During the anchoring period, the mobile depot can be targeted and destroyed. If you don't want to repair the mobile depot, you can scoop it into your ship's cargo bay, dock at a station, repackage it, and it will be fully repaired. You will receive no notification that your depot has been attacked, but will receive a killmail should it be destroyed. If the shields are still below 25% when redeployed and have not had enough time to repair shields to 26% or above on its own when attacked it will not go into reinforcement but will be destroyed. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. At 17,500 HP, the Depot is not particularly tough, but if it's damaged to 25% of its shield hitpoints it will go into a "reinforced mode" for two days. Other players can scan down your Mobile Depot with combat probes and attack it (receiving a suspect flag, not a criminal flag CONCORD will not intervene!). A Mobile Depot can only be accessed or scooped up by its owner you cannot launch it for use by other players at this time. Any contents will appear in space in a cargo container at that time. It can be scooped back to your ship's cargohold at any time. However, interacting with it will reset this 30-day timer-so remember to bookmark it. Once in space, it will last for 30 days, at which point it will vanish with its contents. It can hold 3,000 - 4,000 m3 once deployed.ĭeploying a Mobile Depot takes 60 seconds. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. Once you deploy a depot, you can use it to refit your ship's modules and subsystems, move items between it and your cargohold, and move drones between your cargohold and drone bays. Mobile Depots act as an in-space fitting service and storage facility. As such, they have rapidly become used in nearly every walk of life within New Eden, from the systems with 1.0 security to Null security space, and especially even in unknown wormholes. In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. Mobile structures are more similar to jettison containers, in that interacting with another pilot's structure does not cause a CONCORD response. They are distinct from Citadels and starbases which take longer to deploy, are much more expensive, and are owned by player corporations rather than individuals. Some of these structures can help to replace modules on the ship, such as a Tractor Beam or a Cloaking Device, allowing more fitting slots for other modules. First introduced in 2013 with Rubicon, Capsuleers can use these structures to aid their own activities, such as providing storage, increased rewards or resources, or a microjump maneuver or they can be used to disrupt enemies: such as by starbase siphoning, jamming probes and cynosural fields. Mobile Structures are deployed by individual pilots in space to provide a wide variety of services. Reason: Need to add Mobile Cynosural Beacons and CONCORD Rogue Analysis Beacon This page should be updated due to game changes.
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