Difference between revisions of "Nation Rebirth Facility"

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[[Category:Work in progress]]
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<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
 
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
=Intelligence Reports=
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{{important note box|Please keep in mind that this is how the [[EVE University Incursion Community]] recommends you run this site. Different communities may have different approaches to this site.}}
 +
= Intelligence Reports =
 +
{{incursion sites|headquarters}}
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''Preferred List''<br/>
 +
* '''6-10 Logistics'''<br/>
 +
* '''10-15 Damage Dealers'''<br/>
 +
* '''10-15 Snipers'''<br/>
  
===Military Intelligence===
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=== Military Intelligence ===
 
Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.
 
Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.
  
===Background Intelligence===
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=== Background Intelligence ===
 
Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.
 
Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.
  
''Synopsis from ISHAEKA-0085. DED Special Operations.<br/>
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''Synopsis from ISHAEKA-0085. DED Special Operations.''<br/>
Authorized for Capsuleer dissemination.''
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''Authorized for Capsuleer dissemination.''
 +
 
  
=Forces Required=
 
* 28 - 40 pilots
 
  
  
''Preferred List''<br/>
 
*'''8-10 Logistics'''<br/>
 
*'''10-15 Damage Dealers'''<br/>
 
*'''10-15 Snipers'''<br/>
 
  
  
=Rewards=
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= Rewards =
 
[[File:HQ_rpr.PNG‎|right|Full Fleet Headquarters Reward Payout Ratio]]
 
[[File:HQ_rpr.PNG‎|right|Full Fleet Headquarters Reward Payout Ratio]]
  
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'''High Sec Payout'''
 
'''High Sec Payout'''
 
* 31,500,000 ISK
 
* 31,500,000 ISK
* 7,000 CONCORD LP  
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* 7,000 CONCORD LP
 +
 
 +
 
  
  
 
'''Low / Null Sec Payout'''
 
'''Low / Null Sec Payout'''
* 45,000,000 ISK  
+
* 45,000,000 ISK
 
* 10,000 CONCORD LP
 
* 10,000 CONCORD LP
  
  
  
=Achieving Objectives Successfully=
 
  
 +
= Achieving Objectives Successfully =
  
*After watchlist has been provided in fleet chat, the fleet will enter site. Anchor will make their way approximately 15 kilometers to the upper right side of the tower. Once the rest of the fleet enters the site, the fleet will follow anchor with the "Orbit" or "Keep in Range" command. With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor, anchor will then 'pull' the fleet approximately 15 kilometers to the upper right side of the tower. This is done to allow the fleet's DD ships to attack the ships that would otherwise be too far for anything but Snipers to hit.
+
 
 +
After watchlist has been provided in fleet chat, the fleet will enter site. Anchor will make their way approximately 15 kilometers to the upper right side of the tower. Once the rest of the fleet enters the site, the fleet will follow anchor with the "Orbit" or "Keep in Range" command. With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor, anchor will then 'pull' the fleet approximately 15 kilometers to the upper right side of the tower. This is done to allow the fleet's DD ships to attack the ships that would otherwise be too far for anything but Snipers to hit. As the anchors become more comfortable with the spawn points of the Sansha rats they may move around to provide better initial DPS.
  
 
Upon completion of last wave, Payout is received, and the fleet may leave the site.
 
Upon completion of last wave, Payout is received, and the fleet may leave the site.
  
 +
= Watchlist =
  
=Watchlist=
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=== Logistics ===
 
 
===Logistics===
 
 
 
*Anchor
 
*Jammer *
 
*Logistics Commander
 
*Cap Chain Partner
 
*Fleet Commander
 
  
''Note: It is not required to have a Jammer in a TPPH HQ site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
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* Anchor
 +
* Logistics Commander
 +
* Cap Chain Partner
 +
* Fleet Commander
  
===Damage Dealer / Sniper / Drone Bunny===
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=== Damage Dealer / Sniper / Drone Bunny ===
  
*Anchor
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* Anchor
*Drone Bunny
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* Drone Bunny
*Cap Chain Partner *
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* Cap Chain Partner *
  
 
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
 
''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
  
  
=Pirates / Kill Order=
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= Pirates / Kill Order =
  
 
'''Anchor'''
 
'''Anchor'''
  
Anchor will want to move approximately 15 kilometers to the upper right side of the tower, and stop when reaching the 15 kilometer mark. Once in that spot, no further action is necessary (other than firing) from anchor.
+
Anchor will want to move approximately 15 kilometers to the upper right side of the tower, and stop when reaching the 15 kilometer mark. Once in that spot, no further action is necessary (other than firing) from anchor.
  
