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{{legality}} | {{legality}} | ||
'''CONCORD''' is a special NPC faction in EVE. In [[System Security#High Security|high security space]]—and ''only'' in high security space—they bring inevitable consequences to anyone breaking the law. | |||
In EVE's lore, CONCORD is a regulation and policing organisation which arose from the NPC empires, but now operates independently of them. | |||
In EVE's game mechanics, CONCORD ships will destroy player ships which carry out any aggressive actions on other players in high security space. CONCORD does ''not'', however, exist to defend players: they simply enforce the consequences of law-breaking. EVE players can break the law in highsec at any time, as long as they accept those consequences. | |||
This distinction is paramount to understanding how notorious highsec practice of [[suicide ganking]] functions as a valid in-game activity. The game's looting and consequence mechanics help serve as a self-regulatory risk-versus-reward system, which makes players consider how much ISK they fit on a ship. Some modules are incredibly powerful, but also incredibly valuable and attractive to gankers. You can drastically reduce the chances of someone suicide-ganking you by not fitting too many costly modules. The guarantee of CONCORD consequences invites both gankers and their potential victims to calculate risk. | |||
= CONCORD | = CONCORD mechanics = | ||
CONCORD are triggered by illegal aggression in high-sec. This means that if | CONCORD are triggered by illegal aggression in high-sec. This means that if a ship activates an offensive module on an innocent player in high-sec, a countdown timer will begin. | ||
==Prohibited | At the end of this countdown timer, CONCORD cruisers will appear on grid and apply [[EWAR]] and [[capacitor warfare]] to the offender. | ||
A few seconds later, a CONCORD battleship will enter grid and instantly kill any criminals. CONCORD do not shoot capsules, but if a criminal then boards another ship in space, CONCORD will appear and destroy that 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. | |||
==Prohibited actions== | |||
CONCORD '''will''' respond to the following list of player activities. | CONCORD '''will''' respond to the following list of player activities. | ||
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* Having a [[criminal]] flag and jumping into [[Eve_Lexicon#HiSec|Hi-Sec Space]] | * 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]] | * Having low security status and jumping into a [[Eve_Lexicon#HiSec|Hi-Sec System]] in the [[Sanctum Constellation]] | ||
* Shooting another | * Shooting another player's loot (yellow can) while in high sec. | ||
==Response details== | |||
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, ECM jam, sensor-damp, tracking-disrupt, and energy-neutralize any players who have taken hostile action. The cruisers will also reduce their target's drone bandwidth to 0. The tracking disruption means that guns can no longer be fired, though area-of-effect modules such as smartbombs and ECM bursts can still be activated while the [[capacitor]] retains sufficient energy; a capacitor booster can inject more energy in between neut cycles. | |||
The cruisers will also shoot at the offender and each will deal about 1,000 damage every volley. | |||
15 seconds after CONCORD has warped in, the CONCORD battleship will lock the offender and immediately destroy it unless the cruisers have done so already. | |||
==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 is possible that CONCORD has yet to spawn in the system, has already spawned elsewhere in the system, or is already present on grid. | |||
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 | |||
It | It the lock time of the CONCORD ships appears not to depend on the signature radius of the offender's ship. The following list 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 | * '''0.5''': Roughly '''19''' seconds | ||
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* '''0.9''' and '''1.0''': Roughly '''6''' seconds | * '''0.9''' and '''1.0''': Roughly '''6''' seconds | ||
When CONCORD is already on grid, the response time is severely reduced. | When CONCORD is already on grid, the response time is severely reduced. The response time appears to drop to between 2 seconds in 1.0 security to about 8 seconds in 0.6 and 9 seconds in 0.5. | ||
When CONCORD has already spawned elsewhere in the system but | When CONCORD has already spawned elsewhere in the system, but is not yet on grid, the response time is significantly increased. In this case it will take about 19 seconds for them to arrive and start firing in a 0.6 system, and 24 seconds in a 0.5 system. | ||
If CONCORD has already spawned in the system and is not on grid, it's possible | If CONCORD has already spawned in the system and is not on grid, suicide gankers will have more time to apply damage. In these circumstances, it's possible for a [[Thrasher]] to do 3,000 EHP damage in a 0.6 system. | ||
<big>{{co|coral| All methods of | <big>{{co|coral| All methods of delaying CONCORD's response are considered an exploit by CCP. However, the technique of "pulling", which is the act of moving CONCORD from one location to another, is not considered a delay of CONCORD: [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response]}} | ||
</big> | </big> | ||
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* Black Ops: [[Marshal]] | * Black Ops: [[Marshal]] | ||
=== | === 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
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<small><references/></small> | <small><references/></small> | ||
== CONCORD | == CONCORD stations == | ||
Not all empire regions have a Concord or DED station, but the following do: | Not all empire regions have a Concord or DED station, but the following do: | ||
* [https://evemaps.dotlan.net/map/Aridia Aridia] | * [https://evemaps.dotlan.net/map/Aridia Aridia] | ||
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* [https://evemaps.dotlan.net/map/Verge_Vendor Verge Vendor] | * [https://evemaps.dotlan.net/map/Verge_Vendor Verge Vendor] | ||
==See | ==See also== | ||
* [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response] | * [https://www.eveonline.com/news/view/exploit-notification-delaying-concord-response Exploit Notification Delaying CONCORD Response] | ||
[[Category:Factions]] | [[Category:Factions]] | ||