Difference between revisions of "Nation Mining Colony"

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[[Category:Work in progress]]
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{{incursions_sites}}
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
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= Objectives =
=Intelligence Reports=
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===== Force required =====
 
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{{incursion sites|vanguards}}
==Military Intelligence==
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===== Military information =====
 
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{|
Your primary objective is to destroy the Sansha's Nation battle station. Clearing the area of hostile forces should decloak the Nation's ore refinery. Mine the local Lyavite asteroids and transport the ore to the refinery. The chain reaction caused by refining the explosive ore will tear the battle station apart.
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| valign="middle" | [[File:incursions_sansha_transmission.png]]
 
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| valign="middle" | Your primary objective is to destroy the Sansha's Nation battle station. Clearing the area of hostile forces should decloak the Nation's ore refinery. Mine the local Lyavite asteroids and transport the ore to the refinery. The chain reaction caused by refining the explosive ore will tear the battle station apart.
==Background Intelligence==
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|}
 
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===== Background information =====
 
Sansha's Nation has established semi-mobile mining colonies to aid in the harvesting of ore. Due to the unique nature of these operations, which incorporate new mining technologies and hundreds of willing miner slaves, the daily amount of ore extracted from these operations would be sufficient for the replacement of hundreds of battleships. DED's conclusion is that these mining operations are a primary method of supplying the new Nation fleets with replacement vessels.
 
Sansha's Nation has established semi-mobile mining colonies to aid in the harvesting of ore. Due to the unique nature of these operations, which incorporate new mining technologies and hundreds of willing miner slaves, the daily amount of ore extracted from these operations would be sufficient for the replacement of hundreds of battleships. DED's conclusion is that these mining operations are a primary method of supplying the new Nation fleets with replacement vessels.
  
Further complicating matters is the demonstrated capability of this colony to disrupt local system-wide services. The exact nature of this technology is unknown, but appears to be dependent upon first establishing a system-wide presence. If the Sansha can be removed quickly, their potential impact upon the affected systems will be limited.  
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Further complicating matters is the demonstrated capability of this colony to disrupt local system-wide services. The exact nature of this technology is unknown, but appears to be dependent upon first establishing a system-wide presence. If the Sansha can be removed quickly, their potential impact upon the affected systems will be limited.
 
 
''Synopsis from ISHAEKA-0071. DED Special Operations.''<br/>
 
''Authorized for Capsuleer dissemination.''
 
 
 
 
 
=Forces Required=
 
* 5 - 10 pilots
 
 
 
 
 
''Preferred List''<br/>
 
*'''2 Logistics'''<br/>
 
*'''3-8 Damage Dealers'''<br/>
 
 
 
 
 
 
 
=Rewards=
 
 
 
[[File:Vanguard_rpr.PNG|right|Vanguard Reward Payout Ratio]]
 
 
 
 
 
'''High Sec Payout'''
 
* 10,500,000 ISK
 
* 1,400 CONCORD LP
 
 
 
'''Low / Null Sec Payout'''
 
* 15,000,000 ISK
 
* 2,000 CONCORD LP
 
 
 
 
 
=Achieving Objectives Successfully=
 
*Buy/Mine Lyavite ore. ''255 units exactly.''
 
*Destroy three waves of Sansha
 
*Upon the death of the Romi Thalamus in Wave 3, a can will spawn near the mining refinery for Lyavite.  Transport the Lyavite ore to refinery.
 
*When Lyavite is in can, Sanshas Battletower detonates and site is completed.
 
 
 
''Note: Be sure to wait for the explosion before leaving the site.  This site does NOT complete simply because all hostile units have been eliminated.''
 
 
 
=Pirates / Kill Order=
 
 
 
'''Anchor: If anchor moves, it is usually towards the tower to allow for Logi to be closer to where the can spawns, to drop the lyavite.  If mining is being done to retrieve the lyavite, anchor is to aproach the right of the asteroids.
 
