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{{HomefrontOperationsLinks}}
{{HomefrontOperationsLinks}}
'''Homefront operations''' are [[Cosmic Anomalies]] in [[highsec]] that require a group of pilots covering specific roles from standard roles like [[EVE Lexicon#DPS|DPS]] and logi to less common roles in fleets such as hacking and hauling. There were  6 types of them balanced for 5 players introduced in [[Expansions#Viridian|Viridian]] and 3 new types balanced for 3 players introduced in [[Expansions#Equinox|Equinox]], each having its own scenario and requiring its own group composition and strategy. The acceleration gate on the entrance allows only certain types of ships depending on particular type.


== Goal ==
Homefront operations are [[Cosmic Anomalies]] found in [[HiSec|high security space]] that demand coordinated groups of pilots, filling roles ranging from traditional fleet positions like enforcers ([[DPS]]), miners, haulers and logistics ([[Logistics|Logi]]) to more specialized tasks such as [[hacking]], cargo scanning and [[tackling]].
<!-- Source: Viridian: Expansion notes -->
The goal of these sites is to bring new and experienced capsuleers together to do new activities, help to establish social connections and introduce [[fleet]] gameplay.


Sites are located in empire owned [[High Security]] systems, mostly focused around [[trade hubs]] or [[career agent]] systems.
There a total of 9 unique Homefront operations to choose from, 6 missions are designed for fleets of 5 pilots, the other 3 missions require fleets of 3 pilots. Each operation offers its own scenario, team setup, and strategy. At the entrance, the acceleration gate restricts access to specific ship types, depending on the mission.


The enemies, narrative, and specific goals of a site are dependent on which empire's space it is found within.
== Goal ==<!--Source: Viridian: Expansion notes-->
Bringing new and experienced capsuleers together to do new activities, help to establish social connections and introduce [[fleet]] gameplay.


Some sites introduce hostiles hailing from new traitorous corporations, splintering away from their empire.
== Homefront types in different Empires ==
The enemies, narrative, and specific goals of a site depend on which empire’s space it is located in. Some sites feature hostiles from newly traitorous corporations that have splintered away from their parent empire.


== Homefront types in different Empires ==  
== Overview: damage types, EWAR, factions ==
There is a total of 9 different types of Homefront Operations. Some of them have 4 different versions, depending on which empire space you are in; some of them have only one version. The differences between the versions are the type of [[Factions#Criminal Organizations|pirates]] you face in each site and the type of electronic warfare ([[EWAR]]) that you face.
The following table details the electronic warfare ([[EWAR]]) tactics you’ll face and the primary and secondary damage profiles pilots must defend against.  
 
{| class="wikitable mw-collapsible"
The following table provides an overview of the encountered EWAR and the primary and secondary damage types capsuleers should resist.
|+
 
