sovereignty for the uninitiated

 

For ROC..your buddy manasi

SO I will attempt to help some people out who have never ever claimed Sov in a 0.0 space in some of the basics and advanced tactics in claiming Sov.

Thanks to R for asking this question and helping remind me that MANY have no clue about sov mechanics.

The objects needed for Sov.

  • (TCU) Territorial Claiming Unit ~ Claims the space on behalf of an Alliance
  • (IHUB) Infrastructure hub ~ upgrades the space the upgrades are VERY large modules that you can build or buy and transported Level 5 upgrades CANNOT be jump freighter as they are too big ( on purpose)
  • (SBU) Sovereignty Blockade Unit ~ anchored at a gate or several gates to contest Sov in a  given system.
  • Outpost ~ a player built and anchor-able structure that does not ever die in game they simply switch hands from one corp to another (conquering ) corp

Here are some specifics about the TCU:

  • Anchoring takes five minutes. On lining takes 8 hours. Anyone with the Config Starbase Equipment role can anchor/online this structure on behalf of an alliance.
  • A TCU can be anchored anywhere within 300 AU from the sun in a system with the exception of within 50 KMs of the control tower of a POS. A beacon is visible on every players overview leading to the TCU, when it is anchored/online in a system.
  • The structure is vulnerable to attacks while it is in the “anchoring”, “anchored” and “on-lining” states. An online TCU is invulnerable unless both of the following conditions are fulfilled:
    • Sovereignty Blockade Units are anchored and onlined at more than 50% of the gates in the system.
    • The sovereign entity over the system does not possess an Outpost/Conquerable Station nor an online Industrial Hub within the system.
  • A TCU can be anchored in a system when sovereignty is being contested. It cannot be onlined if Sovereignty Blockade Units are present at 51% or more of the gates in the system.
  • If the corporation which anchored the TCU on behalf of their alliance leaves the alliance, the TCU will go offline.
  • An upkeep bill is issued to the corporation which anchored the TCU during the onlining period. If this bill has not been paid when the TCU is due to go online, it will instantly go offline and sovereignty will not be claimed. The TCU will have to be onlined again and the bill promptly paid in order for sovereignty to take hold.
  • Both the Station Manager role and the Config Starbase Equipment role are required in order to be able to offline or unanchor a TCU.
  • The CEO and the directors in the corporation, which launched the TCU, can transfer ownership of it to another corporation within the same alliance. This can be done from an option in the right click menu for the structure. All open upkeep bills have to be paid before the transfer is possible. Ownership of the Infrastructure Hub within the system (if present) will be automatically transferred at the same time.

One critical note about transferring sov:

“all upkeep bills must be paid BEFORE the transfer is possible”  When SYS-k merged with LR we paid 19 Billion to “absorb those systems” some had to be paid TWICE.  i.e. the bill had 13 days left and was unpaid the bill had to be paid up to current (by the current holder) , then transfer happened and we paid AGAIN (by the new holder)!

Some facts about the I-HUB

As Infrastructure Hubs must be destroyed by the attacker when conquering a system in order for the TCU to go vulnerable, they are provided with similar protection as outposts/conquerable stations are.

  • Infrastructure Hubs are invulnerable to attacks unless SBUs have been anchored at more than 50% of the gates in the system.
  • Infrastructure Hubs have a dual reinforcement timer like stations. A desired reinforcement exit time can be entered by the CEO and all directors within the corporation, which anchored it, through the Infrastructure Hub Management interface. Once put into reinforced mode, an IH will become invulnerable until the next time this desired reinforcement exit time comes up, plus 24 hours. An uncertainty value of +-3 hours is then added on top of this.
  • The reinforcement timers for IH work as follows:
    • Once an IH reaches 25% shield hitpoints, it goes into reinforcement mode. During reinforcement mode, the Infrastructure Hub is invulnerable to attacks and cannot be remotely repaired. It will come out of reinforcement mode at 0% shield hitpoints.
    • Once an IH reaches 50% armor hitpoints, it goes into its second reinforcement mode. It will come out of reinforcement mode at 25% armor hitpoints.
    • Should the defenders be able to remote repair either the shields or the armor following the IH exiting reinforced mode, the structure will re-enter the respective reinforcement mode (shield/armor) when it reaches the right value again.
  • When an IH reaches 0% structure hitpoints, it is permanently destroyed (including all installed upgrades).

Some facts about Outposts:

Stations are provided with protection in the form invulnerability when held by the sovereign entity over the system in which they are located. The invulnerability is broken should SBUs be anchored at more than 50% of the stargates within the system, but additional protection is still provided in the form of dual reinforcement timers in the case of this happening.

Stations only have reinforcement timers, when the station holder has sovereignty. If someone other than the station holder has sovereignty, or if sovereignty is neutral, then they are vulnerable to attack without SBUs being anchored at more than 50% of the stargates within the system.

  • Outposts/Conquerable Stations have a dual reinforcement timer, one for shields and one for armor. The reinforcement timers work as follows:
    • Once an outpost/conquerable station reaches 25% shield hitpoints, it goes into reinforcement mode. During reinforcement mode, the station is invulnerable to attacks and cannot be remotely repaired. It will come out of reinforcement mode at 0% shield hitpoints.
    • Once an outpost/conquerable station reaches 50% armor hitpoints, it goes into its second reinforcement mode. It will come out of reinforcement mode at 25% armor hitpoints.
    • Once an outpost/conquerable station reaches 0% structure hitpoints, the ownership of the station changes over to the corporation, which the last player to damage the station belongs to.
  • Players with the Station Manager role can set a desired reinforcement exit time for the station. Once put into reinforced mode, a station will become invulnerable until the next time this desired reinforcement exit time comes up, plus 48 hours. An uncertainty value of +-3 hours is then added on top of this.
  • If no reinforcement exit time is specified, it defaults to 12:00 EVE time (noon).