 
 
===Wave 1===
 
 
 
'''DPS Only'''<br/>
 
Primary - Romi Thalamus (4) - Sansha DD (Tag 1-4)<br/>
 
**Last Romi = TRIGGER Wave 2**<br/>
 
 
 
 
 
'''Only put these as a priority if logi is having difficulty with repairing'''<br/>
 
Mara Paleo - Sansha Logistics<br/>
 
 
 
 
 
'''Drone Bunny'''<br/>
 
Primary - Niarja Myelen (2) - Jammer / Neut<br/>
 
Secondary - Eystur Rhomben (3) - High DPS Frigate DD<br/>
 
 
 
 
 
 
 
 
 
===Wave 2===
 
 
 
'''DPS Only'''<br/>
 
Primary - Niarja Myelen (2) - Jammer / Neut<br/>
 
Secondary - Tama Cerebellums (4) - Warp Scrambler<br/>
 
**Last Tama = Trigger Wave 3**<br/>
 
 
 
 
 
'''Only place this ship as a priority if logi cannot handle the repairs'''<br/>
 
Mara Paleo - Sansha Logistics<br/>
 
 
 
 
 
'''Drone Bunny'''<br/>
 
Primary - Niarja Myelen (2) - Jammer / Neut<br/>
 
Secondary - Eystur Rhomben - High DPS Frigate DD<br/>
 
 
 
  
 +
''Synopsis from ISHAEKA-0071. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
 +
= Enemies =
 +
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
 +
{{incursion rats|Start}}
 +
{{incursion rats|Auga Hypophysis}}
 +
{{incursion rats|Eystur Rhomben}}
 +
{{incursion rats|Mara Paleo}}
 +
{{incursion rats|Niarja Myelen}}
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{{incursion rats|Romi Thalamus}}
 +
{{incursion rats|Schmaeel Medulla}}
 +
{{incursion rats|Tama Cerebellum}}
 +
{{incursion rats|End3}}
 +
If you mine the Lyavite, the list of potential ships is expanded.
 +
{{incursion rats|Start2}}
 +
{{incursion rats|Orkashu Myelen}}
 +
{{incursion rats|Raa Thalamus}}
 +
{{incursion rats|Youl Meten}}
 +
{{incursion rats|End2}}
 +
== Priorities ==
 +
This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.
  
 +
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
 +
{| class="wikitable" style="font-size:90%;"
 +
|-
 +
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
 +
! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
 +
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
 +
|-
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! style="background:#222222;" nowrap | Regular targets<small>&nbsp;<ref>These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.</ref></small>
 +
! style="background:#222222;" nowrap | Small targets<small>&nbsp;<ref>Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort.</ref></small>
 +
|- style="vertical-align:top;"
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| nowrap | 1
 +
| style="background:Red;" width="1px" |
 +
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;[[File:Icon_target_max.png|24px|link=|Jamming]][[File:icon_energy_neutralizer_i.png|24px|link=|Energy neutralizing]]
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| style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts.
 +
|- style="vertical-align:text-top;"
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| nowrap | 2
 +
| style="background:OrangeRed;" width="1px" |
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| style="text-align:center;" colspan="2" nowrap | '''Tama Cerebellum'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]]<br>'''Mara Paleo'''&nbsp;[[File:icon_shield_transporter_i.png|24px|link=|Remote Shield Booster]]
 +
| style="padding:5px;" | The Tama warp disrupts and you remove a lot of damage quickly by shooting them first.
  
===Wave 3===
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The '''Mara''' is a high priority targets because it remote repairs the other ships.
 +
|- style="vertical-align:top;"
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| nowrap | 3
 +
| style="background:OrangeRed;" width="1px" |
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| style="padding:5px;" nowrap | '''Auga Hypophysis'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
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| style="padding:5px;" nowrap | '''Schmaeel Medulla'''&nbsp;[[File:icon_warp_disruptor_i.png|24px|link=|Warp disrupting]][[File:icon_stasis_webifier_i.png|24px|link=|Webbing]]
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| style="padding:5px;" | The '''Auga''' warp disrupts, webs and does more damage and is easier to kill than the '''Romi'''.
  
'''DPS and Drone Bunny'''<br/>
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The '''Schmaeel''' because it both warp disrupts and webs, with the web being a potential problem for speed-tanking logistics.
Primary - Niarja Myelen (2) - Jammer / Neut<br/>
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|- style="vertical-align:top;"
Secondary - Tama Cerebellums (3) - Warp Scrambler<br/>
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| nowrap | 4
Tertiary - Romi Thalamus - Sansha DD
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| style="background:Green;" width="1px" |
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| style="padding:5px;" nowrap | '''Romi Thalamus'''
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| style="padding:5px;" nowrap | '''Eystur Rhomben'''
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| style="padding:5px;" | Neither '''Romis''' nor '''Eysturs''' pose any real threat, although multiple Romis will keep the incoming dps high for a while.
 +
|}
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<small><references/></small>
  
:''Note: FC will likely start asking fleet to align to new broadcasted site/celestial''<br/>
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== Triggers ==
 +
The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one. Mining ore from the [[Lyavite in Incursions|Lyavite]] asteroid will trigger additional spawns.
  
