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Incursion sites: Difference between revisions

From EVE University Wiki
m Alphabetical order, just the way it should be ;)
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Sites appear within the constellation as warpable beacons in space, visible to anyone (much like static complexes). With the exception of the scout sites, each beacon has an acceleration gate (or two) leading into the actual incursion site.
Sites appear within the constellation as warpable beacons in space, visible to anyone (much like static complexes). With the exception of the scout sites, each beacon has an acceleration gate (or two) leading into the actual incursion site.


Unlike missions where you have loot and bounties the reward is simply tied to the completion of the site. The fleet that contributed the most to the completion of the site will receive a direct payout of ISK and an allotted amount of [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Points]]<small> <ref>CONCORD Loyalty Points will only be paid out if the incursion is successfully ended, by finishing the mothership site in the Headquarters system.</ref></small>. So if several fleets are present when a site is completed, only the fleet that did the most raw damage will receive the payout. Everyone else gets nothing.
Unlike missions where you have loot and bounties the reward is simply tied to the completion of the site. The fleet that contributed the most to the completion of the site will receive a direct payout of ISK and an allotted amount of [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Points]]<small> <ref>CONCORD Loyalty Points will only be paid out if the incursion is successfully ended, by finishing the mothership site in the Headquarters system.</ref></small>. So if multiple fleets are present when a site is completed only the fleet that did the most raw damage will receive the payout, everyone else gets nothing.


To read about how long an incursion stays up, see the [[How_to_find_Incursions#Longevity|longevity]] section on the '''How to find Incursions''' page.
To read about how long an incursion stays up, see the [[How_to_find_Incursions#Longevity|longevity]] section on the '''How to find Incursions''' page.
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==== Scaling rewards ====
==== Scaling rewards ====
In addition the payout scales based on the number of pilots you have in your fleet<small> <ref>If you have more or less people than intended, the reward is reduced. Diverting too much from the intended number of pilots for a site and you end up not getting anything.</ref></small>, with the exception of the scout sites. It usually pays off to bring an extra person in fleets, for example an eleventh pilot in a vanguard fleet because the reduction in payout is less than the gain in efficiency you get from adding another pilot. While it might pay off to bring a twelfth person on grid, this creates a strain on the logistics, as they now end up with more people on grid than they can lock up.
In addition the payout scales based on the number of pilots you have in your fleet<small> <ref>If you have more or less people than intended, the reward is reduced. Diverting too much from the intended number of pilots for a site and you end up not getting anything.</ref></small>, with the exception of the scout sites. It usually pays off to bring an extra person in fleets, for example an eleventh pilot in a vanguard fleet because the reduction in payout is less than the efficiency gained from adding another pilot, however it may not always pay off to bring a twelfth person on grid.


In general we (the EVE University Incursion Community) avoid having more than eleven people in vanguard fleets due to the added risk, but some communities do it for the added speed and increased chance of winning competitions due to having one more fleet member on grid.
In general the [[EVE_University_Incursion_Community|EVE University Incursion Community]] avoids having more than eleven people in vanguard fleets due to the added risk, but some communities do it for the added speed and increased chance of winning competitions due to having one more fleet member on grid.
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