Difference between revisions of "CONCORD"
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'''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. | '''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 | + | In EVE's lore, CONCORD is a regulation and policing organisation that arose from the NPC empires, but now operates independently of them. |
− | In EVE's game mechanics, CONCORD ships will destroy player ships | + | In EVE's game mechanics, CONCORD ships will destroy player ships that 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. | + | This distinction is paramount to understanding how the 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 mechanics == | == CONCORD mechanics == | ||
− | CONCORD | + | CONCORD is 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. |
At the end of this countdown timer, CONCORD cruisers will appear on grid and apply [[EWAR]] and [[capacitor warfare]] to the offender. | 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. | + | A few seconds later, a CONCORD battleship will enter the grid and instantly kill any criminals. CONCORD ships 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. | 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. | ||
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* Attacking CONCORD & Faction Police vessels, as well as some NPCs | * Attacking CONCORD & Faction Police vessels, as well as some NPCs | ||
* Having a [[criminal]] flag and jumping into [[System_security#High_security|High Security Space]] | * Having a [[criminal]] flag and jumping into [[System_security#High_security|High Security Space]] | ||
− | * Having low security status and jumping into a [[System_security#High_security|High Security System]] in the [ | + | * Having low security status and jumping into a [[System_security#High_security|High Security System]] in the Sanctum Constellation [https://evemaps.dotlan.net/map/Genesis/Sanctum (Dotlan)] |
* Shooting another player's loot (yellow wreck) while in high sec - See the [https://support.eveonline.com/hc/en-us/articles/115000597345-Container-and-Wreck-Ownership Wreck Ownership] support article for details | * Shooting another player's loot (yellow wreck) while in high sec - See the [https://support.eveonline.com/hc/en-us/articles/115000597345-Container-and-Wreck-Ownership Wreck Ownership] support article for details | ||
* Shooting structures (Upwell Structures, Starbases, etc) unless engaged in a war with the structure owner | * Shooting structures (Upwell Structures, Starbases, etc) unless engaged in a war with the structure owner | ||
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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 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 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. The response time appears to drop | + | When CONCORD is already on grid, the response time is severely reduced. The response time appears to drop 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 | + | 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, suicide gankers will have more time to apply damage. In these circumstances, it's possible for a | + | 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 {{sh|Thrasher}} to do 3,000 EHP damage in a 0.6 system. |
<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>{{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]}} | ||
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| valign="middle" style="padding:10px;" | '''CONCORD Aerospace''' | | valign="middle" style="padding:10px;" | '''CONCORD Aerospace''' | ||
− | CONCORD's Directive Enforcement Department became concerned early in the Drifter Crisis that its fleet of ships could no longer meet its needs. The CONCORD Aerospace division therefore embarked on its "Force Majeure Program" to develop enhanced variants. | + | CONCORD's Directive Enforcement Department became concerned early in the Drifter Crisis that its fleet of ships could no longer meet its needs. The CONCORD Aerospace division, therefore, embarked on its "Force Majeure Program" to develop enhanced variants. |
While CONCORD Aerospace successfully upgraded the DED's stable of vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of CONCORD Aerospace's designs, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites. The division was established as a subsidiary corporation to facilitate the release of these designs to the capsuleer market via authorized dealers. | While CONCORD Aerospace successfully upgraded the DED's stable of vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of CONCORD Aerospace's designs, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites. The division was established as a subsidiary corporation to facilitate the release of these designs to the capsuleer market via authorized dealers. | ||
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Project Discovery's Exoplanets Hunting Program is the primary focus of the organization since its attachment to CONCORD as an affiliated research corporation. | Project Discovery's Exoplanets Hunting Program is the primary focus of the organization since its attachment to CONCORD as an affiliated research corporation. | ||
