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==Types== ===Cosmic Anomalies=== [[File:Combat sites.png|thumb|right]] This is the simplest type of combat sites in terms of mechanics. Ships of any size are allowed to enter, there are no acceleration gates and there is only 1 grid with multiple waves of hostile ships to destroy. Once all enemies are destroyed the site is considered completed and its signature disappears. Some combat anomalies can rarely spawn a commander ship that can drop faction loot. Also once all enemies are destroyed some combat anomalies may escalate into DED rated complexes. These combat sites can be found using the Agency window under the Exploration / Combat Anomalies category or by simply flying from one system to another. They automatically appear in the Probe Scanner window, so no scanning equipment is required to locate them. Pirate sites spawn only in regions designated to that pirate faction. They are named using the following pattern: <faction name> <optional variation name> <anomaly name>. For example, Guristas Hidden Hideaway. Faction name represents the pirate faction the site is related to: Angel, Blood, Guristas, Sansha or Serpentis. Anomaly name denotes relative difficulty of the site (sorted from easiest to hardest): Hideaway, Burow, Refuge, Den, Yard, Rally Point, Port, Hub, Haven and Sanctum. Some sites in addition to their basic version also have multiple variations of progressive difficulty: Hidden, Forsaken, Forlorn. Drone combat sites can spawn in any region. They are named using the following pattern: Drone <anomaly name>. For example, Drone Cluster. Similar to pirate sites, anomaly name denotes relative difficulty of the site (sorted from easiest to hardest): Cluster, Collection, Assembly, Gathering, Surveillance, Menagerie, Herd, Squad, Patrol and Horde. A list of combat anomalies can be found here: * https://wiki.eveuniversity.org/Combat_sites#Anomalies * https://wiki.eveuniversity.org/Wormhole_sites * https://wiki.eveuniversity.org/Category:Combat_Anomalies '''Besieged Covert Research Facility''' This is a special type of a combat site that can be found in low security systems in any region. They spawn 2 waves of Mordu's Legion ships which are able to switch damage types in order to find what works best to destroy their target. See more information here: https://wiki.eveuniversity.org/Besieged_Covert_Research_Facility '''Faction Warfare''' [[File:Faction warfare.png|thumb|right]] <span style="color: red">'''WARNING!''' Faction Warfare is prohibited to Signal Cartel members as it implies aggression against other capsuleers.</span> Faction Warfare Complexes, also known as Plexes (not to be confused with PLEX), can be found in faction warfare low security systems which can be located on the Map using Factional Warfare filters. A complex is a small area of Deadspace that contains a warp-in beacon and a capture point. An NPC ship belonging to the faction controlling the system defends the the complex. Uppon warping to a site capsuleers are presented with acceleration gates (except Open Complexes) which will transfer them to the warp-in beacon. After lending on the grid participants have to destroy all enemy ships around the capture point and stay there until the timer counts down to 0. If an enemy ship enters the complex during this period the timer will pause until ships from only one faction are present in the complex capture radius. Once the timer reaches 0 the complex is considered to be captured and disappears. Neutral pilots who are not active members of a militia have to go suspect in order to enter these sites and can't capture complexes. Names of factional warfare complexes are formed as: <faction name> <size> <type> <limit>. Faction name indicates the faction who owns the system. Size determines which ship sizes are allowed in, capture times and what kind of ships will the NPC defenders fly. Size can be one of: Scout, Small, Medium, Large or Open. Type determines what kind of ships can enter the site. Type can be either NVY allowing only T1 and Navy ships, or ADV allowing T2, T3, SoCT, Triglavian and Pirate Faction ships. Limit indicates the number of characters the site reward scales to before reducing loyalty point payout, either 1 or 5. For example, Amarr Medium NVY-5 would indicate a site in an amarr-owned system where the rewards scale to 5 capsuleers, and Tech 1 or Navy ships of size Cruiser or smaller are allowed inside. See more information here: https://wiki.eveuniversity.org/Faction_warfare '''Triglavian Invasion Combat Sites''' There is a number of combat sites related to Triglavian Invasion which feature NPCs from Triglavian Collective and EDENCOM. They can be found in systems invaded by Triglavian Collective (with different sites spawning depending on the current phase) and Pochven. EDENCOM sites include EDENCOM Forward Post, EDENCOM Staging Area, EDENCOM Field Base and Observatory Flashpoint. Clearing these sites will help Triglavian Collective. Triglavian sites include Emerging Conduit, Minor Conduit, Major Conduit and Stellar Fleet Deployment Site. Clearing these sites will help EDENCOM. There are also Rogue Drone sites in Pochven called Incipient Drone Swarm that can be used to raise standings for both Triglavians and EDENCOM. See more information here: * https://wiki.eveuniversity.org/Triglavian_Invasion_combat_sites * https://wiki.eveuniversity.org/Pochven#Combat_sites_in_Pochven TODO: * Analyze https://pochven.electusmatari.com/ * Analyze https://wiki.signalcartel.space/SCA:Educational_Resource_Archive#.F0.9F.94.96_Pochven ===Cosmic Signatures=== This type of combat sites differ from anomalies in a way that they have to be scanned down using a probe launcher equipped with scanner probes. It is also considered to be both more dangerous and more rewarding. '''Unrated complexes''' Unrated complexes are built of several deadspace rooms separated by acceleration gates. Uppon entering every room has an initial wave of hostile ships defending it. These ships may be split