Difference between revisions of "Station camp"

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(New page: ==Purpose== The goals of a station camp is to limit access to a station or prevent ships docked in the station from exiting the station. ==The Camp== A station camp is conducted in two di...)
 
 
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==Purpose==
 
==Purpose==
 
The goals of a station camp is to limit access to a station or prevent ships docked in the station from exiting the station.
 
The goals of a station camp is to limit access to a station or prevent ships docked in the station from exiting the station.

Latest revision as of 12:24, 22 January 2010

Purpose

The goals of a station camp is to limit access to a station or prevent ships docked in the station from exiting the station.

The Camp

A station camp is conducted in two different ways, depending on whether it is in Empire space or 0.0 sec space.

Empire

A successful station camp includes tacklers, bumpers, and damage dealers. Usually all damage dealing ships are close range ships, as the camp generally has 20 seconds to kill an undocking ship before it can re-dock. Tacklers are used to prevent the undocking ships from escaping to warp. Bumpers are large, fast moving ships fitted for the purpose of attempting to bump an undocked ship out of docking range.

0.0

A successful station camp includes at least 5 large bubbles, if not more, positioned to cover all sides of the station, to prevent ships from docking or undocking. Additionally, camps will have tacklers, ECM, and damage dealers. In 0.0, the threat of capital ships undocking to break a camp is high, so ECM is required to prevent carriers from remote repping each other or the other ships. Tacklers are required to prevent fast ships from escaping the bubbles, potentially carrying away valuable equipment/BPOs/pilots. Generally, it is also important to have a HIC on hand to prevent capital ships from escaping. Damage dealers are usually kept in system, but not all on the station (usually doing other activities such as killing POSs or ratting), but ready at a moment's notice to return to the station to kill more concerted efforts to break the camp that cannot be handled by those at the station.

Additionally, tactics may include the use of cloaked ships so enemies are fooled into engaging part of the camp, thinking they can easily break the camp, only to find more ships on hand. It is always preferred for undocking ships to be tricked into aggressing the camp, as this extends the time they are unable to redock, allowing the camp more time to kill them.

Escaping the Camp

Escape is divided into two possible choices: Speed or Firepower.

To escape with speed, you simply fit a small, fast ship to fly as fast as possible, undock, and get to warp as soon as possible. Usually, this will end in death.

To escape with firepower, the camped pilots need to ascertain what ships the camp have, then attack the camp with a force designed to kill them. In the case of a 0.0 camp, the next task is killing the bubbles on the station so the station is usable once more.

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