− | Project Discovery was transferred to CONCORD oversight from the Sisters of EVE in July YC119. This followed the SOE's controversial sharing of new cloning technology, partially based on Project Discovery findings, directly with the empires, which bypassed CONCORD directives. | + | Project Discovery was transferred to CONCORD oversight from the [[Sisters of EVE]] in July YC119. This followed the SOE's controversial sharing of new cloning technology, partially based on Project Discovery findings, directly with the empires, which bypassed CONCORD directives. |
|} | |} | ||
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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. | ||
− | * Shuttle: | + | * Shuttle: {{sh|Council Diplomatic Shuttle}} |
− | * Frigate: | + | * Frigate: {{sh|Echelon}} |
− | * Covert Ops: | + | * Covert Ops: {{sh|Pacifier}} |
− | * Recon Ship: | + | * Recon Ship: {{sh|Enforcer}} |
− | * Flag Cruiser: | + | * Flag Cruiser: {{sh|Monitor}} |
− | * Black Ops: | + | * Black Ops: {{sh|Marshal}} |
==== Security vessels ==== | ==== Security vessels ==== | ||
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{| class="wikitable" | {| class="wikitable" | ||
| valign="middle" style="padding:0px; vertical-align:bottom;" | [[image:CONCORD Police Captain.png|64px|CONCORD Police Captain]] | | valign="middle" style="padding:0px; vertical-align:bottom;" | [[image:CONCORD Police Captain.png|64px|CONCORD Police Captain]] | ||
− | | valign="middle" style="padding:10px;" | The '''CONCORD Police Captains''' will warp scramble, web and jam you, completely drain your capacitor as well as disabling your drones<small> <ref>Strictly speaking it is still possible to do some damage for a few more seconds until the '''CONCORD Police Commander''' locks you up and kills you if you use cap injectors and smartbombs, or friend | + | | valign="middle" style="padding:10px;" | The '''CONCORD Police Captains''' will warp scramble, web and jam you, completely drain your capacitor as well as disabling your drones<small> <ref>Strictly speaking it is still possible to do some damage for a few more seconds until the '''CONCORD Police Commander''' locks you up and kills you if you use cap injectors and smartbombs, or friend or foe (FoF) missiles. Although FoF missiles only target people who engage you, so couldn't help aid you in a gank unless they shot back, and then it would still split between the '''CONCORD Police Captains''' and your victim.</ref></small>. Their damage is formidable. |
|- | |- | ||
| valign="middle" style="padding:0px;" | [[image:CONCORD Police Commander.png|64px|CONCORD Police Commander]] | | valign="middle" style="padding:0px;" | [[image:CONCORD Police Commander.png|64px|CONCORD Police Commander]] |
Revision as of 09:18, 11 April 2022
Crimewatch |
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Legality |
Consequences |
Miscellaneous |
External links |
CONCORD is a special NPC faction in EVE. In 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 that arose from the NPC empires, but now operates independently of them.
In EVE's game mechanics, CONCORD ships will destroy player ships that 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 the 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 mechanics
CONCORD is 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.
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 the grid and instantly kill any criminals. CONCORD ships 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.
- Aggressing a player who is not a legal target in high-sec - See the Timers page for details
- Remote repairing NPC Ships
- Activating any Remote Assistance module on a player with the Criminal flag. This includes ECCM, tracking enhancers, and remote repair modules
- Attacking CONCORD & Faction Police vessels, as well as some NPCs
- Having a criminal flag and jumping into High Security Space
- Having low security status and jumping into a High Security System in the Sanctum Constellation (Dotlan)
- Shooting another player's loot (yellow wreck) while in high sec - See the Wreck Ownership support article for details
- Shooting structures (Upwell Structures, Starbases, etc) unless engaged in a war with the structure owner
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 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
- 0.6: 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. The response time appears to drop 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 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, 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.
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: Exploit Notification Delaying CONCORD Response
CONCORD Assembly
The actual CONCORD faction, an organization similar to that of a player alliance, is called CONCORD Assembly.
Divisions
CONCORD Assembly consists of nine divisions, similar to player corporations.
