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Squealing Piglet
Graviton Industries
62
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Posted - 2013.10.29 14:53:00 -
[1] - Quote
I've noticed that if I warp away to repair, the site will despawn even if there is still a wave of sleepers left. So what is the trigger for the despawn timer? Is it the moment you first engage a sleeper? Once you've made it to the last wave? |

Squealing Piglet
Graviton Industries
62
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Posted - 2013.10.29 15:35:00 -
[2] - Quote
Actually, let me describe my full experience, because it is not always consistent with the explanations I've heard.
I've run plenty of hack/arch sites in my C1 wormhole. I usually have to warp off to my POS and repair once, maybe twice before I clear all of the waves. Once clear, I send in my scanner alt to do the cans. I've never had a site despawn on me.
Sometimes I'll attempt to run an archeology cite in a neighboring C2 WH if the opportunity arises. I'll usually have to warp back to my WH and repair 2x maybe 3x before I've cleared the site. I'm usually away repairing for a bit longer than 2 minutes each time and the site does not despawn. But once I'm down to the fourth and final wave, I might have to warp back to my system for another repair. When I return to finish off that final wave, the entire site has despawned (again, this never happens in my home C1 system).
I read a similar thread on this topic and one of the posters who lives in a C2 WH said that his corp will often kill all of the waves in a hack site and then leave the cans (as bait). When they do this, the site will often remain for 3 days without despawning.
Potential explanations:
1. C2 despawn triggers are more strict than C1. (But that doesn't explain why that other corp routinely clears all the waves in thier home C2 site and it persists for days as long as they don't touch the cans). 2. Leaving the grid triggers despawn. (But I often leave grid for >2 minutes in my own system to repair and it doesn't despawn. I also leave grid and system for C2 sites and again, it doesn't despawn until the last wave) 3. Leaving the system triggers a despawn. (I will often leave the system a couple times to repair for > 2 minutes, and it is fine. It's only on the final wave that this happens). 4. Triggering the final wave triggers a despawn timer? (Not consistent with the C2 corp whose hack sites persist for days)
Really, the only explanation that is consistent with all of the observations would be: triggering the final wave AND leaving the WH system for > 2 minutes. But that seems really specific and is only speculation.
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Squealing Piglet
Graviton Industries
62
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Posted - 2013.10.30 13:15:00 -
[3] - Quote
Blodhgarm Dethahal wrote:The despawn timer should not initiate until you attempt to acess one of the cans.. hell we did this a week or 2 ago C5 datas and they stayed for 4 days.. full escalations each day without the ussual 'standard' waves. Not sure if bug or if working as intended however.. ^This is how I always thought it worked (and is how it seems to work on all the sites in my C1). But the premature despawn I get in neighboring C2 cites has been consistent. For the record, it is usually a Forgotten Perimeter Habitation Coil (the name is something like that).
Borsek wrote:Sites despawn if you warp out after the site dies in the system scanner, that is usually a few minutes after the last wave is triggered. After you kill the sleepers get an alt on grid. Dunno if cloaking makes any difference, not in my experience, anyway. ^This would be consistent with what I experienced in those C2 sites...but not consistent with what I've experienced in my home sites and not consistent with what others such as Blodhgarm have experienced in their home sites. |
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