Conquest: Difference between revisions
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=='''Dreadnoughts'''== | =='''Dreadnoughts'''== | ||
Dreadnought is a huge warship with great destructive power capable of independent jumps between locations. It has complex weapons and control systems. Dreadnoughts are both carriers for corporation fleets and ships with powerful weapons that can damage an enemy dreadnought. Construction of a dreadnought is a long and expensive process that is only available to corporations. | Dreadnought is a huge warship with great destructive power capable of independent jumps between locations. It has complex weapons and control systems. Dreadnoughts are both carriers for corporation fleets and ships with powerful weapons that can damage an enemy dreadnought. Construction of a dreadnought is a long and expensive process that is only available to corporations. | ||
Each corporation can have 3 dreadnoughts, but fighting for one of the sides of the conflict. Affiliation is determined by the dreadnought used. | |||
When changing the dreadnought, all previously gained influence is lost. | |||
Dreadnoughts have different systems that can be built and damaged in battle. Dreadnoughts carry wings with corporate and hired pilots. Dreadnoughts have their own weapons: torpedoes, drones and cannons of various calibres. Pilots can't harm dreadnoughts directly. | Dreadnoughts have different systems that can be built and damaged in battle. Dreadnoughts carry wings with corporate and hired pilots. Dreadnoughts have their own weapons: torpedoes, drones and cannons of various calibres. Pilots can't harm dreadnoughts directly. | ||
A dreadnought can't be destroyed in battle. The defeated side's dreadnought is evacuated to its current base. | A dreadnought can't be destroyed in battle. The defeated side's dreadnought is evacuated to its current base. | ||
Dreadnoughts can jump between locations. Dreadnoughts launch into battle from their current base and return afterwards. Iridium is required for location jumps. The greater the distance, the more iridium is needed | Dreadnoughts can jump between locations. Dreadnoughts launch into battle from their current base and return afterwards. Iridium is required for location jumps. The greater the distance, the more iridium is needed. | ||
=='''Types of dreadnoughts'''== | =='''Types of dreadnoughts'''== | ||
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|- | |- | ||
|Shield regeneration | |Shield regeneration | ||
| | |6 000 000 pts./s | ||
|- | |- | ||
|Main caliber damage | |Main caliber damage | ||
Line 32: | Line 35: | ||
|} | |} | ||
<br><br> | <br><br> | ||
===Liberator=== | ===Liberator=== | ||
[[File:Liberator.jpg|frameless|300px|left]] | [[File:Liberator.jpg|frameless|300px|left]] | ||
Line 37: | Line 41: | ||
{| class="wikitable" | {| class="wikitable" | ||
|Shield strength | |Shield strength | ||
| | |600 000 000 pts. | ||
|- | |- | ||
|Shield regeneration | |Shield regeneration | ||
| | |5 000 000 pts./s | ||
|- | |- | ||
|Main caliber damage | |Main caliber damage | ||
| | |20 930 000 pts./s | ||
|- | |- | ||
|Fleet points | |Fleet points | ||
|2 | |2 300 pts. | ||
|} | |} | ||
<br><br> | <br><br> | ||
===Nemesis=== | ===Nemesis=== | ||
[[File:Nemesis.jpg|frameless|300px|left]] | [[File:Nemesis.jpg|frameless|300px|left]] | ||
Line 54: | Line 59: | ||
{| class="wikitable" | {| class="wikitable" | ||
|Shield strength | |Shield strength | ||
| | |660 000 000 pts. | ||
|- | |- | ||
|Shield regeneration | |Shield regeneration | ||
| | |8 000 000 pts./s | ||
|- | |- | ||
|Main caliber damage | |Main caliber damage | ||
| | |20 930 000 pts./s | ||
|- | |- | ||
|Fleet points | |Fleet points | ||
Line 71: | Line 76: | ||
[[File:Shipyard.png|frame|Federation shipyard]] | [[File:Shipyard.png|frame|Federation shipyard]] | ||
