User:Logan zauber
Primary function: Find the most efficient next site for a running fleet, broadcasting at the appropriate time. Hack the Logistics Control Array (the tower) in Override Transfer Array sites. Requirements: Ability to operate the on-board directional scanner (d-scan). Ability to operate Data Analyzer I Have a MicroWarpDrive fitted ship with multiple data analyzers (Heron is suggested). Ways to improve Skills: Train Hacking to IV or V to improve hacking chance Have a Prototype Cloak fit (Train Cloaking to Level 1) to increase flexibility Read the Incursions Wiki to multitask with: Wait List Manager, Ore Runner, Sponge Ships & Modules: Recommended ship: Heron. Fit a MicroWarpDrive and four Data Analyzer I modules. Incursion Hacking doesn't use the normal minigame mechanics, simply run the data modules. Success is chance based. Other ships could be used; increasing the number of data modules increases the chance of quick success. Very little is gained very little by excessively fitting a hacker/scout ship. Use an inexpensive frigate, like the Heron. There is small risk of losing the ship. Don’t worry; scouts are well compensated. Scout Gameplay: Set your Directional Scanner (D-scan) to 200,000 km, 360 degrees. Set Filter: Show All. This allows you to scan a site for signs that another fleet is inside without possibility of adjacent sites or ships overlapping your d-scan. With this setup, ships detected on the directional scanner indicates there is a fleet inside the site or a fleet is just about to land on the beacon. If wrecks are detected on the scan it means some of the Sansha have been killed already. Your objective is to find the most efficient sites for your fleet considering the type of site, fleet composition, site distance from the fleet, and presence of other running fleets. For most Vanguard fleets, pick sites in this order: 1) Override Transfer Array (OTA) 2) Nation Mining Colony (NMC) 3) Nation Commander Outpost Warp to the closest most desirable site. If D-Scan is clear, broadcast the site location promptly when requested by the Fleet Commander. When the fleet is working smoothly, some FCs may ask you to broadcast when FC commands “Drones in! Drones in!” This command informs the fleet to prepare to move to the next site. Z tag: when your fleet arrives, tag the site “Z”. Right click the beacon, select “Tag”. Wait a short time then scout for next site. Y tag: if you arrive on a site and D-scan indicates scan wrecks but no ship, and the beacon is still present, the site isn't finished. Inform the FC. FC may decide to complete the site or instruct you to move on. Tag site “Y” for “preloaded” site. X tag: if you arrive at a beacon and d-scan shows ships and wrecks – there is another fleet in that site. Make note of the type of ships in the detected. Inform the FC of the this fleet’s composition. Tag this site “X”- indicating the site is occupied. Bounce to your fleet (last site tagged Z) then bounce to the next best site not tagged with an X or Y (occupied or preloaded site declined by the FC). Scan for a clear site. Find the fleet the best, closest, and clean site. Unusual Circumstances:
Should a fleet show up and enter a site you have scouted well before your fleet has been directed to that site, take note of the other fleet’s composition and inform the Fleet Commander. Tag the beacon with an "X" and go find another site. If two fleets arrive nearly simultaneously, both fleets may enter and “Contest the Site.” The fleet which deals the most damage earns all the rewards. Your FC can best make the decision to contest the site (or not) knowing the other fleet’s composition. If the FC decides to contest, tag the site Z. If not, tag the site X and quickly scout another site. If the other fleet is winning contests, FC may direct you to scout a far distant location to avoid the competing fleet. Sites without Beacons: while the beacon disappears when a site is finished, the gate always remains. If you scan wrecks but no ships on a site, double-check to see if the beacon remains. You may have been in warp as another fleet finished this site and warped off, so No Beacon. Regardless of what your directional scanner says, no beacon means the site is gone, move on. Tagging sites as “available” is not advised; that status can change rapidly if a competing fleet enters the system. Hacking Gameplay: When your fleet runs an Override Transfer Array (OTA) site, Scout has the exciting opportunity to enter the site and perform the hack to disable Sansha’s Logistic Contol Array (the tower). Other than this, scouting is done from outside the actual sites. You only go into the OTA sites when you perform the hack, or in very rare conditions ordered by the Fleet Commander. OTA Site Hack: The Fleet Commander will order the fleet to take the gate. Logistics ships will warp in last. Scout counts three seconds after the last logistics ship warps, then activates the gate to enter the OTA site. Swing your camera to view your direction of travel. Some Fleet Commanders prefer to notify Scout when to