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→{{Anchor|Complex information}}Complexes: Updated: cannot capture allies complexes |
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Additional ships from your faction will not make the timer count down faster; if you leave the complex or the capture radius, the timer will pause (but will not reset). If an enemy ship enters the complex, the timer will also pause until ships from only one faction are present in the complex capture radius, and then it will resume counting down. Note that the timers for both factions are additive - so if a Caldari pilot has spent three minutes capturing a complex, and is then destroyed by an incoming Gallente pilot, the Gallente pilot would have to spend an ''extra'' three minutes in the complex in order to capture it (in order to "undo the capturing" previously done by the Caldari pilot, so to speak). | Additional ships from your faction will not make the timer count down faster; if you leave the complex or the capture radius, the timer will pause (but will not reset). If an enemy ship enters the complex, the timer will also pause until ships from only one faction are present in the complex capture radius, and then it will resume counting down. Note that the timers for both factions are additive - so if a Caldari pilot has spent three minutes capturing a complex, and is then destroyed by an incoming Gallente pilot, the Gallente pilot would have to spend an ''extra'' three minutes in the complex in order to capture it (in order to "undo the capturing" previously done by the Caldari pilot, so to speak). | ||
No ship can [[cloak]] within the capture radius of a complex<ref>[https://www.eveonline.com/news/view/patch-notes-for-kronos Patch Notes: Kronos 1.0]</ref>. Neutral pilots (i.e. pilots who are not enlisted in a militia) can enter a complex, but cannot capture it (their presence doesn't affect the complex' timer | No ship can [[cloak]] within the capture radius of a complex<ref>[https://www.eveonline.com/news/view/patch-notes-for-kronos Patch Notes: Kronos 1.0]</ref>. Neutral pilots (i.e. pilots who are not enlisted in a militia) can enter a complex, but cannot capture it (their presence doesn't affect the complex' timer). | ||
Once a complex has been captured, it disappears from the scanner/overview and despawns after a few minutes. A new complex of the same size will spawn about 30 minutes after the previous one was captured. On average, there will be one or two complexes of each [[#Complex types|type]] in a system. However, if many players have been active in a system recently, it may be the case that, for a brief time, there are no complexes available to capture. | Once a complex has been captured, it disappears from the scanner/overview and despawns after a few minutes. A new complex of the same size will spawn about 30 minutes after the previous one was captured. On average, there will be one or two complexes of each [[#Complex types|type]] in a system. However, if many players have been active in a system recently, it may be the case that, for a brief time, there are no complexes available to capture. | ||