Each corporation has its own shipyard that can build a dreadnought. Cost of building — | Each corporation has its own shipyard that can build a dreadnought. Corporate shipyard is situated in a separate location, that can't be visited by strangers. Location is close to the station. You can visit the location on a regular ship. | ||
Cost of building — 6500 {{I}}. Each stage of the construction takes from a few days to a week, depending on iridium boosts. Please note! Iridium will be required at all stages of construction! Treat it diligently! | |||
*1 stage: Dock construction. Cost - 500 {{I}}. | *1 stage: Dock construction. Cost - 500 {{I}}. | ||
*2 stage: Interspacial warp-accelerator mounting. Cost - | *2 stage: Interspacial warp-accelerator mounting. Cost - 1500 {{I}}. | ||
*3 stage: Control system installation. Cost - | *3 stage: Control system installation. Cost - 2000 {{I}}. | ||
*4 stage: Mounting weaponry and construction completion. Cost - | *4 stage: Mounting weaponry and construction completion. Cost - 2500 {{I}}. | ||
It is important to remember that the iridium is corporate, i.e. if you give your own iridium to the corporation, you will need twice as much. | |||
Every stage without accelerating lasts 16 hours 48 minutes. By accelerating with 20 times more iridium building can be reduced in 4 times. | Every stage without accelerating lasts 16 hours 48 minutes. By accelerating with 20 times more iridium building can be reduced in 4 times. | ||
Then various equipment is installed on the dreadnought, for the construction of which iridium is also needed: | |||
<spoiler> | |||
{| class="wikitable" width="100%" align="center" | |||
!rowspan="2" width="12%"|Equipment type | |||
!rowspan="2" width="12%"|Equipment | |||
!rowspan="2" width="30%"|Description | |||
!colspan="6" |{{Tooltip|Equipment level|the level used by the dreadnought is specified in the location description}} | |||
|-align="center" | |||
!{{Tooltip|3|7-9 ship ranks}} | |||
!Cost | |||
!{{Tooltip|4|10-17 ship ranks}} | |||
!Cost | |||
!{{Tooltip|5|10-17 ship ranks}} | |||
!Cost | |||
|-align="center" | |||
!rowspan="3"|Dreadnought shield amplifiers | |||
|Shield Emitter | |||
|Increases dreadnought shield regeneration | |||
| +6000k pts./s. | |||
| 1000 {{I}} | |||
| +6600k pts./s. | |||
| 3500 {{I}} | |||
| +7200k pts./s. | |||
| 5000 {{I}} | |||
|-align="center" | |||
|Shield Emitter Catalyst | |||
|Increases dreadnought fleet points | |||
| +360 pts. | |||
| 1000 {{I}} | |||
| +396 pts. | |||
| 3500 {{I}} | |||
| +432 pts. | |||
| 5000 {{I}} | |||
|-align="center" | |||
|Resistive Coating Emitter | |||
|Blocks increased damage from armor-piercing enemy dreadnought weapons. Gives a chance to fully block incoming damage | |||
| 14% chance | |||
| 1000 {{I}} | |||
| 16% chance | |||
| 3500 {{I}} | |||
| 18% chance | |||
| 5000 {{I}} | |||
|-align="center" | |||
!rowspan="2"|Dreadnought main caliber amplifiers | |||
|Weapon Cooler | |||
|Increases main caliber damage. Losing the module stops working of Torpedo Launcher or Accelerator Pad | |||
| +37% | |||
| 1000 {{I}} | |||
| +40% | |||
| 3500 {{I}} | |||
| +45% | |||
| 5000 {{I}} | |||
|-align="center" | |||
|Weapon Booster | |||
|Armor-piercing main caliber charges. Increase dreadnought hull damage | |||
| +75% | |||
| 1000 {{I}} | |||
| +82.5% | |||
| 3500 {{I}} | |||
| +90% | |||
| 5000 {{I}} | |||
|-align="center" | |||
!Command Tower | |||
|Command Tower | |||
|Builds drones attacking enemy dreadnought. Losing the module reduces fleet support points, and pilots can't use lost ships again | |||
| -300 pts. | |||
| 1000 {{I}} | |||
| -250 pts. | |||
| 3500 {{I}} | |||
| -200 pts. | |||
| 5000 {{I}} | |||
|-align="center" | |||
!rowspan="3"|Turrets | |||
|Plasma Turret | |||
|Weapon against fast-moving targets. Deals EM damage, rate of fire 40 rounds/min. | |||
| 1400 dmg./shot | |||
| 500 {{I}} | |||
| 2400 dmg./shot | |||
| 2500 {{I}} | |||
| 3600 dmg./shot | |||
| 4000 {{I}} | |||
|-align="center" | |||
|Missile Turret | |||
|Heavy weapon against frigates. Deals kinetic damage, rate of fire 10 rounds/min. | |||
