Difference between revisions of "User:Cassiel Seraphim/Sandbox"

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= Important game mechanics =
 
There are several game mechanics that are important to be aware of, even if you might not know them like the back of your hand.
 
== Safety settings ==
 
{| style="background:#350000; border:1px solid #333333; padding:5px;"
 
| style="padding-right:5px;" | [[image:icon_stop.png|48px]]
 
| '''''Never change your safety settings''', unless you know exactly what you're doing or if your fleet commander gives you a direct order to change it. Otherwise you can easily make things worse and get people killed.''
 
|}
 
There are three safety settings:
 
* {{co|red|Disable safety}} - Disable safety to allow actions which give suspect or criminal status.
 
* {{co|orange|Partial safety}} - Partial safety prevents actions that give criminal status, while allowing those that give suspect status.
 
* {{co|lightgreen|Enable safety}} - Enable safety to prevent all actions that would give you suspect or criminal status.
 
=== Changing your safeties ===
 
Everyone in fleet should be familiar with how to change their settings, especially logistics pilots. Changing it is a simple matter of clicking the little dot next to your HUD-display and selecting the appropriate safety level. The default setting is enable safety (green) on a character who has never touched it and manually changing it means your new safety setting will persist until you decide to change it again.
 
{|
 
| valign="top" | [[image:incursions_safeties.png|thumb|Click the little dot right next to your HUD-display to change your security settings.]]
 
| valign="top" | [[image:incursions_safeties_change.png|thumb|Remember to click the '''Confirm''' button when trying to change your settings.]]
 
| valign="top" | [[image:incursions_safeties_partial.png|thumb|Once you've set your safety to partial safety (yellow), the little dot will change colour to represent your current setting. Remember to turn it back to enable safety (green) when the situation is under control again.]]
 
|}
 
=== Default settings ===
 
Your safeties should normally be set to '''enable safety''', which we call {{co|lightgreen|green}} safeties for short. That way you will not go suspect without getting a warning first. If need be, you could then set it to partial safety, which we call {{co|orange|yellow}} safeties for short. This would allow you to continue assisting people even if they are engaged with war targets, accidentally shot a fellow corporation member or had to go suspect.
 
 
Under no circumstances would you ever need to go {{co|red|red}} safeties, as in disable safety, in incursions.
 
 
== Understanding timers ==
 
{| style="background:#350000; border:1px solid #333333; padding:5px;"
 
| style="padding-right:5px;" | [[image:icon_talking.png|64px|Speak up immediately!]]
 
| ''If you ever get any other timer than the orange, yellowishy {{co|orange|Non-Capsuleer Log-Off Timer}} (commonly referred to as the NPC-flag), '''immediately speak up on mumble''' and let your fleet commander know. When you're dealing with the fallout of timers, catching them as soon as possible is very important.''
 
|}
 
It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreck havoc in the fleet due to the multitude of remote assistance modules we run in our fleets, combined with war and the complications that arise from that.
 
 
See [http://wiki.eveonline.com/en/wiki/Crimewatch Crimewatch] for more details on the more intricate mechanics of legal timers.
 
{| class="wikitable" style="vertical-align:middle;"
 
! style="background:#222222;" | Flag
 
! style="background:#222222;" | Description
 
|-
 
| valign="top" style="padding:0px;" | [[image:flag_npc.jpg|68px|'''NPC''' flag]]
 
| valign="top" nowrap style="background:#2a3a29;" | {{co|lightgreen|'''Non-Capsuleer Log-Off Timer'''}} a.k.a. '''NPC-flag'''<br>'''Cause:''' Combat with a non-capsuleer<small> <ref name="logoff1">The '''Non-Capsuleer''' and '''Capsuleer''' log-off timers are created when you either shoot or get shot by an NPC or a fellow capsuleer.</ref></small><br>'''Consequence:''' Ship will remain in space on log-off until timer expires (5 minutes)<small> <ref name="logoff2">This means you will remain in space if you disconnect or close the client, until the timer runs out. The '''NPC''' timer will not be renewed if you are shot while already having disconnected or logged off, but the '''PvP''' timer will. So if someone finds you after you logged out they can keep your ship in space indefinitely.</ref></small>.
 
