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Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming Hacking

     

     

     

     

     

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See-through!


                 

Sansha's Manual

Eystur Rhomben Defensive Data Offensive Data
17924_256.png
Ship Stats        
  2,500 HP
 60 %
 60 %
 60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

  XX,XXX Effective Shield Hit Points

Damage / Volley        
  2,500 HP - - - -
  1,250 HP - - - -

  10km optimal + 1km falloff range
  0,4 tracking speed
 49 meter signature radius
  12km attack range

Eystur Rhomben:
Subject: Prototype Nation Vessel (ID: Eystur Rhomben)
Military Specifications: Frigate-class vessel. Significant microwarp velocity. Enhanced weapons systems.
Additional Intelligence: There were no reported civilian abductions from the Eystur VI invasion. The Eystur identifier suggests a small number of captives may have been initially unaccounted for. The Rhomben identifier suggests an overarching position within the lowest tier of the new Nation hierarchy, or alternatively, that it was created during the first phase of development.
Synopsis from ISHAEKA-0041. DED Special Operations.
Authorized for Capsuleer dissemination.

Electronic warfare:

Jamming Jamming
  Warp scrambling
  Energy neutralizing
  Target painting
  Webbing

Burner NPCs

NameSigSpeed [1]Orbit / SpeedDamageRange [2]Effective HP
1   Angel Cartel Burner
Angel Cartel Burner    
11   11 meters 2900   2,900 m/s 500 1 km   2,100 m/s 115 115 dps   230 hp 21 km 55 55 dps   165 hp 10 km 8331 8k ehp  
1   Guristas Burner
Guristas Burner   
70   70 meters 3600   3,600 m/s 38000 38 km   3,600 m/s -1 (no turrets) 228 228 dps   2,277 hp 141 km 14621 15k ehp  
1   Serpentis Burner
Serpentis Burner    
18   18 meters 2600   2,600 m/s 11000 11 km   1,200 m/s 264 264 dps   792 hp 42 km -1 (no launchers) 9452 9k ehp  
1   Blood Raiders Burner
Blood Raiders Burner     
18   18 meters 1800   1,800 m/s 3000 3 km   900 m/s 180 180 dps   539 hp 15 km -1 (no launchers) 37503 38k ehp  
1   Sansha's Nation Burner
Sansha's Nation Burner    
30   30 meters 3200   3,200 m/s 14000 14 km   4,750 m/s 165 165 dps   330 hp 23 km -1 (no launchers) 10185 10k ehp  
  1. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you. They will turn off any propulsion modules once they get close to their preferred orbit.
  2. ^ This is the effective range of this ship, limited by effective weapon range and locking range. Some ships may lock before the range indicated here, but in those cases the range is their effective weapon range, before that their weapons will be ineffective.

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resist-table

Ship Stats        
  2,500 HP
 60 %
60 %
60 %
60 %
  1,250 HP
 43 %
 43 %
 43 %
 43 %
  625 HP
 0 %
 0 %
 0 %
 0 %

Warp speeds and align times

This is just to illustrate the differences in warp speeds including potential align times.

Acceleration gates

When you use an acceleration gate, be that in missions, incursions or complexes, it sends your ship into a pocket of space roughly 10,000 km in front of the gate.

Base warp and align times

These are the base warp and align times for taking a gate unaligned or pre-aligned.

Ship class Warp speed (including align time)
Large ship Battleships
  25s (32-41s)
  Battlecruisers
  20s (28-30s)
  Command Ships
  19s (28-30s)
  Cruisers
  17s (23-24s)
  Logistics
  16s (22-23s)
  Frigates
  7s (11-13s)

    Legend:   Warp speed   Fast align (max skill, agile hulls)   Slow align (low skills, less agile hulls)

Alternative methods

Now let's see the different alternatives for aligning, how they match up with the battleships.

