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Ratting is the hunting and killing of NPC pirates, which can appear in asteroid belts and cosmic anomalies, and also near to gates in nullsec space. Players receive bounty payments for killing rats. | Ratting is the hunting and killing of NPC pirates, which can appear in asteroid belts and cosmic anomalies, and also near to gates in nullsec space. Players receive bounty payments for killing rats. A rat's bounty is tied to its ship class, and closely tracks with its expected difficulty. | ||
Since combat sites can be found by probing, ratting shares a small overlap with exploration, and ratters can benefit greatly by having a ship capable of scanning down signatures. | Since combat sites can be found by probing, ratting shares a small overlap with exploration, and ratters can benefit greatly by having a ship capable of scanning down signatures. | ||
==Belt Ratting== | ==Belt Ratting== | ||
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A complicating factor, however, is the game's dynamic bounty mechanic. | A complicating factor, however, is the game's dynamic bounty mechanic. | ||
==== Dynamic | ==== Dynamic bounty system ==== | ||
Bounty pay-outs in a system are affected by the Dynamic Bounty System. Player deaths in a system increase that system's Bounty Risk Modifier, which acts as a multiplier on the base bounty rate for NPC kills in that system. NPC kills slowly cause that modifier to fall. Over time, the modifier will drift towards a equilibrium rate. | Bounty pay-outs in a system are affected by the Dynamic Bounty System. Player deaths in a system increase that system's Bounty Risk Modifier, which acts as a multiplier on the base bounty rate for NPC kills in that system. NPC kills slowly cause that modifier to fall. Over time, the modifier will drift towards a equilibrium rate. | ||
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Rats in asteroid belts respawn after about 20 minutes, so you also want a system with enough belts. | Rats in asteroid belts respawn after about 20 minutes, so you also want a system with enough belts. | ||
===Belt | ===Belt ratting strategies=== | ||
[[File:Ratting guide basic.jpg|thumb|240px|Short guide to chaining belts.]] | [[File:Ratting guide basic.jpg|thumb|240px|Short guide to chaining belts.]] | ||
There are two main strategies for belt-ratting, clearing and chaining. Each has its own positives and drawbacks. | There are two main strategies for belt-ratting, clearing and chaining. Each has its own positives and drawbacks. | ||
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When you partly destroy a group of NPC rats and then leave the belt, the whole group will respawn. This means that you can keep killing battleships over and over for their high bounty. Kill only the rat battleships and leave the smaller ships. If there is a spawn without battleships, kill all of the rats to "re-roll" that particular spawn to hope for a new spawn including battleships. The aim of chaining is to have all spawns in the asteroid belts contain the battleship rat groups and thus significantly increasing both bounty and loot. | When you partly destroy a group of NPC rats and then leave the belt, the whole group will respawn. This means that you can keep killing battleships over and over for their high bounty. Kill only the rat battleships and leave the smaller ships. If there is a spawn without battleships, kill all of the rats to "re-roll" that particular spawn to hope for a new spawn including battleships. The aim of chaining is to have all spawns in the asteroid belts contain the battleship rat groups and thus significantly increasing both bounty and loot. | ||
=====Security | =====Security status grinding===== | ||
A subset of chaining is grinding for security status. Here your goal is to kill the highest value (by bounty) in the system, and then move to another system and repeat. After 5 minutes, you can return to the original system and start the process over. | A subset of chaining is grinding for security status. Here your goal is to kill the highest value (by bounty) in the system, and then move to another system and repeat. After 5 minutes, you can return to the original system and start the process over. | ||
===Rare | ===Rare spawns=== | ||
====Hauler | ====Hauler spawns==== | ||
NPC hauler ships can | NPC hauler ships can occasionally spawn in belts. They can carry up to 100M ISK worth of ores. Note that these can be easily confused with mining fleet haulers (see below), which do not carry any ore. Because of the large amount of ore dropped, be prepared to bring your own hauler in to handle the loot, as well as bookmark the loot can for easy return. | ||
====Mining fleet==== | ====Mining fleet==== | ||
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Officer spawns are some of the rarest spawns in the game (colloquially cited as 'one in a million'), and some of the toughest to solo. It is highly recommended to bring a capital ship to kill them. When killed, the officer will always drop a dog tag named for the officer killed, some faction ammo, and a large number of [[Faction_modules#Officer|faction officer modules]] (anywhere from 4 to 8). The wreck also has a chance to drop a faction implant and anywhere from zero to more than 3 officer modules. | Officer spawns are some of the rarest spawns in the game (colloquially cited as 'one in a million'), and some of the toughest to solo. It is highly recommended to bring a capital ship to kill them. When killed, the officer will always drop a dog tag named for the officer killed, some faction ammo, and a large number of [[Faction_modules#Officer|faction officer modules]] (anywhere from 4 to 8). The wreck also has a chance to drop a faction implant and anywhere from zero to more than 3 officer modules. | ||
====Commander | ====Commander spawns==== | ||
{{main | NPC naming conventions}} | {{main | NPC naming conventions}} | ||
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It is recommended to salvage the capital wrecks. | It is recommended to salvage the capital wrecks. | ||
==Ratting in | ==Ratting in combat sites== | ||
{{main|Guide to combat sites}} | {{main|Guide to combat sites}} | ||
{{main|Combat sites}} | {{main|Combat sites}} | ||