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A new guide was written by the ISK team. This guide attempts to introduce the complex world of PvP (Player versus Player).
The creators of this guide deny any responsibility for any harm or loss, including loss of business, interruption of business activities, losing connection to or relationship with family, and even losing connection with reality itself. The responsibilities of the creators are only applied within the pages of this book that you are reading now. The information provided in this book should be used at your own risk. The creators take no responsibility for any addiction that the universe of EVE Online can (and will) cause. :-)

Despite the already-known game mechanism, the PvP will not be a predicted activity since the enemies are other human players, so you must be prepared against not the game’s Artificial Intelligence but another human mind, attitude, psyche. Be ready: as there are many players, there are endless different strategies, numerous ships, setups, battle situations: all of them give the real variety, which makes our adrenalin “green light”. Sooner or later, the PvP will be the part of the game why you are playing EVE Online for. You may find thousands of other things to explore, to learn, to experience, to try, but none of them, nor their causalities, will give you real excitement like the PvP and its intensity, the real enemies: the challenges to defeat other players, and protect yourself against them.
However much you play, there are no pilots who have successfully completed everything or who have trained every skill this universe has to offer. This Industrial-Sized Knowledgebase is beneficial to all pilots. It covers nearly everything a pilot may experience within New Eden. If you wish to know something, just look it up here. You do not have to be familiar with everything contained within these pages, just open this page and you will find your answer.