! colspan="4" style="background-color: #222d23" |[[File:Logo_faction_gallente_federation_clean.png|64x64px|Gallente space]]Gallente Region
{| class="wikitable"
! colspan="4" style="background-color: #442a28" |[[File:Logo_faction_minmatar_republic_clean.png|64x64px|Minmatar space]] Minmatar Region
|-
! colspan=3 | [[File:Logo_faction_gallente_federation_clean.png|64px|Gallente space]] Gallente !! style="background-color: #222222" | !! colspan=3 | [[File:Logo_faction_minmatar_republic_clean.png|64px|Minmatar space]] Minmatar
|-
|-
! Site !! Damage types !! EWAR !! style="background-color: #222222" |  !! Site !! Damage types !! EWAR
!Site
!Damage Types
!EWAR
!Weakness
!Site
!Damage types
!EWAR
!Weakness
|-
|-
|[[Homefront operation#Suspicious_Signal|Suspicious Signal: Stop the Siphon]]|| {{Damage to resist|Caldari}} || [[File:Icon_target_max.png|16px]] ECM ||style="background-color: #222222" | || [[Homefront operation#Suspicious_Signal|Suspicious Signal: Stop the Sabotage]] || {{Damage to resist|Amarr}} || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/ [[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption
|[[Suspicious Signal|Suspicious Signal: Stop the Siphon]]
|{{Damage to resist|Caldari}}
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|EM}}
|[[Suspicious Signal|Suspicious Signal: Stop the Sabotage]]
|{{Damage to resist|Amarr}}
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption
|{{Damagetype|EX}}
|-
|-
| [[Homefront operation#Dread_Assault|Dread Assault: Primacy Base]] || {{Damagetype|ex|em}}<!--Gallentia Primacy--> || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/[[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Dread_Assault|Dread Assault: Cartel Racket]] || {{Damage to resist|Angel}} || [[File:Icon_target_painter_i.png|16px]] Paints/[[File:Icon_target_max.png|16px]] ECM
|[[Dread Assault|Dread Assault: Primacy Base]]
|{{Damagetype|ex|em}}<!--Gallentia Primacy-->
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts /[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|TH}}
|[[Dread Assault|Dread Assault: Cartel Racket]]
|{{Damage to resist|Angel}}
|[[File:Icon_target_painter_i.png|16x16px]] Paints/[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|em}}
|-
|-
| [[Homefront operation#Raid|Raid: Narcotics Lab]] || {{Damage to resist|Serpentis}} || [[File:Icon_remote_sensor_dampening.png|16px]] Damps || style="background-color: #222222" | || [[Homefront operation#Raid|Raid: Deserters Hideout]] || {{Damagetype|th|em}}<!-- Ashes of Turnur--> || [[File:Icon_target_max.png|16px]] ECM
|[[Raid|Raid: Narcotics Lab]]
|{{Damage to resist|Serpentis}}
|[[File:Icon_remote_sensor_dampening.png|16x16px]] Damps
|{{Damagetype|Em}}
|[[Raid|Raid: Deserters Hideout]]
|{{Damagetype|th|em}}<!--Ashes of Turnur-->
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|EX}}
|-
|-
| [[Homefront operation#Emergency_Aid|Emergency Aid: Automated Factory]] || {{Damagetype|em|th}}<!--Rogue Drones--> || [[File:Icon_stasis_webifier_i.png|16px]] Webs || style="background-color: #222222" | || [[Homefront operation#Emergency_Aid|Emergency Aid: Clan Holding]] || {{Damage to resist|Angel}} || [[File:Icon_target_painter_i.png|16px]] Paints
|[[Emergency Aid|Emergency Aid: Automated Factory]]
|{{Damagetype|em|th}}<!--Rogue Drones-->
|[[File:Icon_stasis_webifier_i.png|16x16px]] Webs
|{{Damagetype|ex}}
|[[Emergency Aid|Emergency Aid: Clan Holding]]
|{{Damage to resist|Angel}}
|[[File:Icon_target_painter_i.png|16x16px]] Paints
|{{Damagetype|Em}}
|-
|-
| [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Gallente Mining]] || {{Damagetype|em|th}}<!--Rogue Drones--> || [[File:Icon_stasis_webifier_i.png|16px]] Webs || style="background-color: #222222" | || [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Minmatar Mining]] || {{Damagetype|th|em}}<!-- Ashes of Turnur--> || [[File:Icon_target_max.png|16px]] ECM
|[[Metaliminal Meteoroid|Metaliminal Meteoroid: Gallente Mining]]
|- style="background-color: #222222"
|{{Damagetype|em|th}}<!--Rogue Drones-->
| colspan=7 |  
|[[File:Icon_stasis_webifier_i.png|16x16px]] Webs
|{{Damagetype|Ex}}
|[[Metaliminal Meteoroid|Metaliminal Meteoroid: Minmatar Mining]]
|{{Damagetype|th|em}}<!--Ashes of Turnur-->
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|ex}}
|-
|-
! colspan=3 | [[File:Logo_faction_caldari_state_clean.png|64px|Caldari space]] Caldari !! style="background-color: #222222" | !! colspan=3 | [[File:logo_faction_amarr_empire_clean.png|64px|Amarr space]] Amarr
| colspan="4" style="background-color: #222222" |[[File:Logo_faction_caldari_state_clean.png|64x64px|Caldari space]] Caldari Region
| colspan="4" style="background-color: #443719" |[[File:Logo_faction_amarr_empire_clean.png|64x64px|Amarr space]] Amarr Region
|-
|-
! Site !! Damage types !! EWAR !! style="background-color: #222222" | !! Site !! Damage types !! EWAR
!Site
!Damage types
!EWAR
!Weakness
!Site
!Damage types
!EWAR
!Weakness
|-
|-
| [[Homefront operation#Suspicious_Signal|Suspicious Signal: Block the Broadcast]] || {{Damage to resist|Gallente}} || [[File:Icon_remote_sensor_dampening.png|16px]] Damps || style="background-color: #222222" | || [[Homefront operation#Suspicious_Signal|Suspicious Signal: Secure the Intel]] || {{Damage to resist|Minmatar}} || [[File:Icon_target_painter_i.png|16px]] Paints
