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Mobile structures: Difference between revisions

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In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. As such, they have rapidly become used in nearly every walk of life within [[New Eden]], from the systems with 1.0 security to Null security space, and especially even in unknown [[wormholes]].
In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. As such, they have rapidly become used in nearly every walk of life within [[New Eden]], from the systems with 1.0 security to Null security space, and especially even in unknown [[wormholes]].


== Mobile Depots ==
== Mobile Depot ==


[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot deployed in space]]
[[File:Mobile_Depot_image.jpg|thumb|upright=1.5|A Mobile Depot deployed in space]]
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Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However, interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time.  
Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However, interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. A Mobile Depot can only be accessed or scooped up by its owner; you cannot launch it for use by other players at this time.  


Other players can [[Probe scanning|scan down]] your Mobile Depot with combat probes and attack it (receiving a [[Crimewatch|suspect flag]], not a criminal flag; [[CONCORD_Details|CONCORD]] will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a [[killmail]] should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.
Other players can [[Probe scanning|scan down]] your Mobile Depot with combat probes and attack it (receiving a [[Crimewatch|suspect flag]], not a criminal flag; [[CONCORD]] will not intervene!). At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. You will receive no notification that your depot has been attacked, but will receive a [[killmail]] should it be destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.


Mobile Depots are often deployed at [[Safe_Spot|safe spots]], allowing you to swap fittings and store any excess items. This can be useful while [[ratting]], as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can [[travel fit]] on the way there and then refit for whatever purpose at your destination.  
Mobile Depots are often deployed at [[safe spots]], allowing you to swap fittings and store any excess items. This can be useful while [[ratting]], as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can [[travel fit]] on the way there and then refit for whatever purpose at your destination.  


Another useful trick when flying in dangerous areas of space is to keep a Mobile Depot and some warp core stabilizers in your cargohold. If you're attacked and don't think you can win the fight, deploy the mobile depot, wait out the 60-second activation, then refit your ship with warp core stabilizers and make your escape.
Another useful trick when flying in dangerous areas of space is to keep a Mobile Depot and some warp core stabilizers in your cargohold. If you're attacked and don't think you can win the fight, deploy the mobile depot, wait out the 60-second activation, then refit your ship with warp core stabilizers and make your escape.


===Variations===
=== Variations ===
There are three variants of the Mobile Depot: the standard Mobile Depot (built by players using NPC-sold [[BPO]]s), and two "improved" variants (the [[BPC]]s for which are found in [[Ghost Site]]s), the 'Yurt' Mobile Depot and the 'Wetu' Mobile Depot. The 'Wetu' Mobile Depot takes up a bit more space in your ship's cargohold (100 m3 vs 50 m3), but has more cargo capacity (4000 m3 vs 3000 m3), and has a higher sensor strength, making it more difficult for other players to scan down the location of your Depot. The 'Yurt' takes this last attribute to its extreme, with a very high sensor strength making it very difficult for all but the most skilled players to scan down.  
There are three variants of the Mobile Depot: the standard Mobile Depot (built by players using NPC-sold [[BPO]]s), and two "improved" variants (the [[BPC]]s for which are found in [[Ghost Site]]s), the 'Yurt' Mobile Depot and the 'Wetu' Mobile Depot. The 'Wetu' Mobile Depot takes up a bit more space in your ship's cargohold (100 m3 vs 50 m3), but has more cargo capacity (4000 m3 vs 3000 m3), and has a higher sensor strength, making it more difficult for other players to scan down the location of your Depot. The 'Yurt' takes this last attribute to its extreme, with a very high sensor strength making it very difficult for all but the most skilled players to scan down.  


The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.
The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.


{| class=wikitable style="font-size:90%;"  
{| class=wikitable style="font-size:90%;"
!style="background-color:#222222;" | Name
|- style="background-color:#222222;"
!style="background-color:#222222;" | Volume (m<sup>3</sup>)
! Name
!style="background-color:#222222;" | Capacity (m<sup>3</sup>)
! Volume (m<sup>3</sup>)
!style="background-color:#222222;" | Sensor strength (points)
! Capacity (m<sup>3</sup>)
! Sensor strength (points)
|-
|-
| Mobile Depot
| Mobile Depot
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A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does.  
A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does.  


The MTU may not be deployed within 5 km of another MTU, within 50 km of [[stargate]]s or stations, or within 40 km of a [[POS and YOU|player owned starbase]]. It has 50,000 hitpoints. However, unlike the Mobile Depot, it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.
The MTU may not be deployed within 5 km of another MTU, within 50 km of [[stargate]]s or stations, or within 40 km of a [[player-owned starbase]]. It has 50,000 hitpoints. However, unlike the Mobile Depot, it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.


