Aggression 101
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Class Information
This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.
General Information
Illustration link for class description on the Eve University forum: http://xxx.jpg
Describe the general purpose and objectives of the class, and the intended audience.
- Duration: xxx minutes/hours [and an additional xxx minutes/hours for the optional practical exercise]
- Location: Docked up safely in a station [in Aldrat] / Meet at the UNI POS / Other
Class contents:
- High level class topics
- Key sections of content
- Outlined in sequence
- Q&A
[* Practical exercise]
Student requirements:
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
- Access to the Class.E-UNI in-game chat channel
[* A suitable ship, of the xxxxx type and fitted for xxxx, for the optional practical exercise]
Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A. [An optional practical exercise follows.]
Notes for the Teacher
Required materials:
- Class.E-UNI chat channel, to receive questions and post relevant links
- List any relevant links to teacher's references on the wiki or other resources, if needed
- Describe any ships, fittings, modules, or tools required to have on hand, if needed
Any particular notes or tips about how to deliver the class go here.
Class Contents
Introduction
Welcome to this class on xxxx!
This course is designed primarily for....
Over the xxxx minutes or so, we shall cover......
(Instructor should then introduce himself or herself - covering relevant experience level and background.)
We have a few ground rules for this class:
- Please put your Mumble settings on "Push to Talk" if you have not already done so.
- Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
- You should be [docked up safely in a station [in Aldrat if you intend to participate in the practical exercise], or located....]
Everyone ready? OK, then - let's begin....
What is aggression?
commit a "hostile" act, get an aggression flag
- 15 minutes
- gives other people the right to shoot you
6 ways to get an aggression flag:
- can flip: aggression flagged to corporation
- attack a neutral (gcc):
- aggression flagged to everyone
- sec status loss
- CONCORD (high sec)
- war target
- permaflashy
- -5 sec status
- flashy to everyone
- attack a flashy
- aggression flagged to your target only
- assist someone with an aggression flag
- inherit any aggression flags on the target
Note: war target and permaflashy aren't strictly "aggression flags" (since they don't expire after 15 minutes), but they otherwise behave the same.
- when you are aggression flagged to someone, you are "flashy" towards them
Important x3
IMPORTANT: flashy is NOT mutual. Just because someone is flashy to you, that doesn't make you flashy to them.
- Big mistake when dealing with can flippers: see flashy, panic, shoot flashy. NOW you are flashy to them. Don't do it.
- Similar on gates: if a flashy warps to the gate at zero, you don't necessarily want to shoot them. More on this later.
IMPORTANT: no rule against "locking" (yellow boxing).
IMPORTANT: yellow boxing doesn't mean much. Yellow box occurs when you are *locked*, not when you are being locked. Good PvP pilots will queue their weapons so that they auto-fire as soon as you are locked.
- this is how people shoot stations: weapons "hot", click wrong target, stations get locked fast. Don't turn off warnings unless you *really* know what you are doing.
What happens when you go flashy?
You can be freely attacked by those to whom you are flashy.
- CONCORD won't get involved
- No security status loss
- Might make them flashy to you
Duration
Aggression flag lasts 15 minutes from your *last* hostile act. Any hostile act during that time will reset the timer.
- this is why we abandon wrecks - they can be used to acquire, and *extend*, aggression timers.
Aggression and Timers
Gate and station timers
Any aggressive act will give you a 60 second timer. While this timer is active, you cannot:
- use jump gates
- dock at stations
This applies to you and your drones
Does not apply to "assisting". Assisting will transfer aggression timers, but NOT gate timers.
OOC repair and station / gate games
- while OOC, no aggression timer, unable to be attacked
- repair WT (or other flashy). This aggression flags you, but doesn't give you a gate timer. Can jump or dock at any time.
Other timers
- agression timer: 15 minutes
- gate/undock aggression timer: 60 seconds
- undock timer: 30 seconds
- gatecloak: 60 seconds
- session change timer: 30 seconds
- undock, jump, change fleet role, change ship
- being reduced / removed in 2011/2012 Winter Expansion.
Kill rights
if you illegally kill someone who doesn't shoot back, you get kill rights. This lets you engage them at any time, even in high sec. Once you kill them once, the rights expire. Also expire after 30 days.
- Query: can target shoot back?
Going GCC
unprovoked attack on non-flashy in low-sec.
- DON'T do this in high-sec. CONCORD will pay you a visit.
loss of security status
- bigger loss if you kill the ship
- even bigger loss if you pod them
become gcc:
- anyone can freely attack you
- lasts for 15 minutes
- gate guns and station guns will attack you - resets the timer
- don't go into high-sec - CONCORD will come for you.
- NPCs won't attack pods
- if they don't shoot back, you grant kill rights
Aggression games
OOC repair (see above)
aggression transfer
- Liek Darz and nightmare kill - http://killboard.eveuniversity.org/?a=kill_detail&kll_id=9081
- "bad guys" remote rep an aggressor, inherit aggression flag
- target sees bad guys go flashy, shoots, gains aggression flag
- bad guys pop target
- can flipping
- IMPORTANT: in high-sec, ONLY war targets can shoot you unless you do something to them first. If they haven't shot at you, *don't shoot back*.
extending aggression
- every time you attack, you reset the aggression flag
- flashy (non-permaflashy) turns up on grid, you shoot at him, he doesn't shoot at you
- just extended *your* aggression flag
- waits for his flag against you to expire, then engages selected ships. Your allies can't shoot back without going gcc.
- See Ynot Eyob thread.
- also used by high-sec pirates
Jump gate games
- flashy lands on grid at gate, waits for entire fleet to engage
- you now cannot jump for 60 seconds
- (a) jumps and gets away, since no-one can follow to tackle them
- (b) bad guys now warp in and engage while you can't fleet through gate (also works at stations)
- solution: always reserve some gate-tackle who does NOT engage, but jumps through to tackle when bad guy decloaks
Questions
Class Wrap-up
- Thanks for attending this class!
- I would appreciate any feedback from people on how to improve the class