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= Insuring your ship =
+
== Mobile Structures Intro ==
Insuring a ship can be a good idea, since in case of ship destruction you can get a refund of SOME of the invested ISK.  Even if your ship was not insured, you still get a refund of some of the lost ISK, though the amount is smaller.
 
Insuring can only be done at a station with relevant services. Furthermore, you can decide what kind of insurance you would like to pay for. There are several options:
 
{| class="wikitable"
 
|type of insurance
 
|% of repaid  (CCP) value
 
|-
 
|no insurance
 
|40%
 
|-
 
|basic
 
|50%
 
|-
 
|standard
 
|60%
 
|-
 
|bronze
 
|70%
 
|-
 
|silver
 
|80%
 
|-
 
|gold
 
|90%
 
|-
 
|platinum
 
|100%
 
|}
 
  
Once you pay the insurance it is valid for 12 weeks. A word of caution: insurance expiration mails may not be sent in a timely fashion. They are usually sent when you open up the insurance tab at a station and therefore it may happen that you miss the expiration date at the most inconvenient time (when your ship is lost).
+
Mobile Structures are 4 new BPO's that are added by the Rubicon patch to act as a kind of "Personal [[POS_and_YOU|POS]]" and allow for greater flexibility for players within the field and expand upon survivability, utility, espionage and defence. Relatively easy to produce and becoming a more common sight by the day and come in 4 "Flavours" of [[Blueprints|BPO]]:
There are also several ways you may lose your insurance (you do not lose the 40 % reimbursement), if you:
 
*repackage your ship
 
*trade your ship to another player
 
*put your ship into a corporation hangar
 
*sell your ship on the market
 
*put your ship inside a contract
 
*Suicide attack someone in High-Sec (players destroyed by CONCORD do not receive an insurance payout)
 
  
== Why do you get a refund for only a part of the ship's value? ==
+
*Mobile Depot
Firstly; you do not get a refund for any of the lost modules, cargo or drones.
+
*Mobile Tractor Unit
Secondly; the formula for calculating reimbursement fee is:
+
*Mobile Cynosural Inhibitor and
 +
*Mobile Syphon Unit
  
(CCP's estimated value of the ship) * (percentage of insurance coverage) * (ship type multiplier)
+
This article will explain what they are and how they work.
  
The only known value in the above formula is the percentage of insurance coverage. The other two values are kept secret in order to reduce possible exploits.
+
=== Mobile Depots ===
CCP’s estimated value of the ship is based on average values of materials used in the building of ships. Upon inspecting insurance payouts for several different ships it is evident that this value is lower than average market value of the ship (and of course, it has to be lower to prevent insurance frauds).
 
Ship type multiplier maximum value is 1. It is usually 1 for beginner type ships and can be drastically reduced for more advanced ships.
 
For example; in the time of writing this article, the average market values for a couple of ships and 100 % insurance payouts were:
 
  
{| class="wikitable"
+
[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot floating through space]]
|Ship
+
Mobile Depots act as a kind of in field fitting service and storage facility. Allowing for ships to keep one fit on the ship and another in the hold for quick swapping at a "[[Safe_Spot|safe spot]]" and to hold any extras they may need room for from Ratting/Mining/PvP. They take a minute to setup, use only 50 m³ of cargo space and will last for 30 days and after that they vanish so you need to keep an eye on them. Also any player can attack them and only get a suspect flag, necessitating either defending the Depot or scooping it up and moving it, making sure to pick up whatever you can take with you as it will be jettisoned after scooping to the hold. It also has a 2 day reinforcement timer once the depot reaches 25% of its maximum HP
|Approximate market value
 
|100 % insurance payout value
 
|-
 
|Rifter
 
|420.000
 
|368.250
 
|-
 
|Probe
 
|380.000
 
|153.481
 
|-
 
|Rupture
 
|9.500.000
 
|7.120.000
 
|-
 
|Retriever
 
|25.500.000
 
|5.714.000
 
|}
 
  
== Should you insure your ship? ==
+
These Depots have a number of applications but the two most used (Thus far) are as a temporary "home", setting it up and bookmarking it to come to as and when needed. The other use is primarily reserved for Lowsec/Nullsec/WH's where you move around in a travel fit and create a "safe spot" before going off to do stuff and returning to it and instantly refitting your ship for combat when things get hairy.
If you expect your ship will be almost certainly lost in the near future, definitely insure your ship (platinum insurance).  
 