|[[Suspicious Signal|Suspicious Signal: Block the Broadcast]]
|{{Damage to resist|Gallente}}
|[[File:Icon_remote_sensor_dampening.png|16x16px]] Damps
|{{Damagetype|EM}}
|[[Suspicious Signal|Suspicious Signal: Secure the Intel]]
|{{Damage to resist|Minmatar}}
|[[File:Icon_target_painter_i.png|16x16px]] Paints
|{{Damagetype|Em}}
|-
|-
| [[Homefront operation#Dread_Assault|Dread Assault: Occupied Industry]] || {{Damagetype|ex|em}}<!--United Champions of Freedom --> || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/[[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Dread_Assault|Dread Assault: Blood Raider Temple]] || {{Damage to resist|Blood raiders}} || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/[[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption/[[File:Icon_target_max.png|16px]] ECM
|[[Dread Assault|Dread Assault: Occupied Industry]]
|{{Damagetype|ex|em}}<!--United Champions of Freedom-->
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts /[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|TH}}
|[[Dread Assault|Dread Assault: Blood Raider Temple]]
|{{Damage to resist|Blood raiders}}
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption / [[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|ex}}
|-
|-
| [[Homefront operation#Raid|Raid: Black Market]] || {{Damage to resist|Guristas}} || [[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Raid|Raid: Hall of Sacrifice]] || {{Damage to resist|Blood raiders}} || [[File:Icon_energy_neutralizer_i.png|16px]] Neuts/ [[File:Icon_track_disruptor_64.png|16px]][[File:Icon_missile_guidance_computer_i.png|16px]] Weapon disruption
|[[Raid|Raid: Black Market]]
|{{Damage to resist|Guristas}}
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|Em}}
|[[Raid|Raid: Hall of Sacrifice]]
|{{Damage to resist|Blood raiders}}
|[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption
|{{Damagetype|ex}}
|-
|-
| [[Homefront operation#Emergency_Aid|Emergency Aid: Convoy]] || {{Damage to resist|Guristas}} || [[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Emergency_Aid|Emergency Aid: Holy Mission]] || {{Damagetype|th|ex}}<!--Disciples of Purity --> || [[File:Icon_target_max.png|16px]] ECM
|[[Emergency Aid|Emergency Aid: Convoy]]
|{{Damage to resist|Guristas}}
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|Em}}
|[[Emergency Aid|Emergency Aid: Holy Mission]]
|{{Damagetype|th|ex}}<!--Disciples of Purity-->
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|em}}
|-
|-
| [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Caldari Mining]] || {{Damage to resist|Guristas}} || [[File:Icon_target_max.png|16px]] ECM || style="background-color: #222222" | || [[Homefront operation#Metaliminal_Meteoroid|Metaliminal Meteoroid: Amarr Mining]] || {{Damagetype|th|ex}}<!--Disciples of Purity --> || [[File:Icon_target_max.png|16px]] ECM
|[[Homefront operation#Metaliminal Meteoroid|Metaliminal Meteoroid: Caldari Mining]]
|- style="background-color: #222222"
|{{Damage to resist|Guristas}}
| colspan=7 |  
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|em}}
|[[Metaliminal Meteoroid|Metaliminal Meteoroid: Amarr Mining]]
|{{Damagetype|th|ex}}<!--Disciples of Purity-->
|[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|em}}
|-
|-
! colspan=7 | All Empires
| colspan="8" style="background-color: #111111" |[[File:4factions_logo.png|64x64px]]  All Empires
|-
|-
! Site !! !! Damage types !! !! EWAR !! |
! colspan="2" |Site
!Damage Types
! colspan="4" |EWAR
!Weakness
|-
|-
| colspan=2 | [[#Abyssal Artifact Recovery|Abyssal Artifact Recovery]] || colspan=2 | {{Damage to resist|Triglavians}} || colspan=3 | Warp Bubble - Neuts/Trackin & guid disrupt/Webs/Paints/Damps
| colspan="2" |[[Abyssal Artifact Recovery]]
| colspan=7 |  
|{{Damage to resist|Triglavians}}
| colspan="4" | [[File:Icon_warp_disruptor_i.png|16px]] Warp bubble / [[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_track_disruptor_64.png|16x16px]][[File:Icon_missile_guidance_computer_i.png|16x16px]] Weapon disruption / [[File:Icon_stasis_webifier_i.png|16px]] Webs / [[File:Icon_target_painter_i.png|16px]]Paints / [[File:Icon_remote_sensor_dampening.png|16px]]Damps
|{{Damage to resist|Triglavians}}
|-
|-
| colspan=2 | [[#Salvage Research|Salvage Research]] (3 ships) || colspan=2 | {{Damagetype|th|em}}<!-- Ashes of Turnur--> || colspan=3 | [[File:Icon_target_max.png|16px]] ECM
| colspan="2" |[[Salvage Research]] (3 pilots)
| colspan=7 |  
|{{Damagetype|th|em}}<!--Ashes of Turnur-->
| colspan="4" |[[File:Icon_target_max.png|16x16px]] ECM
|{{Damagetype|Ex}}
|-
|-
| colspan=2 | [[#Traffic Stop|Traffic Stop]] (3 ships) || colspan=2 |[[File:Icon_damage_em.png|16x16px|Electromagnetic damage]] EM || colspan="3" | None
| colspan="2" |[[Traffic Stop]] (3 pilots)
| colspan=7 |  
|[[File:Icon_damage_em.png|16x16px|Electromagnetic damage]] EM
| colspan="4" |None
|{{Damagetype|EM}}{{Damagetype|ex}}
|-
|-
| colspan=2 | [[#Stabilize Rift|Stabilize Rift]] (3 ships) || colspan=2 | {{Damage to resist|Sleepers}} || colspan=3 | Neuts; Enemies Cap Transfer Arrays
| colspan="2" |[[Stabilize Rift]] (3 pilots)
|{{Damage to resist|Sleepers}}
| colspan="4" |[[File:Icon_energy_neutralizer_i.png|16x16px]] Neuts / [[File:Icon_remote_capacitor_transmitter_i.png|16px]] Enemies Cap Transfer Arrays
|{{Damage to resist|Triglavians}}
|}
|}


