Difference between revisions of "Upwell structures"

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===Asset safety===
 
===Asset safety===
 
===Anchoring===
 
 
===Fitting===
 
Fitting an upwell structure is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop module in just like a ship.
 
[http://i.imgur.com/JFqDtR9.png]
 
 
To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel.
 
[http://i.imgur.com/Gq4yjtc.png]
 
This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there
 
[http://i.imgur.com/etneky6.png]
 
[http://i.imgur.com/0vOxoVy.png]
 
 
Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]
 
[http://i.imgur.com/uNDx3zh.png]
 
 
===Structure warfare===
 
 
===Skills===
 
 
Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply.
 
 
There are a few relatively quick to train (2x) skills that affect Upwell structures:
 
* Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level
 
* Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level
 
* Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level
 
* Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level
 
 
see also: [[Skills:Structure_Management]]
 
 
==Permissions==
 
 
Groups and the Structure Browser: both are found in the Business menu of the neocom [http://i.imgur.com/eJrOpJE.png]<br />
 
 
You start with a group called "my corp", and you cannot edit this group.
 
To start make a new Group with the button
 
[http://i.imgur.com/eIhsAsO.png]
 
[http://i.imgur.com/3YlxcKz.png]<br />
 
 
The group will start with you in the admin role, and you can add more Character/corp/alliances by dragging them from people and places menu or any other place like chat or a linked name
 
[http://i.imgur.com/EBjQsLZ.png]<br />
 
 
The roles in the group are in order Admin > Manager > Member > Blocked.
 
[http://i.imgur.com/b4gFEKa.png]<br /> A character can be given any of the roles, while Corporation and Alliances can only be given the member and blocked roles.
 
 
You can add the "public"(the globe icon) to a group but it can only be given the member role. Admins can add remove any of the rolls including other admins, while managers can only add/remove people from the member and blocked roles<br />
 
Blocked are on the black list even if they are a member of one of the corp with access<br />
 
[http://i.imgur.com/0iUt2nJ.png]
 
 
Groups can be shared in chat by dragging them.
 
These group are then Use by structure profiles in the Structure Browser
 
[http://i.imgur.com/PFuZQJ2.png]
 
 
To start creating and editing profiles go to the 'My Structures' tab
 
[http://i.imgur.com/dZEXJJB.png]
 
 
Click on the New profile Button
 
[http://i.imgur.com/BljrH6X.png]
 
 
Before assigning any structures to this new profile I will add group to each roll on the profile setting tab
 
[http://i.imgur.com/rBD74JB.png]
 
the different groups are in order Docking, Defense, Clone Bay, Corporation Office, Market and Reprocessing.
 
<br />
 
 
Defense is taking control of a citadel and is the only way to get it to shoot.
 
 
You can add a group to a role by  Clicking on the + sign.
 
[http://i.imgur.com/mCzRgTN.png]
 
<br />
 
 
Click save after adding the groups
 
<br />
 
 
To assign a structure a profile Click on the Any Profile Option and drag them to the one you want
 
[http://i.imgur.com/Ux9UiSI.png]
 
[http://i.imgur.com/jaOTlio.png]
 
<br />
 
changing cost station serves per group
 
<br />
 
 
It’s as easy as changing this value in the profile settings (isk for  Clone bay and Corporation offices)(% for market tax and Refining tax)
 
other galactic taxes may apply
 
[http://i.imgur.com/BLJgVEz.png]
 
  
 
==Finding structures==
 
==Finding structures==

Revision as of 11:40, 15 January 2018

Upwell structure services

Upwell structures have wide variety of services available in them. Some services are available even in an unfitted structure but most services require a specific service module to be fitted.

Services always available:

  • Tethering
  • Hangar
  • Ship fitting
  • Insurance
  • Repair shop
  • Contracts, direct trading and deliveries

Services available as service modules. Thse services all require fuel to stay online.

  • Market
  • Clone bay
  • Reprocessing
  • Blueprint research
  • Invention
  • Manufacturing
  • Capital ship manufacturing
  • Supercapital ship manufacturing
  • Booster reactions
  • Composite reactions
  • Hybrid reactions
  • Reprocessing
  • Moon mining

As these services require active module to stay online the service will go offline if there is not enough fuel. Oflline service will pause all manufacturing jobs, stop market activity and lock the clones. The materials and clones that were in are not destroyed but they can not be recovered unless the service is bought back online. The industry/research jobs can be still cancelled but this will not return any of the materials.

Out of these moon mining, reactions and (super)capital manufacturing services are the only ones with restrictions. All others can be installed in any upwell structure. Clone bay has additional limitations if fitted in wormhole space. You can not jump into a structure in wormhole space so the clone bay is limited to clone swapping.

Citadels

Citadels are upwell structures meant to be used as operation bases. They receive bonuses to combat rig effectiveness, market service fuel usage and cloning bay fuel usage. Citadels also have the shortest vulnurability durations and strongest combat options making them easier to defend.

The three citadels are Astrahus (medium), Fortizar (large) and Keepstar (extra large). They have exactly same structure bonuses so the difference is only how much things they can have fitted, how long vulnurabilities they have and how much of a status symbol they are.

There is also special Upwell Palatine Keepstar extra-large citadel. This citadel has ridiculously high material requirements and only one can be deployed at any given time. So far nobody has built one.

