Difference between revisions of "Nation Industrial Proxy"

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(Update and overhaul for site information.)
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{{cleanup}}
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{{incursions_sites}}
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
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= Objectives =
=Forces Required=
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===== Force required =====
* 3 - 5 pilots
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{{incursion sites}}
 
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===== Military information =====
=Military Intelligence=
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{|
Your primary objective is to clear the local asteroid colony of hostile Sansha forces.
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| valign="middle" | [[image:incursions_sansha_transmission.png]]
 
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| valign="middle" | Your primary objective is to clear the local asteroid colony of hostile Sansha forces.<br>''This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.''
This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.
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|}
 
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===== Background information =====
=Rewards=
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Small scale Sansha settlements have been reported with increasing frequency since the beginning of the Nation's conventional incursion into empire space and abroad. Although these minor colonies may not appear to pose a significant threat, when considered collectively, they are an undoubtedly serving as a powerful, decentralized auxiliary network of stations and industrial depots. Sansha's plan appears to rely in part on capsuleer apathy, and the presumption that minor annexations such as these will not attract military intervention.
 
 
[[File:Scout_rpr.PNG|right|Scout Reward Payout Ratio]]
 
* 50,000 ISK × ratio
 
* 50 CONCORD LP × ratio
 
 
 
=Background Intelligence=
 
Small scale Sansha settlements have been reported with increasing frequency since the beginning of the Nation’s conventional incursion into empire space and abroad. Although these minor colonies may not appear to pose a significant threat, when considered collectively, they are an undoubtedly serving as a powerful, decentralized auxiliary network of stations and industrial depots. Sansha’s plan appears to rely in part on capsuleer apathy, and the presumption that minor annexations such as these will not attract military intervention.
 
 
 
Synopsis from ISHAEKA-0087. DED Special Operations.
 
Authorized for Capsuleer dissemination.
 
 
 
 
 
=Encounter=
 
[[File:NIP_enc.PNG‎ |Nation Industrial Proxy]]
 
==Objectives==
 
* To clear the asteroid belt of all  Sansha pirates.
 
 
 
==Pirates==
 
===First Wave===
 
Jel Rhomben x3 ''(frigate)''<br/>
 
  
===Second Wave===
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''Synopsis from ISHAEKA-0087. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
Jel Rhomben x1 ''(frigate)''<br/>
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= Enemies =
Youl Meten x2 ''(web frigate)''<br/>
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Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
 
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{{incursion rats|Start}}
==Hints and Tips==
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{{incursion rats|Jel Rhomben}}
* These sites do not spawn at beacons in the same way as the other sites. Instead, they can spawn randomly at Asteroid Belts within the Staging System. When you initiate warp to an asteroid belt with a Nation Industrial Proxy spawn, you will get an "Incoming Transmission" pop-up message, as per warping to the other incursion sites. This is by design.
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{{incursion rats|Youl Meten}}
{{incursions_sites}}
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{{incursion rats|End}}
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== Priorities ==
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This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.
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{| class="wikitable" style="font-size:90%;"
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|-
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! style="background:#222222;" colspan="2" | #
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! style="background:#222222;" | Ship
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! style="background:#222222;" | Reason
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|-
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| 1
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| style="background:orangered;" width="1" |
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| '''Jel Rhomben'''
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| Because it does the most damage out of the small ships, easy to hit and isn't the trigger.
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|-
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| 2
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| style="background:green;" width="1" |
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| '''Youl Meten''' [[image:icon_stasis_webifier_i.png|20px|Webbing]]
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| While it webs it does less damage than the '''Jel Rhomoben'''.
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|}
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== Triggers ==
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The last enemy killed in the first wave triggers the second and last wave, so there is no risk of accidentally triggering the last wave before you finish the first one.
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== Special requirements ==
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There are no special requirements for this site.
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= Hints & tips =
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* These sites are not sites per se and do not spawn at beacons. Instead, they are part of the [[Mining#Asteroids|asteroid belts]] within the staging system. When you initiate warp to an asteroid belt that hasn't been cleared you'll get an incoming transmission just like you do with other sites. Once it has been cleared you get paid and the belt returns to normal. This is by design.  
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* There are only two waves of enemies for this ''site''.
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* There are no ships capable of '''warp disrupting''' or '''warp scrambling''', which means you can warp out at any time.
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* The Sansha that spawn in the asteroid belts all use turrets, so strictly{{icon|em damage|16|Electromagnetic}}electromagnetic and{{icon|th damage|16|Thermal}}thermal damage.
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* The new spawns will not automatically engage you if you maintain a range of at least 20 km. Once you attack them they will engage you no matter what range.
 
[[Category:Incursions|Scout sites]]
 
[[Category:Incursions|Scout sites]]

Revision as of 01:20, 12 December 2013

Objectives

Force required
Staging sites Fleet of 3 - 5 pilots
1 logistics or spidertanking
Sites take about 15 - 20 minutes
Military information
Incursions sansha transmission.png Your primary objective is to clear the local asteroid colony of hostile Sansha forces.
This is a target of opportunity, and has minimal impact on the larger anti-Sansha campaign.
Background information

Small scale Sansha settlements have been reported with increasing frequency since the beginning of the Nation's conventional incursion into empire space and abroad. Although these minor colonies may not appear to pose a significant threat, when considered collectively, they are an undoubtedly serving as a powerful, decentralized auxiliary network of stations and industrial depots. Sansha's plan appears to rely in part on capsuleer apathy, and the presumption that minor annexations such as these will not attract military intervention.

Synopsis from ISHAEKA-0087. DED Special Operations.
Authorized for Capsuleer dissemination.

Enemies

Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
1 Icon red frigate.png Jel Rhomben
Jel Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 48 48 dps Turret damage 240 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 3264 3k ehp 3,264 effective hit points (1,575 raw hit points)
1 Icon red frigate.png Youl Meten
Youl Meten Webbing - 50% speed reduction at 10 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 8000 8 km Orbit 410 m/s 38 38 dps Turret damage 192 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 3217 3k ehp 3,217 effective hit points (1,225 raw hit points)
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.

Priorities

This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.

# Ship Reason
1 Jel Rhomben Because it does the most damage out of the small ships, easy to hit and isn't the trigger.
2 Youl Meten Webbing While it webs it does less damage than the Jel Rhomoben.

Triggers

The last enemy killed in the first wave triggers the second and last wave, so there is no risk of accidentally triggering the last wave before you finish the first one.

Special requirements

There are no special requirements for this site.

Hints & tips

  • These sites are not sites per se and do not spawn at beacons. Instead, they are part of the asteroid belts within the staging system. When you initiate warp to an asteroid belt that hasn't been cleared you'll get an incoming transmission just like you do with other sites. Once it has been cleared you get paid and the belt returns to normal. This is by design.
  • There are only two waves of enemies for this site.
  • There are no ships capable of warp disrupting or warp scrambling, which means you can warp out at any time.
  • The Sansha that spawn in the asteroid belts all use turrets, so strictlyElectromagneticelectromagnetic andThermalthermal damage.
  • The new spawns will not automatically engage you if you maintain a range of at least 20 km. Once you attack them they will engage you no matter what range.