User:Paxte Eriker/Incursions Syllabus

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Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: TODO

This class is an introduction to Incursions in EVE. The purpose is to give students a basic idea of what Incursions are and how they can participate in them. Topics covered include: Class contents:

  • What are Incursions
  • How are incursions run
  • How can you participate
  • What requirements are there to participate
  • How to join the Eve University incursion community
  • Q&A

Student requirements:

  • E-UNI public Mumble server registration - make sure you have Mumble sorted out and operational well before the class begins. See http://eveuni.org/publicmumble for instructions.
  • Access to the Lecture.E-UNI in-game chat channel

Additional Informaiton: This class is primarily lecture delivered in the Classroom channel in Public Mumble, followed by Q&A. This class may be recorded. If a suitably located incursion is available at the time this class is being run the instructor may organise a practical fleet after the class. Any fleet will only be open to E-uni members, alumni, and alts and will be conducted on the private Mumble server.

Notes for the Teacher

Required materials:

  • Access to the E-UNI public Mumble server: http://eveuni.org/publicmumble
  • Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
  • List any relevant links to teacher's references on the wiki or other resources, if needed
  • Describe any ships, fittings, modules, or tools required to have on hand, if needed

This class is designed to provide a general overview of incursions, their lifecycle and in-game effects, as well as the various classes of sites and how they are typically run. Specific fitting advice beyond that already available in the wiki is not intended as part of the lecture portion of this class.

Class Contents

Introduction

Welcome to this class on Incursions.

This course is designed for anyone who is interested in what Incursions are and how they can participate in them.

Over the next 60 minutes or so we will cover what Incursions are, their in-game mechanics, what requirements need to be met before you can participate, and how you can participate.

(Instructor should then introduce himself or herself - covering relevant experience level and background)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Lecture.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • Its preferable for you to be docked up for this lecture but it isn't required.

Everyone ready? OK, then - let's begin....

What are Incursions?

According to the lore Incursions are when mind-controlled slaves under the command of Sansha Kuvekai, the leader of Sansha's Nation, use artificially generated wormholes to invade other parts of space in search of new slaves.

In game Incursions are high level fleet PvE content that require properly skilled pilots and well fitted ships to safely complete. When an incursion spawns it affects an entire constellation (with some exceptions) until the mothership leading the incursion is destroyed or leaves after presumably accomplishing it's goals, this will never take longer than 7 days. There can be a maximum of 7 incursions spawned at any one time, three in high and nullsec and one in lowsec. Currently spawned incursions can be viewed in Journal > Incursions > Global Report. This tab shows you the constellation, game advised (and ignored) staging system, state, and influence level of all current incursions.

The incursion lifecycle consists of three stages:

  • Established, which lasts for a random amount of time but usually 3-4 days
  • Mobilized, which lasts 48 hours and indicates the incursion is beginning to die
  • Withdrawing, which lasts 24 hours and indicates that the mothership is preparing for imminent departure.

Most incursions that get run are ended by destroying the mothership once the incursion hits the withdrawing phase.

Active incursions inflict a number of detrimental conditions on their constellation. These include continual cynosural field jamming (not including covert cynos), a 50% reduction in bounty payouts, and reductions to weapon damage and resistances that scale depending on the level of influence that the sansha have in the system. The current level of influence is shown by the coloured bar. Lowsec and nullsec incursions also have incursion rat gatecamps. These gatecamps will regularly include rats that can warp disrupt you.

Sansha influence increases up to 100% at a slow but constant rate for the entire duration of the incursion. Capsuleers can reduce the level of influence by completing incursion sites. An actively run incursion will normally end up with the influence level being ground down to 0 in a few hours and then fluctuating within a few percent of zero depending on activity for the remainder of the incursion's life.

Only highsec and lowsec incursions are run on a regular basis, there are multiple large public communities that run highsec incursions. Nullsec incurions are not normally run unless the local residents have enough people interested in running incursions or an incursion spawn cynojams an important logistics/transport hub. When this occurs the locals will normally kill the incursion as fast as they can in order to resume normal activities. Lowsec and Nullsec incursion sites permit capital ships to enter them if they get to the acceleration gate.

How incursions are run

When a constellation is invaded each system within it gets invaded to a greater or lesser degree. Each different level has it's own specific group of incursion sites that spawn within a system. There are four different levels that a system can be under:

  • Headquarters - only one system in a constellation is the HQ system, sites require 30-40 pilots and are nearly constantly run be large public communities.
  • Assault - at least one system in a constellation will be an AS system, sites require approximately 20 pilots and are not often run.
  • Vanguard - at least one system in a constellation will be a VG system, sites require approximately 10 pilots and are also nearly constantly run by public communities.
  • Scout - only one system in a constellation (the staging system) is a Scout system. These sites are not worth running.

The Eve University incursion community primarily runs vanguard sites.

The mothership (MOM) appears in a special site within the HQ system after the incursions's influence has been reduced to zero and a single HQ site has been completed. Competing this site will instantly end the incursion. There are two versions of the site, one (The Kundalini Manifest) that appears in high and nullsec incursions, and one (Uroboros) that only appears in lowsec incursions. Revenant (Sansha supercarrier) BPCs drop only as loot from the mothership in the lowsec version of the site.