== Type of ships allowed ==
== Site summary ==
The operations take place in a [[Deadspace|deadspace pocket]] with an acceleration gate that has ship restrictions.
{{Note|See the linked main articles in the summary for full mission details}}<!--Source: Hippla Tsero post on the uni forum-->
 
For the 5-ships sites only the following type of ships are allowed:
 
* Tech 1 frigates, navy and pirate frigates
* Tech 1 destroyers, navy and pirate destroyers
* Tech 1 cruisers
* Tech 1 haulers, including [[Squall]]
* [[Venture]]s
 
For 3-ships sites the list is:
* Tech 1 frigates, navy and pirate frigates
* Tech 1 destroyers
* [[Venture]]s
 
== Site summary == <!-- Source: Hippla Tsero post on the uni forum -->


=== Dread Assault===
=== Dread Assault===
{{Main|Dread Assault}}
{{Main|Dread Assault}}
[[File:Dread_Assault-_Cartel_Racket_Augoror.jpg|left|thumb|Dread Assault: Cartel Racket]]
[[File:Dread_Assault-_Cartel_Racket_Augoror.jpg|left|thumb|Dread Assault: Cartel Racket]]
Dread Assault is a five-pilot Homefront operation found across high-security Empire space. Enemy compositions, damage types, and electronic warfare vary by region, demanding adaptable fleet tactics.
Your objective is to keep a friendly Dreadnought operational by charging its capacitor 3 times to 30,000 units. After each charge, the allied Dread enters Siege mode for 90 seconds, during which it cannot accept any more capacitor.


Your objective is to keep a friendly Dreadnought operational by charging its capacitor three times to 30,000 units. After each charge, the Dread enters Siege mode for 90 seconds, during which it cannot accept any more capacitor. While in this state, hostile fleets will converge, attempting to drain its power and overwhelm your defenses.
A hostile fleet consisting of frigates, destroyers, cruisers, and battlecruisers will be present upon arrival. The enemy will attempt to drain its power and overwhelm your defenses.


A chain of T1 logistics cruisers equipped with medium remote capacitor transmitters is essential to sustain the Dread, while damage-dealing ships are required to break neut pressure and clear the field.
A chain of T1 logistics cruisers equipped with remote capacitor transmitters is essential to sustain the Dreadnought, while damage-dealing ships are required to break neut pressure and clear the field.
 
Successful completion rewards each pilot with over 15 million ISK, plus bounties from destroyed enemies. Victory depends on timing, coordination, and precise capacitor management—failure will see the Dreadnought fall.


=== Emergency Aid ===
=== Emergency Aid ===
{{Main|Emergency Aid}}
{{Main|Emergency Aid}}
[[File:Emergency Aid- Convoy - Friendly Under Fire.jpg|thumb]]
[[File:Emergency_Aid-_Convoy_-_Friendly_Under_Fire.jpg|thumb|Emergency Aid: Convoy]]
Emergency Aid tasks a fleet of five capsuleers with keeping a friendly alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs, depending on composition. Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements—making firepower secondary to survival.
Emergency Aid tasks you with keeping a friendly asset alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs.
 
Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements, making firepower secondary to survival.


This site can be completed entirely with Logistics cruisers, with T1 hulls such as the [[Osprey]]s or [[Auguror]]s proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.
This site can be completed entirely with Logistics cruisers, with T1 hulls such as the [[Osprey|Ospreys]] or [[Auguror|Augurors]] proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.


=== Metaliminal Meteoroid===
=== Metaliminal Meteoroid===
{{Main|Metaliminal Meteoroid}}<!-- summary should be brief, immersive language and no too technical or walkthrough like. That's what the homefront detail pages are for (main articles) -->
{{Main|Metaliminal Meteoroid}}
[[File:Metaliminal Meteoroid- Caldari Mining.jpg|left|thumb|Metaliminal Meteoroid: Caldari Mining]]
[[File:Metaliminal_Meteoroid-_Caldari_Mining.jpg|left|thumb|Metaliminal Meteoroid: Caldari Mining]]
The mission revolves around mining a single large asteroid until it is fully depleted. Hostile ships will continuously respawn, so engaging them directly is not useful—survival and efficiency are the priorities.
The mission revolves around mining a large asteroid until it is fully depleted. Hostile ships will continuously respawn, so engaging them directly is not recommended. Survival and efficiency are the priorities.
 