Preface

What Is PvP?
Sooner or later, this will be the reason you are playing EVE Online. Then, there will be more things to do, and when you find them, you can’t wait to learn and try them. You’ll have long evenings, spending the time, counting rewards, filling up your wallet, satisfying your love of the game. You’ll see how you’re growing up, how you can drive better and bigger ships day by day. Stronger and faster weapons will be controlled by you, and in a while... you won’t find any NPC who can face you.
However...
Imagine... you’re playing chess on your computer: it’ll be fun for a while, but later, the program, and its every step, will be well known, and thus, it’s turning into a monotone game. The only purpose to gather experience for the real fight. This is just an opportunity, to learn the rules of chess. Most likely you would like not only to know the rules but use them against somebody, feeling the adrenalin rushing through your veins. Then, YOU WILL NEED PVP!
This is that part of the game, when you use your ship and all of its equipment to defeat or destroy the enemy controlled by another human player.
You are flying in the space, when somebody appears 5-10-20 kilometres from you all of a sudden. Within a second, you realize this is an enemy, and you start the targeting system, locking the ship fast. Once this is successful and the targeting is stable, you activate the strongest cannons of your ship, loaded with the best ammunition found in the universe. You’re watching the disappearance of the shield then the metal armor then the hull with well-placed hits. Obviously, the enemy won’t be quiet and numb, he will do something. The most common reaction is shooting back. Or flee... (if it’s a fast ship.) Or he calls some backup... Might as well, 30 of his friends can appear at once, and this “meeting” may be your worst nightmare.
Meanwhile, your blood pulsates in your vein, and the battle-fever carries you with it. PVP in EVE is complex and many-sided, not like a cube, but sort of... a globe. The previous examples just a small part of the whole PVP system. Choose your own style: be a lonely warrior, hunting for the prey, or you could be a pirate, who brings the worst days for the couriers, or even you could be the champion of the truth who is hunting the pirates down, turning them into ashes. You can be a member of a hundreds of ships' fleet, rampaging the whole galaxy, changing the life of thousands of players, a member of a fleet... who is watched by tons of people, cheering or hating whether you manage or fail. If you are suitable for it, lead the fleet, be the commander. Be the one, who chooses the tactics, who leads hundreds of people. Who says the word – FIRE!, and battleships and stations will burn.
The only one way to avoid PVP is if you are not sitting in a ship, and you don’t undock from the safe station. But this is like... watching the switched off television – you can do it, but you won’t enjoy the TV shows. Perhaps you are scared because you’ll be shot down by thousands of battleships at once at the moment of undocking.
But this is not so serious, don’t be paranoid.
In the centre of the galaxy, there is a safe zone with plenty of solar systems, called High Sec. While you are moving through these systems, you are in a relatively safe situation. These systems have 24 hours police control, and if somebody attacks you without or with any reason, they come all of a sudden, killing the aggressor immediately. If you are lucky, it’s happening before you are shot down; if you’re not, you can watch nothing but the revenge (By the way, this police control is called, CONCORD).
If you are a nice guy, not disturbing others, not carrying expensive stuffs, not sitting in expensively fitted ship, then, these systems are going to be safe for you, and nobody will hurt you.
Around the safe systems is the next outer ring, the Low Security zones. No CONCORD here, this is the pirate’s paradise. Come here only when you’re in a team, or sitting in a fast ship. You can be a target here any time. Why? Because you made the biggest provocation in the EVE: YOU EXIST, AND YOU ARE THERE. But if you do anything here, aggression or robbery, if you hurt anybody, then, you’ll be officially a “bad guy”.
Beyond the Low Sec ring can be found the 0.0 systems. This is the real no man’s land. You can count on nobody but your friends and team mates only. There are no good guys and bad guys any more but enemies and friends. If somebody is not with you, then, they are against you.
PVP is everywhere. This is that part of the game, where you are really playing with the other players. When you not just live next to each other but your actions directly affect the others’ actions. When your enemy is not the computer but the more unpredictable human brain. PVP is that part of the game, where you are really in. This is the stage, where what counts is what you are capable of, and how much experience you have.
