Due to the 'closest first' behavior, you can't use more than one MTU per site, as they. The Next Generation of Mobile Structures, an Eve Dev Blog on the. This is a ‘Magpie’ MTU though, those things have a much higher sensor strength than the regular version and are much harder to probe down. You’ll want to use a ship with bonus to scanning (Astero is a good pick, since its bonus doesn’t depend on skills) with the right modules (Sisters’ probe launcher, maybe some Astrometrics modules. 👈🚀 無料で遊べます！EVE Onlineをご紹介する公式ゲームプレイトレーラーです。ダウンロードもプレイも両方無料。史上最大の単一サーバー宇宙船MMOの世界に飛び込みましょう。 宇宙探検、大迫力のPvE・PvPバトル、様々な職業やアクティビティ、そしてプレイヤーたちが作る活気ある経済活動に参加しましょう。拡大を続けるサンドボックスMMO、EVE.
Mobile Structures are deployed by individual pilots in space to provide a wide variety of services. 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. 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.
They are distinct from Citadels and starbases; which take longer to deploy, are much more expensive, and owned by player corporations rather than individuals. Mobile structures are more similar to jettison containers, in that interacting with another pilot's structure does not cause a CONCORD response.
In short, mobile structures fill a variety of roles and can affect nearby players in aspects of survivability, utility, espionage, bounties, and defense. 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.
- 1Mobile Depots
- 2Mobile Tractor Unit
Mobile Depots act as an in-space fitting service and storage facility. 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. A Mobile Depot takes up only 50 m3 of space and will easily fit in most frigates. It can hold 3,000 - 4,000 m3 once deployed.
Deploying a Mobile Depot takes 60 seconds. Once in space, it will last for 30 days, at which point it will vanish with its contents. However interacting with it will reset this 30-day timer--so remember to bookmark it. It can be scooped back to your ship's cargohold at any time. Any contents will appear in space in a cargo container at that time. 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.
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!). 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. During this period it cannot be damaged further, giving you enough time to either defend it or scoop and escape. After the two-day reinforcement timer is up, if it has not been repaired, it can be destroyed and its contents looted. Although scooping the mobile depot and immediately deploying it does take it out of reinforcement it does not repair the shields. 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. You will receive no notification that your depot has been attacked, but will receive a killmail should it be 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. During the anchoring period, the mobile depot can be targeted and destroyed. If it's damaged to 25% of its shield or less it will not go into reinforcement and will continue to take damage until it's destroyed even after the anchor timer is finished. If for some reason the enemy loses lock on it the mobile depot can be relocked and take damage until destroyed.
Mobile Depots are often deployed at safe spots, allowing you to swap fittings and store any excess items. This can be useful while ratting, as you can store excess loot in the depot and swap fittings depending on which NPCs you are fighting. A Mobile Depot is also useful when traveling through dangerous areas of New Eden, since you can travel fit on the way there and then refit for whatever purpose at your destination.
Another useful trick when flying in dangerous areas of space is to keep a Mobile Depot and some warp core stabilizers in your cargohold. If you're attacked and don't think you can win the fight, deploy the mobile depot, wait out the 60-second activation, then refit your ship with warp core stabilizers and make your escape.
There are three variants of the Mobile Depot: the standard Mobile Depot (built by players using NPC-sold BPOs), and two 'improved' variants (the BPCs for which are found in Ghost Sites), the 'Yurt' Mobile Depot and the 'Wetu' Mobile Depot. The 'Wetu' Mobile Depot takes up a bit more space in your ship's cargohold (100 m3 vs 50 m3), but has more cargo capacity (4000 m3 vs 3000 m3), and has a higher sensor strength, making it more difficult for other players to scan down the location of your Depot. The 'Yurt' takes this last attribute to its extreme, with a very high sensor strength making is very difficult for all but the most skilled players to scan down.
The basic Mobile Depot is reasonably cheap (around 1 million ISK), but the more advanced versions are one or two orders of magnitude more expensive.
|Name||Volume (m3)||Capacity (m3)||Sensor strength (points)|
|'Wetu' Mobile Depot||100||4000||250|
|'Yurt' Mobile Depot||50||4000||400|
The minimum scan strength to scan down a 'Yurt' Mobile Depot, which is the hardest structure to scan down in the game, is 69 probe strength.
Mobile Tractor Unit
A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does.
The MTU may not be deployed within 5 km of another MTU, within 50 km of stargates or stations, or within 40 km of a player owned starbase. It has 50,000 hitpoints. However, unlike the Mobile Depot, it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.
The MTU targets the closest item first, tractors it in, and loots it. Due to the 'closest first' behavior, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all - unless you place them so far apart (250 km for the basic unit) that they don't interfere with each other
The MTU has become extremely popular despite its cost, particularly for looting mission rats. Though not as fast at tractoring and looting as a Noctis, the MTU continues to loot a field even when you're not there, and deposits wrecks in an easy-to-salvage group around itself. This can allow your mission ship to salvage while running the mission, using either a utility high slot or salvage drones.
Some systems have seen an increase in organized griefing centered on Mobile Tractor Units. Similar to ninja salvaging and stealing, a gang will take up residence in a high activity missioning area and scan down MTUs. They'll then aggress the MTU, attempting to bait the missioner into engaging them. As with ninja looters, the options for dealing with them are fairly limited. Engaging the griefer will give you an engagement timer with the suspect and allows him to legally shoot back at you. Not engaging will cost you both your loot and the cost of the MTU. Orbiting the MTU at close range mitigates this heavily. As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit. They will be left with a mission pocket that you have already looted and are likely to move on.
MTUs do not loot wrecks that are not yours. There are some griefers that prey on this misunderstanding. After arriving in your mission pocket they may drop an MTU of their own – hoping you will engage it on the presumption that it will steal your loot, and collect it for the griefer. It is best to ignore these rogue MTUs as apart from moving wrecks, they won't affect you. Even if the griefer warps out and leaves their MTU behind, they can monitor you in local to gank you if they see you've become a suspect, warping right back in with some friends.
The basic MTU is reasonably cheap, costing around 7 million ISK. There are two advanced variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a stronger tank, while the Magpie has longer tractor beam range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive than the basic MTU, with Magpies running at hundreds of millions of ISK. The BPCs for these units can be found from Ghost Sites.
|Name||Tractor velocity (m/s)||Range (km)||Volume (m3)||Shield||Armor||Structure||Sensor strength (points)|
|Mobile Tractor Unit||1000||125||100||10,000||10,000||30,000||50|
|'Packrat' Mobile Tractor Unit||1250||125||125||15,000||15,000||40,000||150|
|'Magpie' Mobile Tractor Unit||1500||175||100||10,000||10,000||30,000||300|
Mobile Cynosural Inhibitor
The Mobile Cynosural Inhibitor is almost invaluable within 0.0, creating easy to set up inhibitors that can severely limit the enemy's ability to hot-drop on top of your units or gates. It prevents all normal cyno fields (but not covert cynos) from activating within 100km of the inhibitor. It takes two minutes to set up, has a 300 m³ volume and will stay in space for 1 hour. However, unlike the other mobile structures, this one cannot be reclaimed and will stay in space for that one hour or until someone blasts it apart. It is inherently designed for small or medium gangs as it cannot stay active for long under heavy fire due to a lack of HP that comes from the structure itself. One other limitation is it cannot be deployed in any location that would cause 2 fields to overlap as well as being expensive to produce (150m for the BPO alone).
Even with all those limitations, it will still become a common sight in 0.0 due to the massive benefits that come from being able to control owned space and combat zones so effectively.
Mobile Scan Inhibitor
The Mobile Scan Inhibitor provides a way to hide ships in a 30 km radius from the probe and directional scanning. Ships within this radius will also find their own instruments rendered inoperable. The mobile scan inhibitor itself is not invisible, but highly visible to combat probes and directional scans. Therefore usage of this structure does not completely hide somebody's presence. It will be very clear to others that somebody is hiding something - it is only unknown what is hidden. Even more importantly: while the ship is hiding inside the structure's radius its sensor systems are inoperable. Finally, it is important to note that in known space, those hidden will still be visible in local chat. Therefore its use is far more convenient for fleets operations than for lone travelers. Activation time is 1 minute and it cannot be retrieved - it is only a one-time use disposable structure. The structure self-destructs after one hour of operation.
Mobile Micro Jump Unit
The Mobile Micro Jump Unit launches a ship 100 km in whatever direction the ship is facing, similar to the Large Micro Jump Drive module. It has no cooldown between uses or limit to how many ships can use it at once, but it does have a warm-up time of 12 seconds before initiating the jump. It can be used by sub-capital ship and can be used both by friendlies and enemies.It has a 1 minute activation time, a lifetime of 2 days and cannot be retrieved - it is only a one-time use disposable structure.
Encounter Surveillance System
Note: Info below outdated as of Q3 2020, see official update.
