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Mobile structures: Difference between revisions

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Added Consortium Mobile Tractor Unit.
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== Mobile Depot ==
== Mobile Depot ==
[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot deployed in space]]
[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot deployed in space]]


Mobile Depots act as an in-space fitting service and storage facility. Once you deploy a depot, you can use it to refit your ship's modules and subsystems, move items between it and your cargohold, and move drones between your cargohold and drone bays. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. It can hold 3,000 - 4,000 m3 once deployed.
Mobile Depots act as an in-space fitting service and storage facility. Once you deploy a depot, you can use it to refit your ship's modules and subsystems, add rigs, move items between it and your cargohold, and move drones between your cargohold and drone bays. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. It can hold 3,000 - 4,000 m3 once deployed.


Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However, interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time.
Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However, interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time.


Other players can [[Probe scanning|scan down]] your Mobile Depot with combat probes and attack it (receiving a [[Crimewatch|suspect flag]], not a criminal flag; [[CONCORD]] will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a [[killmail]] should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.
Other players can [[Probe scanning|scan down]] your Mobile Depot with combat probes and attack it (receiving a [[Timers|suspect flag]], not a criminal flag; [[CONCORD]] will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a [[killmail]] should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.


Mobile Depots are often deployed at [[safe spots]], allowing you to swap fittings and store any excess items. This can be useful while [[ratting]], as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can [[travel fit]] on the way there and then refit for whatever purpose at your destination.
Mobile Depots are often deployed at [[safe spots]], allowing you to swap fittings and store any excess items. This can be useful while [[ratting]], as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can [[travel fit]] on the way there and then refit for whatever purpose at your destination.
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The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.
The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.


{| class=wikitable style="margin-left: 2em; text-align: center; font-size: 90%;"
{| class=wikitable style="margin-left: 2em; text-align: center;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Name
! Volume <br>({{m3}})
! Volume <br>({{m3}})
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=== Variations ===
=== Variations ===
The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has a longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The [[BPC]]s for these units can be found from [[Ghost Site]]s.
The basic MTU is reasonably cheap, costing around 10 million ISK (as of March 2025). There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has a longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The [[BPC]]s for these units can be found from [[Ghost Site]]s.


The Consortium Mobile Tractor Unit, a faction version of the Mobile Tractor Unit, was added in April 2024.<ref>[https://www.eveonline.com/news/view/whats-in-auviken What's in Auviken?] EVE Online. 4 April 2024.</ref> BPCs have a chance of being acquired by exchanging collections of Rogue Drone loot from sentient drones to a special Upwell structure in the system of Auviken. The Consortium Mobile Tractor Unit sports an even higher tractor speed and range than the 'Magpie'.
The Consortium Mobile Tractor Unit, a faction version of the Mobile Tractor Unit, was added in April 2024 as part of an event called "What's in Auviken?" <ref>[https://www.eveonline.com/news/view/whats-in-auviken What's in Auviken?]</ref>. BPCs had a chance of being acquired by exchanging collections of Rogue Drone loot from sentient drones to a special Upwell structure in the system of Auviken, however as of Patch 2024-05-07.1 <ref>[https://www.eveonline.com/news/view/patch-notes-version-21-06#h2-9 Patch Notes - Version 21.06 Release 2024-05-07.1]</ref> this is no longer possible. The Consortium Mobile Tractor Unit sports an even higher tractor speed and range than the 'Magpie'.


There is also the Mobile Sanguine Harvester, a special variant from the [[Crimson Harvest (2020)|Crimson Harvest]]. This variant has been modified by Blood Raiders to collect frozen corpses rather than wrecks.
There is also the Mobile Sanguine Harvester, a special variant from the [[Crimson Harvest (2020)|Crimson Harvest]]. This variant has been modified by Blood Raiders to collect frozen corpses rather than wrecks.


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! Name
! Name
! Tractor velocity <br>(m/s)
! Tractor velocity <br>(m/s)
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== Encounter Surveillance System ==
== Encounter Surveillance System ==
The [[Encounter Surveillance System]] used to be a player-deployed mobile structure but is now a built-in feature of sovereign nullsec systems.
The [[Encounter Surveillance System]] used to be a player-deployed mobile structure but is now a built-in feature of sovereign nullsec systems.