Teams can approach the task in different ways, such as using small mining ships with support, or tougher ships capable of withstanding damage while extracting ore.


Rewards come both from completing the site itself and from selling the mined ore, which has significant value. Some groups choose to have an additional hauler remain outside the site to collect the ore separately, maximizing profit without sharing the standard payout.
Teams can approach the task in different ways, such as using small mining ships with support, or tougher ships capable of withstanding damage while extracting ore. Rewards come both from completing the site itself and from selling the mined ore, which has significant value. Some groups choose to have an additional hauler remain outside the site to collect the ore separately, maximizing profit without sharing the standard payout. Overall, the focus is on coordination, endurance, and making the most of the ore’s market value.
 
Overall, the focus is on coordination, endurance, and making the most of the ore’s market value.


=== Raid ===
=== Raid ===
{{Main|Raid}}
{{Main|Raid}}
[[File:Raid- Deserters Hideout.jpg|left|thumb|Raid: Deserters Hideout]]
[[File:Raid-_Deserters_Hideout.jpg|thumb|Raid: Deserters Hideout]]
The mission centers on intercepting enemy haulers as they arrive. A new one appears quickly after you land on the site, but each will attempt to escape. If one gets away, you’ll need to wait for another to show up.
The mission centers on intercepting enemy haulers as they arrive. A new one appears quickly after you land on the site, but each will attempt to escape. If one gets away, you’ll need to wait for another to show up.


The key task is to stop them, recover the cargo, and deliver it safely to the friendly freighter. The cargo itself is bulky, so at least one fast hauler is needed to carry multiple loads back to the drop-off.
The key task is to warp disrupt them, recover the cargo, and deliver it safely to the nearby freighter waiting on grid. The cargo itself is bulky, so at least one fast hauler is needed to carry 3 large packages back to the drop-off. A balanced team works best: ships to apply damage and hold targets in place, support to keep the group alive, and a hauler to secure and deliver the loot. The challenge is maintaining steady coordination so that nothing slips through.
 
A balanced team works best: ships to apply damage and hold targets in place, support to keep the group alive, and a hauler to secure and deliver the loot. The challenge is maintaining steady coordination so that nothing slips through.


=== Suspicious Signal ===
=== Suspicious Signal ===
{{Main|Suspicious Signal}}
{{Main|Suspicious Signal}}
[[File:Suspicious Signal- Vexor Cruiser .jpg|left|thumb|Suspicious Signal: Secure the Intel]]
[[File:Suspicious_Signal-_Vexor_Cruiser_.jpg|left|thumb|Suspicious Signal: Secure the Intel]]
This mission focuses on bringing down a single structure. At first it cannot be harmed, and only becomes vulnerable once three data containers on the site are successfully hacked. Each successful hack opens a timed window, and if all are done together, the group has a short opportunity to inflict as much damage as possible.
This mission focuses on bringing down an enemy structure. At first it cannot be harmed, and only becomes vulnerable once three arrays on the site are successfully hacked. Each successful hack opens a timed window, and if all are done together, the group has a short opportunity to inflict as much damage as possible.
 
The structure itself is tough, demanding steady firepower and good coordination. Typical groups bring strong damage-dealing ships, with some pilots handling the hacking, while others keep the team stable and supported.


The challenge lies in timing the hacks and concentrating fire so the structure can be destroyed before the opportunity closes.
The structure itself is tough, demanding steady firepower and good coordination. Typical groups bring strong damage-dealing ships, with some pilots handling the hacking, while others keep the team stable and supported. The challenge lies in timing the hacks and concentrating fire so the structure can be destroyed before the opportunity closes.


=== Abyssal Artifact Recovery ===
=== Abyssal Artifact Recovery ===
{{Main|Abyssal Artifact Recovery}}
{{Main|Abyssal Artifact Recovery}}
[[File:Abyssal Artifact Recovery.jpg|left|thumb|Abyssal Artifact Recovery]]
[[File:Abyssal_Artifact_Recovery.jpg|thumb|Abyssal Artifact Recovery]]
The Abyssal Artifact Recovery site unfolds in stages, beginning with a short setup before waves of asteroids and hostile fleets appear. Each wave is a race against time: clear every asteroid before the timer runs out, while holding off enemies that grow stronger and more numerous with each tier.
This mission is an attempt to uncover hidden Triglavian artifacts that have appeared through Abyssal rifts. The site unfolds in stages, beginning with a short setup before waves of asteroids and hostile fleets arrive.