into multiple groups spread out throughout the system. Additional waves may be spawned due to triggering certain site-specific events like a certain amount of time passing, destruction of a specific ship, approaching a specific structure, etc. Acceleration gates separating rooms are usually locked, in which case some condition must be fulfilled, or a key must be found to proceed. Most of pirate sites are named using the following pattern: <faction name> <complex name> with an expection of Provisional <faction name> Outpost and Minor <faction name> Annex. Faction name determines a pirate faction there sites belong to: Angel, Blood, Guristas, Sansha and Serpentis. Complex names differentiate the sites: Hideout, Lookout, Watch, Vigil, Provisional Outpost, Outpost, Minor Annex, Annex, Base, Fortress, Military Complex, Provincial HQ and Fleet Staging Point. There is also a much harder version of Dark Blood Fleet Staging Point site called Blood Raider Temple Complex, which requires several people in well-tanked ships. Drone sites don't follow any particular pattern: Haunted Yard, Desolate Site, Chemical Yard, Rogue Trial Yard, Dirty Site, Ruins, Independence, Radiance, Hierarchy. Unrated complexes may escalate into expeditions. See more information here: https://wiki.eveuniversity.org/Combat_sites#Unrated_complexes '''DED rated sites''' DED rated complexes are cosmic signatures which have been rated on a difficulty scale from 1 to 10 by CONCORD's Directive Enforcement Department. Higher rating sites contain stronger enemies. Rating also determines maximum size of ships which can enter these sites. Starting from frigates at level 1/10, the ship size goes up by one size category with each increase in rating, maxing out at battleships at level 5/10. Structure of DED rated sites is similar to unrated complexes, but there are some differences: # There are no extra waves. All enemy ships begin on-grid in each room. # Many DED rated complexes have locked gates which can be unlocked by a certain trigger. This makes blitzing possible, as it is not required to destroy all enemy ships. # These sites always spawn at least one overseer structure or ship that can drop deadspace modules, pirate ship BPCs or faction modules. DED rated complexes do not escalate. But pilots may get an escalation if the site itself was received as an escalation from an anomaly. In this case the escalation will be the same as the "original" DED rated site. Every DED rated site has a unique name that doesn't follow any pattern. Use a list of DED rated sites to identify one. See more information here: https://wiki.eveuniversity.org/Combat_sites#DED_rated_complexes ===Expeditions=== Expeditions are chains of multiple combat sites tied with a plot which pilots may get as an escalation while running unrated complexes. Most of them may consist of up to 4 sites. But it is not guaranteed that all of them will happen every time, because when a site is complete there is only a 50% chance that it'll escalate into the next one. These sites are located in different systems which are usually several jumps away one from another. Even though the locations are random, the fourth site may spawn in a lower security space then the one the expedition has started in. The actual sites usually have 2 rooms separated by an acceleration gates. Some acceleration gates may have restrictions on a size of a ship that can fly though them. Rooms may spawn several waves of hostile ships which may be separated in several groups. Although it is not always required to destroy all of them as there may be different triggers for the next site to escalate (like destroying a particular ship or using the acceleration gate). Beware that even expeditions spawned in high security space may feature enemies up to the size of battleships. Expedition sites can't be scanned down using probe scanner. The information about them can be found in The Agency. However, some of these sites are just open grids, which makes people running them vulnerable to combat scanners. See more information here: https://wiki.eveuniversity.org/Combat_sites#Expeditions ===COSMOS=== COSMOS combat sites are connected with COSMOS missions. They provide reward items which may be needed for COSMOS missions, materials for building storyline modules, faction modules and some rare items. Unlike COSMOS missions these sites can be entered at any time and re-spawn after completion. However, some of them may have restrictions on the maximum ship size that can enter acceleration gates or require items which may be provided by COSMOS agents, found in containers, etc. Usually they consist of multiple rooms which may contain enemy ships which may be split into multiple groups sometimes. However, different sites vary a lot. Some rooms may contain COSMOS agents, some enemy ships may be passive unless you approach or attack them, some rooms may even have no defenders at all. Beware that enemy ships may respawn over time and potentially cause issues if you're unable to destroy them quick enough. COSMOS sites can be located using the Star Map and the "DED deadspace reports". These sites always respawn at the same location. Some of them may be shown in the Overview as warpable beacons, some are cosmic signatures which have to be scanned down. Beware not to confuse COSMOS sites with COSMOS missions. Unlike sites COSMOS missions can only be ran once, so it is adviced to prepare ahead of time and avoid talking to COSMOS agents unless you are sure that you can run a certain mission. See more information here: * https://wiki.eveuniversity.org/COSMOS * https://wiki.eveuniversity.org/Amarr_COSMOS * https://wiki.eveuniversity.org/Caldari_COSMOS * https://wiki.eveuniversity.org/Gallente_COSMOS * https://wiki.eveuniversity.org/Minmatar_COSMOS * https://wiki.eveuniversity.org/Angel_COSMOS * https://wiki.eveuniversity.org/Blood_Raider_COSMOS * https://wiki.eveuniversity.org/Guristas_COSMOS * https://wiki.eveuniversity.org/Serpentis_COSMOS
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