In other cases insuring your ship requires some thought. Let us analyze the example of rupture insurance:
 
  
{| class="wikitable"
+
=== Mobile Tractor Unit ===
|insurance type
+
[[File:Mobile_Tractor_Unit_image.jpg|thumb|upright=1.5|A Mobile Tractor Unit bringing in the goods]]
|cost
+
These do exactly what they say, put it down and it will start to tractor in any tractorable items within a 125km radius at 1000 m/sec into its massive 27,000 m³ hold but can only target things one at a time. These units only take 10 seconds to deploy and will last 2 days. These units are more specialized and rare due to the increased cost and skills required but are still a worthwhile investment if you dont have access to a Noctis.
|payout
 
|profit
 
|# of extensions that ensure profit
 
|-
 
|uninsured 40%
 
|0
 
|2.848.093,20
 
|2.848.093,20
 
|unlimited
 
|-
 
|basic 50 %
 
|356.011,65
 
|3.560.116,50
 
|3.204.104,85
 
|9
 
|-
 
|standard 60%
 
|712.023,30
 
|4.272.139,80
 
|3.560.116,50
 
|5
 
|-
 
|bronze 70 %
 
|1.068.034,95
 
|4.984.163,10
 
|3.916.128,15
 
|3,666666667
 
|-
 
|silver 80 %
 
|1.424.046,60
 
|5.696.186,40
 
|4.272.139,80
 
|3
 
|-
 
|gold 90 %
 
|1.780.058,25
 
|6.408.209,70
 
|4.628.151,45
 
|2,6
 
|-
 
|platinum 100 %
 
|2.136.069,90
 
|7.120.233,00
 
|4.984.163,10
 
|2,333333333
 
|}
 
  
We can conclude that if you need to reinvest in platinum insurance for more than 2 times (that is you do not lose your ship in more than 24 weeks), you are at a loss. In that aspect it is safer to invest in basic or standard insurance.
+
Applications are few and far between but if used right it can be a godsend for time saving. Put one (maybe 2 or 3) down at the start of combat and keep the wrecks within 125km and you wont need to worry about slowboating towards each individual wreck as they will likely all be now clustered around the unit, just park up and let your salvager get to work. Other possible applications are within mining gangs who don't have access to say an Orca, put these down and jettison the ore for it to pick up and come back in a transport ship later on to pick up the goods.
Once you progress in your career you will probably own more than 10 or even a 100 or more ships. Insuring them all is probably not the best idea unless you are popping them daily. But in the early game, insurance may lighten the shock after losing your first ship, although even uninsured ships payout 40 %, which is not that big a difference from basic insurance (although you still get more profit by paying for basic insurance if your ship is lost).
+
 
 +
These have seen some heavy use in missions, for those that had not historically spent much time looting and salvaging they provide an easy way to get most of the loot out of a mission with little to no effort.  Coupling a MTU with one or two salvage drones can pick a mission clean roughly as fast as some missions are run.  While the MTU doesn't do salvaging itself, by pulling the wrecks into a central location it can effectively improve the time efficiency of salvager drones by reducing their trvel time.  Further, if your fit and mission do not require kiting or maneuverability at all, you can orbit the MTU and use a salvager in a utility slot to work through your wrecks as you run the mission. 
 +
 