enter the site. Comply with your FC's directions. As you fly in, expect to land in the middle of a battle with many ships and distracting explosions. Don’t panic- you have time to act deliberately and efficiently. After landing, swing camera and look 90 degrees to your left. About 30 km away you will see a large tower (Logistics Control Array) with a can in it. The can is much like a Mission Container. Target lock the can. Approach the tower using exactly one cycle of your MicroWarpDrive. When distance is less than 5km, activate your data modules with approximately one second delay between module activation. Bounce off the tower, allow the data analyzers to run. Keep them running until a popup message appears: "Local Sansha logistics systems subverted. Hostile logistics disabled." Warp away promptly, announcing “Hack Complete.” If at any time your Overview lights up with a yellow box, you are being targeted. Warp away immediately. Using your Overview Pod-Saver page or the system’s sun. Warp to anyplace, except the beacon tagged X. You cannot warp to the beacon for the site you are inside. Once safe, make your way back to your fleet and try again. Failing to hack the tower does not put the fleet in any danger, it does speed site completion time. Some Fleet Commanders may wish for you to request permission to enter the site. Comply with FC's customs. Hint: Remember to turn off the MicroWarpDrive on you run to the tower. Right-clicking your MicroWarpDrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle. Using one cycle prevents capping out before you can finish hacking the tower and reduces your target size and risk of being shot at by Sansha. Completing the hack adds a graphical glow on the remote logistics station. The hack lasts for about six minutes and is usually more than enough for fleet to finish the site. Fly back to the gate (Z) and proceed scouting for the next site.
More About Tagging: Tagging serves as a way for you to identifying taken sites, making life much easier for you as a scout. The exact tags used has little consequence, but fleets sometimes use letters to tag sniper targets (starting with A.) It's best for the Scout to use tags in reverse alphabetical order, like "X", "Y" or "Z" to avoid confusions. Remember to tag while sitting near the beacons, you cannot tag something at a distance. Scout picks sites closer to where the fleet is to minimize the warp time of slow battleships between sites. Scout also helps avoid competitions by staying as far away as possible from competing fleets, picking sites they are less likely to take. The X tag can mean “pick a site farthest from these guys.” The Scout role isn't paid by game mechanics, Scout relies on tips from the fleet for compensation, except in the rare case of Sponging. Sponging: If there are less than 11 pilots on-grid (in the active site), each pilot receives maximum payout. If a fleet is composed of 10 or less, the Fleet Commander may ask Scout to “sponge.” The Scout enters the site with the fleet, hides and cloak on site until the last minute, then uncloaks just in time to receive payout from Concord. The fleet need not tip the Scout for sponged sites, because Concord is paying and paying very well. The Scout has extra income, high probability of earning valuable Loyalty Points, the privilege of tipping the off-grid members of the fleet for each “sponged” site and gets to see what the ongrid squad members are doing. Sponging Gameplay At FC command, enter the site several seconds after the logistics ships. Burn half an MWD cycle in the opposite direction of the battle then half a MWD cycle straight down. Consider your distance to the closest Sansha: one often burns an extra cycle to get farther away. Coast at high speed a few seconds then activate cloak. Continue to travel, cloaked, in the down direction. Keep out of the way. When the last Sansha is nearly dead, FC will direct you to uncloak. The “Drones in” command is another way to know it’s time to uncloak. Enjoy the bounty from Concord and don’t forget to tip your offgrids. In the case of the OTA site, complete your hack, burn away from the action and away from the tower. Burn down, cloak up. Uncloak in time for Concord payout.
Ore Runner- Nations Mining Colony sites See Ore Runner for more details. Outside the NMC gate, Scout picks up 255 units of lyavite ore from a fleet mate. This requires 306 m3 of free cargo space. T1 Scout Frigates have 400 m3 cargo holds. Scout enters the site, following Logistics in. Burn in the Down direction several cycles, cloak. While cloaked, move towards the Asteroid Colony, which is the left-most object of the refinery structure closest to the battletower. The Nation Ore Refinery object (shows up as a container) spawns when all the enemies are killed in the third wave. Uncloak when directed to drop the ore. Transfer exactly 255 units of lyavite in to the container “can” of the Refinery. Announce “Fire in the Hole!” because your lyavite blows up the refinery, ending the mission. Your ship will not take damage from the explosion.