![]() The much larger Reserve Bank can be accessed using special keys which are themselves expensive and difficult to acquire. Sovereign nullsec corporations usually therefore respond quickly to attempts on their main banks, if they know about them. (The thief only receives most, rather than all, of the Main Bank to dissuade local inhabitants from looting their own ESS.) All of the ISK stored up to be disbursed to pilots who had been ratting in the system is removed. If the countdown reaches zero and the pilot accessing the ESS has not either left or been removed by enemy action, the accessing pilot then receives tags in their cargohold which can be exchanged for about four-fifths of the value of the Main Bank's contents at any CONCORD station. Linking to the ESS gives the linked pilot a 60-second weapon timer. During the countdown the pilot accessing the Main Bank must remain within 10km of the ESS traveling further away will end the countdown, which must then be restarted from the beginning. This initiates a countdown of six minutes, which is visible to all pilots in the solar system concerned. The Main Bank is accessed by sitting within 10km of the ESS and selecting the 'Link' button which appears over the ESS. Note that, counterintuitively, it is the Main Bank which is the smaller of the two. Note that smartbombs do not work if the smartbomb would hit the beacon, and cynos may not be lit (though capital ships may warp to an ESS).Įach ESS is divided between a small and easily compromised "Main Bank" and a much larger and much more secure "Reserve Bank". Taking a fight outside the ESS in normal MWD ships, or even bubbling the beacon outside (forcing non-nullified ships to land at 0km) are both valid tactics to use the ESS without dealing with ship restrictions. The outside of an ESS provides easily accessible Deadspace in all of sovnull. Ships fitted in this way cannot, however, take advantage of any juicy targets of opportunity found during travel, and they won't be equipped to react if a sustained fight travels beyond the limits of the ESS field.īattleships are the largest hulls which can enter an ESS field, and while within an ESS field battleship pilots do not have to worry about being dropped by capital ships. Since no one in the ESS space can warp or use an MWD, ships designed only for combat at the ESS itself do not need to fit warp scramblers or warp disruptors, which opens additional mid slots for either heavier shields or other EWAR modules. This also means that ships which have bonuses to afterburner velocities, such as ships built by Sansha's Nation, or Tech 3 Cruisers, can have enormous mobility advantages over other ships. However, this knowledge can also be exploited with the use of dualprop ships, or ships fitting both an afterburner and a micro jump drive, as the afterburner can be used to escape the interdiction field, and then the microwarp or micro jump drive can then be activated outside the field to gain an enormous range advantage over anyone else using an afterburner alone. This gives an advantage either in combat or in escaping to ships fitted with either an afterburner, or both an afterburner and a MWD ("dualprop"). The ESS space restricts mobility, as an afterburner is the only useful way to increase a ship's speed near an ESS. The fact that anyone entering the ESS field arrives at the same point after activating the deadspace gate gives an advantage in initial positioning to anyone who is already in the ESS space. The ESS space presents a significantly different set of mechanics to normal known-space PvP contexts. Much as in a faction warfare complex, anyone warping into the ESS from the deadspace gate will arrive at the same point in space (next to the ESS tower, in the center of the bubble), with none of the control over arrival distance available in a normal 'warp to' command. Furthermore, as the ESS grid is considered deadspace, it is not possible to warp around inside it, even after leaving the interdiction field. Entering an ESS therefore usually constitutes a significant commitment to holding the field, as all quick methods of leaving are disabled. The gate leads to the physical ESS tower itself, which is surrounded by a 75km-radius Warp Interdiction field which disablesĪs a result, after taking the acceleration gate to enter the ESS, the fastest way to escape is using an afterburner to burn the 75km distance to the field's edge. ![]() The beacon is surrounded by a “non-interactable object” which will decloak any ship and is a bit over 100 km in diameter, centered on the beacon itself. At the beacon there is a deadspace acceleration gate, which is restricted to hulls of cruiser, battlecruiser, and battleship size only. The ESS is available as a beacon in space which anyone can warp to.
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