The asteroids are more than just resources, their unique properties generate a powerful warp bubble field that locks down the area, and only by mining them out completely can the field be dispersed. Success brings steady payouts that increase with difficulty, and sometimes rare caches appear among the shattered rocks, offering additional rewards if collected quickly.
Each wave is a race against time: clear every asteroid to uncover the artifacts before the timer runs out, while holding off enemies that grow stronger and more numerous with each stage.


The challenge is in coordination: balancing mining, combat, and survival while the pressure escalates across nine waves. Once the final stage is complete, a short window opens to retreat. Any delay brings an overwhelming Drifter fleet, making escape impossible.
The asteroids contain Admixti Mutanite, a mineral with unique properties. It generates a powerful warp bubble field that prevents your fleet from warping out. Only by mining them completely can the field be dispersed.
 
Success brings steady payouts that scale with difficulty, and sometimes rare caches appear among the shattered rocks, offering additional rewards if collected quickly.
 
The challenge lies in coordination: balancing mining, combat, and survival while the pressure escalates across nine waves. Once the final stage is complete, a short window opens to retreat. Any delay brings an overwhelming Drifter fleet, making escape impossible.


=== Salvage Research ===
=== Salvage Research ===
{{Main|Salvage Research}}
{{Main|Salvage Research}}
[[File:Salvage Research- Algos Salvage.jpg|left|thumb|Salvage Research: Algos Salvaging]]
[[File:Salvage_Research-_Algos_Salvage.jpg|left|thumb|Salvage Research]]
Salvage Research plunges a three-pilot fleet into a tense field of wrecks scattered across Empire space. Within twenty minutes, every piece of valuable data must be recovered from thirty shattered ships, each one a silent remnant of past battles.
Salvage Research plunges a fleet into a tense field of wrecks scattered across Empire space. Within 20 minutes, every piece of valuable data must be recovered from 30 shattered ships.


There are no easy shortcuts—tractor units and beams won’t work here. Pilots must move carefully, bringing their salvagers to each wreck while keeping an eye on hostile ships that patrol the site. Drones hover nearby, but enemies will target them if given the chance, forcing the fleet to adapt on the fly.
Pilots must move quickly, using their salvagers on each wreck while keeping an eye on hostile ships. Somewhere among the debris lies a malfunctioning Werpost. Activate it with a Data Analyzer, and its disintegrator will begin targeting enemy ships, lending support to your fleet.


Somewhere among the wreckage sits a malfunctioning Werpost. Activate it with a Data Analyzer, and its disintegrator targets enemy ships, lending support to your fleet as you work through the wrecks.
Every salvaged wreck yields a piece of encrypted data that contributes to the reward. Success demands fleet coordination, manual piloting, and precision.
 
Every wreck claimed and every piece of encrypted data recovered brings reward, but time is always slipping away. Success demands coordination, precision, and nerves of steel, with both mission payout and the extra value of recovered data waiting for those who prevail.


=== Stabilize Rift ===
=== Stabilize Rift ===
{{Main|Stabilize Rift}}
{{Main|Stabilize Rift}}
[[File:Stabilize Rift- Dragoon.png|left|thumb|Stabalize Rift: Dragoon Neuting]]
[[File:Stabilize_Rift-_Dragoon.png|thumb|Stabilize Rift]]
The Stabilize Rift homefront is a three-pilot operation to prevent the Sleepers from collapsing an active abyssal rift. Their effort is anchored by five Destabilizing Arrays, which must be drained of capacitor and held below 20% simultaneously to break the destabilization cycle.
The Stabilize Rift requires your fleet to prevent the Sleepers from collapsing an active abyssal rift. The enemy has anchored five Destabilizing Arrays, which must be drained of capacitor and held below 20% simultaneously to break the destabilization cycle.


Recommended doctrine is a destroyer-class vessel equipped with one Nosferatu, four Energy Neutralizers, and combat drones. Sleeper reinforcements may attempt to neutralize your capacitor or restore power to the arrays, forcing a prolonged engagement. Deploy drones to clear hostiles quickly, then focus fire on draining the arrays in unison.
Destroyer-class vessels equipped with energy neutralizer modules and combat drones are advised. Sleeper reinforcements may attempt to neutralize your capacitor or restore power to the arrays, forcing a prolonged engagement. This mission demands strict coordination and precise execution. Success will stabilize the rift and allow free passage for the Triglavian caravan.
 
This mission demands strict coordination and precise execution. Success will stabilize the rift; failure will see it collapse.


=== Traffic Stop ===
=== Traffic Stop ===
{{Main|Traffic Stop}}
{{Main|Traffic Stop}}
[[File:Homefronts Traffic Stop.jpg|thumb|Traffic Stop: Incoming Haulers|left]]
[[File:Homefronts_Traffic_Stop.jpg|left|thumb|Traffic Stop]]
This three-pilot Homefront site takes place in high-security Empire space, with the same layout and enemies across all regions. Pilots need to resist EM damage, and there is no EWAR present.
The mission requires your fleet to scan incoming haulers as they try to reach the local market. Any ship carrying illicit data must be stopped and destroyed, webifier modules are recommended. Once an enemy hauler is caught, it will deploy attack drones to engage your ship and greatly increase its speed in an attempt to reach its destination.
 
