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= Faction and deadspace upgrades =
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{{legality}}
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern or downright required (like the '''Federation Navy Stasis Webifier'''), but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
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= Crimewatch =
 +
Crimewatch is the name for the system in EVE that handles legality. It's important to understand that this is not a system in place to protect you, but rather to punish those that break the law. The distinction is important, because your safety is not the purpose of this mechanic and there are lots of ways to kill people as long as you're willing to suffer the consequences of your actions.
  
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.
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In order to get the most of this article you should make sure you understand the basics of [[safety settings]] and know what the different [[timers]] are and what they mean.
= What do you get in return? =
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To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
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== CONCORD's response time ==
== Worthwhile investments ==
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CONCORD's response time varies based on the security level of the system you're in. It can also be manipulated to both increase and decrease their response time. See [[CONCORD]] for information about the NPC corporation itself.
Here's a list of some modules that are worth upgrading. While some give a larger effect, they all contribute enough to warrant their cost. That said, just because the A-type is very efficient doesn't mean everyone should get one, as you can often get by with a B- or even a C-type for certain fits.
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<!-- The times below are the most common when reviewing people who've done intensive testing on the response times -->
{| class="wikitable"
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{| class="wikitable" style="text-align:center;"
! style="background-color:#222222;" | Module
+
! style="background-color:#222222;" align="left" | System security /<br>Response time
! style="background-color:#222222;" | Benefit
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! style="background-color:#222222;" | {{co|#EFEF00|0.5}} Security
|-
+
! style="background-color:#222222;" | {{co|#8FEF2F|0.6}} Security
| [[image:Icon_hardener_adaptive_deadspace.png|64px|link=]]
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! style="background-color:#222222;" | {{co|#00F000|0.7}} Security
| 1 x {{co|mediumslateblue|Pithum C-Type Adaptive Invulnerability Field}} is {{co|lightgreen|35,42%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small>&nbsp;<ref name="top">The modules are on the top, meaning the first module gets 100% effect, second 86,9%, third 57,1% all according to normal [[stacking penalties|stacking penalty rules]].</ref></small>)<br>1 x {{co|mediumslateblue|Pithum B-Type Adaptive Invulnerability Field}} is {{co|lightgreen|45,83%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>)<br>1 x {{co|mediumslateblue|Pithum A-Type Adaptive Invulnerability Field}} is {{co|lightgreen|46,875%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>)
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! style="background-color:#222222;" | {{co|#00EF47|0.8}} Security
|-
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! style="background-color:#222222;" | {{co|#48F0C0|0.9}} - {{co|#2FEFEF|1.0}} Security
| [[image:Icon_tracking_computer_faction.png|64px|link=]]
 
| 1 x {{co|mediumslateblue|Federation Navy Tracking Computer}} is {{co|lightgreen|3,85%}} stronger than a {{co|grey|Tracking Computer II}}.<br>2 x {{co|mediumslateblue|Federation Navy Tracking Computers}} are {{co|lightgreen|7,43%}} stronger (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>).<br>2 x {{co|mediumslateblue|Federation Navy Tracking Computers}} are {{co|lightgreen|5,97%}} stronger (if you get a link<small>&nbsp;<ref name="link">Remote tracking computers, remote sensor boosters and tech two burst rigs are stronger and thus pushes the modules down to 2nd and 3rd (etc) in the hierarchy, meaning they are both penalized and working at 86,9% and 57,1% respectively (or more if you stack more modules).</ref></small>).
 
