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public:dojo:wiki:basic-null-guide [2019/01/07 21:24]
Carl en Perkins Updated the information on Jump Gates, added a picture for setting up autopay on gates, fixed a typo, and put fixed the links to the updated CCP page and a working updated jump fatigue calculator.
public:dojo:wiki:basic-null-guide [2019/05/05 01:25] (current)
Aernir Ridley Udpated Timers
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 This can sometimes cause problems for fleets, since if some players have timers and some don't, the fleet can become separated by jumping through a gate. On fleets you will often hear the FC say "Do not aggress"​ when an enemy is on-grid; this is because the FC wants to be able to escape the system safely without waiting out aggression timers. This can sometimes cause problems for fleets, since if some players have timers and some don't, the fleet can become separated by jumping through a gate. On fleets you will often hear the FC say "Do not aggress"​ when an enemy is on-grid; this is because the FC wants to be able to escape the system safely without waiting out aggression timers.
  
- +<​well><​grid><​col md="3">
-| {{https://​wiki.eveonline.com/​wikiEN/​images/​3/​39/​Crimewatch2_0_NPCTimer.png}} |+
 | **Non-Capsuleer Log-Off Timer** (5 Minutes) | | **Non-Capsuleer Log-Off Timer** (5 Minutes) |
 +| {{https://​support.eveonline.com/​hc/​en-us/​article_attachments/​201415692/​Crimewatch2_0_NPCTimer.png}} |
 +</​col><​col md="​9">​
 Also known as //NPC Flag//, this flag becomes active when you activate any offensive module against an NPC vessel of any kind, or when an NPC vessel activates an offensive module on you. This flag lasts for five minutes, and will cause ships to remain in space for a full 5 minutes after logging off. This 5 minute timer is not extended even if NPCs continue their aggression after the player logs off (unlike the capsuleer timer). Also known as //NPC Flag//, this flag becomes active when you activate any offensive module against an NPC vessel of any kind, or when an NPC vessel activates an offensive module on you. This flag lasts for five minutes, and will cause ships to remain in space for a full 5 minutes after logging off. This 5 minute timer is not extended even if NPCs continue their aggression after the player logs off (unlike the capsuleer timer).
 +</​col></​grid></​well>​
  
-| {{https://​wiki.eveonline.com/​wikiEN/​images/​a/​a1/​Crimewatch2_0_PVPTimer.png}} |+<​well><​grid><​col md="​3">​
 | **Capsuleer Log-Off Timer** (15 Minutes) | | **Capsuleer Log-Off Timer** (15 Minutes) |
 +| {{https://​support.eveonline.com/​hc/​en-us/​article_attachments/​201415682/​Crimewatch2_0_PVPTimer.png}} |
 +</​col><​col md="​9">​
 Also known as //PVP Flag// is similar to the NPC flag, this flag is activated when you use an offensive module on another player (including non-targeted weapons like Smartbombs) or another player uses such an effect on you. This flag lasts for fifteen minutes, and affected ships will remain in space after logging off for a full 15 minutes. If the ship is aggressed by another player while this timer is active, the timer will reset, potentially keeping the ship in space indefinitely. Also known as //PVP Flag// is similar to the NPC flag, this flag is activated when you use an offensive module on another player (including non-targeted weapons like Smartbombs) or another player uses such an effect on you. This flag lasts for fifteen minutes, and affected ships will remain in space after logging off for a full 15 minutes. If the ship is aggressed by another player while this timer is active, the timer will reset, potentially keeping the ship in space indefinitely.
 +</​col></​grid></​well>​
  
-| {{https://​wiki.eveonline.com/​wikiEN/​images/​a/​a8/​Crimewatch2_0_WeaponsTimerActive.png}} |+<​well><​grid><​col md="​3">​
 | **Weapons Timer** (60 Seconds) | | **Weapons Timer** (60 Seconds) |
 +| {{https://​support.eveonline.com/​hc/​en-us/​article_attachments/​201391041/​Crimewatch2_0_WeaponsTimerActive.png}} |
 +</​col><​col md="​9">​
 Also known as //Weapons Flag//, this flag becomes active when you activate any offensive module (weapons, stasis webifier etc) upon another player or NPC entity, including non-targeted modules such as Smartbombs. Regardless of the Security status of the solar system, having an active Weapons flag will prevent you from docking in any station, jumping through a stargate, ejecting from or boarding another ship while in space, and storing a ship in a corporation or fleet hangar. This flag lasts for 60 seconds, starting from the moment you open fire, and will renew each time you take further offensive action – meaning that you will have to wait a full 60 seconds after the last offensive action before being able to dock, jump etc (even if you lose your ship). Also known as //Weapons Flag//, this flag becomes active when you activate any offensive module (weapons, stasis webifier etc) upon another player or NPC entity, including non-targeted modules such as Smartbombs. Regardless of the Security status of the solar system, having an active Weapons flag will prevent you from docking in any station, jumping through a stargate, ejecting from or boarding another ship while in space, and storing a ship in a corporation or fleet hangar. This flag lasts for 60 seconds, starting from the moment you open fire, and will renew each time you take further offensive action – meaning that you will have to wait a full 60 seconds after the last offensive action before being able to dock, jump etc (even if you lose your ship).
 +</​col></​grid></​well>​
  