===Wave 1===
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=== Wave 1 ===
 
'''Full Fleet DPS (DPS and Snipers)'''
 
'''Full Fleet DPS (DPS and Snipers)'''
  
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Romi Thalamus - Sansha DD (Tag 3-5)<br/>
 
Romi Thalamus - Sansha DD (Tag 3-5)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 6-8)<br/>
 
Ostingele Tectums - Sansha High DPS DD (Tag 6-8)<br/>
Vylade Dien - Sansha Booster (Tag J) - *TRIGGER - Wave 2*<br/>
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Vylade Dien - Sansha Booster (Tag J) - *TRIGGER - Wave 2*<br/>
  
  
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===Wave 2===
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=== Wave 2 ===
 
'''DPS Only'''
 
'''DPS Only'''
  
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'''Full Fleet DPS (DPS, Snipers and Drone Bunny)'''
 
'''Full Fleet DPS (DPS, Snipers and Drone Bunny)'''
  
Yulai Crus Cerebi - Sansha DD (Tag J) - *TRIGGER - Wave 3*<br/>
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Yulai Crus Cerebi - Sansha DD (Tag J) - *TRIGGER - Wave 3*<br/>
  
  
  
  
===Wave 3===
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=== Wave 3 ===
 
'''Full Fleet DPS (DPS and Snipers)'''
 
'''Full Fleet DPS (DPS and Snipers)'''
  
 
Mara Paleo - Sansha Logistics (Tag 0-1)<br/>
 
Mara Paleo - Sansha Logistics (Tag 0-1)<br/>
 
Vylade Dien - Sansha Booster (Tag 2)<br/>
 
Vylade Dien - Sansha Booster (Tag 2)<br/>
Antem Neos - Sansha Sniper DD (Tag 3-5)<br/>
+
Antem Neos - Sansha Sniper DD (Tag 3-5)<br/>
Yulai Crus Cerebi - Sansha DD (Tag J) - *TRIGGER - Wave 4*<br/>
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Yulai Crus Cerebi - Sansha DD (Tag J) - *TRIGGER - Wave 4*<br/>
  
  
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===Wave 4 / Finále===
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=== Wave 4 / Finále ===
''Attention - This wave has a significant alpha strike. Broadcasting for shields and capacitor when initially being yellow-boxed will save your ship.''
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''Attention - This wave has a significant alpha strike. Broadcasting for shields and capacitor when initially being yellow-boxed will save your ship.''
  
 
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 0-1)<br/>
 
Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 0-1)<br/>
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=Hints and Tips=
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= Hints and Tips =
*''If nobody has gated in (aka 'preloaded') the site before the fleet enters site, all groups will spawn in short intervals. If someone preloaded a site, and started the short intervals, all the different types of ships that would otherwise spawn intermittently, will all be on field when the fleet enters the site. Logistics will need to make repairing the shields of the anchor, their top priority before setting up Energy Transfers, due to the alpha strike of the preloaded site.''
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* ''If nobody has gated in (aka 'preloaded') the site before the fleet enters site, the rats will be located at extreme range from the warp in point. If someone preloaded the site, all of the rats may be located on top of the fleet. Logistics will need to make repairing the shields of Sansha's primary target, their top priority before setting up Energy Transfers, due to the alpha strike of the preloaded site.''
*''The Romi Thalamus in wave 2 are not required to be killed, but the death of them will allow for lesser DPS on the field in wave 3. If Romi Thalamus is skipped in wave 2, Drone Bunny can take out the Romi Thalamus during wave 3''
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* ''[http://testing.the-valhalla-project.co.uk/ The Valhalla Project] has created an advanced guide to ensure optimal positions of the fleet located [http://puu.sh/nVjpG/cf662b39f6.jpg here]. Moving the fleet around like this is a more advanced tactic and may take a bit of practice to get exactly right but it will lead to faster site times.
 +
 
 +
Special thanks to veteran Shield HQ Fleet Commander 'nomatech' for his input as well as many of the links that were sorted, to bring you these details.
 +
{{Incursions sites horizontal}}
  
[[Category:Incursion]]
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[[Category:Incursions sites]]

Latest revision as of 11:31, 12 November 2022

This article should be cleaned up or improved. The reason is: unspecified
Please keep in mind that this is how the EVE University Incursion Community recommends you run this site. Different communities may have different approaches to this site.

Intelligence Reports

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

Preferred List

  • 6-10 Logistics
  • 10-15 Damage Dealers
  • 10-15 Snipers

Military Intelligence

Your objective is to destroy the Sansha fleet guarding the cloning facility. You will not be able to destroy the facility itself, your only objective is to remove the defensive fleet.