File:Astrahus.png
Astrahus (medium)
File:Fortizar.png
Fortizar (large)
File:Keepstar.png
Keepstar (extra-large)
Structure Combat rig effectiveness Citadel service module fuel usage Extra Vlnurability hours
Astrahus 25%% 25% Only sub cap can dock 3
Astrahus 25%% 25% Capital ships can dock. 6
Astrahus 25%% 25% Supercapital ships can dock.
Can use doomsday weapons.
21

Refineries

Refineries are structures of choice for refining materials, reactions and moon mining. These are the only structures that can do reactions or moon mining and also receive innate bonuses to refining yelds and both reprocessing and refining service module fuel consumtion.

The two refineries are Athanor (medium) and Tatara (large). The athanor docking is limited to only subcapitals while Tatara also allows rorquals to dock.

Structure Refinery yeld Refining/reaction service fuel usage Reaction job duration Extra Vlnurability hours
Athanor 2% 20% 20
Tatara 4% 25% 25% 20?

Moon mining

Main article: Moon Mining

Moon mining can take place only at refineries anchored within 250 km of a mining beacon and fitted with a Standup Moon Drill I service module, which appears on the outside of the structure as a giant laser turret aimed at the mood. A single cycle takes 1 to 8 weeks depending on setup. The steps are as follows:

  1. Anchor the structure within 250 km of moon mining beacon. The beacon can be warped to from the right click menu in space. Only one refinery can be placed within range of the beacon.
  2. Set the length of the desired mining cycle. The amount of ore brought up with each cycle is directly proportional to the cycle time, so choose whatever works best for your schedule
  3. Fire the laser at the moon. This will break off a chunk of the moon and allow it to be pulled away from the surface.
  4. The mining turret's tractor beam will gradually pull the chunk away from the surface. It will continue to move into position until the time you specified in step 1.
  5. Fire the laser again, this time at the moon chunk. It will explode into a lot of little chunks, or asteroids.
  6. Send forth your minions miners to mine the asteroid belt. Have them bring it back to the refinery to turn it into precious moon goo.
  7. While your miners are busy killing rocks, you can get started setting up the next cycle.

Savvy players may note that this results in much more risky gameplay than previous moon mining mechanics. The predictable timing of mining cycles combined with the high value of moon ores makes moon mining belts a prime target for pirates. Refinery operators should prepare a response against any attacks, as well as dealing with ninja miners attempting to steal moon ore.

Engineering complexes

Engineering complexes are the structures of choice for research and manufacturing. Research and manufacturing services installed in engineering complexes consume less fuel. In addition the engineering complexes have innate bonuses to manufacturing material usage, manufacturing and science job duartions and manufacturing and science job installation fees.

The three engineering complexes are Raitaru (medium), Azbel (large) and Sotiyo (extra-large). All three limit their docking to battleships and below so once a built capital ship comes out it can not go back in.

File:Raitaru.png
Raitaru (medium)
Azbel (large)
Sotiyo (extra-large)
Structure Material requirement Job duration Job fefe Engineering service fuel usage Extra Vlnurability hours
Raitaru 1% 15% 3% 25% 9
Azbel 1% 20% 4% 25% Can build capitals 18
Raitaru 1% 30% 5% 25% Can build supercapitals. 36

Structure mechanics

Tethering

While tethered, you'll see this icon on top of your HUD.
You'll also see a faint cyan-coloured effect coming from the citadel, while you're tethered.

Tethering is a mechanic that allows pilots with docking permission to stay close to an upwell structure without being targetable and without taking damage from area of effect weapons. Note that you can still be bumbed until you are out of tethering range thus breaking the tether.

In addition to making your ship safe, tethering will also repair your ship shield, armor and hull while also repleshining your capacitor. Tethering will also repair damaged modules fitted on the ship and damaged drones in drone bay. Modules and drones in cargo or in space are unaffected.

Tethering occurs when the ship is inside the docking ring. The docking ring is indicated by a dotted line around the structure, in this case a medium Astrahus citadel.

The following actions do not break tether:

The following actions or conditions will break tether:

  • Locking a target – will break immediately as lock starts, and won't refresh until target unlocked.
  • Moving outside the tethering range (see range below).
  • Activating specific modules, as below:
    • Burst Jammer module.
    • Command Burst module.
    • Cynosural Field Generator.
    • Siege module.
    • Triage module.

The following actions or conditions will prevent tethering:

  • Having an active weapon timer.
  • If you're warp disrupted or scrambled so that the offensive strength overcomes your defensive warp core strength (see warp disruption for more information).
  • If you do not have docking rights at the structure.
  • A ship that has been ejected from and is unpiloted will not be tethered. Your pod however, will be immediately tethered.

While tethered you're unable to take certain actions:

  • Cannot activate smartbombs.
  • Cannot launch bombs from a bomb launcher.

Asset safety

Finding structures

The Structure Browser is able to show you info on strctures in same system, same constellation or same region as where you are. It has information about what structures and stations are accessible and what services they offer. You can find the structure browser in the NeoCom under "Business" or by hitting the Esc-button and setting up a shortcut for it.

Structure Browser

While you are in space your overview will show all citadels that you have docking rights for. Citadels that are on grid are shown even if no docking rights are available.

Citadels to which you don't have docking rights are visible in solar map in bracets.