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* [[Venture]]s
* [[Venture]]s


== Site summary == <!-- Source: Hippla Tsero post on the uni forum -->
== Site summary ==
Here’s a quick overview of several homefront missions. For more details, check the main articles linked in the summary.<!-- Source: Hippla Tsero post on the uni forum -->


=== Dread Assault===
=== Dread Assault===

Revision as of 09:17, 25 August 2025

Homefront operations are Cosmic Anomalies in highsec that require a group of pilots covering specific roles from standard roles like DPS and logi to less common roles in fleets such as hacking and hauling.

There are 6 homefronts designed for 5 pilots and 3 homefronts designed for 3 pilots. Each one has its own scenario, group setup, and strategy. At the entrance, the acceleration gate only lets in certain types of ships depending on the mission.

Goal

Bringing new and experienced capsuleers together to do new activities, help to establish social connections and introduce fleet gameplay.

Homefront types in different Empires

The enemies, narrative, and specific goals of a site are dependent on which empire's space it is found within. Some sites introduce hostiles hailing from new traitorous corporations, splintering away from their empire.

The following table provides an overview of the encountered EWAR and the primary / secondary hostile damage types pilots should resist.

Gallente space Gallente Minmatar space Minmatar
Site Damage types EWAR Site Damage types EWAR
Suspicious Signal: Stop the Siphon Kinetic damage KinThermal damage Th ECM Suspicious Signal: Stop the Sabotage Electromagnetic damage EMThermal damage Th Neuts/ Weapon disruption
Dread Assault: Primacy Base Explosive damage ExElectromagnetic damage EM Neuts/ ECM Dread Assault: Cartel Racket Explosive damage ExKinetic damage Kin Paints/ ECM
Raid: Narcotics Lab Thermal damage ThKinetic damage Kin Damps Raid: Deserters Hideout Thermal damage ThElectromagnetic damage EM ECM
Emergency Aid: Automated Factory Electromagnetic damage EMThermal damage Th Webs Emergency Aid: Clan Holding Explosive damage ExKinetic damage Kin Paints
Metaliminal Meteoroid: Gallente Mining Electromagnetic damage EMThermal damage Th Webs Metaliminal Meteoroid: Minmatar Mining Thermal damage ThElectromagnetic damage EM ECM
Caldari space Caldari Amarr space Amarr
Site Damage types EWAR Site Damage types EWAR
Suspicious Signal: Block the Broadcast Kinetic damage KinThermal damage Th Damps Suspicious Signal: Secure the Intel Explosive damage ExKinetic damage Kin Paints
Dread Assault: Occupied Industry Explosive damage ExElectromagnetic damage EM Neuts/ ECM Dread Assault: Blood Raider Temple Electromagnetic damage EMThermal damage Th Neuts/ Weapon disruption/ ECM
Raid: Black Market Kinetic damage KinThermal damage Th ECM Raid: Hall of Sacrifice Electromagnetic damage EMThermal damage Th Neuts/ Weapon disruption
Emergency Aid: Convoy Kinetic damage KinThermal damage Th ECM Emergency Aid: Holy Mission Thermal damage ThExplosive damage Ex ECM
Metaliminal Meteoroid: Caldari Mining Kinetic damage KinThermal damage Th ECM Metaliminal Meteoroid: Amarr Mining Thermal damage ThExplosive damage Ex ECM
All Empires
Site Damage types EWAR
Abyssal Artifact Recovery Electromagnetic damageThermal damageKinetic damageExplosive damage Omni Warp Bubble - Neuts/Trackin & guid disrupt/Webs/Paints/Damps
Salvage Research (3 ships) Thermal damage ThElectromagnetic damage EM ECM
Traffic Stop (3 ships) Electromagnetic damage EM None
Stabilize Rift (3 ships) Electromagnetic damageThermal damageKinetic damageExplosive damage Omni Neuts; Enemies Cap Transfer Arrays

Type of ships allowed

The operations take place in a deadspace pocket with an acceleration gate that has ship restrictions.

For the 5-ships sites only the following type of ships are allowed:

  • Tech 1 frigates, navy and pirate frigates
  • Tech 1 destroyers, navy and pirate destroyers
  • Tech 1 cruisers
  • Tech 1 haulers, including Squall
  • Ventures

For 3-ships sites the list is:

  • Tech 1 frigates, navy and pirate frigates
  • Tech 1 destroyers
  • Ventures

Site summary

Here’s a quick overview of several homefront missions. For more details, check the main articles linked in the summary.