| 8000 dmg./shot | |||
| 500 {{I}} | |||
| 11000 dmg./shot | |||
| 2500 {{I}} | |||
| 15000 dmg./shot | |||
| 4000 {{I}} | |||
|-align="center" | |||
|Thermal rocket launcher | |||
|Heavy missile weapon. Deals thermal damage, rate of fire 6 rounds/min. | |||
| 18000 dmg./shot | |||
| 500 {{I}} | |||
| 24000 dmg./shot | |||
| 2500 {{I}} | |||
| 32000 dmg./shot | |||
| 4000 {{I}} | |||
|-align="center" | |||
!rowspan="2"|Auxiliary Device 1 | |||
|Torpedo Launcher | |||
|Large torpedo launcher. Launches 2 torpedoes towards the enemy's dreadnought | |||
| - | |||
| 1500 {{I}} | |||
|-align="center" | |||
|Accelerator Pad | |||
|Gives allies' ships a boost towards the enemy's dreadnought. Gives an 8 s. invisibility when boosting | |||
| - | |||
| 1500 {{I}} | |||
|-align="center" | |||
!Auxiliary Device 2 | |||
|Bomb Rack | |||
|Bomb fastening device. When detonated at a key point of an enemy dreadnought, the bomb takes half of the point's strength and 100 dreadnought points | |||
| - | |||
| 1500 {{I}} | |||
|} | |||
</spoiler> | |||
After installing all this dreadnought is ready for battle. | |||
=='''Dreadnought battle'''== | =='''Dreadnought battle'''== | ||
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When registration for a battle ends, the dreadnought battle itself begins. Each dreadnought has a certain number of fleet points. | When registration for a battle ends, the dreadnought battle itself begins. Each dreadnought has a certain number of fleet points. | ||
Dreadnoughts release drones. Each dreadnought is equipped with 3 main caliber weapons and several additional medium weapons. These weapons only attack the dreadnought of the enemy. More powerful dreadnoughts can be equipped with torpedo launchers (the dreadnought launches powerful torpedoes that need to be shot down, the torpedo has 7500 life points, does great damage to the enemy's dreadnought), holders of EM bombs, light turrets (plasma and missile), armor-piercing charges and additional shield generators. Dreadnoughts have 3 important modules: weapon cooling system, shield emitter and command tower, which can be turned off as beacons or cut down by EM bombs. | Dreadnoughts release drones. Each dreadnought is equipped with 3 main caliber weapons and several additional medium weapons. These weapons only attack the dreadnought of the enemy. More powerful dreadnoughts can be equipped with torpedo launchers (the dreadnought launches powerful torpedoes that need to be shot down, the torpedo has 7500 life points, does great damage to the enemy's dreadnought), holders of EM bombs, light turrets (plasma and missile), armor-piercing charges and additional shield generators. Dreadnoughts have 3 important modules: weapon cooling system, shield emitter and command tower, which can be turned off as beacons or cut down by EM bombs. | ||
Dreadnought suppresses: | |||
*the sensor range of enemy ships by 67% (range including modifiers and implants / 3); | |||
*the firing range of their weapons - by 25% (range including modifiers and implants * 0.75). | |||
The battle is fought until the expiration of the time (12 minutes) or until the loss of all fleet points. The loser dreadnought retreats. | The battle is fought until the expiration of the time (12 minutes) or until the loss of all fleet points. The loser dreadnought retreats. | ||
Line 110: | Line 242: | ||
|Torpedo hit | |Torpedo hit | ||
|align="center"|50 | |align="center"|50 | ||
|- | |||
|Bomb detonation | |||
|align="center"|100 | |||
|- | |- | ||
|Losing weapon cooler or shield emitter | |Losing weapon cooler or shield emitter | ||
Line 123: | Line 258: | ||
Ownership is determined by influence points obtained from the enemy dreadnought in battle (+'''50'''% of your dreadnought's remaining durability after an early victory). Influence points are divided among players proportionally to their efficiency. | Ownership is determined by influence points obtained from the enemy dreadnought in battle (+'''50'''% of your dreadnought's remaining durability after an early victory). Influence points are divided among players proportionally to their efficiency. | ||