== Mobile Warp Disruptor ==
== Mobile Warp Disruptor ==
A large deployable self powered unit that creates an [[Interdiction|Interdiction disruption field]] around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp.
A large deployable self powered unit that creates an [[Interdiction|Interdiction disruption field]] around its anchored position. Ships within its area of effect will be unable to activate their warp drive, and any ships arriving within 500km of its vicinity on a vector that would theoretically cross its field, will find themselves pulled into its uncaring grasp.


These are only launchable in [[null-sec]] like space, including pochven and wormholes. It comes in 3 sizes and has T1, T2, and faction versions. These provide different sizes ranging from 5km to 40km generally, along with requiring different levels of [[Anchoring]] and cargo space to put them into position. The time to anchor is generally relative to their size and advancement. The Tournament Bubble is only in CCP space, while the Syndicate disruptors are rarely used due to their cost, though can require lower skills.
These are only launchable in [[null-sec]] like space, including pochven and wormholes. It comes in 3 sizes and has T1, T2, and faction versions. These provide different sizes ranging from 5km to 40km generally, along with requiring different levels of [[Anchoring]] and cargo space to put them into position. The time to anchor is generally relative to their size and advancement. The Tournament Bubble is only in CCP space, while the Syndicate disruptors are rarely used due to their cost, though can require lower skills.


{| class=wikitable style="margin-left: 2em; text-align: center; font-size: 90%;"
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! Item !! Warp Disruption range <br>km !! Time to Anchor <br>minutes !! Volume <br>{{m3}} !! Anchoring required
! Item !! Warp Disruption range <br>km !! Time to Anchor <br>minutes !! Volume <br>{{m3}} !! Anchoring required
|-
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== CONCORD Rogue Analysis Beacon ==
== CONCORD Rogue Analysis Beacon ==
 
A CONCORD Rogue Analysis Beacon (CRAB) is a deployable beacon added in the Summon the Swarm Update in October 2021. It is a beacon that can be used in Low and Null security space, that when activated will cause waves of special Rogue Drone rats to spawn for the duration of the beacon, attacking any capsuleers present as well as the beacon itself. Essentially deployable PvE sites, they are combat sites that are meant to be run by capital ships, and require a capital ship to link to the beacon to activate.
A CONCORD Rogue Analysis Beacon (CRAB) is a deployable beacon added in the Summon the Swarm Update in October 2021. It is a beacon that can be used in Low and Null security space, that when activated will cause waves of special Rouge Drone rats to spawn for the duration of the beacon, attacking any capsuleers present as well as the beacon itself. Essentially deployable PvE sites, they are combat sites that are meant to be run by capital ships, and require a capital ship to link to the beacon to activate.


These sites can be run by Supercarriers, Titans, or a mix of multiple regular capitals, though the best is a Supercarrier. The amount of runnable CRAB sites per character is limited by the number of Complex Encryption Qubits (CEQs), a personal resource used exclusively for CRAB activations. A single character can only activate 3 sites at the max CEQ capacity of 100, which if fully spent takes approximately 22 hours to recharge back to full. Despite this limitation, a single character can run more than 3 sites in a row by having a different character drop and activate the CRAB beacon for the first character to run. The system that a CRAB is run in has an Signal Interference value that slowly increases, and tops out at around 12 CRABs in a row, after which further CRAB beacons can not be linked to. It takes approximately 25 hours for a system to recover from maximum Signal Interference.
These sites can be run by Supercarriers, Titans, or a mix of multiple regular capitals, though the best is a Supercarrier. The amount of runnable CRAB sites per character is limited by the number of Complex Encryption Qubits (CEQs), a personal resource used exclusively for CRAB activations. A single character can only activate 3 sites at the max CEQ capacity of 100, which if fully spent takes approximately 22 hours to recharge back to full. Despite this limitation, a single character can run more than 3 sites in a row by having a different character drop and activate the CRAB beacon for the first character to run. The system that a CRAB is run in has an Signal Interference value that slowly increases, and tops out at around 12 CRABs in a row, after which further CRAB beacons can not be linked to. It takes approximately 25 hours for a system to recover from maximum Signal Interference.
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== Mobile Cynosural Beacon ==
== Mobile Cynosural Beacon ==
A Mobile Cynosural Beacon is a 400 {{m3}} one time use item.  This launches a cyno that takes 1 minute to spool up, and lasts one hour.  It has the hitpoints of a cruiser (5k shield HP, 5k armor HP, and 20k structure HP), so it is somewhat easy to kill during that time frame. To launch one, you need to [[Anchoring]] III, fit 400 {{m3}}, and be in a fleet. From then on out, that fleet will see the beacon appearing in that fleet for that hour.
A Mobile Cynosural Beacon is a 400 {{m3}} one time use item.  This launches a cyno that takes 1 minute to spool up, and lasts one hour.  It has the hitpoints of a cruiser (5k shield HP, 5k armor HP, and 20k structure HP), so it is somewhat easy to kill during that time frame. To launch one, you need to [[Anchoring]] III, fit 400 {{m3}}, and be in a fleet. From then on out, that fleet will see the beacon appearing in that fleet for that hour.