As of 30 October 2020, CCP has changed the mechanics of the ESS. The ESS will now have two banks, a 'Main Bank', which is where the majority of bounties go to, and a 'Reverse Bank', which is where a smaller portion of the bounties will be placed in. This bank can only be accessed by using a consumable passkey and the money being stolen will be paid out over time at a rate that spools up over time, then drops down, similar to how shield or capacitor recharges. When a pilot warps to the ESS beacon, they will land on an acceleration gate that, when activated, will bring them into the actual deadspace pocket where they can link the ESS and start the raid. There will be a 150km bubble in the deadspace that the pilot will land on, which will deactivate MWDs, MJDs, warp drives and prevent the usage of filaments or cynos. Cloaking is also disabled when inside the bubble. It will usually take a couple minutes to raid the ESS, after which several tags will appear in your cargohold that can then be transported to a CONCORD station to be sold for the amount of ISK that the Main Bank had initially held.
Mobile Siphon Unit
Mobile siphon units were used to steal materials from player-owned starbasess that were used to mine moon goo. The structure has no use after the introduction of moon mining
All Mobile Structures have a minimum distance they have to be away from certain structures in order to be deployed (see below) and all of them are capable of being destroyed by anyone and the attacker will only get a suspect flag for it so a watchful eye needs to be on your goods as often as you can. Some of them can be relatively easy to scan down due to low sensor strength which makes them rather vulnerable, however the Wetu and Yurt Mobile Depot variants are very resilient to probing, the Yurt, in particular, boasting a hefty 400 sensor strength against all sensors which makes it very hard to pin down for all but the highest skilled probers.
- Better living through mobile structures, a Dev Blog introducing the first set of mobile structures
- More deployables from super friends, a shorter Dev Blog detailing the small siphon unit variations and the first pass at the ESS.
- The Next Generation of Mobile Structures, an Eve Dev Blog on the second round of mobile structures.
|EVE University offers|
a class on:
Bookmarks are used to identify unique locations in space so they can be easily warped to. Bookmarks do not need to be associated with an actual in-game object, and are often used to mark locations far from surrounding celestial objects.
- 1Using bookmarks
There are two main ways of creating bookmarks.
If you wish to bookmark your current location there are two methods:
- Open the 'People & Places' window and go to the 'Places' tab. Select 'Add Location' at the bottom and you will bookmark the location you are presently at in space.
- Faster way is to use the 'Save location..' hotkey. The default is CTRL+B.
If you wish to bookmark the location of an object on grid you can right-click an item in space or on your overview and select “Save Location”. Or use the radial menu to do the same.
The only difference between these methods is that using the first method bookmarks your ship's current position in space while the second method bookmarks another entity's location in space. You can bookmark cans, POS (Player Owned Station), wrecks, and various site locations found during core probing. You can often even bookmark objects that do not have the 'warp to' option. This is useful if you are trying to position yourself on large grids.
Eve Online Mtu Mining
- You can bookmark many entities in space, but if the location of the item is changed by force or is destroyed, the bookmark will only indicate the original location coordinates.
- The 'Add location' command works both when you are at a dead stop or while moving - including warping. The coordinates you bookmark will indicate the exact location when you click the 'Submit' button and confirm the bookmark.
- One exception to the above occurs if you open the 'Add location' window in a station. If you undock and use that 'Add location' window in space, the bookmark will be set at the station and NOT at the point in space you were at when 'ok' was clicked.
Tips and tricks
- Any bookmark folder or subfolder can be opened into separate window by doublecklicking the folder.
- Don’t try to write labels and notes in stressful situations - just take the necessary bookmark. The client will give an automatic label to the bookmark. You can even use the same label for different bookmarks. Because their coordinates are different, they won’t overwrite each other.
- Bookmarks can be moved between folders and subfolders by dragging them to the new location. Opening the target folder in separate window makes the dragging much easier.
- Bookmarks can be copied from one folder to another by holding shift key while dragging.
- Bookmark window shows various information on the bookmark in separate columns: Label, type, distance, solar system, constellation, region, creation date, expiry and creator. The folder contents can be sorted by any of them.
- Bookmarks that are in your current system are highlighted with green.
Shared bookmark folders
Shared bookmark folders allow sharing bookmarks with other people.
To create a shared bookmark create a new folder in people & places window and set it as 'Shared folder'.
The access to the bookmark folder is governed by Access Lists. Before you create the shared bookmark folder you will need to make at least one access list that you will use for the folder. Shared bookmark folder has five different levels of access. Higher access levels also includes all the features of lower access levels.
- View access: View and warp to locations.
- Use access: Add locations, edit/delete locations added by yourself, copy locations, add subfolders, edit/delete subfolders added by yourself.
- Manage access: Edit/delete locations and subfolders.
- Admin access: Delete/rename shared folder, ACL managment. Additionally the shared folder is visible without getting link.
Each access level can have different access list, or they can all have the same list.
Just having access to the folder is not enough to make the folder visible to other people. To share the folder simply drag the folder into chat or mail. This creates clickable link for the folder. If someone with access to the folder clicks this link they get the shared folder added to their locations.
The exception to above is admin access. If you have admin access to a shared folder you can always find it in your bookmark folder.
|A long, long time ago..|
The bookmark system before december 2019 had very different system for bookmark sharing. There were no shared bookmark folders, instead each corporation had single corporation wide folder. Bookmarks could also be turned into items and traded with other players with contracts.
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Limits of bookmarks
The number of bookmarks that a player can have is not unlimited.
Eve Online Mtu Account
- Each personal bookmark folder can contain 3000 bookmarks.
- You can have up to five personal bookmark folders online at once.
- You can have up to 30 personal bookmark folders (online+offline)
- Each shared bookmark folder can contain 500 bookmarks.
- You can have up to three shared bookmark folders online at once.
- You can be connected to up to 30 shared bookmark folders (online+offline)
- New bookmarks in shared bookmarks become usable 2 minutes after being added.
- Changes to shared bookmark folder access take up to 5 minutes to apply.
Online bookmark folders are active and can be viewed and used. Offline bookmark folders are inactive and cannot be viewed or used. Note that 'visible in space' and 'offline' are two separate states. Offline bookmarks are separated into 'Offline folders' section in people & places window. Bookmark folders can be onlined and offlined by right clicking them and selecting the appropriate menu item.
Common bookmark uses
Eve Online Mtu Hunter
There are many types of bookmarks, but all capsuleers should at least have some basic bookmarks to travel in space safely and avoid traps or hunts. Depending on your role or operation you could extend your repertoire to various bookmarks.
Safe spot bookmarks are one of the most important ways to use bookmarks. Safe spots are locations in space away from all charted entities. The only way to find someone in a safe spot and warp to that location is by using scan probes. Although you can be seen in a directional scan, you cannot be followed unless someone scans your location with probes.
There are three basic types of safe spots.
Mid-point safes are the simplest and least secure form of safes. Simply create a bookmark while warping between two celestials. It is fairly easy to get the approximate position of a midpoint safe by using directional scanner which makes them easier to probe. A determined pilot can even locate mid-point safes with the directional scanner and mid warp bookmarks.
Unaligned safes are considerably more secure than mid-point safes. These spots are not in an alignment between two celestial objects. Unaligned safes can be made by either bookmarking signatures/mission sites or by creating a safe spot while warping from between mid-point safe and another location.
Deep safes are the most secure form of safe spots. Usually a safe is considered to be deep safe if it is more than 14 AU from any celestial and is not in between celestials. This makes it impossible to be seen with the directional scanner. Proper deep safes can be hard to make. The following are the three most common methods:
- Sansha's Nation incursion sites spawn far enough to be used as deep safes.
- Sleeper Caches can spawn more than 14 AU from the nearest celestial.
- Abyssal Deadspace can be exploited to make deep safes.
|A long, long time ago..|
Never warp to within 'zero' of your safe spot. This will reduce your chance of being detected or compromising your safe spot location. And always move rather than sitting still, so even if your location is known your adversaries will not be able to land to you at zero.
Wrecks can not be scanned down. If you wish to return to the battlefield you will need to bookmark the location before you leave.
When you warp to any location your ship will land approximately 2500 meters away from the target. On stations, this means that you can land outside of the docking range and are vulnerable to ganks as you approach the station. This is especially dangerous at trade hubs where gankers may try to kill you.
Instadock bookmarks solve this issue. Instadock bookmark is simply a bookmark that is placed at least 2500 meters inside of the docking range.
You can find a demonstration video on Youtube: Staying Safe - Insta-Docks.
Instadock bookmarks can be used in combination with the autopilot. Set the target station as your destination and warp to the instadock bookmark. Enable autopilot after entering the warp. As soon as you land on the bookmark your autopilot will automatically dock your ship.
When you undock from a station your ship will be moving at maximum velocity towards a certain direction. By having a bookmark far in that direction it is possible to instantly warp off after undocking.
The most common way of making an instaundock is to use a very fast MWD frigate. Undock from the station and burn away. It is also possible to use mid-warp bookmarks, celestial alignment or lucky signatures. The instaundock bookmark should ideally be far enough from the station so that it is not on the same grid. This way you will disappear from their overview after warping to it.
It should be noted that the ship heading has a small random variance on undock.
Using instaundocks is not recommended for slow ships. A well placed combat prober will be able to probe a slow ship at the landing position before the slow ship is able to warp away.
Tactical bookmarks are bookmarks that are on grid with a point of interest (such as station or stargate) but far enough that hostiles on the grid will not be a danger to you and drag bubbles will not drag you. They should be at minimum 200 km away so that warping between the target and the bookmark is always possible.
Tactical bookmarks can be used to check the target grid before warping in or to prey on passing by ships, ready to warp in as soon as the victim arrives.
Tactical bookmarks 'above' or 'below' the target can also be used for bypassing bubbles.
Tactical bookmarks can also be used for fast repositioning on grid. The recommended layout for a Tactical PvP Bookmark Setup is the classic 3 axes, 4 points per axes, with 150km separating each Bookmark Point. With this layout, almost every point around a designated area (eg. Jump Gate, POS, Station..) in a radius of 300km can be reached, allowing fast position changes as well as the famous '50km Warp' known to be the smallest distance a ship can warp to. if you have a target 50 km away and a tactical bookmark 200 km behind them you can warp to the bookmark at 150 km and land right on top of the target.
The fastest way to create a Tactically Bookmarked Location would be the combined use of Micro Jump Drives (MJD) and Micro Warp Drives (MWD), although it was rarely used in the middle of a fleet fight, these could allow fast creation of such Bookmarks in those situations.
Ender's View of Tactical bookmarks
For those who are a fan of the book Ender's Game:
While at first glance an undocking ship appears to travel in a straight line, remember this is space and the orientation is in the eye of the beholder. Accordingly, Ender would articulate that when you undock, you are really 'falling'. Thus, the bookmark behind the undock point represent the High Ground of any combat situation. (If you want to see it in practice, imagine someone is shooting at you from behind the station the next time you undock, try to turn around and burn towards the hypothetical aggressor, and enjoy getting stuck bumping into the station.)
Once you have established this collection of bookmarks around a station, you can extend the thinking to key stargates within the system. The 'high ground' of a stargate is either the path that is furthest away from the sun or furthest away from your home station.
Finding a good spot for a warp disruption bubble takes time. So if you think you may be camping the same stargate in the future you will want to save the location where you want your bubble to be.
Organizing and managing bookmarks
As time goes by you will create a lot of bookmarks and if you don’t organize and manage them, you will mess them up. This section presents some basic techniques you can use to avoid that. The following are not strict rules. They are, however, built upon solid experience. In time, you should feel free to develop your own style and system.
The most important part of organizing your bookmarks is labeling. In stressful situations, you have to be able to recognize the right bookmark and use it in an instant. Therefore, your bookmark labels need to have a standard, easily recognizable format. It is important to create - and use - an efficient way to label your bookmarks from the beginning. You will thank yourself in the future.
You may also use folders to organize your bookmarks.
Spring mvc ide eclipse. Before labeling your bookmarks, you should familiarize yourself with the information stored with your bookmarks in the Places tab of the People & Places window.
As you can see in the above illustration, each bookmark automatically contains the following information:
|Label:||The label is the name you assign to your bookmark|
|Type:||Type of the bookmark (for example 'Station' or 'Coordinate')|
|Jump:||Indicates current number of jumps away from the solar system the bookmark is placed in|
|Sol:||Solar System the bookmark is placed in|
|Con:||Constellation the bookmark is placed in|
|Reg:||Region the bookmark is placed in|
|Date:||Indicates the date of creation of the bookmark|
|Expiry:||Date at which the bookmark auto deletes|
Avoid using these details in your bookmarks to simplify their labels. Also, you can arrange the location of the columns according to your choice.
- Try not to use information already available in the Places tab for bookmark labels, and keep it as simple as possible because you may need to find your bookmark in an instant in case of an emergency or a strict situation.
- You can sort your bookmarks according to their jump distance. This way they will be available on top of the list. The bookmarks in the current system are always highlighted with green to help you separate them from the others.
- You may reach your bookmarks through the right-click menu while in space. Only the bookmarks in the current system will show up in this menu.
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Using folders and sub folders is a simple way to organize your bookmarks. You can use folders to arrange your bookmarks according to their uses. You also use the folders to choose whether to display a folder's bookmarks in space or not. Clicking the eye icon sets visibility. Green means visible, grey means hidden.
- When you use the right-click menu to reach your bookmarks in space, you will also see your folders there (only those containing bookmarks in the current system though.)
- Bookmarks in the root folder (not in a sub folders) are extremely easy to access in space - use this to your advantage.
- If you would like to keep just one bookmark folder open from your People and Places just double click on the folder you want and a copy will be created on your screen and you will be able to close the People and Places tab and the fold you choose will remain.