At the same time, pilots must avoid harming civilians. Attacking more than two civilians or allowing five contraband ships to dock will fail the mission. Success depends on careful scanning, precise targeting, and steady coordination throughout the full timer, meeting both objectives without mistakes.
 
== Type of ships allowed ==
The operations take place in a [[Deadspace|deadspace pocket]] with an acceleration gate that has ship restrictions.
 
For the 5-ships sites only the following type of ships are allowed:
 
* Tech 1 frigates, navy and pirate frigates
* Tech 1 destroyers, navy and pirate destroyers
* Tech 1 cruisers
* Tech 1 haulers, including [[Squall]]
* [[Venture|Ventures]]
 
For 3-ships sites the list is:
 
* Tech 1 frigates, navy and pirate frigates
* Tech 1 destroyers
* [[Venture|Ventures]]
 
== Finding sites ==
'''Homefront operations''' are [[Cosmic Anomalies]] located in empire owned [[High Security]] systems, mostly focused around [[trade hubs]] or [[career agent]] systems.
 
* Opportunities window >  Homefront Operations tab: will render a list of the available homefronts within a limited range.
* Agency window > Homefront Operations tab: will give you a more detailed filtering ability that allows you to search any region.
* Probe Scanner  > Displays all available anomalies in the system, including their distance in AU, with options to warp or align to them.
<gallery>
File:Opportunities_Window.jpg|Opportunities > Homefront Operations
File:Agency_Window_Homefronts.jpg|Agency > Homefront Operations
File:Probe_Scanner-_Homefront_Anomalies.png|Probe Scanner > Homefront Anomalies
</gallery>
 
== Rewards ==
The amount of the ISK payout depends on the number of participants who have interacted with the site. Interacting with the site might consist of dealing at least 1000 damage to any enemy, repairing at least 1000 shield or armor (it counts even if the target has full hp) or other interactions depending on the objective.
 
The max number of people who can receive a payout is twice the ideal fleet size: 10 people for 5-person sites and 6 people for 3-person sites.


The mission requires scanning incoming ships for contraband over ten minutes. Any ship carrying illicit data must be stopped with stasis webifiers and destroyed. At the same time, pilots must avoid harming civilians. Destroying more than two or allowing five contraband ships to dock will fail the mission.
Payout amount for [[Emergency Aid]], [[Dread Assault]], [[Raid]] and [[Metaliminal Meteoroid]] peaks at 5 people, giving 15,486,410 ISK. The payout amount for [[Salvage Research]], [[Traffic Stop]] and [[Stabilize Rift]] peaks at 3 people, giving 11,025,000 ISK.{{Note|[[Abyssal Artifact Recovery]] payout peaks at 5 people but follows a different, wave-based payout structure that is not reflected in these graphs.}}
[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(5-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 15,486,410 ISK at 5 players|center|thumb|500x500px|Homefront Operation: 5 pilot missionISK payout]]
[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(3-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 11,025,000 ISK at 3 players|center|thumb|500x500px|Homefront Operation: 3 pilot mission ISK payout]]


Success depends on careful scanning, precise targeting, and steady coordination throughout the full timer, meeting both objectives without mistakes.
== Interaction & standings ==
The hostile ships encountered in Homefront operations represent a wide variety of factions, including empire and major pirate factions as well factions that are unique to Homefronts. These unique factions are:


== Payout ==
* [[Ashes of Turnur]] - a criminal Minmatar faction
The amount of the payout depends on the number of participants who have interacted with the site. Interacting with the site might consist of dealing at least 1000 damage to any enemy, repairing at least 1000 shield or armor (it counts even if the target has full hp) or other interactions depending on the objective. The max number of people who can receive a payout is twice the ideal fleet size: 10 people for 5-person sites and 6 people for 3-person sites.
* [[Disciples of Purity]] - a criminal Amarr faction
* [[Gallentia Primacy]] - a criminal Gallente faction
* [[United Champions of Freedom]] - a criminal Caldari faction


Payout amount for Emergency Aid, Dread Assault, Raid and Metaliminal Meteoroid peaks at 5 people, giving 15,486,410 ISK. The payout amount for Salvage Research, Traffic Stop and Stabilize Rift peaks at 3 people, giving 11,025,000 ISK. The graphs below show the payout based on fleet size for 5 and 3 pilot fleets.
No standing is gained or lost when fighting any of these hostile Homefront factions.


Abyssal Artifact Recovery payout peaks at 5 people but follows a different, wave-based payout structure that is not reflected in these graphs.
No standing is gained or lost when fighting the Amarr, Caldari, Gallente, or Minmatar ships present in the Suspicious Signal operations.