Sooner or later, PVP will be the game in game, why you are playing EVE Online...
The Definition of PvP
PVP means Player versus Player. ( I don’t think that this is news, but who knows?) When a PVP occurs, your enemy won't be an Artificial Intelligence but another human player. His reaction is not controlled by foreseen algorithm. No. The human is thinking. Which means, you won't be able to predict his manoeuvers, fits, and whether somebody is coming to help him or not.
The EVE’s speciality: everybody is playing in the same universe. One simple fight could cause a whole war among hundreds or thousand players.
That's why PVP, unlike the NPC hunting, requires different preparations, fittings, strategy. Besides, PVP has its stake: if your ship is destroyed, and your pod too, you'll lose everything – the ship, and all of the Implants in your head. Furthermore, if you didn’t upgrade your clone, you can lose a certain amount of your skillpoints This non-ignored nuance makes PVP exciting and unique among other human players.
PVP means not just the 1 versus 1 fight, but, based on the actual situation, can be 10 versus 1, or possibly even 500 versus 500. Thanks to the EVE's system and the vivid fights, many type of PVP can occur. But neither the attendance, the learned skills, or the ships with the best modules can guarantee your achievements if you have no experience in battle. The most easy wins are happening due to the scared and ignorant enemy, and not because the slight amount of the skillpoints. That's why every player has to understand: the best and only way to increase your experience is the fight against other players as much as you can.
In PVP, the experience, the mental preparation, speed, and organization, furthermore (if we are speaking about a fight among multiple players), a great commander (FC: Fleet Commander) ismore than necessary.
Why Is PvP Good?
It depends on the people. There will be someone, who is seeking the challenges, travelling across the galaxy, others wants to be a part of a bigger event, and then, in the end, they lean back in the chair, thinking, being satisfied; “I helped to build our empire.”
Besides, some players, even though they’re not enjoying the fight with someone else, cannot avoid the self-protection in the area where they live. In the latter case, these people can’t avoid the fight with pirates, who are hunting for the tradesmen’s goods, or with the enemy conquerors who want to take the systems where they live. Due to this, the best way is to prevent the losses, and studying how to protect ourselves. We must get more and more experience in the area of PVP.
Even though there are countless opportunities, PVP is everywhere in the universe of EVE.
Why is the EVE Online’s PVP system different from other games’?
EVE Online is, maybe, the most complex MMORPG. Due to this, most of the players are coming from the near adult age. Compare to other games, the biggest difference is in PVP system. Thereare not separated PVE or PVP servers, the two game styles (as it was mentioned before) are mixed with each other in a huge universe. 80% of the reachable systems are based on the challenge among players, where they are gathering under a flag of a small or a big company.
And now, we reached an interesting point of the PVP system: Every single pilot, even the bigger communities, can set up a standing based relationship, which is the base of PVP, and political activities.
The smallest communities are called as Corporations. Then, these Corporations could set up a bigger organization among them, called an Alliance. Both the Corporations and the Alliances can set up the standing among them, and this can be both positive or negative. This is the implementation of the real life politics, because these situations are created and controlled by the players, not by the server. Compared to other games, this is a big difference. Joining this life means you won’t be a member of a server-controlled organization, but a real, player created one.
This is how the EVE Online politics work. The relationship among the player-controlled-areas decides who the enemy is, and who is not. This is the origin of the vivid PVP situations, because nobody wants to see enemy players on friendly territory, letting them to steal the resources, or even conquer the whole systems.
Compare again to other MMORPGs, the second biggest difference is the complexity and opportunities of the teamwork. Obviously, you can find the classic roles, like the healer, damage dealer, crowd control, but there is no limit. No matter how many player wants to join the fight, everybody can, and thus, you’ll be a part of great epic battles among huge fleets. To do this, plenty of preparations, planning, examination of tactics, equipment’s mass production become necessary. Generally, the smaller fights and battles are the most frequent events, where the tactics is the first priority. This is not just the click-like-a-crazy game, pushing two buttons, no. You must follow every tactical movement, listening to the commander, taking positions on the battlefield, and in some unforeseen situations, you need to improvise. Every battle and fight needs some preparations, and because of this, wiping out or taking up the strategic sources of the enemy are recurrent. This could be either a simple small action, or the biggest fleet operation you’ve ever seen. And thus, a proper number of players is required.
