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Ghost Sites: Difference between revisions

From EVE University Wiki
Amakish (talk | contribs)
Improved formatting and style. Maybe someone could convert the modules into a recommended fritting for e.g. a Maller?
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* "Superior" in wormholes
* "Superior" in wormholes


When a ghost site is entered a pop-up message shows up that warns the capsuleer that the site is dangerous.
When a ghost site is entered a pop-up message shows up that warns the capsuleer that the site is dangerous. Note that there is an occasional bug with the scanner window which may cause anomalies (including ghost sites) to not show up. Uncheck and recheck the "show anomalies" checkbox to make sure you don't miss any.  
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Be aware of a bug with the scanner window! if you jump through a gate with the window open you might not see any anomalies or signatures in the system! Try to uncheck and recheck the anomaly checkbox. That should make any signatures and anomalies appear.


== Getting Loot ==
== Getting Loot ==
When you enter the site a timer is started (unless you warp in cloaked). The time is random and not shown, but it seems that the more ships are in the site at once, the longer the timer (in practice, if running a site solo, you will generally have enough time to hack and loot 2 cans before the timer expires). Because of the limited time it is a good idea to use a cargo scanner and look at the loot in the cans first. The stashes are opened by the hacking mini game known from [[Hacking 101|data and relic sites]] - however, unlike data and relic sites, once the hack is complete, you can loot the structure directly instead of having to scoop up cans. The hacking difficulty is comparable to the difficulty of hacking a data or relic site in a system with the same security status. If you fail your hacking attempt, all the containers in the site will explode immediately (see also below).  
When you enter the site a timer is started (unless you warp in cloaked). The time is random and not shown, but it seems that the more ships are in the site at once, the longer the timer (in practice, if running a site solo, you will generally have enough time to hack and loot 2 cans before the timer expires). Because of the limited time it is a good idea to use a cargo scanner and look at the loot in the cans first. The stashes are opened by the hacking mini game known from [[Hacking 101|data and relic sites]] - however, unlike data and relic sites, once the hack is complete, you can loot the structure directly instead of having to scoop up cans. The hacking difficulty is comparable to the difficulty of hacking a data or relic site in a system with the same security status. If you fail your hacking attempt, all the containers in the site will explode immediately (see also below), unlike with normal data or relic sites.  


== Rats ==
== Rats ==
After the timer expires (irrespective of how many containers you have hacked), rats (based on the local pirate population) will show up to defend the site.  
After the timer expires (irrespective of how many containers you have hacked), rats (based on the local pirate population) will show up to defend the site. These rats are worth no bounties, but they do a considerable amount of damage (based on the system's security status) that can reach 2000+ raw damage, and they may use warp scramblers.  
These rats are worth no bounties.
 
They do a considerable amount of damage (based on System Sec Status) that can reach 2000+ raw damage and they may use warp scramblers.  


== Explosion ==  
== Explosion ==  
The Explosion happens for two reasons. You either failed the hacking or the hidden timer runs out.
All the containers in the ghost site will explode if:
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* The hidden timer (see above) runs out, or
If you fail the hacking game, no rats will show up, but you will take explosive damage from the explosion.
* You fail in a hacking attempt.  
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If the timer runs out the rats will appear and shoot the containers, which causes them to explode. In this case the explosion may be delayed for some reason, up to 30 seconds, which can allow you to warp out before it blows, assuming you are not warp scrabmled. After the explosion the rats might hang around for another 30 seconds and shoot at you.
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This explosion damage seems to be around 5000 - 6000 raw explosive damage and is of course based on your ship's distance to the cans.


== How Should I Fit? ==
If you fail in a hacking attempt, no rats will show up, but you will take damage from the explosion.
Which ships are good?
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The recommended ships are the Maller and the Vexor for T1 ships. But any armor tanked cruiser with atleast 3 midslots will work.
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Why no shield?
If the timer runs out the rats will appear and shoot the containers, which causes them to explode. In this case the explosion may be delayed for some reason, up to 30 seconds, which can allow you to warp out before it blows, assuming you are not warp scrambled. After the explosion the rats might hang around for another 30 seconds and shoot at you before warping out.
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Shield ships require alot of midslots for resist modules and the shield extenders you need to survive the explosion and the rats and since you need 3 mids for other modules the buffer and tank of a shield cruiser simply isnt recommended.
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What about the stratios or a T3?
This explosion damage seems to be around 5000&ndash;6000 raw explosive damage appears to be based on your ship's current distance to the containers.  
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These ships are very good not only for ghost sites but for exploration in general, however they are expensive and the T3's require alot of skills. Also be aware that the Eve University is often at war and these ships make juicy targets!
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The 3 midslots you need are the following:
== Ship fitting ==
*Microwarpdrive. This will allow you to burn to the containers faster and will increase your chances of getting more cans opened and looted before the timer runs out.
A ship for running ghost sites should fulfil several roles:
* Hacking the containers (so at least a hacking module, and preferably a bonus to the hacking minigame)
* Quickly flying from one container to another (to be able to hack as many containers as possible before the timer runs out)
* Tank the explosion and the rate


*Cargo Scanner. This will allow you to identify the can with the best loot! This is important because you will only have time to get 2, maybe 3 cans at most!
Recommended ships:
* Armor-tanked T1 cruisers (e.g. a [[Vexor]] or a [[Maller]])
* [[Stratios]]
* [[Strategic Cruisers|Strategic (T3) Cruiser]]


*Data or Relic Analyzer. Without it you simply wont be able to get anything from these sites. You only need one so pick the one you ahve the best skills with. It is advised (but not required) to use a T2 Analyzer for these sites, specially if you're using unbonused hulls (like the Vexor or the Maller).
In order to hack the containers as quickly as possible, the following mid-slot modules are needed:
* Microwarpdrive (to fly as quickly as possible between containers)
* Cargo Scanner (to scan the containers and identify the ones with the most valuable loot)
* Data or Relic Analyzer, to hack the site. Either will work, so use the one you have the best skills for. For ships without a bonus to the hacking minigame (T1 cruisers or certain T3 configurations), it can be good to use T2 versions of these modules to make up the shortfall and increase your chances of completing the hacking minigame.  


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Armor-tanked ships are recommended over shield-tanked ships, as when the three mid-slot items listed above are installed, there is generally little room left to fit a good shield tank in the midslots. The Stratios or a Strategic Cruiser are excellent for running ghost sites, but these ships are very expensive and make for juicy targets during wartime. T1 exploration frigates or covert ops frigates are not recommended for running ghost sites, as while these ships are fast and make for excellent hackers, they tend to be too fragile to survive the explosion and/or the rats in ghost sites.


The tank:
The tank: