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Battle over Caldari Prime

BoCP

Last night saw one of the biggest EVE Live Events in history. I was actually at work and missed most of the event, but I’ve collected as much information as I could find.

For a bit of backstory – according to the EVE lore, the Gallente and Caldari both started in the same home system of Luminaire. Some time before Capsuleers came into play, the Caldari were pushed out of Luminaire in a brutal war with the Gallente. Flash forward to 2008 and the Empyrean Age expansion – The Caldari launch a massive assault on Luminaire (whilst CONCORD were being killed in Yulai). This resulted in a Caldari NPC Leviathan-class Titan above Caldari Prime for the next few years. Millions of Gallente citizens were trapped on the surface of the planet. You can actually get a detailed account of these events in the Empyrean Age book.

Anyway. With the rise of the immortal ground troops (AKA Dust 514) the Gallente forces still on the surface have begun fighting back. In order to quell the fighting, the Titan “Shiigeru” has moved into low orbit over Caldari Prime to provide orbital support. Tensions between Caldari and Gallente, already high, came to a crux in orbit last night.

Caldari Prime, 24 hours before the battle

Caldari Prime, 24 hours before the battle

CONCORD released warnings over entering Luminaire as the ground situation erupted into full-scale hostilies (as the DUST forces battled for both sides). The NPC Titan in Luminaire was replaced by a CCP Actor over Downtime and moved into the low-orbit position. 4 Wyvern-class Supercarriers of the Caldari State also moved into defensive positions around the Titan. Multiple Carriers and Dreadnaughts also reinforced the fleet.

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As Luminaire was still a High Security system (1.0), the Capsuleers in orbit could merely swarm round the field as the ships moved closer to the surface. CCP had announced the event start time at 1700, but the system was already capped at one thousand people by 1400. At about 1545, a CONCORD vessel approached the planet surface in an attempt to survey the scale of the ground offensive.

The Caldari Navy blew it up.

At 16:45, the Gallente navy (all piloted by NPC actors) launched a full-scaled capital offensive against the Caldari forces. A massive fleet of Carriers, Dreadnaughts and a handful of Nyx Supercarriers began the attack.

At 1700, CONCORD declared Luminaire a warzone and made every player ship in Luminaire Suspect. Meaning anyone could shoot anyone. In High-Security Space. What followed was a massive battle lasting hours.

Time Dilation hit 10% almost instantly. The system cap was raised to almost 1800 players, but the slowdown wasinsane. Hundreds of players, unable to get in, sat on the entry stargates – killing every suspect ship who tried to escape the system. Algogille, next door to Luminaire, hit 1000 people alone – nearly all of which on the stargate. Over 700 ships were destroyed even there.

Meanwhile, in Luminaire, the battle was fiercely underway. These images are courtesy of other players.

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As the Federation Navy ships engage the Caldari State, Capsuleers of neither faction engage anyone they see fit

A Federation Navy Moros fires a barrage at a Caldari Navy Chimera

A Federation Navy Moros fires a barrage at a Caldari Navy Chimera

The wreck of a Wyvern sites near the besieged Shiigeru

The wreck of a Wyvern sits near the besieged Shiigeru

As the battle raged for an hour, organised Capsuleer forces entered the system. Alliances such as Goonswarm and TEST made their presence known with organised fleets of Maelstroms and Rokhs, but this was nothing compared to the general carnage of the battlefield. At 1800, the Shiigeru was destroyed. The battle continued to rage for a further hour. The Caldari Navy fleet was almost completely annihalated, with the Federation Navy fleet taking heavy losses in return.

It was at this point I managed to enter the field. I found carnage.

Caldari Prime at 1855

Caldari Prime at 1855

My Taranis was no match for the larger ships on grid, so I tried to steer my ship through the lag and slowdown and pick off some easier enemies.

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Sadly, overheating was rather non-responsive

At about 2000 it was all over, unless you were fighting on the planet directly. The Titan had broken up in orbit, and a large section had decided to impact one of the battlefields.

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All in all, the event was fun as hell for myself. I can’t comment on the main section (the Titan) because I missed the lot of it. Most of the Capitals destroyed (including the Titan) did not provide a killmail, but here’s the Battle Report of some of the kills.

Crimewatch flags – an explanation

The Retribution expansion introduced Crimewatch 2.0 – namely Suspect, Criminal and Limited Engagement flags. It also shook up the mechanics of aggression, particularly with Sentry Gun mechanics in lowsec.

There are now three main flags.

SUSPECT

How do I get it?

  • Steal from a wreck or can
  • Engage a player unlawfully in lowsec
  • Assist a player with the suspect flag or Limited Engagement flag
    • Assisting includes Remote Repairs, Sensor Boosting, Drone Assisting.
  • Someone activates a Kill Right on you.

What does it mean?

  • Other players can shoot you without incurring Suspect or Criminal themselves.
  • Other players can pod you without incurring Suspect or Criminal themselves.
  • Incurring this on a Lowsec station or gate by shooting someone will cause Sentry Guns to engage you till you warp away.

How long does it last?

  • 15 minutes from last cause of Suspect

Criminal

How do I get it?

  • Engage a player unlawfully in high-sec
  • Pod a non-flagged player in low-sec
  • Assist a player with the Criminal flag

What does it mean?

  • Other players can shoot you without incurring Suspect or Criminal themselves
  • Other players can pod you without incurring Suspect or Criminal themselves
  • CONCORD will engage you in highsec
  • The player you go Criminal against will gain a Kill Right on you.
  • Incurring this on a Lowsec station or gate by shooting someone will cause Sentry Guns to engage you till you warp away.

How long does it last?

  • 15 minutes from last cause of Criminal

Limited Engagements

Limited EngagementsHow do I get it?

  • Engage a player in lowsec or highsec.
  • Assist a player with this flag.

What does it mean?

  • Any player you engage gives a “Limited Engagement”, allowing that player to shoot you back without incurring a flag themselves
  • Allows anyone with a Limited Engagement with you to pod you, and vice-versa.
  • The number next to the symbol indicates the number of players who have a LE with yourself

How long does it last?

  • 5 minutes from last engagement between the two parties.

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There are also 3 “lesser” flags, but no less important.

Weapons Timer

How do I get it?

  • Use an offensive module (guns, smartbombs etc)
  • Assist a player with this Weapons Flag

What does it mean?

  • You cannot dock or jump with this timer active
  • You cannot eject from your ship
  • You cannot have your ship scooped by an Orca/Carrier

How long does it last?

  • 1 minute since last offensive module activation.

PvP Timer

How do I get it?

  • Engage a player, or be engaged

What does it mean?

  • Upon logging out, your ship will remain in place for the duration of the Timer
    • Unless warp scrambled, you will still emergency warp 1,000,000km away

How long does it last?

  • 15 minutes from last aggression from any party
    • This can be refreshed by someone attacking you even when logged out

NPC Timer

How do I get it?

  • Be engaged (or engage) NPCs

What does it mean?

  • Upon logging out, your ship will remain in place for the duration of the Timer
    • Unless warp scrambled, you will still emergency warp 1,000,000km away

How long does it last?

  • 5 minutes from last NPC aggression
    • A PvP Timer can be created during this time

Additional Notes

  • None of the Suspect/Criminal/LE flags apply in Nullsec or Wormhole and do not even appear.
  • Assisting a player via modules such as Remote Repairs transfers all flags to the assisting pilot, including flag duration
  • Low-sec Sentry Guns will only engage players who unlawfully engage in front of them. Warping out then back stops them firing, as does engaging elsewhere then warping to a gate or station
  • Limited Engagements allow parties to shoot back when engaged. For example;
    • A neutral player attacks a Suspect player. Both sides gain the LE flag, allowing the Suspect pilot to shoot back (and pod!)
    • A Suspect player engages a neutral player in Low-sec. The neutral player gets the Limited Engagement flag, but the Suspect pilot does not till the neutral engages back.