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== History == | == History == | ||
Forward Operating Bases were first deployed with the [[https://www.eveonline.com/article/patch-notes-for-eve-online-lifeblood Lifeblood 1.0 expansion]] on the 24th of October, 2017. They were further revised in the updates of [[https://www.eveonline.com/article/patch-notes-for-december-2017-release Arms Race 1.0]] release which changed some of the response and structure mechanics, and updated once again in the [[https://www.eveonline.com/article/p435cx/patch-notes-for-february-2018-release-1-0 | Forward Operating Bases were first deployed with the [[https://www.eveonline.com/article/patch-notes-for-eve-online-lifeblood Lifeblood 1.0 expansion]] on the 24th of October, 2017. They were further revised in the updates of [[https://www.eveonline.com/article/patch-notes-for-december-2017-release Arms Race 1.0]] release which changed some of the response and structure mechanics, and updated once again in the [[https://www.eveonline.com/article/p435cx/patch-notes-for-february-2018-release-1-0 Arms Race 1.6]] release which capped the response fleet in some ways. | ||
In review, when the FOBs was first released in the [[Expansion|Lifeblood]] expansion (24 October 2017), the FOBs put structures out in [[Gurista]] and [[Amarr]] high security regions. In those days players had to hunt down the FOBs in an intensive process by searching around asteroid belts from system to system looking for a clue such as ♦ Guristas Production Venture or ♦ Blood Raider Retriever: there was no other easy clue that there was an FOB in the system. Next, the hunter would launch combat probes and search for structures in deep safes, usually 40-70 AU from the main nexus of planets and star. Finally the Fleet Commander would bring in a fleet with high resists to their damage type (usually armor tanked) and attack the structure. The FOB would spawn a reinforcement fleet to counter the player fleet, roughly matching its power, and then when roughly 30% of the structure's hit points remained, a second reinforcement fleet would spawn. Finally when the structure was dead, NPC pirate miners would evacuate the system. | |||
With the [[Expansion|Arms Race 1.0]] release (5 December 2017) an escalating reinforcement model was installed (and Forward Operating Bases can be now found via the Agency window). Then, when a player or fleet warped to the structure, four to five ships (usually cruiser hulls) would spawn. Then, roughly every sixty (60) seconds, new wave of forces would spawn. Kills for the structures plummeted to rock bottom: the solo Vexor Navy Issue with a battleship sized Microwarpdrive concept and the 500MN Cerberus doctrine was also shut down because the structure could now web a player to 300km range. More recently in the [[Expansion|February 2018]] release (13 February 2018) a limit on the reinforcement fleet response meant that solo runs are doable and more options are available again: the Remote Repair Dominix doctrine (or concept) has emerged as the prevalent choice. | |||
== Specifics == | == Specifics == | ||
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In the Agency window, systems with FOBs currently show icons with the pirate logo when a player has chosen the Pirate Strongholds filter: it is further sub-filtered by the player's current region, although ones in neighboring regions can be shown as well. Guristas FOBs are found in Gurista and Serpentis space: Blood Raider structures are found in Minmatar and Amarr space. Search radius is capped to a 5 jump radius of current system. | In the Agency window, systems with FOBs currently show icons with the pirate logo when a player has chosen the Pirate Strongholds filter: it is further sub-filtered by the player's current region, although ones in neighboring regions can be shown as well. Guristas FOBs are found in Gurista and Serpentis space: Blood Raider structures are found in Minmatar and Amarr space. Search radius is capped to a 5 jump radius of current system. | ||
The structure itself has close to 3.000.000 hit points of structure. It does not offer any services to players, is in low-power mode, has no resistances in structure, and has no tethering abilities. There are two kinds of models: Gurista Pirates, which is fit with two heavy energy neutralizers, a stasis webifier (modified to reach to 300km), a multispectral ECM jammer, and two signal amplifiers. The Blood Raiders have a similar fit except they use a sensor dampener in place of the ECM jammer. If a player is able to survive on grid, the structure will eventually cap itself out after roughly 10-12 minutes. Advanced users can use [[https://zkillboard.com/group/1924/ | The structure itself has close to 3.000.000 hit points of structure. It does not offer any services to players, is in low-power mode, has no resistances in structure, and has no tethering abilities. There are two kinds of models: Gurista Pirates, which is fit with two heavy energy neutralizers, a stasis webifier (modified to reach to 300km), a multispectral ECM jammer, and two signal amplifiers. The Blood Raiders have a similar fit except they use a sensor dampener in place of the ECM jammer. If a player is able to survive on grid, the structure will eventually cap itself out after roughly 10-12 minutes. Advanced users can use [[https://zkillboard.com/group/1924/ zKillboard]] to grab the typeIDs to look up the profile in-game. | ||
New Diamond NPCS (♦ prefixes) respond with player presence on grid. | New Diamond NPCS (♦ prefixes) respond with player presence on grid. | ||
=== The NPCs === | === The NPCs === | ||
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=== Strategy === | === Strategy === | ||
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Solo operations are rather pilot intensive and require compentence in combat refitting (and knowing which fits to use at any one time) with experience in higher end PvE content. | Solo operations are rather pilot intensive and require compentence in combat refitting (and knowing which fits to use at any one time) with experience in higher end PvE content. | ||
=== | |||
The first solo kill of a Forward Operating Base since the February changes had zero payout from the DED. A more recent solo kill netted a 15.000.000 ISK payout for the operation. The maximum payout is 30.000.000 ISK per player, which is possible with 26 participants. However, adding one additional capsuleer can provide 29.629.629.63 ISK per participant - not much of a loss all together. Standard Meta 0 Tech I modules can drop from the structure; in addition, a rare chance at a strongbox which has a blueprint for either a Dark Blood Standup Heavy Energy Neutralizer (Blood Raiders) or a Dread Guristas Standup Variable Spectrum ECM module (Guristas). | === Reward === | ||
The first solo kill of a Forward Operating Base since the February changes had zero payout from the DED. A more recent solo kill netted a 15.000.000 ISK payout for the operation. The maximum payout is 30.000.000 ISK per player, which is possible with 26 participants. However, adding one additional capsuleer can provide 29.629.629.63 ISK per participant - not much of a loss all together. | |||
Standard Meta 0 Tech I modules can drop from the structure; in addition, a rare chance at a strongbox which has a '''blueprint''' for either a Dark Blood Standup Heavy Energy Neutralizer (Blood Raiders) or a Dread Guristas Standup Variable Spectrum ECM module (Guristas). | |||
== Image Gallery == | == Image Gallery == | ||