Outposts

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Outposts are Mini Capturable stations. They do not have as many facilities as a regular station. At present there are four types available:
  • Amarr Factory Outpost
  • Caldari Research Outpost
  • Gallente Administration Outpost
  • Minmatar Service Outpost
To deploy an outpost you need to be in an alliance and have sovereignty of the system where you want to deploy the outpost. There cannot be any other stations or outposts already in the system.

You need an Outpost Construction Platform blueprint that corresponds to the outpost you want to build.!

The construction platform is built out of smaller components such as Station Docking Array and Station Construction Parts. Once assembled the Outpost Construction Platform needs to be hauled to the required system by freighter.

Anchoring will take 1 hour. Then platform requires the required materials (commodities purchased directly from the market can cost around 20 billion ISK) added for building which will complete after the next downtime.

Building an outpost is no easy task, but once completed, it can not be destroyed. Note that the outpost is still conquerable, so it can be taken by your opponents, as can theirs be conquered by you.

Player Owned Structure (POS)

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Control Tower:

Shields = 50%-100% - can do anything with the POS.
Shields = below 50% - can no longer add strontium or online CPU-requiring modules.
Shields = 25% - POS goes into reinforced mode.

Reinforced mode:
  • The tower remains in stasis (invulnerable) for a time equal to the amount of strontium clathrates it has.
  • No CPU is produced, so all CPU-requiring modules turn off.
  • The tower cannot accept fuel, and uses twice as much of the non-strontium fuels per hour as normal.

As attacks normally occur at the enemy's peak online time, you should have enough strontium clathrates to run in reinforced mode for a long enough time that ends nowhere near the enemy's peak time, ie. 12 or 36 hours of strontium clathrates are ideal.
Procedure for POS defense at end of reinforced mode:
  • Refuel with more strontium clathrates
  • Get as many pilots in remote shield repping ospreys as possible to rep the shield to 50%.
  • Remote rep armor and hull of any of your POS structures that are offlined by an attack, and online them again.
  • Finish repping the shield to 100%

Conquerable stations

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Conquerable stations can be found in many regions, they are not built by players and can not be destroyed, but can be taken over and run by player corporations.

In order to capture a station the system must be in dispute, that is, with no one holding its sovereignty. If your alliance holds sovereignty, you can capture the station if it is in enemy hands. If an opposing alliance holds the sovereignty, you will not be able to capture the station until the system is in dispute.

To capture the station you need to attack it. If you get the station down to 0 hit points, the player who strikes the last blow will claim it for his corporation and/or Alliance. The station can recover hit points, but to prevent takeovers you will need to protect it.

A player with the station manager role can access a special user interface at stations belonging to his corporation. Through this UI he can do the following:

* Restrict access to, and charge for, docking, manufacturing, refining and recycling based on standings.

* View the contents of all hangars at the station (can only take from or add to the hangars owned by his corp if he has the proper security role).

* View all players who have a clone contract at this station, and cancel clone contracts. Canceling a clone contract will move the player's home station to his school station.

Item Types

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Basic items
Items with the word 'basic' in their names can be used by almost any pilot and require only minimal skills to fit. To manufacture basic modules, you need a blueprint for the item and the minerals listed on it. No special skills or items are required. Eg. Basic Power Diagnostic System

Tech I
With slightly better attributes than basic modules, Tech I modules usually require a little training before they can be used. Their manufacture still doesn't requires special skills or items, however. You can tell most Tech I items by their names, since they end in 'I'. Ships however won't have the 'I' in their names. You can tell Tech I ships from Tech II by the Tech II label on the icons of Tech II ships. Eg. Power Diagnostic System I

Tech II
Tech II items are significantly better than Tech I items and most require extensive training for a pilot to be able to use them. Most Tech II items are better than their named Tech I counterparts (see below), except for many faction variants. Most Tech II items require special skills to be able to research or manufacture using a Tech II blueprint. And building Tech II items requires special parts in many cases.

