD LP in highsec for 5 up to 10 people (maximum individual payout).
: &nbsp;&nbsp;9,615,375 ISK and 1,295 CONCORD LP for 11 pilots.
+
:&nbsp;&nbsp;9,615,375 ISK and 1,295 CONCORD LP for 11 pilots. (maximum total payout)
: &nbsp;&nbsp;8,783,775 ISK and 1,183 CONCORD LP for 12 pilots.
+
:&nbsp;&nbsp;8,783,775 ISK and 1,183 CONCORD LP for 12 pilots.
: &nbsp;&nbsp;7,900,200 ISK and 1,064 CONCORD LP for 13 pilots.
+
:&nbsp;&nbsp;7,900,200 ISK and 1,064 CONCORD LP for 13 pilots.
 
* 15,000,000 ISK and 2,000 CONCORD LP in low- and nullsec for 5 up to 15 people (maximum payout).
 
* 15,000,000 ISK and 2,000 CONCORD LP in low- and nullsec for 5 up to 15 people (maximum payout).
 +
: 13,875,000 ISK and 1,850 CONCORD LP for 16 pilots.
 +
: 12,674,000 ISK and 1,690 CONCORD LP for 17 pilots.
 
'''Additional information:'''
 
'''Additional information:'''
 
* Strong focus on handling smaller, faster enemies as these sites feature a lot of frigates and cruisers.
 
* Strong focus on handling smaller, faster enemies as these sites feature a lot of frigates and cruisers.
<div style="clear: both"></div>
+
* Highsec Vanguards may be "overstacked" to 11 pilots for a greater total reward, but lower individual.
  
 
== Assault sites ==
 
== Assault sites ==
[[File:Assault_rpr.PNG‎|thumb|180px|Assault site payout ratio]]
+
[[File:Assault_rpr.PNG‎|thumb|Assault site payout ratio]]
 
{{incursion sites|assault sites}}  
 
{{incursion sites|assault sites}}  
 
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:
 
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:
*[[Nation Commander Stronghold]]
+
* [[Nation Commander Stronghold]]
*[[Nation Consolidation Network]]
+
* [[Nation Consolidation Network]]
*[[Overwhelmed Civilian Facility]]
+
* [[Overwhelmed Civilian Facility]]
 
'''Payouts:'''
 
'''Payouts:'''
 
* 18,200,000 ISK and 3,500 CONCORD LP in highsec for up to 20 people (maximum payout).
 
* 18,200,000 ISK and 3,500 CONCORD LP in highsec for up to 20 people (maximum payout).
Line 75: Line 77:
 
* Utility energy transfers needs to be available (often provided by Basilisk pilots).
 
* Utility energy transfers needs to be available (often provided by Basilisk pilots).
 
* Snipers will need to be able to lock up to 120km and apply good damage.
 
* Snipers will need to be able to lock up to 120km and apply good damage.
* The [[Nation Consolidation Network]] sites split the fleet with medium-sized ships (battlecruisers, command ships, strategic cruisers, heavy assault ships etc) on one side, battleship-sized ships on the other (logistics and battlecruiser-sized ships can go to either side). If you avoid that site there is no need for cruiser-sized ships in your fleet.
+
* The [[Nation Consolidation Network]] sites split the fleet with medium-sized ships (battlecruisers, command ships, strategic cruisers, heavy assault ships etc) on one side, battleship-sized ships on the other (logistics and battlecruiser sized ships can go to either side). If you avoid that site there is no need for cruiser-sized ships in your fleet.
 
* The [[Overwhelmed Civilian Facility]] site can be done without any snipers, if need be.
 
* The [[Overwhelmed Civilian Facility]] site can be done without any snipers, if need be.
<div style="clear: both"></div>
+
 
  
 
== Headquarter sites ==
 
== Headquarter sites ==
[[File:HQ_rpr.PNG‎|thumb|180px|Headquarter site payout ratio]]
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[[File:HQ_rpr.PNG‎|thumb|Headquarter site payout ratio]]
 
{{incursion sites|headquarter sites}}
 
{{incursion sites|headquarter sites}}
 
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:
 
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:
*[[Nation Rebirth Facility]]
+
* [[Nation Rebirth Facility]]
*[[True Creations Research Center]]
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* [[True Creations Research Center]]
*[[True Power Provisional Headquarters]]
+
* [[True Power Provisional Headquarters]]
 
'''Payout:'''
 
'''Payout:'''
 
* 31,500,000 ISK and 7,000 CONCORD LP in highsec for 20 up to 40 pilots (maximum payout).
 