Eventually, let me say something about my personal opinion: PVP in EVE is the final stage of the game, and can be more and more enjoyable with your advanced character. In a while, most of the players can’t find any challenge in the High Sec systems. Everything becoming tedious. Boring routine. Where there is no risk, no chance to taste the real opportunities. However, in Low Sec and 0.0, getting both the real experience and the billions of ISK could be relatively easy. The boring routine shall be replaced by excited moments, well organized teamwork. This is the MMORPG part of the EVE, because in High Sec, you could fly alone, in safe, but doing this in the less secure systems requires great teamwork, and cooperation. With more and more advanced characters, the players have to move forward, enjoying this game much better, and in order to do this, you must know PVP... because this is not just a phrase, but a complex knowledge.
The Psychology Of PVP: Fear And Intimidation
“Don’t Panic!”
The battle’s achievements in EVE Online are not always based on the difference among the ships or the power relations. Beside strategies, the mental preparation, the presence of mind, braveness, agility, experience are more important than the shiny fittings and tons of skillpoints.
“It must be Thursday. I never could get the hang of Thursdays.”
Many people think that PVP is avoidable, or can be a passed over to someone. Who lived in Low Sec, or 0.0 systems knows, this is wrong. Many players say: “Okay, I'll be hiding till pvp players fighting, because I am an industrial player.” These people are docking instead of the combat, and if somebody attacks them, they activate the warp drive, running away. They think, only the money making and other peaceful activity is enough to keep the status quo. In the EVE slang, they’re called as “carebears”.
In spite of the different game style, all of them can be important to the Corporation, or the Alliance, they cannot be changed, or controlled by each other. It is important to understand, PVP is that part of the game which makes these game styles in Low Sec and 0.0 complex. PVP provides the home and survival, and thus, this is the base stone of everything.
If somebody always flee from the combats (especially in daily, intensive game style), the permanent uncertainty, fear and frustration will be unavoidable. Some player are unable to get over the first PVP losses, and they quit the game, or going back to the safe High Sec zone.
But this is not a solution. Everybody shall recognize, sooner or later, that the billions of ISK means nothing. It’s not equal to the high PVP experience. These are strictly separated from each other; without PVP, you can’t play freely, self-confidently. You need to change your mind a bit, thinking in a different way, otherwise, the game becomes boring. And nobody wants to play with a boring game, because the real challenges in EVE, the great opportunities of the teamwork, everything shall be gone...
“He felt that his whole life was some kind of dream and he sometimes wondered whose it was and whether they were enjoying it.”
Some players are unable to enjoy PVP, they don’t even want to sit in PVP fitted ships. They think, to avoid the dangerous situations, not joining to the OP fleet save them from the ship losses, and they can do whatever they want. But this is wrong.
This is not the key for the long life in EVE. There will be always someone who wants to try hunt them down, and thus, no place to hide, and not even respects for their losses. These players are the easy targets, because they aren’t able to protect themselves from the dangerous enemies. This is a general problem, the non PVP players can’t hold the systems against an invasion, and not even from a small attacking fleet.
As I mentioned before, the EVE allows many game style, including carebear activities and PVP efforts.
But PVP is different, nobody can do it instead of you. It doesn’t matter what you like, what are you interested in, sooner or later your home systems, your Corporation, your Alliance, and the daily life, politics, standings, are demanding the attendance in the combat situations, wars, POS attacking or defending, beside your favourite in-game occupation.
