
Dark Drifter
Amarr Sardaukar Merc Guild General Tso's Alliance
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Posted - 2010.07.07 15:27:00 -
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Edited by: Dark Drifter on 07/07/2010 15:29:58
ok here we go again:
the ideal ships for noobs scanning are: imicus / helios magnate / anathima probe / cheeta herron / buzzard this is there intended designe
how they spawn and exceptions
each constelation has a hard limit for each site type, they are all spawned at DT in a constelation and will remain there for 23 hours, sites will spawn some other place within the constelation once compleated. the exceptions are, -WHs have natural life times and will not always last the day if they are used alot -combat sites will despawn after there final trigger is killed (or escelation is granted) -if combat sites are spawned and not compleated they will remain in that location for 3 days they then despawn) -radar/mag sites will despawn once u leave the pocket, so try not to warp out if u can help it -ladar grav sites will remain in space (once scanned even to 1%) for 3 days or untill they are mined to 0 minable objects. -site names are tied to reginal rat types (escence= serpentis) u will not find a serpentis annex in great wildlands . . -sites will only spawn in there parent constelation (escelations are not tied to a singal constelation, they are tied to factional regions)
"factional regions are fir rat types so serpentis, guristas, angel, blood raider regions, these tie roughly in to EMPIRE faction spaces"
anoms: ones i have encountered and where they led to (for me) refuge den - escelate to 4/10s port - escelate to 5/10s hub rally point sanctum - escelate to 10/10s (only spawn in null sec)
sigs: radar- hac sites fairly common in all regions mag - salvage sites(ark) again fairly common but not always as good isk wise ladar - gas sites for drug manufacturing are limited to a sellect few constelations (mainly null sec) grav - mining sites not mutch to it get in mine and leave unk - combat sites / WHs
unk - DED - rated from 1 - 10
ded 1-3/10s: -common in high sec but can spawn in low/null sec -c - a type small and med mods -frig bpcs ded 4-6/10s: -common in low sec but can spawn in null sec (have been spawning in highsec since last expansion) -c - a type med mods -crusier bpcs 7-10/10s: -only in null sec -a-x type mods (epix isk here) -battleship bpcs
ship restrictions:
1/10= frigs hulls 2/10= destroyer hulls and down 3/10= any crusier hull and down 4/10= any BC hull and down 5/10= any hull (sub capital) 6/10 to 10/10= same as 5/10s (gates in some of these high en plexes need surtan skills to 4/5 to use)
NOTE: t2 haulers can also use the gates but there t1 bretherin cant
unk - escelation: all these sites can escelate to the escelation chains, 4-5 max escelations per site some of the sites escelations will cross empire/low sec/null sec boundries
hideout - frig hulls look out - cruser hulls and down watch - cruser hulls and down vigil - bc hulls and down minor annex - BS hulls and down annex - Bs hulls and down logistical yard - BS hulls and down
this is some of the stuff i know with respect to sites and spawn mechanics, i generaly roam around gallente sace so site names may vary
soz for the spelling /grammer
DD to our departed friend EDD "april 09" fly true man |