Ship class (variants) Warp speed (including align time)
Large ship Battleships
  25s (32-41s)
  Logistics (normal)
  16s (22-23s)
  Logistics (afterburner on)
  16s (24-26s)
  Logistics (aligning backwards)
  16s (25-27s)

Overshooting times

Below are some numbers for how long it takes to overshoot a gate, or otherwise end out outside activation range. These times will account for the extremes, taking into account the worst possible spot to land on grid in relation to the gate (which can make you lose or gain up to 10 seconds worth of align time).

  • It can takes a logistics ship as little as 30 seconds to overshoot a gate leading into an Override Transfer Array site.
  • It can take less than 10 seconds for a logistics to be out of range from a gate trying to align away from it, if you land furthest away from the gate.

Warping longer distances

Rubicon changes things up a bit when it came to warp speeds, these are some example-times of the new warps for various distances:

Warp distance Ship class Warp time
Short warps
(20 AU)
Large ship Battleships
  54 sec
  Battlecruisers
  44 sec
  Command Ships
  40 sec
  Cruisers
  37 sec
  Logistics
  33 sec
  Frigates
  22 sec
Medium warps
(50 AU)
Large ship Battleships
  69 sec (1 minute and 9 seconds)
  Battlecruisers
  56 sec
  Command Ships
  51 sec
  Cruisers
  47 sec
  Logistics
  43 sec
  Frigates
  28 sec
Long warps
(100 AU)
Large ship Battleships
  94 sec (1 minute and 34 seconds)
  Battlecruisers
  76 sec (1 minute and 16 seconds)
  Command Ships
  69 sec (1 minute and 9 seconds)
  Cruisers
  63 sec (1 minute and 3 seconds)
  Logistics
  58 sec
  Frigates
  38 sec
Extreme warps
(200 AU)
Large ship Battleships
  144 sec (2 minutes and 24 seconds)
  Battlecruisers
  116 sec (1 minute and 56 seconds)
  Command Ships
  105 sec (1 minute and 45 seconds)
  Cruisers
  97 sec (1 minute and 37 seconds)
  Logistics
  88 sec (1 minute and 28 seconds)
  Frigates
  58 sec

What happens when you disconnect from the game?

a) You only try to warp out once, if for some reason you can't warp right then and there, there will be no more attempts to emergency warp.
b) Modules will continue to cycle while you have cap, hardeners will stay on, guns will continue to fire etc.
c) Skills will continue to have an effect, modules like EANMs will continue to function at the same level even if you're disconnected.
d) If they stop shooting you at some point, you'll automatically log out of the game for real as soon as the timers run out, regardless how many times they've been refreshed (this was obvious but still thought I'd double-check it).

Security status colours

These are the colours used for colour-coding the different security systems.

1.0 - #2FEFEF
0.9 - #48F0C0
0.8 - #00EF47
0.7 - #00F000
0.6 - #8FEF2F
0.5 - #EFEF00
0.4 - #D77700
0.3 - #F06000
0.2 - #F04800
0.1 - #D73000
0.0 - #F00000

Layered images

The ingame browser won't recognize position:relative on a cell, so you need to wrap the position:absolute div-tag inside another position:relative div-tag.

Sometimes it makes sense to manually build up an image comprised of an image and a tag, or simply two images.

Tech and faction
 
 
 
 
 
 
Mining
Tech & faction
 
 
 
Larger icon
 
 
 
Larger still
 
 
 
Tech & faction (large)
 
 
 
Larger icon
 
 
 
Larger still
 
 
 

Gradients

You need the CSS script to handle both normal browsers supporting CSS3 and the ingame browser which do not, but apparently has some old webkit support.

Linear
(vertical)
1
2
3
4
Linear
(horizontal)
1 2 3 4
Radial
+ 1 2 3 4
1  
2
3
4

Tooltips

The rounded corners for the tooltip box won't show up in the ingame browser.


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Now how about an image like this?    -60% speed reduction at 30 km. or a larger one like  Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus eu hendrerit nisi. Nulla ornare, dolor eu pulvinar faucibus, magna purus tempor orci, sed malesuada urna ligula sit amet mauris.