Some Facts about SBU’s

In order to contest another alliances claim over a system, Sovereignty Blockade Units (SBUs) must be anchored and onlined at more than 50% of the stargates within the target system. Once SBUs have been onlined in this manner, any stations/infrastructure hubs within the system will become vulnerable to attack. When the sovereignty holder no longer possesses a station nor an IH within a system containing onlined SBUs at more than 50% of the stargates within the system, their TCU will become vulnerable to attack. Once the TCU is destroyed, Sovereignty will transition to a neutral state, and the next entity to successfully online a TCU within the system will conquer it.

Facts about Sovereignty Blockade Units:

  • Anchoring takes five minutes. Onlining takes 3 hours. Anyone with the Config Starbase Equipment role can anchor/online this structure on behalf of an alliance.
  • Anchored SBUs can be onlined by anyone, who has the Config Starbase Equipment role, regardless of their alliance affiliation. The SBU will change ownership to the corporation of the pilot, who onlined the SBU.
  • SBUs are visible on every players overview once they are anchored.
  • The structure must be anchored between 30KM to 150KM from a stargate.
  • It does not matter who launches the SBU; an alliance can even disrupt their own sovereignty claim by onlining SBUs in their own system.
  • SBUs are vulnerable to attack at all times, with the following exception:
    • When all structures within a system, which SBUs were causing to be vulnerable are in reinforced mode, all SBUs within the system will enter parallel reinforcement mode along with those structures. As soon as any of these structures come out of reinforcement mode, the SBUs will become vulnerable once more.
  • If the amount of stargates within a system covered by an online SBU falls below 51% at any point during system conquest, the defender will be considered as having successfully defended their system and vulnerable structures (Stations/Industrial Hubs/TCUs) will become invulnerable once more.

Most of the info above was copied directly from the Sov Guide on evelopdiea but you have to KNOW how this works in RL

Uncontested system:

  1. Anchor a TCU pay the bill immediately then you get billed every two weeks based on what you have/if you have an I-HUB.
  2. Anchor a IHUB add in upgrade modules many module affect the price you pay in a given system and are cumulative.

Contest a system:

  1. Anchor SBU’s at Greater than 50% of the startgates i.e. 3 gates must ahve 2 SBU’s.  ( as an aside SBU can fit in things like orca’s and maybe a transport ship or two but nor Carriers IIRC)
    1. Keep in mind they take time to anchor AND online and are very vulnerable when doing so.
  2. Once SBU’s are online
  3. attack the station once it hits 25% shields the First reinforcement timer kicks off 2 Days 18 hours was a popular timer…you have to kill 50% of it’s shield
  4. After the station comes out of the 1st RF then attack again until it hits 50% armor then the second RF cycle begins (sometimes another 2 Day 12 hours sometimes 1 day 18 hours (you have to kill 50% shield and 50% armor)
  5. After the 2nd RF period you start at 25% armor have to chew through 25% armor and all structure.
  6. steps 2-4 are roughly the same for I-hubs as well
  7. Once I-hubs and stations are down the TCU is THEN vulnerable
  8. Destroy the offending TCU
  9. Drop your own TCU
  10. wait 8 hours to online it
  11. Anchor a new Ihub
  12. Rinse and repeat.

To block a conquest :

  • anchor your OWN SBU’s,  at more than 50% of the gates
  • Heal and I-hub/station above the damage needed to RF it
  • Destroy the enemy SBU’s

This is the shitty Sov mechanic that not one person I have ever talked to likes enjoy or even grudgingly agrees is even sensible.

One of the main reasons is that Fighter bombers are so heavily used is their DPS against fixed targets is upwards of 10,000 DPS.  This should be changed to only allow fighters but that is another story.

Quick math: 10 Nyx max skills pilots  = 10K * 10 ships  or 100K DPS  or 6M DPM the shield of an I-HUB is 75,000,000 and they need to be knocked down to 37,500,000 for first RF cycle which means that they could RF a shield of an i-hub in 6 minutes 15 seconds or so.  The second RF timer is the tougher one as you have to chew through armor AND shield

Outposts are similar but the number are different 350million HP – 100m shields, 150m armour, 100m structure. so the magic first number is 75M so the same 10Nyx would require 11.5 minutes to RF, the second RF would require 25M shield and 75M armor, and so on.

With conventional fleets the fights take forever with SC on the filed it take minutes.

hope this helps ya ROC!

~Themule

 

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~ by Manasi on April 15, 2011.

3 Responses to “sovereignty for the uninitiated”

  1. coordinating 50 or 60 nyx\’s with 6 target\’s is 1000 time simpler than coordinating 600 pilots with 6 different targets…it is all a matter of Scale. PLus the ONLY counter is to bring more, not play better not be smarter nothing else except bring more than the next guy. That is a BROKEN system

  2. For around 100M you can make a raven that does well over 1K DPS, even with sub-max skills. So what you say about 10 Nyxes (which would cost around 200B?) would also go for 100 ravens (10B). RFing an IHUB in 6 minutes with a 100 man fleet doesn’t sound so bad. . . .

    • Yeah but Super caps can cyno on to the field, flatten the structure then bail. A 100 man fleet would be harder to organise and is more vulnerable to attack.

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