Do what you like, enjoy every moment in the game, but always take some time to study PVP! You can think, you are good in special things, or you're just a small cogwheel in a big machine, who can be easily replaced by hundred others when it's time to fight. Nobody shall sit in any ship, chasing the enemy, protecting your home instead of you. It doesn't matter what you are good in, but if you don't fight in the main events when the Corporation or Alliance in need, you'll be named as useless (I heard worse words than this).
Due to this, making the first steps are essential. Practice as much as you can, gather more and more experience. The best place for this is the test server (Singularity), where you can try, or use anything, without consequences. You don't need to pilot T2 ships unless you can feel, you can do it. Use T1 ships, frigates, cruisers or anything. Go for more and more Fleet Operations, fight once you have a chance, in order to study the base steps of PVP.
„- You know, it's at times like this, when I'm stuck in a Vogon airlock with a man from Betelgeuse, about to die of asphyxiation in deep space, that I really wish I'd listened to what my mother told me when I was young. - Why? What did she tell you? - I don't know! I didn't listen!”
Most of the losses are the consequences of the panic, and non organized actions. The people not watching, or not using the communication channels, they are scared instead of the mostly needed self-confidence, which can be the demonstration of power by itself. Sometimes is enough, because several gang were chased away, or stopped when the scout, or the tank ships were shot down at the first contact. And the pod had been destroyed as well. Eventually, these players are reporting something else. They say, it's a big fleet, but it's just a few ships. Why are they doing this? In the worst case scenarios, if you could stop a bigger fleet than yours along with an organized fleet operation, that's a scary, powerful demonstration, and they won't know exactly what they are dealing with. The same reversed situation when you are caught by someone else. In these cases, the real enemy is not the pilots, who are trying to shoot you down, but the panic, the helplessness. But if you can destroy the warp jammer ships fast, making you able for escape, it maybe even chases them away. This'll help you in the successful escape from the traps, gate camps, anything. But some pilots are still scared, not recognizing the real options for survival. That’s why they die.
Systems where the intel is useless, where the dwellers are controlled by fear, where no defence fleet which can stop or chase the conquerors away, they are the main hunting areas for the smaller pirate gangs. The carebears are always easy preys, their ships are not fitted for PVP, because they’re only doing agent missions, asteroid mining, and they have no experience in self-protection.
Many new players are still not believe in, but even when the Local is more than fifty or seventy, a few experienced pilots can raise and keep the total terror. They will hunt down even dozens of ships, because the couple of hero-wannabe, but unexperienced pilots without organized operations are nothing but animals at the slaughterhouse. They’re going to be killed, one by one. In this case, a weaker fleet, but with brave, fearless, experienced pilots under a great fleet commander can cause a whole terror in the system, acting with high efficiency.
“If anything is more important than my ego, then I'll go to catch it, shoot it.”
The psychology of PVP is a very important element. Can be a good motivation, showing what they are capable of in person, or as a part of a team. And the standings are not just directions. The brave, loyal, heroic efforts are the base stones of the Corporations and the Alliances. Somebody wants to be respected, and others want to be just a part of a public game style. But if you have experience, you are fearless, self-confident, then you can be a useful member of your team, defeating more and more enemies, winning impossible-to-win battles.
Prepare for that, in PVP, you won’t be able to gather, to collect experiences alone. You’ll need a good gang, with a great FC (you know, Fleet Commander), furthermore, you’ll need partners who share their knowledge about the battles.
But you can study as much as you can, the real recognitions are coming from the battlefield; at the stargates, at the stations, in the deep space. You can understand what you may or may not to do, but you won’t feel it until you do the first mistakes, bad moves. Only then you’ll be able to do the real studying.
“I think I found it easier to hate them. I had to feel something; being neutral about it implied that I did not care enough to form an opinion. Without that, there would be no reason or drive to continue. The feeling of hate allowed me to be here, to do what needed to be done without pause or contrary thought.
I did not pity them, though, for I had run short of pity long ago; so much so that I had none to give, even for those who needed it.“

