Ghost Sites

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Revision as of 08:53, 29 November 2013 by Noemie belacqua (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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A ghost site in space

Ghost sites are pirate facilities which can be hacked (like data and relic sites), but which have unique mechanics which set them apart. They were introduced in the Rubicon expansion.

Finding a Ghost site

Ghost sites can be found using the system scanner, without needing to use probes. They shows up as cosmic anomalies (type: combat sites), and occur in all categories of space (hi-sec, low-sec, null-sec and wormhole). They show up in the anomaly list as "<size> <faction> Covert Research Facility". The <size> is solely dependent on the security status of the system:

  • "Lesser" in high-sec
  • "Standard" in low-sec
  • "Improved" in null-sec
  • "Superior" in wormholes

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.

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 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

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.

Explosion

All the containers in the ghost site will explode if:

  • The hidden timer (see above) runs out, or
  • You fail in a hacking attempt.

If you fail in a hacking attempt, no rats will show up, but you will take damage from the explosion.

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.

This explosion damage seems to be around 5000–6000 raw explosive damage appears to be based on your ship's current distance to the containers.

Ship fitting

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

Recommended ships:

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.

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:
This will work for all areas of hi sec space regardless of pirate faction!
The recommended fitting is as follows:

  • 1x 1600mm Armor Plate
  • 1x Medium Armor Repairer
  • 2x Energizes Adaptive Membranes
  • 1x Anti-Explosive Armor Pump I

Less might do but with this you will survive! While not critical a Damage Control is always a good idea.

It might seem counter intuitive to fit both a plate and a repairer, but remember that without decent buffer the explosion might hurt you and the repairer will keep you alive when the rats start shooting you. You might be fine with just the plate or the reparier in hi sec but when you move on to other parts of space both will be needed (unless you have logistics). Having the repairer is also a cheap way to fix armor damage.

It is worth remembering that the explosion of the cans is ALWAYS explsosive damage, but the rats will deal damage according to their faction! So tank accordingly!

  • Guristas - Kinetic / Thermal
  • Serpentis - Kinetic / Thermal
  • Blood Raider - EM / Thermal
  • Sansha's Nation - EM / Thermal
  • Angel Cartel - Explosive / Kinetic