 +
Some systems have seen an increase in organized greifing centered on MTUs.  Similar to [[Ninja_Salvaging_and_Stealing]] a group will take up residence in a high activity missioning area and scan down the MTUs.  They will then agress the MTU attempting to bait the missioner into engaging them.  As with Ninja Looters your options are limited.  Engaging the griefer will set your engagement timer and their friends can warp in an finish you off.  Not engaging the griefer will cost you not just your loot but the roughly 10M that the MTU cost.  Orbiting the MTU at close range mitigates this heavily.  As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit.  They will be left with a mission pocket that you have already looted and are likely to move on. 
 +
 
 +
It should be noted, MTUs do not loot wreks that are not yours.  There are some griefers that prey on this misunderstanding.  After having landed in your mission pocket they may drop an MTU of their own hoping you will engage it, presumably because you think that it will collect your loot for them.  It is best to ignore these rogue MTUs as they won't effect you and even if the griefer warps out leaving it behind they can monitor you in local to see if your become a criminal and then warp right back in with friends.
 +
 
 +
=== Mobile Cynosural Inhibitor ===
 +
[[File:Mobile_Cyno_Inhibitor_image.jpg|thumb|upright=1.5|Cyno=Blocked]]
 +
The Mobile [[Cyno#Cyno|Cynosural]] Inhibitor is almost invaluable within [[0.0]], creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300 m³ volume and will stay in space for 1 hour. However unlike the other mobile structures this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).
 +
 
 +
Even with all those limitations it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.
 +
 
 +
=== Mobile Siphon Unit ===
 +
[[File:Mobile_Siphon_Unit_image.jpg|thumb|upright=1.5|Theft: Now you dont even have to be there!]]
 +
These units represent a new option to those with more clandestine missions as they will syphon off a portion of the moon minerals or reaction results that go towards the stations silos. Designed to be secretly deployed near to a POS and will not alert the owner to the theft of materials nor will the stations guns automatically shoot at it, meaning that people who own POS's need to keep a watchful eye out for any of these things floating around. Like the Mobile Cynosural Inhibitor this is a one use item but with an added twist, any pilot may access the hold so even the thieves wont be immune to theft. It only weighs 35 m³, takes 5 seconds to deploy and will last 30 days with a cargo hold of 900 m³ but needs to be within 30km of the target, so [[Frigate#Covert_Ops|CovOps]] ships can truly take advantage of these automated thieves.
 +
 
 +
Other points to note:
 +
 
 +
*No criminal or suspect flags will be placed upon attacking the syphon.
 +
*Will prioritise raw materiel over refined (cannot take alchemy output).
 +
*Can only steal from one silo at a time and only the one at the end of a chain.
 +
*Will take 60 raw or 30 processed at a time.
 +
*Players cannot put items into it.
 +
*Multiple syphon units can be placed around the POS and will steal in order deployed.
 +
*Have a waste factor of 10%  
 +
*Will only steal during a production cycle (once per hour)
 +
*Max range of 50km
 +
*Can be manually targeted by station guns
 +
 
 +
=== 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 named versions of the Mobile Depot 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
 +
 