* 31,500,000 ISK and 7,000 CONCORD LP in highsec for 20 up to 40 pilots (maximum payout).
 
* 45,000,000 ISK and 10,000 CONCORD LP for low- and nullsec for 20 up to 60 pilots (maximum payout).
 
* 45,000,000 ISK and 10,000 CONCORD LP for low- and nullsec for 20 up to 60 pilots (maximum payout).
 +
: 41,625,000 ISK and 9,250 CONCORD LP for 61 people.
 
'''Additional information:'''
 
'''Additional information:'''
 
* Strong focus on larger ships, range capabilities, mobility and being able to handle energy neutralization.
 
* 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 Basilisk pilots).
 
* Utility energy transfers needs to be available (often provided by Basilisk pilots).
 
* Snipers will need to be able to lock up to 120km and apply good damage.
 
* Snipers will need to be able to lock up to 120km and apply good damage.
<div style="clear: both"></div>
 
  
 
== Mothership sites ==
 
== Mothership sites ==
[[File:HQ_rpr_MOM.PNG‎|thumb|180px|Mothership site payout ratio]]
+
[[File:HQ_rpr_MOM.PNG‎|thumb|Mothership site payout ratio]]
 
{{incursion sites|mothership sites}}  
 
{{incursion sites|mothership sites}}  
 
There is only one mothership site per constellation and it will appear in the headquarters system once the constellation influence reaches 0% and a single headquarter site has been run. 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 online or not.
 
There is only one mothership site per constellation and it will appear in the headquarters system once the constellation influence reaches 0% and a single headquarter site has been run. 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 online or not.
*[[The Kundalini Manifest]] (spawns only in highsec and nullsec)
+
* [[The Kundalini Manifest]] (spawns only in highsec and nullsec)
*[[Uroborus]] (spawns only in lowsec)
+
* [[Uroborus]] (spawns only in lowsec)
 
'''Payout:'''
 
'''Payout:'''
 
* 63,000,000 ISK and 14,000 CONCORD LP in highsec for 40 up to 80 pilots (maximum payout).
 
* 63,000,000 ISK and 14,000 CONCORD LP in highsec for 40 up to 80 pilots (maximum payout).
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* Utility energy transfers needs to be available (often provided by Basilisk pilots).
 
* Utility energy transfers needs to be available (often provided by Basilisk pilots).
 
* This site features a ''bomber run'' where the mothership periodically calls in a large group of fighter bombers called '''Lirsautton Parichaya''' (based on the [[Shadow]]).
 
* This site features a ''bomber run'' where the mothership periodically calls in a large group of fighter bombers called '''Lirsautton Parichaya''' (based on the [[Shadow]]).
<div style="clear: both"></div>
 
  
 
<center>{{Incursions sites horizontal}}</center>
 
<center>{{Incursions sites horizontal}}</center>
 +
 
[[Category:Incursions]]
 
[[Category:Incursions]]
 
[[Category:Incursions sites]]
 
[[Category:Incursions sites]]

Latest revision as of 07:19, 30 June 2024

Incursion sites and mechanics

Sites appear within the constellation as warpable beacons in space, visible to anyone (much like static complexes). With the exception of the staging 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 multiple 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.

To read about how long an incursion stays up, see the longevity section on the Incursions page.

Payout

The maximum payout, with the exception of staging 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.

The payout for staging sites is different from the others. Only the top 5 contributors to a site gets paid, being in fleet isn't necessary and has no bearing on who gets paid. There are no scaling rewards, if more people are on grid the rest get nothing.

Scaling rewards

In addition the payout scales based on the number of pilots you have in your fleet [2], with the exception of the staging sites. 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 efficiency gained from adding another pilot, however it may not always pay off to bring a twelfth person on grid.