Before you undock: Clones and Insurance
“Pirkotan screamed a silent curse. His fate was sealed. He had been sacrificed for the greater good of the Caldari State, like a cog in a great, machine.
Just before he passed into a murky slumber, Pirkotan read the motto of the Caldari Navy embedded on the captain's sleeve: 'All for the Good of Many.'
Medical Clone
Compared to other games, there are no “save points” in EVE, which clearly makes PVP exciting and creates the infamous risk-vs-reward dynamic that EVE’s so well known for. But what’s happening when you lose your ship your pod? Where do you end up? Well in your new clone, of course! If you lose your life anywhere in the universe, your clone will be activated and you’ll awake in your new body.
Find a station with a Medical cloning center and purchase your new clone. It’s important to realize that the quality of your medical clone is important. Medical clones are designed to save a certain amount of skill points, and if you have more skill points than your clone will hold, then you risk losing some of those skill points when you die. Always check that your medical clone is up to date, and of a sufficient level. Each time you die, your clone is reset, and you will need to purchase a new medical clone. If you’re in an NPC Corporation (the default corporation you began the game with), just choose a station that belongs to that corp. If you’ve joined a Corp led by players, you can choose a station where your Corp has an office.
Stations with a cloning facility can upgrade the copy of your body. Note that you can have only one active clone (the one you’re traveling in and fighting with right now). The medical clone sitting in a far-away station isn’t earning skillpoints on its own; think of it as a blank template, waiting for your personality and experiences to be inserted. It’s absolutely critical that you keep your medical clone updated so that if you die, you won’t lose any skill points. To do this, purchase the clone with the skill point capacity one tier higher than the points you have now. When you die (and in PVP, you will, often) you’ll simply wake up in your new body. This is the only fly “safe”. By the way, if your pod is destroyed, all of your Implants will be automatically lost. Keep a few spare ones at the cloning station.
The clones and PVP
Let’s check this in respect of PvP. If somebody doing any PVP action, the pod’s explosion, sooner or later, will be happening for sure. In that case, the medical clone, becoming the active body, will be activated. When it happens, the first, most important thing to do is the “clone upgrade” in order to prevent ourselves from losing skillpoints. Many players forget this important thing. When you have to learn a level 5 skill again, that’s... sucks...
Under some extremely dangerous situations, such as being surrounded by the enemy, or being in the middle of a Corporation war, and your medical clone is in a station where no medical facility, this upgrading won’t be so simple. That is why your Corporation or Alliance has to own a station with cloning facility, or to protect the safe route to the nearest one. Medical clone has an ability: you can place it to somewhere else. You can use this when you are moving to another systems, or in case of an invasion, or evacuation. Great solution for the fast removal: the Corporation is going to rent an office (at an NPC station, or a taken outpost), then the capital ships, Jump Freighters are collecting the pilot’s stuffs, and the only one thing a pilot has to do is the self-destruct. Although, you’ve never been there before, and you have no installed jump clone in the destination system, you can be awoken at the new place thanks to this medical clone ability. This can be useful too when you’re moving into 0.0 systems, and the waypoints are full with huge gate camps.
We assume you’re engaging or want to engage in PVP (why else would you be reading this guide?) so let’s go over a few very important rules about clones. You just read this in the last paragraph: you have to make sure you have an upgraded clone available. If you don’t, then when your pod goes “poof” and you wake up in your new clone, you want to be as smart as before. That won’t happen if your current skillpoints exceed the clone’s capacity. Your new, slightly dumber clone will awake and be forced to re-learn skills. Do you remember the 18 days it took you to get Cruiser V? You don’t want to have to repeat that. So be sure to keep your clone upgraded.
PVP is full of extremely dangerous situations, including having your home system being assaulted by enemies. Your Corp or Alliance might have a POS that includes a cloning facility (that’s good) but if you get podded and wake up in your clone, you’ll need to grab a new ship and try to get back into the fight quickly. Be sure to understand where your Corp or Alliance’s preferred “respawn” point is, and how it will be protected.
That’s the good news about medical clones: you can ‘move’ them to a different facility. Keep this in mind as you plan for normal living in 0.0, as well as in case of invasion or forced evacuation. For example, it’s a good solution for removing yourself quickly from a system if your corp is ‘bugging out.’ In this case, your corp would rent an office at an NPC station or at an outpost under their control, then assign capital ships and jump freighters to collect everyone’s stuffs from the old location and transport to the new one. You simply self-destruct your pod and wake up in your new home. Decide if the tactical situation calls for this, but know that it’s an option if you need it.
Jump Clone