[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(5-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 15,486,410 ISK at 5 players|500px]]
Some standing is lost when killing the pirate haulers in Raid operations in Amarr (Blood Raiders), Caldari (Guristas), and Gallente (Serpentis) space.
[[File:Graph_ISK_Payout_per_Pilot_vs._Number_of_Pilots_(3-person_Homefronts).svg|alt=Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 11,025,000 ISK at 3 players|500px]]


== Spawn Mechanics ==
== Spawn mechanics ==<!--Amount of sites has been proven to be outdated as of 25/08/2025-->
The anomalies can spawn anywhere in [[highsec]], with a heavily increased probability of spawning near [[trade hubs]] (Dodixie, Jita, Amarr, Rens and Hek<ref>Added in patch 2024-06-26.1</ref>) and [[Career Agents]] constellations. The spawns for each type are independent<ref>They do not share a pool (CCP Rampant)</ref> and the total number for each type in Gallente space seems to be 18, in Caldari space 17, in Minmatar 14 (without newly added in Hek) and in Amarr 28<ref>Research by Mednik Breau using Agency per region. [https://docs.google.com/spreadsheets/d/1snK6s34d3yW9ZQ82jj9GJltUeYmuEQKQ_-KpqDTPEDc/edit?usp=sharing Spreadsheet] with results and methodology. <!-- 19/05/2025 - Outdated --></ref>.
The anomalies can spawn anywhere in [[highsec]], with a heavily increased probability of spawning near [[trade hubs]] (Dodixie, Jita, Amarr, Rens and Hek<ref>Added in patch 2024-06-26.1</ref>) and [[Career Agents]] constellations. The spawns for each type are independent<ref>They do not share a pool (CCP Rampant)</ref> and the total number for each type in Gallente space seems to be 18, in Caldari space 17, in Minmatar 14 (without newly added in Hek) and in Amarr 28<ref>Research by Mednik Breau using Agency per region. [https://docs.google.com/spreadsheets/d/1snK6s34d3yW9ZQ82jj9GJltUeYmuEQKQ_-KpqDTPEDc/edit?usp=sharing Spreadsheet] with results and methodology. <!-- 19/05/2025 - Outdated --></ref>.{{Note|There are some islands of high security systems behind low security systems where homefront operation sites can spawn; these sites are rarely completed.}}


There are some islands of high security systems behind low security systems where sites can spawn; these sites are rarely completed. Because of this, significant numbers of sites can pile up in these systems reducing the number of sites available elsewhere in the region. To fix this, enter each of the unwanted sites with any ship. The site timers will run down, the sites will fail, and the sites will respawn elsewhere in the region.
As a result, many sites can build up in these systems, which reduces the number available in other parts of the region. To resolve this, simply enter the unwanted sites with any ship. Once activated, their timers will run down, the sites will fail, and new ones will respawn elsewhere in the region.


== History ==
== History ==
Homefront operations were introduced in [[Expansion#Viridian|Viridian]] expansion in summer 2023 (see [https://www.eveonline.com/news/view/viridian-expansion-notes Viridian expansion notes]). All of them were tuned for 5-ship fleets (Abyssal Artifact Recovery, Dread Assault, Emergency Aid, Metaliminal Meteoroid, Raid, Suspicious Signal).
Homefront operations were introduced in [[Expansion#Viridian|Viridian]] expansion in summer 2023 (see [https://www.eveonline.com/news/view/viridian-expansion-notes Viridian expansion notes]). All of them were tuned for 5-ship fleets (Abyssal Artifact Recovery, Dread Assault, Emergency Aid, Metaliminal Meteoroid, Raid, Suspicious Signal).


In autumn 2023 they were rebalanced, nerfing the overall payouts and bringing the outliers closer to others.<!-- need link for particular patch -->
In autumn 2023 they were rebalanced, nerfing the overall payouts and bringing the outliers closer to others.<!--need link for particular patch-->[[Expansion#Equinox]] in summer 2024 new 3-ship types (Salvage Research, Traffic Stop and Stabilize Rift) were introduced. The old types had another tuning pass.
 
[[Expansion#Equinox]] in summer 2024 new 3-ship types (Salvage Research, Traffic Stop and Stabilize Rift) were introduced. The old types had another tuning pass.


In september 2024 Abyssal Artifact Recovery was reworked as it was one of two most complicated but the least rewarding.
In september 2024 Abyssal Artifact Recovery was reworked as it was one of two most complicated but the least rewarding.


== See also ==
== See also ==
* [[Talk:Overview#June 2023 additions]] — new overview entities
* [[Talk:Overview#June 2023 additions]] — new overview entities
* [[User:Amfion_Bravais/Homefronts]] — collection of fits and strategies
* [[User:Amfion_Bravais/Homefronts]] — collection of fits and strategies