 +
=== Skills, stats and materials required ===
 +
 
 +
==== '''Mobile Depot''' ====
 +
 
 +
Skills:
 +
 
 +
BPO Skills: Industry LvL 1
 +
 
 +
General Skills: None required
 +
 
 +
Stats:
 +
 
 +
Volume: 50 m³
 +
 
 +
Mass: 10,000.00 kg
 +
 
 +
Deployment:
 +
 
 +
Distance from deploying ship: 250m
 +
 
 +
Min distance from other Mobile Depot: 6,000m
 +
 
 +
Min distance from Stargate or Station: 50km
 +
 
 +
Min Distance from Control Tower: 40km
 +
 
 +
Activation delay: 1 minute
 +
 
 +
Maximum Lifetime: 30 days
 +
 
 +
Structure Retrieval: 2,500m
 +
 
 +
Capacity: 3,000 m³ (Wetu/Yurt: 4,000 3)
 +
 
 +
Access range: 2,500m
 +
 
 +
Allows direct placement of cargo: Yes
 +
 
 +
Cargo accessible by all: No
 +
 
 +
Max fitting range: 3,000m
 +
 
 +
Reinforcement period: 2 Days
 +
 
 +
Tech Level: Level 1
 +
 
 +
Meta Level: Level 1
 +
 
 +
Shield Capacity: 5,000 HP
 +
 
 +
Recharge Time: 2100.00s
 +
 
 +
Armor HP: 5,000 HP
 +
 
 +
Structure HP: 7,500 HP
 +
 
 +
Sig Radius: 500m
 +
 
 +
Sensor Strength:
 +
 
 +
RADAR: 50 (Wetu: 250. Yurt: 400)
 +
 
 +
LADAR: 50 (Wetu: 250. Yurt: 400)
 +
 
 +
Magnetometric: 50 (Wetu: 250. Yurt: 400)
 +
 
 +
Gravimetric: 50 (Wetu: 250. Yurt: 400)
 +
 
 +
 
 +
===== '''Materials Required ''' =====
 +
 
 +
Pyerite: 270
 +
 
 +
Tritanium: 6750
 +
 
 +
Zydrine: 270
 +
 
 +
Guidance Systems: 3
 +
 
 +
High-Tech Transmitters: 1
 +
 
 +
Nuclear Reactors: 1
 +
 
 +
Smartfab Units: 3
 +
 
 +
==== '''Mobile Tractor Unit''' ====
 +
 
 +
Skills:
 +
 
 +
BPO Skills:
 +
 
 +
Industry: LvL 1
 +
 
 +
Science: LvL 5
 +
 
 +
Laser Physics: LvL 1
 +
 
 +
High Energy Physics: LvL 1
 +
 
 +
Power Grid Management: LvL 5
 +
 
 +
General Skills: None Required
 +
 
 +
Stats:
 +
 
 +
Volume: 100 m³
 +
 
 +
Mass: 10,000.00 kg
 +
 
 +
Deployment:
 +
 
 +
Distance from deploying ship: 250m
 +
 
 +
Min distance from other Mobile Depot: 6,000m
 +
 
 +
Min distance from Stargate or Station: 50km
 +
 
 +
Min Distance from Control Tower: 40km
 +
 
 +
Activation delay: 10 seconds
 +
 
 +
Maximum Lifetime: 2 days
 +
 
 +
Structure Retrieval: 2,500m
 +
 
 +
Max collection range: 2,500m
 +
 
 +
Cycle time: 5 seconds
 +
 
 +
Max tractor range: 125km
 +
 
 +
Cycle time: 5 seconds
 +
 
 +
Max Tractor velocity: 1000 m/sec
 +
 
 +
Capacity: 27,000 m³
 +
 
 +
Access range: 2,500m
 +
 
 +
Allows direct placement of cargo: No
 +
 
 +
Cargo accessible by all: No
 +
 
 +
Max locked targets: 1
 +
 
 +
Tech Level: Level 1
 +
 
 +
Meta Level: Level 1
 +
 
 +
Shield Capacity: 10,000 HP
 +
 
 +
Recharge Time: 3200.00s
 +
 
 +
Armor HP: 10,000 HP
 +
 
 +
Structure HP: 30,000 HP
 +
 
 +
Sig Radius: 500m
 +
 
 +
Max targeting range: 125.00km
 +
 
 +
Optimal Range: 125.00km
 +
 
 +
Sensor Strength:
 +
 
 +
RADAR: 50
 +
 
 +
LADAR: 50
 +
 
 +
Magnetometric: 50
 +
 
 +
Gravimetric: 50
 +
 
 +
 
 +
===== '''Materials Required ''' =====
 +
 
 +
 
 +
Zydrine: 575
 +
 
 +
Organic Mortar Applicators: 2
 +
 
 +
Small Tractor Beam I: 1
 +
 
 +
Ukomi Superconductors: 2
 +
 
 +
Wetware Mainframe: 1
 +
 
 +
 
 +
==== '''Mobile Cynosural Inhibitor''' ====
 +
 
 +
Skills:
 +
 
 +
BPO Skills:
 +
 
 +
Industry: LvL 1
 +
 
 +
Science: LvL 5
 +
 
 +
Electromagnetic Physics: LvL 4
 +
 
 +
Graviton Physics: LvL 4
 +
 
 +
Power Grid Management: LvL 5
 +
 
 +
General Skills: Anchoring LvL 3
 +
 
 +
Stats:
 +
 
 +
Volume: 300 m³
 +
 
 +
Mass: 10,000.00 kg
 +
 
 +
Deployment:
 +
 
 +
Distance from deploying ship: 250m