 
|-
 
|-
| [[image:Icon_sensor_booster_faction.png|64px|link=]]
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| align="left" | Not spawned<small>&nbsp;<ref>This is the natural state, so this is what you get without any manipulation going on by players.</ref></small>
| 1 x {{co|mediumslateblue|Serpentis Sensor Booster}} is {{co|lightgreen|3,12%}} stronger than a {{co|grey|Sensor Booster II}}.<br>2 x {{co|mediumslateblue|Serpentis Sensor Boosters}} are {{co|lightgreen|6,07%}} stronger (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>).<br>2 x {{co|mediumslateblue|Serpentis Sensor Boosters}} are {{co|lightgreen|5,04%}} stronger (if you get a resebo<small>&nbsp;<ref name="link"></ref></small>).
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| 20 seconds
 +
| 15 seconds
 +
| 11 seconds
 +
| 8 seconds
 +
| 5 seconds
 
|-
 
|-
| https://image.eveonline.com/Type/15895_64.png
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| align="left" | Spawned elsewhere<small>&nbsp;<ref>While doing this intentionally is declared an [https://community.eveonline.com/news/news-channels/eve-online-news/exploit-notification-delaying-concord-response exploit] (read the clarification), there are situations where this might happen naturally without players exploiting these mechanics. So it's still relevant to be aware of the extra time they might have.</ref></small>
| 1 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizer}} is {{co|lightgreen|2,27%}} more effective compared to {{co|grey|Magnetic Field Stabilizer}}.<br>4 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizers}} are {{co|lightgreen|6,45%}} stronger (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>).<br>4 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizers}} are {{co|lightgreen|4,36%}} stronger (if you have a T2 burst rig)<small>&nbsp;<ref name="link"></ref></small>).
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| 25 seconds
|}
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| 20 seconds
<small><references/></small>
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| 18 seconds
 
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| 15 seconds
<!--
+
| 5 seconds
<small>&nbsp;<ref name="top"></ref></small>
 
<small>&nbsp;<ref name="link"></ref></small>
 
-->
 
== Questionable investments ==
 
These modules fall into the category of ''"more ISK than sense"'', as they give very little or in some cases no actual improvement.
 
{| class="wikitable"
 
! style="background-color:#222222;" | Module
 
! style="background-color:#222222;" | Benefit
 
 
|-
 
|-
| https://image.eveonline.com/Type/15965_64.png
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| align="left" | Spawned on grid
| 1 x {{co|mediumslateblue|Republic Fleet Tracking Enhancer}} is only {{co|crimson|0,46%}} stronger than a {{co|grey|Tracking Enhancer II}}.<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,67%}} stronger (2nd and 3rd in the hierarchy<small>&nbsp;<ref name="stack">'''Tracking Computer''', both local and remote ones from scimitars, that are scripted for tracking are stronger than the tracking bonus from tracking enhancers. So if you have a tracking computer, or two, or an incoming link, the small bonus will be 2nd and 3rd, 3rd and 4th or even 5th and 6nd (suffering harsh [[stacking penalties]]).</ref></small>).<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,41%}} stronger (3rd and 4th in the hierarchy)<small>&nbsp;<ref name="stack"></ref></small>).
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| colspan="5" | Existing CONCORD forces respond in mere seconds.
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>

Latest revision as of 21:28, 18 November 2019

Crimewatch

Crimewatch is the name for the system in EVE that handles legality. It's important to understand that this is not a system in place to protect you, but rather to punish those that break the law. The distinction is important, because your safety is not the purpose of this mechanic and there are lots of ways to kill people as long as you're willing to suffer the consequences of your actions.

In order to get the most of this article you should make sure you understand the basics of safety settings and know what the different timers are and what they mean.

CONCORD's response time

CONCORD's response time varies based on the security level of the system you're in. It can also be manipulated to both increase and decrease their response time. See CONCORD for information about the NPC corporation itself.

System security /
Response time
0.5 Security 0.6 Security 0.7 Security 0.8 Security 0.9 - 1.0 Security
Not spawned [1] 20 seconds 15 seconds 11 seconds 8 seconds 5 seconds
Spawned elsewhere [2] 25 seconds 20 seconds 18 seconds 15 seconds 5 seconds
Spawned on grid Existing CONCORD forces respond in mere seconds.
  1. ^ This is the natural state, so this is what you get without any manipulation going on by players.
  2. ^ While doing this intentionally is declared an exploit (read the clarification), there are situations where this might happen naturally without players exploiting these mechanics. So it's still relevant to be aware of the extra time they might have.