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Combat sites that appear as [[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning|scanned down with probes]]. They are gated [[deadspace]] complexes with limits on what ships can enter. | Combat sites that appear as [[Cosmic Signatures]] are more advanced exploration sites that need to be [[Scanning|scanned down with probes]]. They are gated [[deadspace]] complexes with limits on what ships can enter. | ||
The deadspace complex usually consist | The deadspace complex usually consist warp-in and one or more additional rooms. Any warp into the site will land on the warp-in. In each room there is an acceleration gate that will fling ships to next room. The acceleration gates are however most of the time locked. Most common requirements for unlocking the gate are destroying all hostile NPC ships in the room, unlocking it with a tag (consumes tag), destroying a specific ship or destroying a specific structure. | ||
Each room can also contain multiple waves of enemies. As with anomalies the next wave is usually triggered by destroying all ships from previous wave or by destroying a specific ship. Other triggers are proximity to an object in the room, damaging certain ship or structure and timed spawn. | Each room can also contain multiple waves of enemies. As with anomalies the next wave is usually triggered by destroying all ships from previous wave or by destroying a specific ship. Other triggers are proximity to an object in the room, damaging certain ship or structure and timed spawn. | ||
The prize of the site waits in the last room. DED rated complexes are | The prize of the site waits in the last room. DED rated complexes are guaranteed to contain an overseer or a structure that drops DED modules and on some sites pirate faction ship blueprints. In unrated complexes destroying certain targets has a chance to spawn a commander ship that can drop a faction module, implant or faction ship blueprint copy. Unrated complexes also contain two or more escalation triggers. Destroying the commander is always one escalation trigger but the sites always contain an alternative trigger that can be triggered if commander does not spawn. | ||
The complex can also have split routes and multiple opportunities for faction items. For example [[Serpentis Narcotic Warehouses|serpentis narcotic warehouses]] contains two routes that both contain an overseer cruiser with small chance to drop a faction module and a structure in last room that can drop DED modules and a faction ship blueprint copy. | The complex can also have split routes and multiple opportunities for faction items. For example [[Serpentis Narcotic Warehouses|serpentis narcotic warehouses]] contains two routes that both contain an overseer cruiser with small chance to drop a faction module and a structure in last room that can drop DED modules and a faction ship blueprint copy. | ||
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When running cosmic signatures it is often best to rush to the commander as fast as possible as they are the most profitable objects in the sites. | When running cosmic signatures it is often best to rush to the commander as fast as possible as they are the most profitable objects in the sites. | ||
Each site is unique | Each [[Combat_sites#Cosmic_signatures|site]] is unique, with spawn triggers, defender waves, and escalation possibilities. | ||
One often forgotten combat site group | One often forgotten combat site group are [[Combat_sites#Chemical_labs|Chemical Labs]]. They only spawn in certain low security regions and show up as gas sites. They are defended by two defender waves and to get the valuables you need hack containers with data analyzer. They can drop drug related commodities, drug blueprint copies, drug related skillbooks and drug related implants. | ||
==Expeditions== | ==Expeditions== | ||