How you can participate

Incursion fleets consist of a limited number of ongrid pilots and depending on the level of site being run and the particular community one or more offgrid pilots. The number of ongrid pilots in each class of site is determined by the game imposed reward requirements. These can be seen under Journal > Incursions > Encounters > Sansha Incurion. Each class of site has a fixed reward of both isk and LP, along with minimum and maximum pilot numbers that must be met in order to receive a reward. Highsec incursions have an additional multiplier that makes their rewards less lucrative than lowsec and nullsec incursions.

The isk reward is paid out immediately after completing an incursion site (and is taxed) while the LP reward is put into a pool that is only paid out if (normally when) the mothership is killed.

Pilots that are ongrid and doing damage to the sansha rats also gain an additonal reward of significant increases to their security status.

All ongrid pilots in an incursion fleet have a primary role of either damage dealer, logistics, or boosting. Individual pilots (normally damage dealers) will take on additional specific roles as required by the level of site being run. The fleet commander is always an ongrid member of the fleet. For Assault and Headquarters sites the damage dealer role is divded into close range (usually called dps) and long range (usually called snipers) due to the ranges that different groups of rats spawn at. AS and HQ fleets will also have a separate logi FC who is responsible for organisng all the logistics pilots that need to cap chain with each other to correctly do so.

Additional ongrid roles by site level:

  • Vanguard - Tagger, Drone Bunny, Ore Runner
  • Assault - Anchor, Tagger, Drone Bunny, Civilian Collector
  • Headquarters - Anchor, Tagger, Drone Bunny, MTAC

The Tagger is responsible for using the ingame tagging system to mark the rats in the correct kill order as dictated by the fc.

The Anchor is a damage dealer in a better than average tanked ship who enters the site ahead of the main fleet to be the initial target of all the rats. Headquarters fleets have separate dps and sniper anchors, with the sniper anchor being the one to first enter the site.

The drone bunny is responsible for managing the assisted drones of the other fleet members (along with their own) to best benefit the fleet. In vanguard sites this will normally be by having the mattack different targets to the rest of the fleet to minimize the amount of flying around the drones do. In Assault and especially Headquarters sites they are primarily responsible for clearing out the frigate rats to allow the rest of the fleet to focus on the bigger and tougher rats. Due to the limit on the number of drones that can be assisted to one person a Headquarters fleet will normally need 2 or sometimes 3 drone bunnies to control all the available drones.

The Ore Runner (NMC) /Civilian Collector (OCF)/MTAC (TCRC) are all site specific names for the role of person who does some mechanic that is required to complete the site. The exact details of each role can be found in the descriptions of the sites that require them.

Additional offgrid roles:

  • Scout/Hacker
  • Waitlist manager

Depending on the particular community some or all of the offgrid roles may be filled by the fc and their alts.

The scout is responsible for keeping a steady stream of sites available for the fleet to run, and when there are other fleets running at the same time keeping track of what sited they are running. The hacker is another person who does a mechanic to complete a site role, but the nature of this mechanic means that it is more commonly performed by the scout than an ongrid member. The waitlist manager is responsible for keeping track of all pilots who would like to join the ongrid fleet but currently cannot due to the size limits so that anyone who drops from the fleet can be quickly replaced.

What requirements are there for you to participate

While the exact requirements to participate depend on which role you would like to participate as all roles require you to have a good base of tank, damage, fitting, and general support skills. The minimum requirements for the Eve University incursion community found here are likely to be the most lenient requirements of any incursion community.

Requirements for ongrid roles:

  • Damage Dealers - battleship fitted with turret weapons(some communities may accept T3 cruisers if you have good skills for them, other subcapital ships will not be accepted).
  • Logistics - T2 Logistics cruiser, logistics skil trained to absolute minimum of 4 and some communities may require it at level 5.
  • Boosting - Command Ship fitted with T2 command burst modules.
  • Person doing mechanics - knowledge of how to do the mechanic, fitting of any needed modules
  • Tagger - ability to work the ingame tagging system (may require practice), knowledge of each site's general kill order is an advantage

Missiles are not welcomed and in many communities outright prohibited because of both their delayed damage application due to flight time and their general lower applied damage when compared to turret weapons. The delayed damage application is the biggest drawback, requiring high player piloting skill and awareness to be able to avoid volleys being shot at targets that explode before they arrive.

All communities have fitting requirements and published minimum fits for the various roles. The ones for the Eve University incursion community can be found here.

Requirements for offgrid roles:

  • Scout - frigate sized ship, basic dscan knowledge, ability to use data analysers if you are expected to do hacking.
  • Waitlist manager, ability to properly balance your other role with advertising the fleet and watching for people wanting to join the waitlist.

How to join the Eve University incursion community

  • Eve University incursion community is open only to current E-uni members, almuni, and their alts.
  • Join the chat channel Incursions.E-Uni
  • Join the mailing list Incursions.E-Uni

Current members of Eve University can join the mailing list directly, alumni (who didn't get access while still a member) and alts will need to mail one of the Community leaders to get added to the mailing list.

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?