|-
 
| valign="top" style="padding:0px;" | [[image:flag_pvp.jpg|68px|'''PvP''' flag]]
 
| valign="top" nowrap style="background:#200000;" | {{co|red|'''Capsuleer Log-Off Timer'''}} a.k.a. '''PvP-flag''' (complicated timer, see [[Incursions checklist#While at war|while at war]] below)<br>'''Cause:''' Combat with another capsuleer<small><ref name="logoff1"></ref></small>.<br>'''Consequence:''' Ship will remain in space on log-off until timer expires (15 minutes)<small><ref name="logoff2"></ref></small>.
 
|-
 
| valign="top" style="padding:0px;" | [[image:flag_weapon.jpg|68px|'''Weapon''' flag]]
 
| valign="top" nowrap style="background:#200000;" | {{co|red|'''Weapons Timer'''}}<br>'''Cause:''' Aggression against another capsuleer<small> <ref>You get the '''Weapon'''-flag whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). Unlike the PvP-flag, you do not get this flag simply by being shot by another player.</ref></small>.<br>'''Consequence:''' Unable to dock or use stargates<small> <ref>This means you cannot change sessions, which means you cannot jump, dock or eject from, store or switch ships while this flag is active.</ref></small>.
 
|-
 
| valign="top" style="padding:0px;" | [[image:flag_suspect.jpg|68px|'''Suspect''' flag]]
 
| valign="top" nowrap style="background:#200000;" | {{co|yellow|'''Suspect Timer'''}}<br>'''Cause:''' Committed a "suspect"-level offense.<br>'''Consequence:''' Capsuleers may freely engage<small> <ref name="illegal">Both the '''Suspect''' and '''Criminal''' timer means that anyone can freely attack you without [[CONCORD]] interfering. If someone engages you, a '''Limited Engagement'''-timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, our logistics would need to go '''Suspect''' (yellow safeties) in order to assist you (due to interfering with a limited engagement). In the case of being criminally flagged, CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute.</ref></small>.
 
|-
 
| valign="top" style="padding:0px;" | [[image:flag_criminal.jpg|68px|'''Criminal''' flag]]
 
| valign="top" nowrap style="background:#200000;" | {{co|red|'''Criminal Timer'''}}<br>'''Cause:''' Committed a "criminal"-level offense.<br>'''Consequence:''' Capsuleers may freely engate. CONCORD will engage in high-sec space<small> <ref name="illegal"></ref></small>.
 
|-
 
| valign="top" style="padding:0px;" | [[image:flag_limited.png|68px|'''Limited Engagement''' flag]]
 
| valign="top" nowrap style="background:#0d1917;" | {{co|cyan|'''Limited Engagement Timer'''}}<br>'''Cause:''' Involved in a limited engagement with 1 pilot ''(or any number of pilots)''<small> <ref>A '''Limited Engagement''' is basically created whenever two capsuleers are involved in combat where both parties  cannot legally shoot each other. So to ensure that you can always shoot back when aggressed, the limited engagement is created when legality isn't enough.</ref></small>.<br>'''Consequence:''' These pilots may freely engage you while timer is active ''(lists pilots and time remaining)''.<small> <ref>Being involved in a '''Limited Engagement''' means that any outside assistance will be forced to go suspect, unless you can both legally attack each other. Simply being attackable doesn't count, you actually have to have the right already, through mutual wars or your very own limited engagement.</ref></small>.
 
|}
 
==== While at war ====
 
{|
 
| valign="top" | [[image:icon_war.png|64px|At war]]
 
| valign="top" | When your corporation or alliance is at war, the capsuleer log-off timer becomes deceptively dangerous because in order to assisting anyone with a capsuleer log-off timer who is at war will require  you to turn your safety to yellow and go suspect. As such, it's important to avoid accidentally shooting corporation members, since that is a legal action in and by itself, but it will give you both capsuleer log-off timers that will be spread to the logistics and anyone else who's offering remote assistance.
 