 +
 
 +
Min distance from other Mobile Cyno Inhibitor: 200km
 +
 
 +
Min distance from Stargate or Station: 75km
 +
 
 +
Min Distance from Control Tower: 40km
 +
 
 +
Activation delay: 2 Minutes
 +
 
 +
Maximum Lifetime: 1 Hour
 +
 
 +
Disruption Range: 100km
 +
 
 +
 
 +
Tech Level: Level 1
 +
 
 +
Meta Level: Level 1
 +
 
 +
Shield Capacity: 10,000 HP
 +
 
 +
Recharge Time: 2400.00s
 +
 
 +
Armor HP: 10,000 HP
 +
 
 +
Structure HP: 150,000 HP
 +
 
 +
Sig Radius: 400m
 +
 
 +
Sensor Strength:
 +
 
 +
RADAR: 20
 +
 
 +
LADAR: 20
 +
 
 +
Magnetometric: 20
 +
 
 +
Gravimetric: 20
 +
 
 +
 
 +
===== '''Materials Required ''' =====
 +
 
 +
 
 +
Isogen: 6750
 +
 
 +
Megacyte: 675
 +
 
 +
Pyerite: 13500
 +
 
 +
Tritanium: 337500
 +
 
 +
Zydrine: 6750
 +
 
 +
Broadcast Node: 4
 +
 
 +
Guidance Systems: 20
 +
 
 +
Organic Mortar Applicators: 8
 +
 
 +
Self-Harmonizing Power Core: 2
 +
 
 +
Sterile Conduits: 4
 +
 
 +
Wetware Mainframe: 2
 +
 
 +
 
 +
==== '''Mobile Syphon Unit''' ====
 +
 
 +
Skills:
 +
 
 +
BPO Skills:
 +
 
 +
Industry: LvL 1
 +
 
 +
Science: LvL 5
 +
 
 +
Electronic Engineering: LvL 4
 +
 
 +
Graviton Physics: LvL 4
 +
 
 +
Power Grid Management: LvL 5
 +
 
 +
General Skills:
 +
 
 +
Anchoring: LvL 2
 +
 
 +
Stats:
 +
 
 +
Volume: 35 m³
 +
 
 +
Mass: 10,000.00 kg
 +
 
 +
Deployment:
 +
 
 +
Distance from deploying ship: 250m
 +
 
 +
Min distance from other Mobile Syphon Unit: 10km
 +
 
 +
Min distance from Stargate or Station: 10km
 +
 
 +
Min Distance from Control Tower: 30km
 +
 
 +
Max Distance from Control Tower: 50km
 +
 
 +
Activation delay: 5 seconds
 +
 
 +
Maximum Lifetime: 30 days
 +
 
 +
Capacity: 900 m³
 +
 
 +
Access range: 2,500m
 +
 
 +
Allows direct placement of cargo: No
 +
 
 +
Cargo accessible by all: Yes
 +
 
 +
Max locked targets: 1
 +
 
 +
Tech Level: Level 1
 +
 
 +
Meta Level: Level 1
 +
 
 +
Shield Capacity: 10,000 HP
 +
 
 +
Recharge Time: 2400.00s
 +
 
 +
Armor HP: 10,000 HP
 +
 
 +
Structure HP: 60,000 HP
 +
 
 +
Signature Radius: 600m
 +
 
 +
Restricted To Secrity Level Less Than: 0.4
 +
 
 +
Processed Material Syphon Amount: 30
 +
 
 +
Raw Material Syphon Amount: 60
 +
 
 +
Sensor Strength:
 +
 
 +
RADAR: 75
 +
 
 +
LADAR: 75
 +
 
 +
Magnetometric: 75
 +
 
 +
Gravimetric: 75
 +
 
 +
 
 +
===== '''Materials Required ''' =====
 +
 
 +
 
 +
Isogen: 8033
 +
 
 +
Megacyte: 232
 +
 
 +
Mexallon: 25462
 +
 
 +
Nocxium: 2331
 +
 
 +
Pyerite: 41950
 +
 
 +
Tritanium: 290158
 +
 
 +
Zydrine: 765
 +
 
 +
Data Chips: 12
 +
 
 +
Guidance Systems: 100
 +
 
 +
Miniature Electronics: 100

Latest revision as of 15:21, 5 December 2021

Mobile Structures Intro

Mobile Structures are 4 new BPO's that are added by the Rubicon patch to act as a kind of "Personal POS" and allow for greater flexibility for players within the field and expand upon survivability, utility, espionage and defence. Relatively easy to produce and becoming a more common sight by the day and come in 4 "Flavours" of BPO:

  • Mobile Depot
  • Mobile Tractor Unit
  • Mobile Cynosural Inhibitor and
  • Mobile Syphon Unit

This article will explain what they are and how they work.

Mobile Depots

A Mobile Depot floating through space