Jump clones are different from medical clones: they can be activated once every 24 hours and you can have multiple jump clones spread around various stations. You can lower the 24 hour time limit by training Infomorph Synchronizing skill (you’ll knock an hour per level off). Why is this good? Once a day, you can jump from your current body to another body. This can save you enormous amounts of time, and can save your expensive implants, especially if your alternative is undocking in a deadly system surrounded by enemies.
Where can I install a clone?
In order to use a Jump clone, you'll need three things: the skill Informoph Psychology, a station with a cloning facility, and high enough standings towards the Corporation that owns the station. There is a third way that’s slightly more rare: installing your new clone in a capital industrial, or in a supercapital (Titan), with a fitted Clone Vat Bay module.
Jump clones in PVP
We said earlier that you can place jump clones only where your standing is equal or above 8.0. To reach this standing, especially in empire space, you’ll have to do many boring agent missions for the NPC faction. Another option is to join a corporation with standings already at the proper level; there are several that anyone can join free of charge to create several clones at once. However, in 0.0, it can be much easier. All you need is a friendly outpost to install your clone there. The fastest way for you is to self-destruct and wake up in your medical clone at the destination system, then fly to several nearby friendly outposts and install several jump clones.
With Informoph Psychology fully trained you can have 5 jump clones, plus your current active clone. It’s very useful to have several different clones.
For example, one for fast learning with the highest grade attribute implants you can afford, one empty clone for nullsec PVP or dangerous situations such as war declarations, maybe one with Slave implants which boost your armor buffer, or one with Crystals which increases your active shield tank. Or you might choose to have them in different regions to hide from war declarations, or even just for running different operations in several regions.
TIP: Never forget to upgrade your clone before you go for a fight, because losing skillpoints by not having an up to date clone is not fun!
Insurance
We live in a dangerous world, and the EVE universe is no exception. If you get caught by an enemy patrol, or don’t do enough preparation when you’re travelling through less secure systems, you will find yourself in your pod and your ship will be gone. And you’ll be sad because replacing your clone, your implants, and your ship will potentially be expensive.
You can purchase ship insurance, which won’t prevent you from a bad ending, but at least it can give you a second chance, especially if you’re a fairly new player without a pile of ISK. When a ship that’s insured is destroyed, you’ll get a payout. This helps you continue your career in the universe of EVE. Note that only your ship hull can be insured; modules and cargo are not.
When you’re in a station, the Insurance button is available. The menu popup contains your ships in this station; just choose the one you want to insure. Next you’ll select the type of the insurance. The cost depends on the ship type and class, for X amount of money, you'll get Y ISK, if your ship is destroyed. The highest tier gives the best return for investment.
This insurance system has changed a bit recently. The in-game insurance company is moving away from the mineral cost of the ship to a more accurate value, based on the current market prices. This has made T2 ships insurable, as they were previously too low. Insurance can take some of the sting out of your losses, especially when you move up to capital ships.
A few things to know
Your insurance will be gone if the 12 weeks contract period is over, and/or you repackage your ship. The insurance will also be void if you contract the ship to someone else. You can insure your ship for the Corporation as well, if your corp has an office at that station, and hangar too, and you have access to the corporation wallet. In that case, of course, the corp gets the insurance payout if your ship goes boom.
TIP: Before you jump into a PVP fight, always check your ship's insurance.
Flags and timers – Life and death in PVP
There have been many changes to the basic mechanics of PVP since EVE’s first beginnings, but none have changed the rules quite so much as the Crimewatch V2.0 released in Retribution
All actions / interactions now cause players to gain a flag. These flags all have a specfic cooldown timer, which starts after the action causing them has stopped. If another flaggable event is trigged during the cooldown the entire timer is restarted from the beginning.
PVP & NPC Flags
You’ll get a PVP flag for any aggressive interaction with another pilot; it doesn’t matter who starts it. Both parties will gain a PVP flag of 15 minutes and during this time both pilots will be unable to log off safely in space. The NPC flag works the same way except the timer is only 5 minutes. If you log off during the active flag, your ship will perform an emergency warp (assuming you are not under warp disruption effects) 100,000km in a random direction, then sit at this spot until either the timer has passed, or the ship/pod is destroyed.
Important: Your ship can be scanned down by the enemy and destroyed after the emergency warp, even if you’re not logged in.
Limited Engagement Flag
When you aggress someone or accept a duel with them, you enter into a limited engagement with them. This timer lasts 5 minutes from the last aggressive action from either side. Once entered both sides can legally shoot each other without outside action from other players or Concord. Unlike inheriting the weapons flag, any ship giving remote assistance will gain not only a weapons flag, but a Suspect flag - this can be considerably more uncomfortable for them.

