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CONCORD: Difference between revisions

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{{legality}}
{{legality}}
Serving as the police force, the long arm of the law, '''CONCORD''' acts as an unstoppable force of consequence for anyone breaking the law in [[System Security#High Security|high security space]].
'''CONCORD''' is a special NPC faction in EVE. In [[System Security#High Security|high security space]]—and ''only'' in high security space—they bring inevitable consequences to anyone breaking the law.


It's important to realize that CONCORD isn't there to defend you, they are simply there to enforce the consequences of breaking the law. As such, people are able to break the law at any time of their choosing, as long as they are ok with the consequences.
In EVE's lore, CONCORD is a regulation and policing organisation which arose from the NPC empires, but now operates independently of them.


This distinction is paramount to understanding how EVE works and why [[suicide ganking]] is valid game mechanics. The loot and consequence mechanics help serve as a self-regulatory risk vs reward system, where people are forced to consider how much ISK they put on a ship. Some modules are incredibly powerful and increase their efficiency, but at the same time makes them more of a target for suicide ganking. As such it allows players to directly control the balance of powerful ships and modules.
In EVE's game mechanics, CONCORD ships will destroy player ships which carry out any aggressive actions on other players in high security space. CONCORD does ''not'', however, exist to defend players: they simply enforce the consequences of law-breaking. EVE players can break the law in highsec at any time, as long as they accept those consequences.


Practically this means that while it's impossible to stop someone else from breaking the law, you can drastically reduce the chances of someone suicide ganking you by not fitting too many costly modules, thus removing profit as an incentive.
This distinction is paramount to understanding how notorious highsec practice of [[suicide ganking]] functions as a valid in-game activity. The game's looting and consequence mechanics help serve as a self-regulatory risk-versus-reward system, which makes players consider how much ISK they fit on a ship. Some modules are incredibly powerful, but also incredibly valuable and attractive to gankers. You can drastically reduce the chances of someone suicide-ganking you by not fitting too many costly modules. The guarantee of CONCORD consequences invites both gankers and their potential victims to calculate risk.


= CONCORD Mechanics =
= CONCORD mechanics =
CONCORD are triggered by illegal aggression in high-sec. This means that if you activate an offensive module on an innocent player in high-sec, a countdown timer will begin. At the end of this countdown timer, CONCORD cruisers will appear on grid and ECM jam, sensor damp, tracking disrupt, and energy neutralise any players who have taken hostile action. This means that guns can no longer be fired, however AoE modules such as smartbombs and ECM bursts can still be activated. A few seconds later, a CONCORD battleship comes on grid and instantly kills any criminals. CONCORD do not shoot capsules, however if a criminal boards a ship in space, CONCORD will appear and destroy the ship. The time it takes for CONCORD to react varies. The higher the security status of a star system, the lower CONCORD's reaction time. If CONCORD units have already been triggered in the system, the reaction time also increases.
CONCORD are triggered by illegal aggression in high-sec. This means that if a ship activates an offensive module on an innocent player in high-sec, a countdown timer will begin.


==Prohibited Actions==
At the end of this countdown timer, CONCORD cruisers will appear on grid and apply [[EWAR]] and [[capacitor warfare]] to the offender.
 
A few seconds later, a CONCORD battleship will enter grid and instantly kill any criminals. CONCORD do not shoot capsules, but if a criminal then boards another ship in space, CONCORD will appear and destroy that ship.
 
The time it takes for CONCORD to react varies. The higher the security status of a star system, the lower CONCORD's reaction time. If CONCORD units have already been triggered in the system, the reaction time also increases.
 
==Prohibited actions==


CONCORD '''will''' respond to the following list of player activities.
CONCORD '''will''' respond to the following list of player activities.
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* Having a [[criminal]] flag and jumping into [[Eve_Lexicon#HiSec|Hi-Sec Space]]
* Having a [[criminal]] flag and jumping into [[Eve_Lexicon#HiSec|Hi-Sec Space]]
* Having low security status and jumping into a [[Eve_Lexicon#HiSec|Hi-Sec System]] in the [[Sanctum Constellation]]
* Having low security status and jumping into a [[Eve_Lexicon#HiSec|Hi-Sec System]] in the [[Sanctum Constellation]]
* Shooting another players loot (yellow can) while in high sec.
* Shooting another player's loot (yellow can) while in high sec.
 