Mobile Depots act as a kind of in field fitting service and storage facility. Allowing for ships to keep one fit on the ship and another in the hold for quick swapping at a "safe spot" and to hold any extras they may need room for from Ratting/Mining/PvP. They take a minute to setup, use only 50 m³ of cargo space and will last for 30 days and after that they vanish so you need to keep an eye on them. Also any player can attack them and only get a suspect flag, necessitating either defending the Depot or scooping it up and moving it, making sure to pick up whatever you can take with you as it will be jettisoned after scooping to the hold. It also has a 2 day reinforcement timer once the depot reaches 25% of its maximum HP

These Depots have a number of applications but the two most used (Thus far) are as a temporary "home", setting it up and bookmarking it to come to as and when needed. The other use is primarily reserved for Lowsec/Nullsec/WH's where you move around in a travel fit and create a "safe spot" before going off to do stuff and returning to it and instantly refitting your ship for combat when things get hairy.

Mobile Tractor Unit

A Mobile Tractor Unit bringing in the goods

These do exactly what they say, put it down and it will start to tractor in any tractorable items within a 125km radius at 1000 m/sec into its massive 27,000 m³ hold but can only target things one at a time. These units only take 10 seconds to deploy and will last 2 days. These units are more specialized and rare due to the increased cost and skills required but are still a worthwhile investment if you dont have access to a Noctis.

Applications are few and far between but if used right it can be a godsend for time saving. Put one (maybe 2 or 3) down at the start of combat and keep the wrecks within 125km and you wont need to worry about slowboating towards each individual wreck as they will likely all be now clustered around the unit, just park up and let your salvager get to work. Other possible applications are within mining gangs who don't have access to say an Orca, put these down and jettison the ore for it to pick up and come back in a transport ship later on to pick up the goods.

These have seen some heavy use in missions, for those that had not historically spent much time looting and salvaging they provide an easy way to get most of the loot out of a mission with little to no effort. Coupling a MTU with one or two salvage drones can pick a mission clean roughly as fast as some missions are run. While the MTU doesn't do salvaging itself, by pulling the wrecks into a central location it can effectively improve the time efficiency of salvager drones by reducing their trvel time. Further, if your fit and mission do not require kiting or maneuverability at all, you can orbit the MTU and use a salvager in a utility slot to work through your wrecks as you run the mission.

Some systems have seen an increase in organized greifing centered on MTUs. Similar to Ninja_Salvaging_and_Stealing a group will take up residence in a high activity missioning area and scan down the MTUs. They will then agress the MTU attempting to bait the missioner into engaging them. As with Ninja Looters your options are limited. Engaging the griefer will set your engagement timer and their friends can warp in an finish you off. Not engaging the griefer will cost you not just your loot but the roughly 10M that the MTU cost. Orbiting the MTU at close range mitigates this heavily. As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit. They will be left with a mission pocket that you have already looted and are likely to move on.