 +
== Special requirements ==
 +
{|
 +
| [[File:ore_kernite.png|48px|Lyavite]]
 +
| This site requires 255 units of a special ore called [[Lyavite in Incursions|Lyavite]].<br>''(takes up 306 m3 worth of space in your cargo hold)''
 +
|}
 +
{|
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| [[File:Icon optimal range script.png|48px|Snipers]]
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| Requires a range of 65km to effectively hit the '''Mara Paleo'''.<br>''(orbits someone at 60km, potentially 5km futher away from you)''
 +
|}
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===== Lyavite =====
 +
In order to complete this site you will need [[Lyavite in Incursions|Lyavite]] which can be mined from a special asteroid in the site itself or simply brought in with you in the cargo hold for faster site completion. The asteroid with the Lyavite is about 60km away from where you land in the site, which coupled with the fact that you would need mining drones, mining lasers or strip miners to get the ore out of the asteroid, all incursion communities have stopped mining the ore in the site and simply buy it off the market or [[Lyavite in Incursions#Acquisition|acquire it themselves]] from level 2 mining missions.
  
 +
See [[Roles in Incursions#Ore runner|Ore runner]] for more details on this role.
  
While aligning, destroy remaining Eystur Rhomben to decrease DPS for Logi while the Lyavite makes its way to the "Refinery."
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<ul style="margin:0px;">
 +
<li style="border:none; vertical-align:top; display:inline-block;">[[File:incursions_nmc_position.png|thumb|left|360px|When it's time to run the ore, which is usually at the start of the third wave, find the refinery itself which is located on the right of the big '''Sanshas Battletower'''. The bracket to aim for is the left side of the refinery, called '''Asteroid Colony'''.<br>For simplicity, you can use {{co|coral|"Keep at range ..."}} at {{co|lightgreen|1,000}} meters.]]</li>
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<li style="border:none; vertical-align:top; display:inline-block;">[[File:incursions_nmc_structures.png|thumb|left|360px|The refinery won't be interactable until all the enemies have been cleared from the field. This will trigger the refinery and spawn a can called {{co|coral|"Nation Ore Refinery"}} close to the '''Asteroid Colony'''.]]</li>
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<li style="border:none; vertical-align:top; display:inline-block;">[[File:incursions_nmc_can.png|thumb|left|254px|When you drop the ore into the '''Nation Ore Refinery''' the unstable ore will explode when reprocessed and cause a chain reaction destroying the battletower, finishing your objective.]]</li>
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</ul>
  
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===== Range =====
 +
While it's not critical to fleet safety to be able to hit the '''Mara Paleo''' out at 65km (can sometimes be as close at 52-54km if you're at the other end of the warp-in), it will be required to spawn the second wave. So if you find yourself unable to kill the Mara, you can always kill the warp disrupting '''Schmaeel Medullas''' and abandon the site.
  
===Finále===
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= Hints & tips =
 +
* There are three waves in this site, identifiable by the '''Mara Paleo''' in the first wave, the lack of any '''Auga Hypophysis''' in the second and the reappearance of the '''Auga''' for the third and final wave.
 +
* Waves spawn roughly 70 - 75km away from the beacon, although the Sansha will rapidly close the distance to their preferred orbit.
 +
* The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
  
Upon death of Tertiary, in Wave 3, Romi Thalamus, the can "Nation Ore Refinery" will drop.  Whomever has the Lyavite should drop Lyavite into can to receive payout.  It is common practice for the Logistics ship to place Lyavite into the can.  FC will have likely called a new align while can was on its way to being dropped.  Once Lyavite is received and station is destroyed, payout will be received.
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== Notes ==
  
=Hints and Tips=
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This site used to feature multiple Veldspar asteroids. These were removed in May 2020, when all mining asteroids were removed from non-mining mission and combat sites. This leaves the single Lyavite asteroid as the only mineable rock in the mining colony.
*''Lyavite ore can usually be bought from contracts at incursion areas for 500K to 1 million ISK.  This is generally cheaper and easier than mining it yourself ad hoc.''
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{{Incursions sites horizontal}}
*''The Refinery Can the Lyavite ore needs to be deposited in spawns within a few KM of refinery colony.''
 
*''Once in site, Anchor ship can head to the left of the battle station, to allow the ore dropper to be closer to the Refining colony when the can spawns.''
 
*''With Max mining drone skills, Mining drones can be used to mine Lyavite ore.''
 
*''Asteroid despawns when sites completes. Make sure any mining drone are returned before you complete or they will return with nothing.''
 