You can recognize most Tech II items by their names, ending in 'II', although ships don't follow this rule. Also, all Tech II items will have a Tech II label superimposed over their icons if you have them in your hangar. Eg. Power Diagnostic System II

'Named' and faction
All technology levels can have named variants of their modules. The only way to obtain named modules is to collect them from the loot containers dropped by downed npc's. They cannot be built, unless you obtain a special blueprint copy for them from an npc, which is a rare thing and isn't available for all named items.
Example of a basic named module: Alpha Reactor Control: Diagnostic System
Example of a Tech I named module: Beta Reactor Control: Diagnostic System

Special named items known as faction items will be dropped as loot from npc's belonging to specific factions. These items are sometimes superior to their Tech II counterparts. They are generally very rare and don't appear in the market browser, although the market search will find most of them and show you whether there are any available on the market. Often, these items are traded through the forums or on escrow.
Example of a npc dropped named module: Dark Blood Power Diagnostic System
Example of a npc awareded named module: Ammatar Navy Power Diagnostic System

Comparing variants
If you open the info window for an item, its variations tab will list all the variations of the module. Note that basic items will only list the basic item and its named variant, whereas the Tech I, Tech II and it's named and faction equivalents will all list eachother on their variants tab.

This is also the definitive way to tell if something is basic, Tech I or Tech II.

Mined Ore Percentages

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Ore Yield Bonus Units/m3 Min2Refine Highest Sec Refines to to these Minerals
Trit. Pye. Mex. Iso. Noc. Zyd. Mega. Morph.
Veldspar 0% 0.1 333 0.8 - 1.0 100% -- -- -- -- -- -- --
Concen. 5%
Dense 10%
Scordite 0% 0.15 333 0.8 - 1.0 67% 33% -- -- -- -- -- --
Cond. 5%
Massive 10%
Pyroxeres 0% 0.3 333 0.5 - 0.7 81% 6% 12% 2% -- -- -- --
Solid 5%
Viscous 10%
Plagio. 0% 0.35 333 0.8 - 1.0 25% 50% 25% -- -- -- -- --
Azure 5%
Rich 10%
Omber 0% 0.6 500 0.5 - 0.7 42% 16% -- 42% -- -- -- --
Silvery 5%
Golden 10%
Kernite 0% 1.2 400 0.5 - 0.7 25% -- 50% 25% -- -- -- --
Luminous 5%
Fiery 10%
Jaspet 0% 2 500 0.3 - 0.5 20% 20% 40% -- 20% 1% -- --
Pure 5%
Pristine 10%
Hemorph. 0% 3 500 0.0 - 0.3 24% -- -- 24% 48% 4% -- --
Vivid 5%
Radiant 10%
Hedberg. 0% 3 500 0.0 - 0.3 -- -- -- 65% 32% 3% -- --
Vitric 5%
Glazed 10%
Gneiss 0% 5 400 0 20% -- 20% 40% -- 20% -- --
Iridescent 5%
Prismatic 10%
Dark Och. 0% 8 400 0 72% 14% -- -- -- 14% -- --
Onyx 5%
Obsidian 10%
Spodu. 0% 16 250 0 72% 14% -- -- -- -- 14% --
Bright 5%
Gleaming 10%
Crokite 0% 16 250 0 25% -- -- -- 25% 50% -- --
Sharp 5%
Crystalline 10%
Bistot 0% 16 200 0 -- 25% -- -- -- 50% 25% --
Triclinic 5%
Monocl. 10%
Arkonor 0% 16 200 0 38% -- -- -- -- 21% 41% --
Crimson 5%
Prime 10%
Mercoxit 0% 40 250 0 -- -- -- -- -- -- -- 100%
Magma 5%
Vitreous 10%
REFINED MINERAL PRICE PER UNIT IN ISK Estimated 2.25 7.50 24 120 350 3650 4200 17500