It should be noted, MTUs do not loot wreks that are not yours. There are some griefers that prey on this misunderstanding. After having landed in your mission pocket they may drop an MTU of their own hoping you will engage it, presumably because you think that it will collect your loot for them. It is best to ignore these rogue MTUs as they won't effect you and even if the griefer warps out leaving it behind they can monitor you in local to see if your become a criminal and then warp right back in with friends.

Mobile Cynosural Inhibitor

Cyno=Blocked

The Mobile Cynosural Inhibitor is almost invaluable within 0.0, creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300 m³ volume and will stay in space for 1 hour. However unlike the other mobile structures this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).

Even with all those limitations it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.

Mobile Siphon Unit

Theft: Now you dont even have to be there!

These units represent a new option to those with more clandestine missions as they will syphon off a portion of the moon minerals or reaction results that go towards the stations silos. Designed to be secretly deployed near to a POS and will not alert the owner to the theft of materials nor will the stations guns automatically shoot at it, meaning that people who own POS's need to keep a watchful eye out for any of these things floating around. Like the Mobile Cynosural Inhibitor this is a one use item but with an added twist, any pilot may access the hold so even the thieves wont be immune to theft. It only weighs 35 m³, takes 5 seconds to deploy and will last 30 days with a cargo hold of 900 m³ but needs to be within 30km of the target, so CovOps ships can truly take advantage of these automated thieves.

Other points to note:

  • No criminal or suspect flags will be placed upon attacking the syphon.
  • Will prioritise raw materiel over refined (cannot take alchemy output).
  • Can only steal from one silo at a time and only the one at the end of a chain.
  • Will take 60 raw or 30 processed at a time.
  • Players cannot put items into it.
  • Multiple syphon units can be placed around the POS and will steal in order deployed.
  • Have a waste factor of 10%
  • Will only steal during a production cycle (once per hour)
  • Max range of 50km
  • Can be manually targeted by station guns

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 named versions of the Mobile Depot 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

Skills, stats and materials required

Mobile Depot

Skills:

BPO Skills: Industry LvL 1

General Skills: None required

Stats:

Volume: 50 m³

Mass: 10,000.00 kg

Deployment:

Distance from deploying ship: 250m

Min distance from other Mobile Depot: 6,000m

Min distance from Stargate or Station: 50km

Min Distance from Control Tower: 40km

Activation delay: 1 minute

Maximum Lifetime: 30 days

Structure Retrieval: 2,500m

Capacity: 3,000 m³ (Wetu/Yurt: 4,000 3)

Access range: 2,500m

Allows direct placement of cargo: Yes

Cargo accessible by all: No

Max fitting range: 3,000m

Reinforcement period: 2 Days

Tech Level: Level 1

Meta Level: Level 1

Shield Capacity: 5,000 HP

Recharge Time: 2100.00s

Armor HP: 5,000 HP

Structure HP: 7,500 HP

Sig Radius: 500m

Sensor Strength:

RADAR: 50 (Wetu: 250. Yurt: 400)

LADAR: 50 (Wetu: 250. Yurt: 400)

Magnetometric: 50 (Wetu: 250. Yurt: 400)

Gravimetric: 50 (Wetu: 250. Yurt: 400)


Materials Required

Pyerite: 270

Tritanium: 6750

Zydrine: 270

Guidance Systems: 3

High-Tech Transmitters: 1

Nuclear Reactors: 1

Smartfab Units: 3

Mobile Tractor Unit

Skills:

BPO Skills:

Industry: LvL 1

Science: LvL 5

Laser Physics: LvL 1

High Energy Physics: LvL 1

Power Grid Management: LvL 5

General Skills: None Required

Stats:

Volume: 100 m³

Mass: 10,000.00 kg

Deployment:

Distance from deploying ship: 250m

Min distance from other Mobile Depot: 6,000m

Min distance from Stargate or Station: 50km

Min Distance from Control Tower: 40km

Activation delay: 10 seconds

Maximum Lifetime: 2 days

Structure Retrieval: 2,500m

Max collection range: 2,500m

Cycle time: 5 seconds

Max tractor range: 125km

Cycle time: 5 seconds

Max Tractor velocity: 1000 m/sec

Capacity: 27,000 m³

Access range: 2,500m

Allows direct placement of cargo: No

Cargo accessible by all: No

Max locked targets: 1

Tech Level: Level 1

Meta Level: Level 1

Shield Capacity: 10,000 HP

Recharge Time: 3200.00s

Armor HP: 10,000 HP

Structure HP: 30,000 HP

Sig Radius: 500m

Max targeting range: 125.00km

Optimal Range: 125.00km

Sensor Strength:

RADAR: 50

LADAR: 50

Magnetometric: 50

Gravimetric: 50


Materials Required

Zydrine: 575

Organic Mortar Applicators: 2

Small Tractor Beam I: 1

Ukomi Superconductors: 2

Wetware Mainframe: 1


Mobile Cynosural Inhibitor

Skills:

BPO Skills:

Industry: LvL 1

Science: LvL 5

Electromagnetic Physics: LvL 4

Graviton Physics: LvL 4

Power Grid Management: LvL 5

General Skills: Anchoring LvL 3

Stats:

Volume: 300 m³

Mass: 10,000.00 kg

Deployment:

Distance from deploying ship: 250m

Min distance from other Mobile Cyno Inhibitor: 200km

Min distance from Stargate or Station: 75km

Min Distance from Control Tower: 40km

Activation delay: 2 Minutes

Maximum Lifetime: 1 Hour

Disruption Range: 100km


Tech Level: Level 1

Meta Level: Level 1

Shield Capacity: 10,000 HP

Recharge Time: 2400.00s

Armor HP: 10,000 HP

Structure HP: 150,000 HP

Sig Radius: 400m

Sensor Strength:

RADAR: 20

LADAR: 20

Magnetometric: 20

Gravimetric: 20


Materials Required

Isogen: 6750

Megacyte: 675

Pyerite: 13500

Tritanium: 337500

Zydrine: 6750

Broadcast Node: 4

Guidance Systems: 20

Organic Mortar Applicators: 8

Self-Harmonizing Power Core: 2

Sterile Conduits: 4

Wetware Mainframe: 2


Mobile Syphon Unit

Skills:

BPO Skills:

Industry: LvL 1

Science: LvL 5

Electronic Engineering: LvL 4

Graviton Physics: LvL 4

Power Grid Management: LvL 5

General Skills:

Anchoring: LvL 2

Stats:

Volume: 35 m³

Mass: 10,000.00 kg

Deployment:

Distance from deploying ship: 250m

Min distance from other Mobile Syphon Unit: 10km

Min distance from Stargate or Station: 10km

Min Distance from Control Tower: 30km

Max Distance from Control Tower: 50km

Activation delay: 5 seconds

Maximum Lifetime: 30 days

Capacity: 900 m³

Access range: 2,500m

Allows direct placement of cargo: No

Cargo accessible by all: Yes

Max locked targets: 1

Tech Level: Level 1

Meta Level: Level 1

Shield Capacity: 10,000 HP

Recharge Time: 2400.00s

Armor HP: 10,000 HP

Structure HP: 60,000 HP

Signature Radius: 600m

Restricted To Secrity Level Less Than: 0.4

Processed Material Syphon Amount: 30

Raw Material Syphon Amount: 60

Sensor Strength:

RADAR: 75

LADAR: 75

Magnetometric: 75

Gravimetric: 75


Materials Required

Isogen: 8033

Megacyte: 232

Mexallon: 25462

Nocxium: 2331

Pyerite: 41950

Tritanium: 290158

Zydrine: 765

Data Chips: 12

Guidance Systems: 100

Miniature Electronics: 100