*''Incursion belt rats spawn when mining asteroid.  They can be ignored except the Orkashu (ecm).''
 
*''17 Veldspar asteroids (unknown quantity of units)''
 
*''An afterburner fitted logistics ship can begin moving towards the can spawn area at the end of the 2nd wave, increasing fleet site completion time.''
 
  
[[Category:Incursion]]
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[[Category:Incursions sites]]

Latest revision as of 11:31, 12 November 2022

Objectives

Force required
Vanguard sites Fleet of 10 - 12 pilots (up to 15 in low/null)
2 - 3 logistics needed
Sites take about 5 - 10 minutes
Military information
Incursions sansha transmission.png Your primary objective is to destroy the Sansha's Nation battle station. Clearing the area of hostile forces should decloak the Nation's ore refinery. Mine the local Lyavite asteroids and transport the ore to the refinery. The chain reaction caused by refining the explosive ore will tear the battle station apart.
Background information

Sansha's Nation has established semi-mobile mining colonies to aid in the harvesting of ore. Due to the unique nature of these operations, which incorporate new mining technologies and hundreds of willing miner slaves, the daily amount of ore extracted from these operations would be sufficient for the replacement of hundreds of battleships. DED's conclusion is that these mining operations are a primary method of supplying the new Nation fleets with replacement vessels.

Further complicating matters is the demonstrated capability of this colony to disrupt local system-wide services. The exact nature of this technology is unknown, but appears to be dependent upon first establishing a system-wide presence. If the Sansha can be removed quickly, their potential impact upon the affected systems will be limited.

Synopsis from ISHAEKA-0071. DED Special Operations.
Authorized for Capsuleer dissemination.

Enemies

Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.

NameSig [1]Speed [2]Orbit / Speed [3]Damage / Volley [4]Range [5]Effective HP [6]
3 Icon red cruiser.png Auga Hypophysis
Auga Hypophysis Warp disruption - 2 strength at 9 km rangeWebbing - 60% speed reduction at 10 km range
325 Signature 325 m 1100 Velocity 1,100 m/s 6000 6 km Orbit 170 m/s 480 480 dps Turret damage 2,400 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 51597 52k ehp 51,597 effective hit points (31,185 raw hit points)
1 Icon red frigate.png Eystur Rhomben
Eystur Rhomben
49 Signature 49 m 3360 Velocity 3,360 m/s 11000 11 km Orbit 560 m/s 120 120 dps Turret damage 600 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 9067 9k ehp 9,067 effective hit points (4,375 raw hit points)
3 Icon red cruiser.png Mara Paleo
Mara Paleo Remote Shield Booster - 700 hp every 5 sec for up to 3 targets at 70 km range
65 Signature 65 m 2050 Velocity 2,050 m/s 60000 60 km Orbit 310 m/s -1 (no weapons) -1 (no weapons) 29505 30k ehp 29,505 effective hit points (8,085 raw hit points)
1 Icon red frigate.png Niarja Myelen
Niarja Myelen Jamming - 6 strength at 32+36 km rangeEnergy neutralizing - 450 GJ every 10 seconds at 18 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 15000 15 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 3786 4k ehp 3,786 effective hit points (2,575 raw hit points)
3 Icon red cruiser.png Romi Thalamus
Romi Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 320 320 dps Turret damage 1,600 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 105551 106k ehp 105,551 effective hit points (43,750 raw hit points)
1 Icon red frigate.png Schmaeel Medulla
Schmaeel Medulla Warp disruption - 1 strength at 30 km rangeWebbing - 60% speed reduction at 15 km range
36 Signature 36 m 4000 Velocity 4,000 m/s 12000 12 km Orbit 640 m/s 50 50 dps Turret damage 252 hp 20000 12 - 20 km Effective range (from optimal up to double falloff) 9234 9k ehp 9,234 effective hit points (5,775 raw hit points)
1 Icon red frigate.png Tama Cerebellum
Tama Cerebellum Warp disruption - 1 strength at 24 km range
39 Signature 39 m 2100 Velocity 2,100 m/s 12000 12 km Orbit 355 m/s 300 300 dps Torpedo damage 2,700 hp 70200 < 70 km Effective range 8103 8k ehp 8,103 effective hit points (5,390 raw hit points)

If you mine the Lyavite, the list of potential ships is expanded.