In general the EVE University Incursion Community avoids 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: Staging, vanguard, assault, headquarter and mothership sites.

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

For easy navigation, a navigation box summarizing the sites with links to the other pages is placed on each page. It is usually visible at the top of the page on the right; except this page, where it is placed at the very bottom.

Staging sites

Despite CCP's attempt to revamp scout (now Staging) sites in 2014 they remain shunned by the incursion communities. The sites aren't balanced, with high tanked ships like Uitras and Vylades, more ships that stay at range and considerable amount of ships capable of neuting and jamming you, like Niarjas and Arnons, these sites end up taking much longer and requires more ammo than vanguards, while paying considerably less.
Staging site payout ratio
Staging sites Fleet of 3 - 5 pilots
1 logistics or spidertanking
Sites take about 15 - 20 minutes

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

Payout:

  • 3,500,000 ISK and 400 CONCORD LP (top five contributors)

Additional Information:

  • Being part of the fleet doesn't count for staging sites, the top 3 contributors will get paid regardless if they are fleeted or not.
  • None of the Sansha NPC has Icon warp disruptor i.pngWarp Disruptors in staging sites; you are free to warp out at any time.
  • The Nation Industrial Proxy are not sites per se, and do not spawn at beacons. Instead, they are part of the asteroid belts within the staging system.


Vanguard sites

Vanguard site 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, depending on the size of the constellation. In some of the larger 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 and there are three different kind of vanguard sites:

Payouts:

  • 10,395,000 ISK and 1,400 CONCORD LP in highsec for 5 up to 10 people (maximum individual payout).
  9,615,375 ISK and 1,295 CONCORD LP for 11 pilots. (maximum total payout)
  8,783,775 ISK and 1,183 CONCORD LP for 12 pilots.
  7,900,200 ISK and 1,064 CONCORD LP for 13 pilots.
  • 15,000,000 ISK and 2,000 CONCORD LP in low- and nullsec for 5 up to 15 people (maximum payout).
13,875,000 ISK and 1,850 CONCORD LP for 16 pilots.
12,674,000 ISK and 1,690 CONCORD LP for 17 pilots.

Additional information:

  • Strong focus on handling smaller, faster enemies as these sites feature a lot of frigates and cruisers.
  • Highsec Vanguards may be "overstacked" to 11 pilots for a greater total reward, but lower individual.

Assault sites

Assault site 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.
15,379,000 ISK and 2,958 CONCORD LP for 22 people.
  • 26,000,000 ISK and 5,000 CONCORD LP for low- and nullsec for up to 30 people (maximum payout).

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 Basilisk pilots).
  • Snipers will need to be able to lock up to 120km and apply good damage.
  • The Nation Consolidation Network sites split the fleet with medium-sized ships (battlecruisers, command ships, strategic cruisers, heavy assault ships etc) on one side, battleship-sized ships on the other (logistics and battlecruiser sized ships can go to either side). If you avoid that site there is no need for cruiser-sized ships in your fleet.
  • The Overwhelmed Civilian Facility site can be done without any snipers, if need be.


Headquarter sites

Headquarter site 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 20 up to 40 pilots (maximum payout).
  • 45,000,000 ISK and 10,000 CONCORD LP for low- and nullsec for 20 up to 60 pilots (maximum payout).
41,625,000 ISK and 9,250 CONCORD LP for 61 people.

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 Basilisk pilots).
  • Snipers will need to be able to lock up to 120km and apply good damage.

Mothership sites

Mothership site 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 constellation influence reaches 0% and a single headquarter site has been run. 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 online or not.

Payout:

  • 63,000,000 ISK and 14,000 CONCORD LP in highsec for 40 up to 80 pilots (maximum payout).
  • 90,000,000 ISK and 20,000 CONCORD LP for low- and nullsec for 40 up to 120 pilots (maximum payout).

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 Basilisk pilots).
  • This site features a bomber run where the mothership periodically calls in a large group of fighter bombers called Lirsautton Parichaya (based on the Shadow).