User:Hirmuolio Pine/sandbox5

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Reason: Introduction of Low-Power states
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Vulnerability is a game mechanic used by most deployable structures to encourage large, planned fleet engagements and enable both attacking and defending groups to more effectively and fairly engage in structure warfare.

Reinforcement cycle

The owner of the structure sets the reinforcement hour for the structure. This is used for determine when armor and hull reinforcement cycles end.
Attackers can see the reinforcement hour by hacking the structure with a data analyzer.

Upwell reinforcing.png

The default state of an upwell structure is to be at full shield. At this state the structure is attackable.

Once damage has been taken the upwell structure will begin a 15 minute repair timer that upon completion will fully repair the structure. This timer however is paused while taken sufficient damage per second.
Once the shields are depleted the structure is enters armor reinforced state and becomes unattackable.

The armor reinforcement will last until next reinforcement hour that is at least 24 hours away ± 3 hours. In practice this means that the reinforcement will last 21-51 hours.

Once the structure comes out of armor reinforcement it will start a 15 minute repair timer that upon completion will fully repair the structure to full shield. Again the timer is paused by dealing sufficient damage per second.
Once the shields are depleted the structure enters structure reinforcemeed state and becomes unattackable.

The structure reinforcement lasts until next reinforcement hour that is at least "minimum" time away ± 3 hours. The "minimum" duration depends on the area of space 1.5 days in wormholes, 2.5 days in low/null and 4.5 days in high. In practice this means the hull reinforcement durations are.

  • 1d 10h - 2d 14h in wormholes
  • 2d 10h - 3d 14h in low/null
  • 4d 10h - 5d 14h in high

Once the structure comes out of structure reinforcement it will start a 30 minute repair timer that upon completion will fully repair the structure to full shield. Again the timer is paused by dealing sufficient damage per second.

Once the structure are depleted the upwell structure is destroyed.

  • Structures cannot be affected by any form of Electronic Warfare and will limit the amount of damage it can take per second as defined by its class. This damage cap cannot be exceeded and dealing more damage will result in decreased damage or zero damage dependent on attacking force.
  • To pause the repair timer the structure must receive damage that is at least 10% of the damage cap.
  • Standup Warp Scrambler can only function while a citadel is vulnerable.

While vulnerable the current status of the Citadel is shown on the damage indicator.

The outer grey/red circle shows the current damage. It has one section for shield (top), armor (lower left) and hull (lower right). In each section a dot represents 1/12th of full health. A grey dot means intact, a red dot means damaged. So in our example there are only 2 grey dots left on the lower right section, which means the Citadel has only about 17% (2 x 1/12 x 100%) hull left.

The inner yellow circle shows the repair timer. In our example it has about 2/3 of the 15 mins left. One can hover with the mouse over the Citadel damage indicator and it will display how much time is left on the repair timer and whether it is running or paused.

See Also