Influence points and rewards for wing-against-wing battles are doubled. | |||
Daily the owner loses '''25'''% of influence and the challengers lose '''10'''% and reduce the owner's influence. | |||
If there were no fights at the location, the owner and challengers have '''50'''% of their influence removed. | |||
The "Retention" parameter, which shows how long the owner holds the location and the activity of challengers, will help to assess the prospects of capturing the location. The lower it is, the easier it is to capture the location. This parameter does not affect the reward. | |||
The fewer locations corporations of certain faction control, the more influence they earn in dreadnought battles and in portals. Adjacent locations within the same star system boost influence if they are owned by the same side of conflict. If a location is completely under Alien or pirate control, dreadnought battles are blocked. | |||
The owner gets '''40'''% location resources while the challengers get the rest according to their influence in the location. | |||
The reward obtained by the corporation is divided between the first '''50''' corporation pilots according to the earned influence points rounding up to a whole (0.1 units of the resource will become 1 unit). | |||
A corporation that owns a sector can turn off the PvE-mode ('''1000''' {{I}}) in it for '''12''' hours, and its pilots can move into the sector instantly not for [[iridium]], but for free. | |||
With any loot collected in [[Open Space]], the owner corporation receives a reward in corporate iridium. | |||
{| border="0" align="center" width="100%" | {| border="0" align="center" width="100%" |
Latest revision as of 11:21, 12 November 2023
Sector Conquest represents battles between corporations on the sector map. For conquering and holding a location the corporation will earn an income.
Dreadnoughts
Dreadnought is a huge warship with great destructive power capable of independent jumps between locations. It has complex weapons and control systems. Dreadnoughts are both carriers for corporation fleets and ships with powerful weapons that can damage an enemy dreadnought. Construction of a dreadnought is a long and expensive process that is only available to corporations.
Each corporation can have 3 dreadnoughts, but fighting for one of the sides of the conflict. Affiliation is determined by the dreadnought used. When changing the dreadnought, all previously gained influence is lost.
Dreadnoughts have different systems that can be built and damaged in battle. Dreadnoughts carry wings with corporate and hired pilots. Dreadnoughts have their own weapons: torpedoes, drones and cannons of various calibres. Pilots can't harm dreadnoughts directly.
A dreadnought can't be destroyed in battle. The defeated side's dreadnought is evacuated to its current base.
Dreadnoughts can jump between locations. Dreadnoughts launch into battle from their current base and return afterwards. Iridium is required for location jumps. The greater the distance, the more iridium is needed.
Types of dreadnoughts
There are 3 types of dreadnoughts in 3 main factions of the conflict.
Maelstrom
Imperial dreadnought model. Equipped with strong weaponry that deals higher damage to enemy dreadnought.
Shield strength | 500 000 000 pts. |
Shield regeneration | 6 000 000 pts./s |
Main caliber damage | 23 250 000 pts./s |
Fleet points | 2 000 pts. |
Liberator
This model has powerful attack drones able to deal significant damage to the enemy dreadnought's support fleet.
Shield strength | 600 000 000 pts. |
Shield regeneration | 5 000 000 pts./s |
Main caliber damage | 20 930 000 pts./s |
Fleet points | 2 300 pts. |
Nemesis
Built by Jericho Techs. Equipped with powerful shields able to withstand punishment for a longer period of time.