Background Intelligence

Although many parts of the Nation's cloning process are still not fully documented and understood, a few central aspects of the logistics behind their battlefield applications are clearly visible. Front-line cloning is handled in complexes that self-identify as "Nation Rebirth Facilities." Since this facility enables rapid reinforcement of the Nation's squadrons, its tactical importance must not be underestimated. For its own part, the Nation understands this potential weakness, and has made sure that cloning facilities are both highly mobile and heavily defended.

Synopsis from ISHAEKA-0085. DED Special Operations.
Authorized for Capsuleer dissemination.




Rewards

Full Fleet Headquarters Reward Payout Ratio


High Sec Payout

  • 31,500,000 ISK
  • 7,000 CONCORD LP



Low / Null Sec Payout

  • 45,000,000 ISK
  • 10,000 CONCORD LP



Achieving Objectives Successfully

After watchlist has been provided in fleet chat, the fleet will enter site. Anchor will make their way approximately 15 kilometers to the upper right side of the tower. Once the rest of the fleet enters the site, the fleet will follow anchor with the "Orbit" or "Keep in Range" command. With everyone in the fleet having set their "Orbit" or "Keep in Range" command to anchor, anchor will then 'pull' the fleet approximately 15 kilometers to the upper right side of the tower. This is done to allow the fleet's DD ships to attack the ships that would otherwise be too far for anything but Snipers to hit. As the anchors become more comfortable with the spawn points of the Sansha rats they may move around to provide better initial DPS.

Upon completion of last wave, Payout is received, and the fleet may leave the site.

Watchlist

Logistics

  • Anchor
  • Logistics Commander
  • Cap Chain Partner
  • Fleet Commander

Damage Dealer / Sniper / Drone Bunny

  • Anchor
  • Drone Bunny
  • Cap Chain Partner *

Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.


Pirates / Kill Order

Anchor

Anchor will want to move approximately 15 kilometers to the upper right side of the tower, and stop when reaching the 15 kilometer mark. Once in that spot, no further action is necessary (other than firing) from anchor.

Wave 1

Full Fleet DPS (DPS and Snipers)

Mara Paleo - Sansha Logistics (Tag 0)
Uitra Telen - Sansha Booster (Tag 1)
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)
Romi Thalamus - Sansha DD (Tag 3-5)
Ostingele Tectums - Sansha High DPS DD (Tag 6-8)
Vylade Dien - Sansha Booster (Tag J) - *TRIGGER - Wave 2*


Drone Bunny

Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
Renyn Metens - Webber (Tag Y)

Note: After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order until more frigates spawn



Wave 2

DPS Only

Uitra Telen - Sansha Booster (Tag 1)
Romi Thalamus - Sansha DD (Tag 2-4)
Ostingele Tectums - Sansha High DPS DD (Tag 5-7)


Snipers Only

Antem Neos - Sansha Sniper DD (Tag A-B)
Yulai Crus Cerebi - Sansha DD (Only 3 of the 4) (Tag E-G)


Drone Bunny

Schmaeel Medullas - Warp Scrambler / Webber (Tag X)
Tama Cerebellums - Warp Scrambler (Tag Y)

Note: After all Sansha frigates are down, Drone Bunny can start shooting DPS targets in numbered order until more frigates spawn


Full Fleet DPS (DPS, Snipers and Drone Bunny)

Yulai Crus Cerebi - Sansha DD (Tag J) - *TRIGGER - Wave 3*



Wave 3

Full Fleet DPS (DPS and Snipers)

Mara Paleo - Sansha Logistics (Tag 0-1)
Vylade Dien - Sansha Booster (Tag 2)
Antem Neos - Sansha Sniper DD (Tag 3-5)
Yulai Crus Cerebi - Sansha DD (Tag J) - *TRIGGER - Wave 4*


Drone Bunny

Tama Cerebellums - Warp Scrambler (Tag X)



Wave 4 / Finále

Attention - This wave has a significant alpha strike. Broadcasting for shields and capacitor when initially being yellow-boxed will save your ship.

Outuni Mesen - Neut / Warp Scrambler / Webber (Tag 0-1)
Deltole Tegmentum - Warp Scrambler / Neut (Tag 2)
Ostingele Tectums - Sansha High DPS DD (Tag 3-7)


Hints and Tips

  • If nobody has gated in (aka 'preloaded') the site before the fleet enters site, the rats will be located at extreme range from the warp in point. If someone preloaded the site, all of the rats may be located on top of the fleet. Logistics will need to make repairing the shields of Sansha's primary target, their top priority before setting up Energy Transfers, due to the alpha strike of the preloaded site.
  • The Valhalla Project has created an advanced guide to ensure optimal positions of the fleet located here. Moving the fleet around like this is a more advanced tactic and may take a bit of practice to get exactly right but it will lead to faster site times.

Special thanks to veteran Shield HQ Fleet Commander 'nomatech' for his input as well as many of the links that were sorted, to bring you these details.