In Light of the recent Fighter Nerfs, and the discussion surrounding it. I’ve seen a lot of arguments about how many players a system can support. So I decided to do some data crunching and find out.

I am assuming Military 5 Upgrades. And I’m only going to consider Carriers and Vexor Navy Issues for this example. Obviously you can run other anomalies and there are other ratting ships like Supers or Smartbombing Machariels. I am only going to list Sanctums, Havens, Forsaken Hubs and Forsaken Rally Points as these are the ideal sites to run.

https://support.eveonline.com/hc/en-us/articles/210777969-Sovereignty-System-Upgrades

Military 5 SECURITY BAND Ideal Anomalys 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Sanctums 1 0 1 3 5 Havens 3 5 7 9 10 Forsaken Hubs 2 3 4 5 5 Forsaken Rally Points 5 5 5 4 6

Perfect Criteria: 4 Havens per 1 Carrier (This is to account for Gas Havens being ignored and not run, and so there is 100% uptime and each Carrier always has a rock haven open to them immediately upon finishing with no downtime at all. 2 Sanctums per 1 Carrier. VNIs only run Forsaken Hubs and do not run Forsaken Rally points which give 15% less ticks. There is 1 buffer Forsaken Hub so there is no downtime for VNIs at all, it takes 40 minutes per site so VNIs can easily be staggered to always have 1 available. So a system with 4 Forsaken Hubs is counted as supporting 3 VNIs.



PERFECT SECURITY BAND Ships 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Carrier 1 1 2 3 4 Vexor Navy Issue 1 2 3 4 4

Ideal Criteria: 2 Havens per 1 Carrier, with 1 Haven counted as a buffer. 1 Sanctum per Carrier, with 1 Sanctum counted as a buffer. 1 Forsaken Hub to 1 VNI, with 1 counted as a buffer, 1 Rally Point per VNI with 1 counted as a buffer. This basically means that Carriers will always have an ideal anomaly available to them, but they may need to run the occasional Cloud Haven instead of only Sanctums and Rock Havens. VNIs will now run Forsaken Rally Points which are just as easy to AFK farm as Forsaken Hubs but provide 15% less ticks on average.

IDEAL SECURITY BAND Ships 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Carrier 2 2 4 6 9 Vexor Navy Issue 5 6 7 7 8

Non Ideal Criteria: 1 Haven per 1 Carrier, 1 Sanctum per 1 Carrier, 1 Forsaken Hub per 1 VNI, 1 Rally Point per 1 VNI. Every Anomaly is always occupied and between respawn times ships must wait or run less ideal anoms. This is just listed as the max possible resources that a system can give at a single point in time. This is an approximate 40% nerf to Carrier Ticks, and a 15% nerf to VNI ticks.



NON IDEAL SECURITY BAND Ships 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Carrier 4 5 8 11 14 Vexor Navy Issue 7 8 9 9 11

So now that we know how many Ratters a single system can sustain using our criteria. How many Ratters can a region sustain? Let’s take a look at Delve.



DELVE SECURITY BAND True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Systems; Perfect 30 10 20 16 8 TOTAL Carrier 30 10 40 48 32 160 Vexor Navy Issue 30 20 60 64 32 206 DELVE SECURITY BAND True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Systems;

Ideal 30 10 20 16 8 TOTAL Carrier 60 20 80 96 72 328 Vexor Navy Issue 150 60 140 112 64 526 DELVE SECURITY BAND True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 Systems;

Non-Ideal 30 10 20 16 8 TOTAL Carrier 120 50 160 192 120 642 Vexor Navy Issue 210 80 180 144 88 702

Note: This obviously does not include the NPC Blood Raider systems which have been omitted from the totals.

Using only the perfect Criteria, we can see that Delve can support up to 160 Carriers and 206 Vexor Navy Issues at any time, assuming every system is Military 5. With the more realistic Ideal Criteria, Delve can support 304 Carriers and 526 Vexor Navy Issues. If we were to reach peak density in Delve, 618 Carriers and 702 Vexor Navy Issues could live with 5 minute respawn times for each anomaly.

But Delve is a really good region, what about a shit region like Providence?

PROVIDENCE SECURITY BAND True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 PERFECT 72 12 0 0 0 TOTAL Carrier 72 12 0 0 0 84 Vexor Navy Issue 72 24 0 0 0 96 PROVIDENCE SECURITY BAND True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 IDEAL 72 12 0 0 0 TOTAL Carrier 144 24 0 0 0 168 Vexor Navy Issue 360 72 0 0 0 432 PROVIDENCE SECURITY BAND True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0 NON IDEAL 72 12 0 0 0 TOTAL Carrier 288 60 0 0 0 348 Vexor Navy Issue 504 96 0 0 0 600

In Ideal Circumstances, Providence can still provide for approximately half the Carriers that delve can, and about 80% of the Vexor Navy Issues. Totalling about 600 ratters simultaneously.

On average, great regions can provide for about 800+ ratters, and the lower truesec ones like Providence and Pure Blind can provide for about 600 ratters, with the weight of Carriers and VNIs being more stacked towards VNIs for the lower truesec regions.

Edit; Updated some values that were incorrect, there was +1 sanctum in the 4th tier and +1 Haven in the 5th tier that were missing. This has improved Carriers by +1 in 4th tier and 5th tier for Ideal and Non Ideal numbers.

Based on a post from wheniaminspace based on the viability of different ratting systems based on their location to NPC systems or out of range, here is a more realistic comparison.

System cannot be 2 jumps or closer to NPC station system. This gives at least 60s warning time for a Tackle Ceptor/Hyperspace Sabre to go 2js.

System cannot be 2 jumps or closer to hostile sov. In the case of Delve this removes the system next to Y-2

System must be within 7LY of 1DQ1 (or staging system).

The following systems are excluded based on not being in FAX/Dread jump range of 1DQ1: M-SRKS, 6Z-CKS, C6Y-ZF, KBAK-I, G-M5L3, YAW-7M, C3N-3S, LWX-93, CX8-6K, 9GNS-2, 1-2J4P, M0Q-JG, PF-KUQ, 8F-TK3, 9O-8W1, SVM-3K, RCI-VL, MJXW-P

The following systems are excluded based on being 2 jumps or closer to a hostile sov system or NPC system. 1-SMEB, M5-CGW, Q-HESZ, 6Q-R50, D-3GIQ, K-6K16, GY6A-L, UEXO-Z, N8D9-Z, ZXB-VC

In total, this removes 5, 5, 6, 9, 3 systems (From each band, from lowest truesec to highest). for a total of 28 systems removed.