-| {{https://​wiki.eveonline.com/​wikiEN/​images/​f/​f5/​Crimewatch2_0_SuspectTimer.png}} |+<​well><​grid><​col md="​3">​
 | **Suspect Timer** (15 Minutes) | | **Suspect Timer** (15 Minutes) |
 +| {{https://​support.eveonline.com/​hc/​en-us/​article_attachments/​201416672/​Crimewatch2_0_SuspectTimer.png}} |
 +</​col><​col md="​9">​
 Only applicable in Empire-owned space (0.1 to 1.0), the //Suspect Flag// allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings. The Suspect flag lasts for 15 minutes, and actions that will activate the flag differ depending on the Security Status of the solar system. Pod killing a capsuleer with an active Suspect Timer will not result in security status loss or CONCORD response. Only applicable in Empire-owned space (0.1 to 1.0), the //Suspect Flag// allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings. The Suspect flag lasts for 15 minutes, and actions that will activate the flag differ depending on the Security Status of the solar system. Pod killing a capsuleer with an active Suspect Timer will not result in security status loss or CONCORD response.
  
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 In **low-security space**, targeting a player'​s ship (not their capsule) with any offensive module, including Smartbombs and other non-targeted weapons, will provoke a Suspect flag. Stealing from a container will also provoke the flag, though assisting outlaw players in low security space will not. In **low-security space**, targeting a player'​s ship (not their capsule) with any offensive module, including Smartbombs and other non-targeted weapons, will provoke a Suspect flag. Stealing from a container will also provoke the flag, though assisting outlaw players in low security space will not.
 +</​col></​grid></​well>​
  
- +<​well><​grid><​col md="​3">​
-| {{https://​wiki.eveonline.com/​wikiEN/​images/​5/​56/​Crimewatch2_0_CriminalTimer.png}} |+
 | **Criminal Timer** (15 Minutes) | | **Criminal Timer** (15 Minutes) |
 +| {{https://​support.eveonline.com/​hc/​en-us/​article_attachments/​201391151/​Crimewatch2_0_CriminalTimer.png}} |
 +</​col><​col md="​9">​
 Like the Suspect flag, the //Criminal flag// only applies in Empire space. The Criminal flag, if triggered, will always override a Suspect flag, and any further actions that would ordinarily provoke a Suspect flag will be extend the Criminal timer by the same amount. As with the Suspect flag, the Security Status of the star system will affect the actions that provoke the flag. Like the Suspect flag, the //Criminal flag// only applies in Empire space. The Criminal flag, if triggered, will always override a Suspect flag, and any further actions that would ordinarily provoke a Suspect flag will be extend the Criminal timer by the same amount. As with the Suspect flag, the Security Status of the star system will affect the actions that provoke the flag.
  
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 While in **low security space**, you will acquire a Criminal flag for activating any offensive module against a player'​s capsule, and for directly assisting any other player in possession of a Criminal flag. If you receive a Criminal flag in low security space, you will not be prevented from warping or jumping, and CONCORD will not spawn to attack you – but you will be fired upon by gate/​station sentries, your jettisoned wrecks and containers will be auto-abandoned,​ and any player may fire upon you without penalty. While in **low security space**, you will acquire a Criminal flag for activating any offensive module against a player'​s capsule, and for directly assisting any other player in possession of a Criminal flag. If you receive a Criminal flag in low security space, you will not be prevented from warping or jumping, and CONCORD will not spawn to attack you – but you will be fired upon by gate/​station sentries, your jettisoned wrecks and containers will be auto-abandoned,​ and any player may fire upon you without penalty.
 +</​col></​grid></​well>​
  
-| {{https://​wiki.eveonline.com/​wikiEN/​images/​6/​6e/​Crimewatch2_0_LETimer.png}} |+<​well><​grid><​col md="​3">​
 | **Limited Engagement Timer** (5 Minutes) | | **Limited Engagement Timer** (5 Minutes) |
 +| {{https://​support.eveonline.com/​hc/​en-us/​article_attachments/​201391141/​Crimewatch2_0_LETimer.png}} |
 +</​col><​col md="​9">​
 //Limited Engagements//​ are created when a player attacks another player in possession of a Criminal or Suspect flag, or is considered an Outlaw. They only exist between players (not corporations,​ alliances etc), and allow each party the right to attack the other without legal penalty. Limited Engagements are considered to be active while hostilities are ongoing, and will remain active for five minutes after the last offensive action has been committed. //Limited Engagements//​ are created when a player attacks another player in possession of a Criminal or Suspect flag, or is considered an Outlaw. They only exist between players (not corporations,​ alliances etc), and allow each party the right to attack the other without legal penalty. Limited Engagements are considered to be active while hostilities are ongoing, and will remain active for five minutes after the last offensive action has been committed.
 +</​col></​grid></​well>​
  
 ===== Avoiding Bubbles ===== ===== Avoiding Bubbles =====
  • public/dojo/wiki/basic-null-guide.txt
  • Last modified: 2019/05/05 01:25
  • by Aernir Ridley