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CONCORD: Difference between revisions

From EVE University Wiki
Partial revert for consistent formatting
Hirmuolio Pine (talk | contribs)
Merged info from "CONCORD details" page
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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.
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.


== 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 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 Assembly ==
==Prohibited Actions==
 
CONCORD '''will''' respond to the following list of player activities.
 
* Aggressing a player who is not a legal target in highsec. (See [[crimewatch]] for details.)
* Remote repairing [[NPC|NPC Ships]]
* Remote repairing [[Flagging|Criminal Players]]
* Attacking CONCORD vessels
* 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]]
 
==CONCORD Response==
 
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.
 
==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'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.
 
* '''0.5''': Roughly '''19''' seconds
* '''0.6''': Roughly '''14''' seconds
* '''0.7''' : Roughly '''10''' seconds
* '''0.8''' : Roughly '''7''' 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 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 22 seconds them to arrive and start firing in a 0.6 system.
 
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.
 
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.
 
 
= CONCORD Assembly =
The actual CONCORD faction, an organization similar to that of a player alliance, is called '''CONCORD Assembly'''.
The actual CONCORD faction, an organization similar to that of a player alliance, is called '''CONCORD Assembly'''.
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= Ships =
== Ships ==
Just like any faction, CONCORD has a wide variety of ships ranging from customs officers to highly specialized combat vessels.
Just like any faction, CONCORD has a wide variety of ships ranging from customs officers to highly specialized combat vessels.


== CONCORD Security Vessels ==
=== CONCORD 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.
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| valign="middle" style="padding:10px;" | The '''CONCORD Police Commander''' is unjammable and packs enough firepower to kill any ship with a single devastating shot.
| valign="middle" style="padding:10px;" | The '''CONCORD Police Commander''' is unjammable and packs enough firepower to kill any ship with a single devastating shot.
|}
|}
<small><references/></small>
<small><references/></small>
==See Also==
* [http://blog.beyondreality.se/TTK-CONCORD CONCORD Article]
[[Category:Factions]]
[[Category:Factions]]