NameSigSpeedOrbit / SpeedDamage / VolleyRangeEffective HP
1 Icon red frigate.png Orkashu Myelen
Orkashu Myelen Jamming - 3 strength at 32+36 km rangeEnergy neutralizing - 75 GJ every 10 seconds at 5.25 km range
53 Signature 53 m 2760 Velocity 2,760 m/s 4500 5 km Orbit 405 m/s -1 (no weapons) -1 (no weapons) 2762 3k ehp 2,762 effective hit points (1,890 raw hit points)
3 Icon red cruiser.png Raa Thalamus
Raa Thalamus
200 Signature 200 m 1520 Velocity 1,520 m/s 18000 18 km Orbit 205 m/s 80 80 dps Turret damage 400 hp 33000 23 - 33 km Effective range (from optimal up to double falloff) 37998 38k ehp 37,998 effective hit points (15,750 raw hit points)
1 Icon red frigate.png Youl Meten
Youl Meten Webbing - 50% speed reduction at 10 km range
33 Signature 33 m 2550 Velocity 2,550 m/s 8000 8 km Orbit 410 m/s 38 38 dps Turret damage 192 hp 12000 10 - 12 km Effective range (from optimal up to double falloff) 3217 3k ehp 3,217 effective hit points (1,225 raw hit points)
Everytime you pull ore from the asteroid, there is a chance of a new spawn containing these new or a combination of these and some of the frigates above.
  1. ^ While using their propulsion module, they suffer the same signature bloom as players.
  2. ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
  3. ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
  4. ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
  5. ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
  6. ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.

Priorities

This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.

As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.

# Targets for the entire fleet Reason
Regular targets [1] Small targets [2]
1 Niarja Myelen JammingEnergy neutralizing Because the Niarja Myelen jams and neuts.
2 Tama Cerebellum Warp disrupting
Mara Paleo Remote Shield Booster
The Tama warp disrupts and you remove a lot of damage quickly by shooting them first.

The Mara is a high priority targets because it remote repairs the other ships.

3 Auga Hypophysis Warp disruptingWebbing Schmaeel Medulla Warp disruptingWebbing The Auga warp disrupts, webs and does more damage and is easier to kill than the Romi.

The Schmaeel because it both warp disrupts and webs, with the web being a potential problem for speed-tanking logistics.

4 Romi Thalamus Eystur Rhomben Neither Romis nor Eysturs pose any real threat, although multiple Romis will keep the incoming dps high for a while.
  1. ^ These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.
  2. ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.

Triggers

The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one. Mining ore from the Lyavite asteroid will trigger additional spawns.

Special requirements

Lyavite This site requires 255 units of a special ore called Lyavite.
(takes up 306 m3 worth of space in your cargo hold)
Snipers Requires a range of 65km to effectively hit the Mara Paleo.
(orbits someone at 60km, potentially 5km futher away from you)
Lyavite

In order to complete this site you will need Lyavite which can be mined from a special asteroid in the site itself or simply brought in with you in the cargo hold for faster site completion. The asteroid with the Lyavite is about 60km away from where you land in the site, which coupled with the fact that you would need mining drones, mining lasers or strip miners to get the ore out of the asteroid, all incursion communities have stopped mining the ore in the site and simply buy it off the market or acquire it themselves from level 2 mining missions.

See Ore runner for more details on this role.

  • When it's time to run the ore, which is usually at the start of the third wave, find the refinery itself which is located on the right of the big Sanshas Battletower. The bracket to aim for is the left side of the refinery, called Asteroid Colony.
    For simplicity, you can use "Keep at range ..." at 1,000 meters.
  • The refinery won't be interactable until all the enemies have been cleared from the field. This will trigger the refinery and spawn a can called "Nation Ore Refinery" close to the Asteroid Colony.
  • When you drop the ore into the Nation Ore Refinery the unstable ore will explode when reprocessed and cause a chain reaction destroying the battletower, finishing your objective.
Range

While it's not critical to fleet safety to be able to hit the Mara Paleo out at 65km (can sometimes be as close at 52-54km if you're at the other end of the warp-in), it will be required to spawn the second wave. So if you find yourself unable to kill the Mara, you can always kill the warp disrupting Schmaeel Medullas and abandon the site.

Hints & tips

  • There are three waves in this site, identifiable by the Mara Paleo in the first wave, the lack of any Auga Hypophysis in the second and the reappearance of the Auga for the third and final wave.
  • Waves spawn roughly 70 - 75km away from the beacon, although the Sansha will rapidly close the distance to their preferred orbit.
  • The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.

Notes

This site used to feature multiple Veldspar asteroids. These were removed in May 2020, when all mining asteroids were removed from non-mining mission and combat sites. This leaves the single Lyavite asteroid as the only mineable rock in the mining colony.