==Response details==
 
If a player performs one of the prohibited actions, as above, two CONCORD cruisers and a CONCORD battleship will warp to the location.
 
The two cruisers have a lock time of about 2 seconds. Both cruisers will warp-scramble, web, ECM jam, sensor-damp, tracking-disrupt, and energy-neutralize any players who have taken hostile action. The cruisers will also reduce their target's drone bandwidth to 0. The tracking disruption means that guns can no longer be fired, though area-of-effect modules such as smartbombs and ECM bursts can still be activated while the [[capacitor]] retains sufficient energy; a capacitor booster can inject more energy in between neut cycles.
 
The cruisers will also shoot at the offender and each will deal about 1,000 damage every volley.


==CONCORD Response==
15 seconds after CONCORD has warped in, the CONCORD battleship will lock the offender and immediately destroy it unless the cruisers have done so already.


If a player performs one of the prohibited actions, as above: two CONCORD cruisers and a CONCORD battleship will warp to the location. The two cruisers have a lock time of about 2 seconds. Both Cruisers will warp-scramble, web, jam, reduce the drone bandwith to zero, and neut the offender completely every 5 seconds. That means from there on the only damage the offender can do is smartbombs, but only when cap injected. They will also shoot at the offender and each will deal about 1.000 damage every volley. 15 seconds after CONCORD has warped in, the Battleship will lock the offender and immediately destroy it unless the cruisers have done so already.
==Response times==


==CONCORD Response Times==
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It is possible that CONCORD has yet to spawn in the system, has already spawned elsewhere in the system, or is already present on grid.
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.


It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.
It the lock time of the CONCORD ships appears not to depend on the signature radius of the offender's ship. The following list gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.


* '''0.5''': Roughly '''19''' seconds
* '''0.5''': Roughly '''19''' seconds
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* '''0.9''' and '''1.0''': Roughly '''6''' seconds
* '''0.9''' and '''1.0''': Roughly '''6''' seconds


When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.
When CONCORD is already on grid, the response time is severely reduced. The response time appears to drop to between 2 seconds in 1.0 security to about 8 seconds in 0.6 and 9 seconds in 0.5.


When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 19 seconds them to arrive and start firing in a 0.6 system, and 24 seconds in a 0.5 system.
When CONCORD has already spawned elsewhere in the system, but is not yet on grid, the response time is significantly increased. In this case it will take about 19 seconds for them to arrive and start firing in a 0.6 system, and 24 seconds in a 0.5 system.


If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.
If CONCORD has already spawned in the system and is not on grid, suicide gankers will have more time to apply damage. In these circumstances, it's possible for a [[Thrasher]] to do 3,000 EHP damage in a 0.6 system.


<big>{{co|coral| All methods of Delaying CONCORD's Response are considered an exploit by CCP. However, the method of pulling, which is the act of moving CONCORD from one location to another is not considered a delay of CONCORD. : [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]}}
<big>{{co|coral| All methods of delaying CONCORD's response are considered an exploit by CCP. However, the technique of "pulling", which is the act of moving CONCORD from one location to another, is not considered a delay of CONCORD: [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]}}
</big>
</big>


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* Black Ops: [[Marshal]]
* Black Ops: [[Marshal]]


=== CONCORD Security Vessels ===
=== Security vessels ===
Whenever CONCORD needs to enforce consequences for people breaking the rules, they will send two '''CONCORD Police Captains''' and a '''CONCORD Police Commander''' for each criminal.
Whenever CONCORD needs to enforce consequences for people breaking the rules, they will send two '''CONCORD Police Captains''' and a '''CONCORD Police Commander''' for each criminal.
{| class="wikitable"
{| class="wikitable"
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<small><references/></small>
<small><references/></small>


== CONCORD Stations ==
== CONCORD stations ==
Not all empire regions have a Concord or DED station, but the following do:
Not all empire regions have a Concord or DED station, but the following do:
* [https://evemaps.dotlan.net/map/Aridia Aridia]
* [https://evemaps.dotlan.net/map/Aridia Aridia]
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* [https://evemaps.dotlan.net/map/Verge_Vendor Verge Vendor]
* [https://evemaps.dotlan.net/map/Verge_Vendor Verge Vendor]


==See Also==
==See also==
* [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]
* [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]


[[Category:Factions]]
[[Category:Factions]]