Consolidated Cooperation and Relations Command (CONCORD)
CONCORD was jointly formed a century ago by all the empires. The intention of it was to foster the fragile relationship between the empires and act as a meeting place where they could discuss their differences and hammer out a compromise solution. CONCORD has since taken on a life of its own, proud of its independence and determined to uphold its duties. | |
Directive Enforcement Department (DED)
The police enforcement arm of CONCORD, the DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that there is nowhere safe from the long arm of the law. | |
Inner Circle
The Inner Circle is the top-level department of CONCORD. The policies of CONCORD are discussed and decided in Inner Circle meetings, which are usually closed to the public. At first, the members of the Circle were nominated by the empires, but now they rise from the ranks of CONCORD employees. Thus, their loyalty is no longer bound to any one empire, but rather to CONCORD itself. | |
Secure Commerce Commission (SCC)
The SCC is responsible for regulating and monitoring all trade transactions that take place on space stations. It has agents on all stations that record the transactions and they also offer courier and escrow services to make trade smooth. | |
Authority for Emergency Interdiction and Security (AEGIS)
CONCORD's Authority for Emergency Interdiction and Security (AEGIS) was set up in response to increasing losses of interstellar shipping in YC120. | |
CONCORD Aerospace
CONCORD's Directive Enforcement Department became concerned early in the Drifter Crisis that its fleet of ships could no longer meet its needs. The CONCORD Aerospace division, therefore, embarked on its "Force Majeure Program" to develop enhanced variants. While CONCORD Aerospace successfully upgraded the DED's stable of vessels with hyper-advanced technology, the program became a severe drain on CONCORD's resources. Consequently, the Inner Circle authorized a limited release of CONCORD Aerospace's designs, stripped of CONCORD's advanced rapid-deployment and electronic warfare suites. The division was established as a subsidiary corporation to facilitate the release of these designs to the capsuleer market via authorized dealers. | |
CONCORD Directive Intelligence Agency (CDIA)
The CONCORD Directive Intelligence Agency is an offshoot of the DED that provides a range of intelligence gathering and reporting services to CONCORD. The CDIA is also known for producing the CDIA Interstellar Fact Book and its series of briefing holos for capsuleers: the CDIA Files. | |
Independent Gaming Commission (IGC)
Formed in the wake of the YC105 Amarr Succession Trials when a group of entrepreneurs at the Secure Commerce Commission realised how popular structured combat tournaments were among capsuleers, the Independent Gaming Commission has grown from a small passion project into the CONCORD Assembly’s regulatory body for all competitive sports. With its own highly skilled team of engineers and state of the art shipyards that produce low-volume, bespoke versions of the most popular hulls in the cluster as prizes, the IGC maintains a healthy bottom line from event organization, sponsorship, and adjudication across the cluster. | |
Project Discovery
Project Discovery's Exoplanets Hunting Program is the primary focus of the organization since its attachment to CONCORD as an affiliated research corporation. Project Discovery was transferred to CONCORD oversight from the Sisters of EVE in July YC119. This followed the SOE's controversial sharing of new cloning technology, partially based on Project Discovery findings, directly with the empires, which bypassed CONCORD directives. |
Ships
Just like any faction, CONCORD has a wide variety of ships ranging from customs officers to highly specialized combat vessels.
- Shuttle: Council Diplomatic Shuttle
- Frigate: Echelon
- Covert Ops: Pacifier
- Recon Ship: Enforcer
- Flag Cruiser: Monitor
- 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.
The CONCORD Police Captains will warp scramble, web and jam you, completely drain your capacitor as well as disabling your drones [1]. Their damage is formidable. | |
The CONCORD Police Commander is unjammable and packs enough firepower to kill any ship with a single devastating shot. |
- ^ Strictly speaking it is still possible to do some damage for a few more seconds until the CONCORD Police Commander locks you up and kills you if you use cap injectors and smartbombs, or friend or foe (FoF) missiles. Although FoF missiles only target people who engage you, so couldn't help aid you in a gank unless they shot back, and then it would still split between the CONCORD Police Captains and your victim.
CONCORD stations
Not all empire regions have a Concord or DED station, but the following do:
- Aridia
- The Citadel
- Derelik
- Domain
- Everyshore
- The Forge
- Genesis
- Khanid
- Kor-Azor
- Lonetrek
- Metropolis
- Molden Heath
- Placid
- Sinq Laison
- Tash-Murkon
- Verge Vendor