Difference between revisions of "How to find Incursions"
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− | Incursions last | + | Incursions last up to five or six days and go through three different stages; '''Established''', '''Mobilized''' and '''Withdrawing'''<small> <ref>The exact mechanics for when an incursion enters a new stage is unknown, but a popular theory is that the time is somewhat based on the effort put up by the incursion communities. If they fend off the Sansha the stages lasts considerably longer.</ref></small>. |
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Revision as of 15:15, 7 April 2013
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
Incursions.E-UNI mailing list
Normally there will always be a recon mail in the Incursions.E-UNI mailing list with information about the current constellation we're in.
The recon mails will have all the information you'll need. It will list the staging system, the various vanguard and assault sites as well as the headquarter system. Most of the time it will also have additional information about distance to our home system, closest tradehubs and general travel information and warnings.
How to find Incursions
Open up your Journal (either from your shortcut or the Neocom) and go to the Incursions tab and then click the Global Report. There you will see all current incursions that are active in EVE, which can be sorted by security for convenience.
You can also find the incursions by opening up your Star Map (F10), click the Star map if it isn't already in map-mode, go to the Star Map tab and under Stars select Incursions. The incursions will then show up on the map. Staging systems will show up in yellow and other systems in orange.
Constellation layouts
While the incursions will spawn in a random constellation, the systems of a given constellation will always have the same type of sites. Some systems are also taken out of the "incursion rotation", such as major trade hubs.
On http://eve-survival.org/wikka.php?wakka=IncursionConstelationLayout you can find out what systems will have vanguard, assault or headquarter sites, without having to visit the constellation first.
Finding an ideal staging system
The actual staging system of a constellation isn't necessarily the best system to stage out of, in fact it usually isn't. When you look for a good staging system there are a few things to consider.
- Repair facilities
- Convenient location
So for a really good staging system, try finding a system that has the type of sites you want to run, has a station with repair facilities and has jump gates leading directly to the other systems of interest.
Update the mailing list
Whenever we move to a new constellation, someone has to send out a mail to the Incursions.E-UNI mailing list. This is done so that people know where to go when they log in or when they feel like doing incursions after having done something else.
This is a collective effort and anyone can and should send out this recon mail. Just look at previous recon mails for an appropriate format. You can click on the forward button and change the system names if you like, that way you won't have to retype all the additional information.
Moving between Incursions
Incursions are nomadic in nature, with focus lasting less than a week per constellation, forcing the incursion community to constantly move in order to continue taking part of the content.
In order to facilitate moving more than one ship at a time, people often utilize the Orca as well as their racial freighter of choice. The Orca excel at moving several smaller ships, like logistics and strategic cruisers, while still having good maneuverability and an excellent buffer whereas freighters have a much larger hold and are the only ones who can move a rigged battleship in highsec.
Given the profitability of suicide ganking and how hard it is to actually use the extra cargo of a freighter, it is usually much better to travel fit your battleship and fly it yourself, than carry it around in a freighter. Especially if you have a faction battleship or costly ships. Flying a ship yourself as opposed to hauling a ship inside another ship, means the ship itself as well as the rigs lose their value, as they are destroyed when they suicide gank you. This drastically reduce the value of ganking you. Also remember that if you're carrying an expensive defensive module, fit it.
Wartime logistics
You should never move your ship to an incursion constellation alone when your corporation or alliance is at war. War targets relish catching slow and expensive ships fit for PvE [1]. Even if there are no war targets logged on, they could be waiting offline with their main characters, while keeping an eye on you with their alts.
Use an alt to move your ship(s)
Not everyone will have alts to do this (or have the appropriate skills on their alt), but the fastest and safest way is always to fly the ship yourself on an alt. Naturally this doesn't work with your uni main, nor does it work if your alt is at war as well.
The main benefit of moving the ship by itself, is that the cost of the hull and the rigs become somewhat irrelevant. If you were to haul a pirate faction battleship in a freighter the hull cost and rigs would be potential loot, but if you fly it the ship and rigs would be destroyed and thus not potential loot for suicide gankers. Also remember that if you're bringing a deadspace hardener or other defensive modules with you, keep it fitted on your ship instead of moving it in your cargo hold where it does no good.
Travel fleets
If the last incursion you were in just disappeared and you all need to move, the simplest thing to do is to take the whole fleet, including everyone else who wants to come with you to the next constellation and move as a fleet. Strength in numbers.
Keep your incursion-fits, including logistics and work on your aligns and fleet warps on the way, keeping one fleet member a jump ahead acting as a scout (and possibly someone a jump behind as well to cover the rear). Unless the war targets amass in considerable numbers, they pose no threat to your fleet as long as you keep the fleet together, warping together, never leaving anyone behind. Only one person needs to have PvP-experience for this to work, the rest just have to keep their wits and follow orders.
Freighter services
There are several options to have your ship freighted to the new constellation. You have Red Frog as well as people within the community offering to haul ships with their alts.
Longevity
Incursions last up to five or six days and go through three different stages; Established, Mobilized and Withdrawing [2].
Stage | Explanation |
Incursion established | Whenever an incursion spawns, this will be the first stage. Sansha Kuvakei's forces have poured into the constellation and are trying to take control of the systems.
This stage can last from a day up to several days. |
Incursion mobilized | The incursion has been around for a bit and Sansha Kuvakei's forces are either getting ready to finish off the incursion or they are losing too much ground and prepare to withdraw from the constellation.
Once the incursion enters this stage, it usually enters the last stage within a couple of days. |
Incursion withdrawing | The incursion is ending, either due to Sansha Kuvakei's forces overrunning the constellation or because the incursion community managed to keep them at bay.
This stage means the end of the incursion within a day, one way or another. |
Number of Incursions and respawns
There can be up to seven incursions up at any given time, three in highsec and four in low- and nullsec. The incursions will all spawn new incursions in the same type of security space as the one they are replacing. This means that whenever a highsec incursion is despawned, either by Sansha withdrawing or when someone finishes the mothership site, a new highsec incursions will soon spawn in its place.
A new incursion will spawn a day and a half up to two days later.
Mothership sighted
The mothership site can occur as early as within the first Established stage, assuming the incursion runners fight down the influence and starts running headquarter sites. Once the mothership has been sighted, the incursion can be defeated by destroying the mothership and all accrued CONCORD Loyalty Points released.
CONCORD Loyalty Points payouts are directly tied to the completion of the mothership site. Historically speaking the communities have always beaten the mothership site of highsec incursions, to ensure loyalty point payouts and potential loot from the mothership itself.
Community drama
While a lot of people would leave incursions up until they actually entered the Withdrawing, or at least Mobilized stage before completing the mothership site, sometimes individual incursion communities decide to finish off the mothership site prematurely. Sometimes they just try to beat the crowd and do it just before it enters the withdrawing stage, but other times they finish the mothership site several days in advance for various personal reasons.
There are also individuals who go into sites with the intention of keeping the site from respawning even when it's finished. Unless they leave, by their own volition or forcefully, the site will not despawn and no new site will be taking its place. As of January 17th 2013 this is considered an exploit and anyone found doing it will be dealt with accordingly, see the official Incursion Site Exploit Notification
Clarifications
- ^ The only exception would be if you have a scout (alt or someone helping you) and you know how to travel-fit with stabs, microwarpdrive and cloak.
- ^ The exact mechanics for when an incursion enters a new stage is unknown, but a popular theory is that the time is somewhat based on the effort put up by the incursion communities. If they fend off the Sansha the stages lasts considerably longer.