Dread Assault

Main article: Dread Assault
Dread Assault: Cartel Racket

Your objective is to keep a friendly Dreadnought operational by charging its capacitor three times to 30,000 units. After each charge, the allied Dread enters Siege mode for 90 seconds, during which it cannot accept any more capacitor.

A hostile fleet consisting of frigates, destroyers, cruisers, and battlecruisers will be present upon arrival. The enemy will attempt to drain its power and overwhelm your defenses.

A chain of T1 logistics cruisers equipped with remote capacitor transmitters is essential to sustain the Dread, while damage-dealing ships are required to break neut pressure and clear the field.

Emergency Aid

Main article: Emergency Aid
Emergency Aid: Convoy

Emergency Aid tasks you with keeping a friendly asset alive for 10 minutes. Your fleet may provide either shield boosts or armor repairs.

Hostile ships will remain on grid throughout the engagement, but destroying them only summons reinforcements, making firepower secondary to survival.

This site can be completed entirely with Logistics cruisers, with T1 hulls such as the Ospreys or Augurors proving effective. Success depends on strict coordination, careful capacitor management, and the ability to maintain continuous repairs under pressure.

Metaliminal Meteoroid

Main article: Metaliminal Meteoroid
Metaliminal Meteoroid: Caldari Mining

The mission revolves around mining a large asteroid until it is fully depleted. Hostile ships will continuously respawn, so engaging them directly is not useful. Survival and efficiency are the priorities.

Teams can approach the task in different ways, such as using small mining ships with support, or tougher ships capable of withstanding damage while extracting ore. Rewards come both from completing the site itself and from selling the mined ore, which has significant value. Some groups choose to have an additional hauler remain outside the site to collect the ore separately, maximizing profit without sharing the standard payout. Overall, the focus is on coordination, endurance, and making the most of the ore’s market value.

Raid

Main article: Raid
Raid: Deserters Hideout

The mission centers on intercepting enemy haulers as they arrive. A new one appears quickly after you land on the site, but each will attempt to escape. If one gets away, you’ll need to wait for another to show up.

The key task is to warp disrupt them, recover the cargo, and deliver it safely to the nearby freighter waiting on grid. The cargo itself is bulky, so at least one fast hauler is needed to carry 3 large packages back to the drop-off. A balanced team works best: ships to apply damage and hold targets in place, support to keep the group alive, and a hauler to secure and deliver the loot. The challenge is maintaining steady coordination so that nothing slips through.

Suspicious Signal

Main article: Suspicious Signal
Suspicious Signal: Secure the Intel

This mission focuses on bringing down an enemy structure. At first it cannot be harmed, and only becomes vulnerable once three data containers on the site are successfully hacked. Each successful hack opens a timed window, and if all are done together, the group has a short opportunity to inflict as much damage as possible.

The structure itself is tough, demanding steady firepower and good coordination. Typical groups bring strong damage-dealing ships, with some pilots handling the hacking, while others keep the team stable and supported. The challenge lies in timing the hacks and concentrating fire so the structure can be destroyed before the opportunity closes.

Abyssal Artifact Recovery

Main article: Abyssal Artifact Recovery
Abyssal Artifact Recovery

The Abyssal Artifact Recovery site unfolds in stages, beginning with a short setup before waves of asteroids and hostile fleets appear. Each wave is a race against time: clear every asteroid before the timer runs out, while holding off enemies that grow stronger and more numerous with each tier.

The asteroids are more than just resources, their unique properties generate a powerful warp bubble field that prevents your fleet from warping off, and only by mining them out completely can the field be dispersed. Success brings steady payouts that increase with difficulty, and sometimes rare caches appear among the shattered rocks, offering additional rewards if collected quickly.

The challenge is in coordination: balancing mining, combat, and survival while the pressure escalates across nine waves. Once the final stage is complete, a short window opens to retreat. Any delay brings an overwhelming Drifter fleet, making escape impossible.

Salvage Research

Main article: Salvage Research
Salvage Research

Salvage Research plunges a fleet into a tense field of wrecks scattered across Empire space. Within twenty minutes, every piece of valuable data must be recovered from thirty shattered ships.

Pilots must move quickly, bringing their salvagers to each wreck while keeping an eye on hostile ships. Somewhere among the wreckage sits a malfunctioning Werpost. Activate it with a Data Analyzer, and its disintegrator will start targetting enemy ships, lending support to your fleet.

