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| Out of these moon mining, reactions and (super)capital manufacturing services are the only ones with restrictions. All others can be installed in any upwell structure. Clone bay has additional limitations if fitted in wormhole space. You can not jump into a structure in wormhole space so the clone bay is limited to clone swapping. | | Out of these moon mining, reactions and (super)capital manufacturing services are the only ones with restrictions. All others can be installed in any upwell structure. Clone bay has additional limitations if fitted in wormhole space. You can not jump into a structure in wormhole space so the clone bay is limited to clone swapping. |
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| | ==Advantages of Upwell structures== |
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| | Upwell are comparable to NPC stations but with multiple distinct advantages. |
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| | [[Tethering]] allows pilots to sit in immediate vicinity of a friendly structure. This has multiple benefits: |
| | * Warping to the structure is safe as you tether immediately after landing. |
| | * Warping away is safe as you will do the aligning while tethered. |
| | * Large tether radius makes it very hard to bubble whole structure. |
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| | An Upwell structure with clone bay allows capsuleers to swap clones without cooldown period. To do this you need to be in the same structure as your target clone. |
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| | The engineering ccomplexes and refineries have significant bonuses that give them edge over stations. Additionally the upwell structures can fit manufacturing, research and refining rigs to further augment structurestrengths. |
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| | Upwell structures can be [[Fitting upwell structures|fitted]] with offensive capabilities. |
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| ==Citadels== | | ==Citadels== |
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| |Can build supercapitals. | | |Can build supercapitals. |
| |} | | |} |
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| ==Structure mechanics==
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| ===Tethering===
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| [[image:tethering.png|thumb|right|190px|While tethered, you'll see this icon on top of your HUD.]]
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| [[image:tethering_visuals.png|thumb|250px|right|You'll also see a faint cyan-coloured effect coming from the citadel, while you're tethered.]]
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| Tethering is a mechanic that allows pilots with docking permission to stay close to an upwell structure without being targetable and without taking damage from area of effect weapons. Note that you can still be bumbed until you are out of tethering range thus breaking the tether.
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| In addition to making your ship safe, tethering will also repair your ship shield, armor and hull while also repleshining your capacitor. Tethering will also repair damaged modules fitted on the ship and damaged drones in drone bay. Modules and drones in cargo or in space are unaffected.
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|
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| [[image:tethering_range.png|thumb|right|400px|Tethering occurs when the ship is inside the docking ring. The docking ring is indicated by a dotted line around the structure, in this case a medium '''Astrahus''' citadel.]]
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| The following actions {{co|lightgreen|do not}} break tether:
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| * Move around in space as long as you remain close to the structure.
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| * Use the [[Directional scanning|directional scanner]].
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| * Launch probes, use the [[Scanning#Probe_scanning|probe scanner]] and recall probes.
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| The following actions or conditions will {{co|crimson|break}} tether:
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| * Locking a target – will break immediately as lock starts, and won't refresh until target unlocked.
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| * Moving outside the tethering range (see [[Tethering#Range|range]] below).
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| * Activating specific modules, as below:
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| ** '''Burst Jammer''' module.
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| ** '''Command Burst''' module.
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| ** '''Cynosural Field Generator'''.
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| ** '''Siege''' module.
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| ** '''Triage''' module.
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| The following actions or conditions will {{co|red|prevent}} tethering:
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| * Having an active [[Timers#Weapon Timer|weapon timer]].
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| * If you're '''warp disrupted''' or '''scrambled''' so that the offensive strength overcomes your defensive warp core strength (see [[warp disruption]] for more information).
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| * If you do not have docking rights at the structure.
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| * A ship that has been ejected from and is unpiloted will not be tethered. Your pod however, will be immediately tethered.
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| While tethered you're {{co|orangered|unable to}} take certain actions:
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| * Cannot activate '''smartbombs'''.
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| * Cannot launch '''bombs''' from a bomb launcher.
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| ===Asset safety===
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| Asset safety is a mean of mitigating the risk associated with storing items inside destructable structures, and serves as an intermediate "inventory" for player assets that were stored in a player-owned structure that has been destroyed or unanchored (subject to certain limitations). Items in Asset Safety do not exist in a physical location until delivered to a new location. Items placed in Asset Safety will be bundled in an Asset Safety container. In the case of Corporate Asset Safety, the Asset Safety wrap will preserve any corporate hangar organization.
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| Asset Safety is available in all Upwell Structures (such as Citadels and [[Engineering Complexes]]), but not other player-owned structures, such as [[player-owned starbases]].
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| Asset Safety exists on both a personal and corporate level, though it functions similarly in either case. Once Asset Safety has been activated, regardless of method, it cannot be reversed, and items must then be delivered according to normal Asset Safety restrictions.
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| Asset Safety is activated whenever
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| * An Upwell structure is destroyed or unanchored, or
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| * A corporate office is un-rented, or
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| * A player manually activates it. You may do this by right clicking a structure heading in the Personal Assets window. But note: you must move all items from the Upwell at the same time using this command, which is labelled "Move all items to asset safety".
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| In the case of Corporate Asset Safety, only Directors or a CEO may activate Asset Safety for items in corporate hangars.
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| Items in Personal Asset Safety will appear in the player's "Assets" window, under the "Safety" tab.
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| [[File:Personal_Asset_Safety.PNG]]
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| <br><br>
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| Items in Corporate Asset Safety will appear in the corporation's "Assets" window, under the "Safety" tab.
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| [[File:Corporation_Asset_Safety.PNG]]
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| <br><br>
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| There are then two ways of recovering the items:
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| # After 5 days, the player/corporation can choose to have their assets delivered to an outpost, NPC station, or Citadel in the same system where the assets were originally located. This option is free.
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| # After an additional 20 days (i.e. if the first option is not used), the assets will be automatically delivered to the nearest (measured in AU) NPC station, and the player/corporation must pay 15% of the assets' value to retrieve them from Asset Safety.
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| ====Delivery rules====
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| If assets are not moved to a station, outpost, or Citadel in the same system, items in Asset Safety will be moved according to the following guidelines:
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| *From <span style="color:red">null security</span> space: to the nearest <span style="color:orange">low security</span> station, by AU.
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| *From <span style="color:orange">low security</span> space: to the nearest <span style="color:orange">low security</span> station, by AU.
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| *From <span style="color:green">high security</span> space: to the nearest <span style="color:green">high security</span> station, by AU.
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| ====Wormhole systems====
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| While Asset Safety technically exists in wormhole systems, in practice it merely causes assets in wormhole structures to drop in large containers when their containing structures are destroyed. Unless such items are contained in password-protected containers, anyone may take any items from containers dropped by structures in wormhole space. Players may also launch assembled ships from these containers.
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| [[Category:Game mechanics]]
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| [[Category:Corporations]]
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| ==Finding structures== | | ==Finding structures== |