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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2008.05.20 22:41:00 -
[1]
Originally by: Hirana Yoshida You enter a FW system ... and scan it for cosmic anomalies. ...are they hull-restricted?
Yes. So far, I've found one in this way, and it was restricted to Tech 1 Frigates and indies (maybe one other thing) and would not let my Hawk in.
Originally by: Hirana Yoshida and can this be determined before warping to it?
I don't think so. At least, I didn't see a way. However, the one I found was called a "Caldari Minor Installation" (I think, Caldari Minor something anyway). It could turn out that you'll know from the name what ships can go in. Too soon to say. ------------------ Ironfleet.com |
Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2008.05.20 23:37:00 -
[2]
Edited by: Marlenus on 20/05/2008 23:37:38 Some more mechanics information.
So far every low sec region I've visited has had a Caldari Control Bunker in it.
Scanning from the stargate in each sytem I've passed through, I've found two cosmic anomalies so far, several systems where I have not seen any. The ship scanner returns "cosmic anomaly"; when you initiate warp to it, a beacon appears with a name (so far I've seen "Caldari Minor Installation" and "Caldari Major Installation").
I have not tried to cancel warp once the beacon appears. Curious if there's time.
Once there's a beacon, "show info" on the beacon gives you the ships allowed info.
I have not yet been accepted into the militia. When I warped into the minor installation through the accel gate, there were four Caldari State frigates present, but they appeared with red icons like rats, not white icons like faction navy. They did not agro on me, I did not shoot at them.
At the major installion, there were four red-icon Caldari State battleships. When I approached them, they WTFBBQed me without warning.
Obviously I have more to learn about the agro mechanics as they relate to FW-neutrals.
Upon returning to the major installation in my shiny new Ibis, the accel gate refused to let me in. Looks like pods and shuttles are not on the allowed list either.
There was a 1-hour shutdown warning a little while ago. Maybe I'll be a militiaman after the server comes back up. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 20:09:00 -
[3]
I'm going to ignore this argument and keep using this thread as a place to report what I'm learning about FW mechanics.
I've now confirmed that, after scanning down an FW facility, you can initiate warp (making the beacon appear) and then cancel warp, allowing you to check the "show info" to find out what ships are needed. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 20:22:00 -
[4]
Today I flew back to the "caldari minor facility" where yesterday I found red caldari state frigates yesterday; when I got close enough, a "caldari state capturing" bar popped up with a diminishing 10 minute timer.
I would have thought that since I'm in the Caldari militia in a system with a caldai control bunker, this would have been something for the opforce to capture. But I am trying to figure out what the mechanics are, not speculate about what they might me, so I'm orbiting the facility and watching the timer count down.
We'll see what happens when the timer gets to zero. The red-iconed frigates have not displayed any agro.
Update: When the timer reached zero, the timer bar changed to displaying captured. A popup message popped up and said something like "While recognizing your dedication to the Caldari cause, the Caldari state declines to compensate you for capturing this uncontested system." That's not a quote, it's from memory.
Which makes sense. No reason to reward for doing nothing.
On to the next adventure! ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 20:58:00 -
[5]
Next adventure: I jumped around at random until I found a gallente federation system.
There was a "gallente outpost" beacon up, and when I warped there, a person not in any militia was there before me and had killed the rats. The timer was at about 2 minutes and was capturing for Caldari, which strikes me as odd since the person was not in a FW militia.
Nonetheless, I orbited the outpost, and when the timer reached zero, we got a capture message, the beacon vanished from the overview, and I got a message saying I'd been credited for the capture.
I still need to get back to a militia office to find out what sort of credit I got. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 21:06:00 -
[6]
Next experiment: jump into gallente .5 system -- in a kestrel -- to see whether the faction navy response is measured enough to allow me to leave again.
Answer: no. I got a stern warning, and then just enough time to target the stargate and start burning back to it, before the Gallente Navy WTFBBQed my ship. I think I survived the first salvo, but died in the second.
There was no warning of any kind before jumping into Gallente space. Fine for me, but this is gonna kill a lot of newbs. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 21:13:00 -
[7]
Floating in Gallente space in my egg, I decided to try docking at the nearby gallente militia station. No problem.
Boarding my Ibis, I undocked. I received, again, a stern warning about my unwelcomeness.
I issued a warp-to-zero command to the stargate I came in through, and was able to reach warp before anybody started shooting. While in warp, I set a waypoint and hit the autopilot. I came out of warp and jumped back into lowsec without incident.
So, it appears that escaping from enemy space should not be a problem, if you don't dilly-dally about initiating your warps. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 21:47:00 -
[8]
My final "here are the mechanics I've been able to experience" post for now. After jumping about ten jumps in my Ibis back to the nearest militia ("state protectorate") office, I checked the new militia tab to see what entries (if any) were there because of my two minutes of orbiting.
It looks like the statistics page updates at downtime -- the relevant entry is "victory points yesterday" and of course mine still says zero.
However, my character sheet now shows positive standings toward the militia corp (State Protectorate). There is one transaction, a 5% increase. Reason given is code-garble but comprehensible: ui_shared-format_siteconquereed_______
So, tentative conclusion is that militia standing increase for getting in on a site capture is comparable to that from completing a decent mission in the mission-running world. I am not seeing any evidence of any derived standings with anyone else.
As my last act, I spoke to the Level 1, quality -12 agent in the State Protectorate office. He offered me 20,000 credits and 25 loyalty points for going 16 (!) jumps through lowsec and then "defeat the enemy commander. There is a 19,000 credit bonus for completing this task within 40 minutes (!) and (presumably) returning.
Needless to say, I declined. Right now the FW mission system is, shall we say, looking less than attractive.
It's not about the lowsec and the danger, it's about the sheer boredom of that much jumping. I can go a month of normal play without ever taking a trip of more than a dozen jumps. Travel in this game is just not that much fun. Unless the State Protectorate LP store turns out to have some awesome goodies in it, why would I take this mission that takes 32 jumps to complete? |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 22:16:00 -
[9]
For me, it's just the travel. I had a buddy who would ask me to jump less than 16 jumps to help salvage his Angel Extravaganza missions, and I'd turn him down (even when he was sharing mission rewards) because it was just no fun to travel that far.
Somehow the travel distances have got to come down. |
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