Every salvaged wreck yields a piece of encrypted data that brings reward. Success demands fleet coordination, manual piloting, and precision.

Stabilize Rift

Main article: Stabilize Rift
Stabalize Rift

The Stabilize Rift requires your fleet to prevent the Sleepers from collapsing an active abyssal rift. The enemy has anchored five Destabilizing Arrays, which must be drained of capacitor and held below 20% simultaneously to break the destabilization cycle.

Destroyer-class vessels equipped with Energy Neutralizers and combat drones are advised. Sleeper reinforcements may attempt to neutralize your capacitor or restore power to the arrays, forcing a prolonged engagement. This mission demands strict coordination and precise execution. Success will stabilize the rift and will allow free passage for the Triglavian fleet.

Traffic Stop

Main article: Traffic Stop
Traffic Stop

The mission requires your fleet to scan incoming hauler as they try to reach the local market. Any ship carrying illicit data must be stopped and destroyed, webifier modules are recommended. At the same time, pilots must avoid harming civilians. Attacking more than two civilians or allowing five contraband ships to dock will fail the mission.

Success depends on careful scanning, precise targeting, and steady coordination throughout the full timer, meeting both objectives without mistakes.

Finding sites

Homefront operations are Cosmic Anomalies located in empire owned High Security systems, mostly focused around trade hubs or career agent systems.

  • Opportunities window > Homefront Operations tab: will render a list of the available homefronts within a limited range.
  • Agency window > Homefront Operations tab: will give you a more detailed filtering ability that allows you to search any region.
  • Probe Scanner > Displays all available anomalies in the system, including their distance in AU, with options to warp or align to them.

Payout

The amount of the ISK payout depends on the number of participants who have interacted with the site. Interacting with the site might consist of dealing at least 1000 damage to any enemy, repairing at least 1000 shield or armor (it counts even if the target has full hp) or other interactions depending on the objective.

The max number of people who can receive a payout is twice the ideal fleet size: 10 people for 5-person sites and 6 people for 3-person sites.

Payout amount for Emergency Aid, Dread Assault, Raid and Metaliminal Meteoroid peaks at 5 people, giving 15,486,410 ISK. The payout amount for Salvage Research, Traffic Stop and Stabilize Rift peaks at 3 people, giving 11,025,000 ISK.

Note: Abyssal Artifact Recovery payout peaks at 5 people but follows a different, wave-based payout structure that is not reflected in these graphs.

Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 15,486,410 ISK at 5 players
Homefront: 5 pilot operation ISK payout
Graph showing ISK Payout per Pilot vs Number of Pilots for 5-person Homefronts, max is 11,025,000 ISK at 3 players
Homefront: 3 pilot operation ISK payout

Spawn Mechanics

The anomalies can spawn anywhere in highsec, with a heavily increased probability of spawning near trade hubs (Dodixie, Jita, Amarr, Rens and Hek[1]) and Career Agents constellations. The spawns for each type are independent[2] and the total number for each type in Gallente space seems to be 18, in Caldari space 17, in Minmatar 14 (without newly added in Hek) and in Amarr 28[3].

There are some islands of high security systems behind low security systems where sites can spawn; these sites are rarely completed. Because of this, significant numbers of sites can pile up in these systems reducing the number of sites available elsewhere in the region. To fix this, enter each of the unwanted sites with any ship. The site timers will run down, the sites will fail, and the sites will respawn elsewhere in the region.

History

Homefront operations were introduced in Viridian expansion in summer 2023 (see Viridian expansion notes). All of them were tuned for 5-ship fleets (Abyssal Artifact Recovery, Dread Assault, Emergency Aid, Metaliminal Meteoroid, Raid, Suspicious Signal).

In autumn 2023 they were rebalanced, nerfing the overall payouts and bringing the outliers closer to others.

Expansion#Equinox in summer 2024 new 3-ship types (Salvage Research, Traffic Stop and Stabilize Rift) were introduced. The old types had another tuning pass.

In september 2024 Abyssal Artifact Recovery was reworked as it was one of two most complicated but the least rewarding.

See also

Notes and references

  1. ^ Added in patch 2024-06-26.1
  2. ^ They do not share a pool (CCP Rampant)
  3. ^ Research by Mednik Breau using Agency per region. Spreadsheet with results and methodology.