|}
 
==== During peace ====
 
{|
 
| valign="top" | [[image:icon_peace.png|64px|At peace]]
 
| valign="top" | Even when you're at peace there is a chance that flags might come into play. If someone enters a limited engagement, like if you suffer an unprovoked attack by someone, then any assistance to the person involved with a limited engagement would require logistics to turn their safety to yellow and go suspect. Once someone goes suspect it would force the other logi and everyone else who wants to lend assistance to go suspect as well, or be unable to help.
 
|}
 
<small><references/></small>
 

Revision as of 14:18, 22 September 2013

New icons

Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming Hacking

Warp scrambling Warp scrambling Warp scrambling

Warp disrupting Warp disrupting Warp disrupting

Energy neutralizing Energy neutralizing Energy neutralizing

Target painting Target painting Target painting

Webbing Webbing Webbing

Jamming Jamming Jamming

Hacking Hacking

Scripts Sensor Boosters Ammo

Tracking Speed Script Optimal Range Script Scan Resolution Script Targeting Range Script

-

Caldari Navy Antimatter Charge L Republic Fleet EMP Charge L Imperial Navy Multifrequency L Imperial Navy Microwave L Scorch L

Hull Resists Damage

Shield Armour Structure

Electromagnetic resistance Thermal resistance Kinetic resistance Explosive resistance

Electromagnetic damage Thermal damage Kinetic damage Explosive damage

Hardeners DC Rigs

Explosive Deflection Field II Kinetic Deflection Field II EM Ward Field II Thermic Deflection Field II Adaptive Invulnerability Field II Pithum C-Type Adaptive Invulnerability Field Pithum C-Type EM Ward Amplifier

Damage Control II

Shield Extender Shield Extender II

Template

Enemy Description
JammingWarp scramblingEnergy neutralizingTarget paintingWebbingShield TransporterRemote ECM BurstWarfare LinksFighter Bombers - Lirsautton ParichayaSmall targetMedium targetLarge target Something Textaboutsomething

More icons

Icon warp time.png Icon green check.png Icon yellow circle.png Icon red x.png Icon people.png Icon person.png Icon forbidden.png Icon x.png Icon unknown.png Icon implant hardwiring.png Icon leader.png Icon peace.png Icon ship.png Icon ship dark.png Icon ship other.png Icon large red x.png Icon large green check.png Icon checkmark.png Icon cancel.png Icon locked.png Icon unlocked.png Icon pin.png Icon fleet.png Icon general.png Icon incursion effect cyno.png Icon incursion effect damage.png Icon incursion effect resists.png Icon incursion effect bounties.png Icon warning.png Icon stop.png Icon talking.png Icon broadcast.png

See-through!

Sansha's Manual

Enemy Defensive Data Offensive Data
17924_256.png Eystur Rhomben

JammingWarp scramblingEnergy neutralizingTarget paintingWebbing

Ship Stats Electromagnetic Resistance Thermal Resistance Kinetic Resistance Explosive Resistance
Shield Hit Points 2,500 HP
 60 %
 60 %
 60 %
60 %
Armour Hit Points 1,250 HP
 43 %
 43 %
 43 %
 43 %
Structure Hit Points 625 HP
 0 %
 0 %
 0 %
 0 %

Effective Shield Hit Points XX,XXX Effective Shield Hit Points

Damage / Volley Electromagnetic Damage Thermal Damage Kinetic Damage Explosive Damage
Turret Damage 2,500 HP - - - -
Torpedo Damage 1,250 HP - - - -

Optimal Range Script 10km optimal + 1km falloff range
Tracking Speed Script 0,4 tracking speed
Signature Radius49 meter signature radius
Targeting Range Script 12km attack range

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance

Resist-table

Ship Stats shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance
Icon shield.png 2,500 HP
 60 %
60 %
60 %
60 %
borderless 1,250 HP
 43 %
 43 %
 43 %
 43 %
Icon hull.png 625 HP
 0 %
 0 %
 0 %
 0 %