The MTU targets the closest item first, tractors it in, and loots it. Due to the "closest first" behavior, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all - unless you place them so far apart (250&nbsp;km for the basic unit) that they don't interfere with each other  
The MTU targets the closest item first, tractors it in, and loots it. Due to the "closest first" behavior, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all - unless you place them so far apart (250&nbsp;km for the basic unit) that they don't interfere with each other  
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The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has a longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The [[BPC]]s for these units can be found from [[Ghost Site]]s.
The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has a longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The [[BPC]]s for these units can be found from [[Ghost Site]]s.


{| class=wikitable style="font-size:90%;"  
{| class=wikitable style="font-size:90%;"
!style="background-color:#222222;" | Name
|- style="background-color:#222222;"
!style="background-color:#222222;" | Tractor velocity (m/s)
! Name
!style="background-color:#222222;" | Range (km)
! Tractor velocity (m/s)
!style="background-color:#222222;" | Volume (m<sup>3</sup>)
! Range (km)
!style="background-color:#222222;" | Shield
! Volume (m<sup>3</sup>)
!style="background-color:#222222;" | Armor  
! Shield
!style="background-color:#222222;" | Structure  
! Armor  
!style="background-color:#222222;" | Sensor strength (points)
! Structure  
! Sensor strength (points)
|-
|-
| Mobile Tractor Unit
| Mobile Tractor Unit
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== Mobile Cynosural Inhibitor ==
== Mobile Cynosural Inhibitor ==
[[File:Mobile_Cyno_Inhibitor_image.jpg|thumb|upright=1.5|Cyno=Blocked]]
[[File:Mobile_Cyno_Inhibitor_image.jpg|thumb|upright=1.5|Cyno=Blocked]]
The Mobile [[Cyno#Cyno|Cynosural]] Inhibitor is almost invaluable within [[0.0]], creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300&nbsp;m³ volume, and will stay in space for 1 hour. However, unlike the other mobile structures, this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).
The Mobile [[Cyno|Cynosural]] Inhibitor is almost invaluable within [[0.0]], creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300&nbsp;m³ volume, and will stay in space for 1 hour. However, unlike the other mobile structures, this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).


Even with all those limitations, it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.
Even with all those limitations, it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.
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== Mobile Observatory ==
== Mobile Observatory ==
Mobile Observatories are deployables designed to counteract cloaking ships. When an Observatory is deployed, it "pings" the system every ten minutes, with a 40% chance each ping to decloak each cloaked ship in a system that has exhausted its cloak stabilization timer. The chance is "rolled" for each cloaked ship in the system individually: it is not a 40% chance to decloak every cloaked ship in the system together, but a 40% chance calculated for each ship.
Mobile Observatories are deployables designed to counteract cloaking ships. When an Observatory is deployed, it "pings" the system every ten minutes, with a 40% chance each ping to decloak each cloaked ship in a system that has exhausted its cloak stabilization timer. The chance is "rolled" for each cloaked ship in the system individually: it is not a 40% chance to decloak every cloaked ship in the system together, but a 40% chance calculated for each ship.


The cloak stabilization timer lasts for 15 minutes from the point at which a ship activates its cloak. It is visible to the cloaked pilot above the circular capacitor / heat / hitpoints indicators at the bottom centre of the screen.
The cloak stabilization timer lasts for 15 minutes from the point at which a ship activates its cloak. It is visible to the cloaked pilot above the circular capacitor / heat / hitpoints indicators at the bottom centre of the screen.


Mobile Observatories require {{sk|Anchoring}} III—which means that [[Clone_states#Alpha_clones|Alpha clones]] cannot deploy them—and take up 100m3 of cargo hold space. It takes 10 minutes to deploy one, and it issues its first ping when it finishes deploying. A Mobile Observatory has 30,000 hit points. Mobile Observatories last for up to 2 hours, so they cannot be left to ping a system for days. They cannot be deployed in highsec, [[Pochven]], [[Wormholes|wormholes]], deadspace, or [[Abyssal Deadspace|Abyssal deadspace]]. They cannot be scooped back up after anchoring.
Mobile Observatories require {{sk|Anchoring|III}}—which means that [[Clone_states#Alpha_clones|Alpha clones]] cannot deploy them—and take up 100m3 of cargo hold space. It takes 10 minutes to deploy one, and it issues its first ping when it finishes deploying. A Mobile Observatory has 30,000 hit points. Mobile Observatories last for up to 2 hours, so they cannot be left to ping a system for days. They cannot be deployed in highsec, [[Pochven]], [[wormholes]], deadspace, or [[Abyssal Deadspace|Abyssal deadspace]]. They cannot be scooped back up after anchoring.


== Mobile Micro Jump Unit ==
== Mobile Micro Jump Unit ==