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=== Covert Mobile Cynosural Beacon ===
=== Covert Mobile Cynosural Beacon ===
Similar to there being a distinction between regular and covert cynosural field generators, there is also a covert version of the Mobile Cynosural Beacon. This version has less health (5k shield, 5k armor, 10k structure HP), and lasts for 30 minutes once activated (or until destroyed).
Similar to there being a distinction between regular and covert cynosural field generators, there is also a covert version of the Mobile Cynosural Beacon. This version has less health (5k shield, 5k armor, 10k structure HP), and lasts for 30 minutes once activated (or until destroyed).


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== General limitations ==
== General limitations ==
All Mobile Structures have a minimum distance they have to be away from certain structures in order to be deployed (see below) and all of them are capable of being destroyed by anyone and the attacker will only get a suspect flag for it so a watchful eye needs to be on your goods as often as you can. Some of them can be relatively easy to scan down due to low sensor strength which makes them rather vulnerable, however, the Wetu and Yurt Mobile Depot variants are very resilient to probing, the Yurt, in particular, boasting a hefty 400 sensor strength against all sensors which makes it very hard to pin down for all but the highest skilled probers.


All Mobile Structures have a minimum distance they have to be away from certain structures in order to be deployed (see below) and all of them are capable of being destroyed by anyone and the attacker will only get a suspect flag for it so a watchful eye needs to be on your goods as often as you can. Some of them can be relatively easy to scan down due to low sensor strength which makes them rather vulnerable, however, the Wetu and Yurt Mobile Depot variants are very resilient to probing, the Yurt, in particular, boasting a hefty 400 sensor strength against all sensors which makes it very hard to pin down for all but the highest skilled probers.
Furthermore, a few systems disallow deploying mobile structures altogether.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-08#Structures Patch Notes - Version 19.08 Release 2021-09-14.1] Gateway expansion</ref> This affects new player starting solar systems and career agent solar systems. When attempting to deploy a mobile structure in such a system, a message along the lines of "(YOUR STRUCTURE) could not be deployed due to restrictions that are in effect in this Solar System" will be displayed.


== References ==
== References ==
{{reflist}}
<references />


== External links ==
== External links ==
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* [https://www.eveonline.com/news/view/rubicon-1.1-mobile-structures The Next Generation of Mobile Structures], an EVE Dev Blog on the second round of mobile structures.
* [https://www.eveonline.com/news/view/rubicon-1.1-mobile-structures The Next Generation of Mobile Structures], an EVE Dev Blog on the second round of mobile structures.
* [https://support.eveonline.com/hc/en-us/articles/4408566646162-CONCORD-Rogue-Analysis-Beacon-CRAB- CONCORD Rogue Analysis Beacon (CRAB)], an EVE Help Center page with more details on CONCORD Rogue Analysis Beacons
* [https://support.eveonline.com/hc/en-us/articles/4408566646162-CONCORD-Rogue-Analysis-Beacon-CRAB- CONCORD Rogue Analysis Beacon (CRAB)], an EVE Help Center page with more details on CONCORD Rogue Analysis Beacons
{{Structure Links}}


[[Category:Structures]]
[[Category:Structures]]