 

 

 

 

 

 

 

 

 


Suspect Flag
A suspect flag is gained for many things, most of them involve breaking the rules in some way. A suspect flagged player is a legal target for ALL players in any system, even in highsec! The flag carries a 15 minute timer which only stops when you stop all aggressive actions. You can gain a suspect flag in many ways:
•For shooting/aggressing someone who has higher than -5.0 security status (that is, someone who’s not anoutlaw)
•For stealing from a wreck or container that is not yours or your corporations. (NOTE: Blue wrecks/containershave been abandoned and are fair game)
•For giving remote assistance to an already suspect player
Criminal Flag
This flag is gained for illegal activities. In lowsec you’ll only gain this flag for aggressing a capsule of another player that is not an outlaw. In highsec, you’ll gain this flag for any aggressive action against an illegal target (that is, a ship or pod of non suspects). You can inherit a criminal flag if you attempt to render assistance to an already criminal player (for example, helping that criminal with remote repair or drone assistance).
Sentry Guns & Flags
Sentry guns are mounted around all stations and stargates in lowsec and highsec. In lowsec, if you get flagged with either a Criminal or Suspect flag, these guns will open fire on you until either you’re destroyed or you warp away. If multiple targets are flagged, the guns will switch randomly between targets. Sentry guns will never shoot capsules. Sentry guns also have a short memory and do not talk to each other.
If you gain a suspect flag in range of the sentries (150km from the object they are protecting) they will shoot at you, however once you initiate warp they will stop, even if your warp tunnel is short enough to land on the same grid as you started, and still in range! Warping to a station or gate with a suspect or criminal flag does not gain sentry aggression. They will ignore you unless they observe the incident. Sentry guns do not shoot you for looting from wrecks or containers, but you’ll be flagged as a suspect and everyone else can shoot you.
Working Examples
•A player shoots another player in an asteroid belt and gets flagged as a suspect. He warps to the gate. In thiscase, the gate sentries will do nothing.
•A player shoots another player next to a station and gets flagged as a suspect, plus he draws sentry aggression.If the player warps off to another station, the sentries on the second station will ignore him. He then warps back to the first station and the original sentries will now ignore him.
Highsec Concord & Flags
Concord reacts in highsec to the criminal flag. A pilot flagged as a criminal is a legal target for all pilots. Once you’re flagged as such, you’ll be unable to initiate warp, dock, activate stargates or acceleration gates, or use Cyno travel in any form. Essentially, you’re stuck with fighting or hiding in a safe spot.
It takes time for Concord to show up and shoot you in the face, and this time depends on the security level of the system you’re in. Concord’s reaction is nearly instant in 1.0 systems, and it takes a little longer (perhaps several seconds) in 0.5 systems. When Concord spawns they’ll use heavy ECM to break your weapons locks and attempt to overwhelm your defenses with high DPS. “Tanking” Concord is technically against the rules and anyway is difficult to accomplish. Concord won’t target or destroy your pod, which will allow you to escape.
Once in your pod, you’ll be able to initiate warp, use stargates, and dock as normal so you can grab another ship and get back to your nefarious activities, but be warned: any weapons timer restrictions may still be in place.
If you’re already flagged as a criminal and you jump into a highsec system in a ship, or undock from a station in a ship, you’ll draw Concord aggro again, and you’ll be unable to warp away from the station, gate, or wormhole. And then, very shortly, your ship will again be destroyed. Undocking or jumping into highsec in your pod won’t incur Concord’s reaction, but you’ll still be a legal target for all other players.
NPC Agression in Highsec, or, “Screw da police!”
Highsec is controlled by one of the four main factions (Ammar, Caldari, Minmatar, and Gallante), and as your faction standing or concord security status gets lower you will find that the NPC navy police will start to chase and shoot you. These are the ships you might have noticed guarding the gates in highsec. They will also spawn if you have low sec status or faction standing and jump into highsec via a wormhole.
The following applies:
- Players with -2.0 or worse will be attacked in 1.0 systems
- Players with -2.5 or worse will be attacked in 0.9 systems
- Players with -3.0 or worse will be attacked in 0.8 systems
- Players with -3.5 or worse will be attacked in 0.7 systems
- Players with -4.0 or worse will be attacked in 0.6 systems
- Players with -4.5 or worse will be attacked in 0.5 systems
So a pilot with low standing towards Gallante will be attacked in highsec, even if his Concord standing is positive.
Members of faction warfare are considered hostile and will be attacked in the opposing two zones.
So for example, joining faction warfare on the Gallante side will prevent your safe travel to Jita. Unless you are flagged as a suspect, only the NPC police can shoot you (or members of opposing faction warfare corporations).
Once your sec status is -5.0 and lower you will be considered an outlaw in all highsec regions, and any attempt to travel into these regions will provoke an NPC police response. Adding to your headache, you’ll also immediately be flagged as suspect and you become a legal target for all players.
The Navy police are relatively easy to avoid in most ships. They tend to use webs prior to using scrams, which often helps you into warp rather than actually holding you at the gate. They aren’t Concord and don’t have WTFBBQ weapons; instead they’re more like NPC’s found in harder missions. They can be tanked and even destroyed if needed. Usually unless your ship aligns ridiculously slowly, you can just hit warp to the next gate or station and avoid them.


 

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