Shield strength | 660 000 000 pts. |
Shield regeneration | 8 000 000 pts./s |
Main caliber damage | 20 930 000 pts./s |
Fleet points | 2 000 pts. |
Dreadnought building
Each corporation has its own shipyard that can build a dreadnought. Corporate shipyard is situated in a separate location, that can't be visited by strangers. Location is close to the station. You can visit the location on a regular ship.
Cost of building — 6500 . Each stage of the construction takes from a few days to a week, depending on iridium boosts. Please note! Iridium will be required at all stages of construction! Treat it diligently!
- 1 stage: Dock construction. Cost - 500 .
- 2 stage: Interspacial warp-accelerator mounting. Cost - 1500 .
- 3 stage: Control system installation. Cost - 2000 .
- 4 stage: Mounting weaponry and construction completion. Cost - 2500 .
It is important to remember that the iridium is corporate, i.e. if you give your own iridium to the corporation, you will need twice as much.
Every stage without accelerating lasts 16 hours 48 minutes. By accelerating with 20 times more iridium building can be reduced in 4 times.
Then various equipment is installed on the dreadnought, for the construction of which iridium is also needed:
After installing all this dreadnought is ready for battle.
Dreadnought battle
Main article: Sector Conquest Guide.
Requires a corporation wing (5-8 pilots) with a dreadnought in a contested location, or the squad leader (1-4 pilots) to be in a corporation with a dreadnought.
When registration for a battle ends, the dreadnought battle itself begins. Each dreadnought has a certain number of fleet points. Dreadnoughts release drones. Each dreadnought is equipped with 3 main caliber weapons and several additional medium weapons. These weapons only attack the dreadnought of the enemy. More powerful dreadnoughts can be equipped with torpedo launchers (the dreadnought launches powerful torpedoes that need to be shot down, the torpedo has 7500 life points, does great damage to the enemy's dreadnought), holders of EM bombs, light turrets (plasma and missile), armor-piercing charges and additional shield generators. Dreadnoughts have 3 important modules: weapon cooling system, shield emitter and command tower, which can be turned off as beacons or cut down by EM bombs.
Dreadnought suppresses:
- the sensor range of enemy ships by 67% (range including modifiers and implants / 3);
- the firing range of their weapons - by 25% (range including modifiers and implants * 0.75).
The battle is fought until the expiration of the time (12 minutes) or until the loss of all fleet points. The loser dreadnought retreats.
The number of fleet points, which are taken away under different conditions:
Drone destroyed | 1 |
Player destroyed | 25 |
Turret destroyed | 3 |
Additional module destroyed | 10 |
Torpedo hit | 50 |
Bomb detonation | 100 |
Losing weapon cooler or shield emitter | 200 |
Losing command tower | 200-300 |
Battle results. Owning a location
Ownership is determined by influence points obtained from the enemy dreadnought in battle (+50% of your dreadnought's remaining durability after an early victory). Influence points are divided among players proportionally to their efficiency.
Influence points and rewards for wing-against-wing battles are doubled.
Daily the owner loses 25% of influence and the challengers lose 10% and reduce the owner's influence.
If there were no fights at the location, the owner and challengers have 50% of their influence removed.
The "Retention" parameter, which shows how long the owner holds the location and the activity of challengers, will help to assess the prospects of capturing the location. The lower it is, the easier it is to capture the location. This parameter does not affect the reward.
The fewer locations corporations of certain faction control, the more influence they earn in dreadnought battles and in portals. Adjacent locations within the same star system boost influence if they are owned by the same side of conflict. If a location is completely under Alien or pirate control, dreadnought battles are blocked.
The owner gets 40% location resources while the challengers get the rest according to their influence in the location.
The reward obtained by the corporation is divided between the first 50 corporation pilots according to the earned influence points rounding up to a whole (0.1 units of the resource will become 1 unit).
A corporation that owns a sector can turn off the PvE-mode (1000 ) in it for 12 hours, and its pilots can move into the sector instantly not for iridium, but for free.
With any loot collected in Open Space, the owner corporation receives a reward in corporate iridium.