|This syllabus was reviewed and is up-to-date (Aflixion Starr - May 2, 2016)|
|This is a syllabus for a class, intended primarily for the teaching staff.
Teachers should review all information for accuracy before preparing or presenting a class.
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.
Illustration link for class description on the Eve University forum: http://4.bp.blogspot.com/_vfImvyorvjQ/S_cIswXXpmI/AAAAAAAAEbs/mX6zDGyKBH4/s1600/Aggression+1.jpg
Aggression 101 covers both when you can kill someone and when they can kill you. Learn the different ways in which kills can be made, and also learn about aggression timers for docking and jumping through stargates.
- Duration: 1 hour [and an additional 30 minutes for the optional practical exercise]
- Location: Docked up safely in a station (Practical at instructor's discretion)
- What is Aggression?
- Legal vs Illegal Aggression
- Security Flags
[* Practical exercise]
- 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 Lecture.E-UNI in-game chat channel
[* Any ship with weapons systems]
Additional information: This class is a lecture delivered in the Lecture.E-UNI channel in Mumble, followed by Q&A. [An optional practical exercise follows.]
Notes for the Teacher
- Lecture.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.
Welcome to this class on Aggression and the mechanics associated with it! This course is to help you learn what you can kill and what can kill you with and without CONCORD intervention. It will also cover aggression timers, how they work, and why they are important both in PvP and PvE.
(Instructor should then introduce himself or herself - asserting accreditation to reflect a relevant experience level.)
There is mandatory procedures in place for this lecture:
- Please adjust Mumble settings on "Push to Talk" if you have not already done so.
- (Instructor discretion of Q&A management)
*Option 1. The members may ask questions during the lecture and they can be answered as the lecture continues. *Option 2. The members wait for an allocated time for Q&A so that the mumble channel may or may not be used.
- You should be [docked up safely in a station [(Relative to the location of the practical) if you intend to participate in the practical exercise]]
(Advise the class of the lecture to being promptly and the instructor should start when comfortable.)
What is Aggression?
Aggression is activating any harmful module on another player's ship. This obviously includes weapons but also includes warp disruptors, warp scramblers, stasis webifiers, and electronic warfare (target painters, jams, sensor dampeners, etc). Any drones of yours that commit the same actions will also count as aggression. Note that simply targeting another player or NPC does not constitute aggression; you must activate an offensive module.
Capsuleer Log-Off Timer
| Capsuleer Log-Off Timer a.k.a. PvP-flag (complicated timer, see comments below)|
Cause: Combat with another capsuleer.
Consequence: Ship will remain in space on log-off until timer expires (15 minutes).
You will receive a capsuleer log-off timer when you aggress or are aggressed by another player. This timer prevents your ship from disappearing from space if you disconnect or log off and lasts 15 minutes from the last aggressive act your ship is involved in. Note that this means an enemy can keep your ship from disappearing if you disconnect indefinitely by shooting you. It also means that your ship can be probed down for the duration of the timer. The capsuleer log-off timer applies whether the aggression was legal or not in CONCORD's eyes.
Non-Capsuleer Log-Off Timer
| Non-Capsuleer Log-Off Timer a.k.a. NPC-flag|
Cause: Combat with a non-capsuleer
Consequence: Ship will remain in space on log-off until timer expires (5 minutes)
You will receive a non-capsuleer log-off timer when you aggress or are aggressed by any NPC, including sentry guns for aggressing an illegal target in CONCORD's eyes. This timer performs the same function as the capsuleer log-off timer but only lasts 5 minutes instead of 15 minutes from the most recent aggressive act.
| Weapons Timer|
Cause: Aggression against another capsuleer.
Consequence: Unable to dock or use stargates (60 seconds).
You will also receive a weapons timer when you aggress another player. This timer is not mutual and only applies to the pilot who committed the aggressive act. This timer lasts 1 minute from the last aggressive act you committed and prevents you from changing sessions (dock, tether on a citadel, jump through a stargate, eject, board a ship). This timer applies whether the aggression was legal or not in CONCORD's eyes.
Legal vs. Illegal Aggression
Aggression is considered legal in CONCORD's eyes if the target of aggression is in your corporation (friendly fire enabled), at war with your corporation/alliance/militia, has a security status below -5, has a suspect timer, has a criminal timer, or has a limited engagement timer with you. These targets can be engaged in any security level of space without any repercussions from CONCORD. Any target that does not meet one of these criteria is considered an illegal target, and there are consequences for this aggression depending on the security level of the space you're flying in.
Engaging an Illegal Target
In high-security space (0.5 <= current system <= 1.0):
- Security status loss
- Gain a criminal timer
- CONCORD will destroy your ship
- If within 150km of sentry guns, sentry guns will engage you.
In low-security space (0.1 <= current system <= 0.4):
- Security status loss
- If engaging a ship, gain a suspect timer
- If engaging a capsule, gain a criminal timer
- If within 150km of sentry guns, sentry guns will engage you.
In null-security space or wormholes:
- No consequences
Sentry guns will engage you following an illegal aggressive act that results in a loss of security status for 15 minutes or until you get more than 150km away from them. If multiple people committed illegal aggressive acts in range of the guns, they will cycle through the aggressors every 30 seconds.
Sentry guns respond to your security status losses. If you engage an illegal target within range of the sentry guns, they will add you to their list of targets to shoot. If you exit their engagement range of 150km, they will remove you from their list. It's important to also note that aggressing a pilot's ship and capsule in quick succession WILL result in two separate security status losses. If a target you had previously aggressed loses their ship and you subsequently aggress their capsule, this causes you to lose security status again and will earn you another round of sentry gun aggression.
Advanced piloting: due to the fact that sentry guns respond to security status losses, sentry guns currently will not respond again if you engage an illegal target, exit the sentry guns' range, and return to engage the same target. This is an exception to the consequences rules outlined above as you will not have a limited engagement timer with any pilot (unless they aggressed you back). This technique can be used by advanced interceptor pilots to hold tackle on a target who would otherwise be an illegal target until the rest of the fleet can get around to killing him.
Sentry guns will give you a non-capsuleer log-off timer lasting 5 minutes (identical effects as capsuleer log-off timer).
If you are illegally aggressed by someone committing a criminal-level offense, you get kill rights. This lets you (or others, if you choose to release the kill right) activate a suspect timer on them. Once you kill them once with the suspect timer active, the rights expire. Also expire after 30 days. They can shoot back via limited engagement timer though, so be warned.
Engaging a Legal Target
If engaging a corporation member (with friendly fire enabled) or war target:
- No additional timers
If engaging a criminal, suspect, outlaw (security status below -5), or corporation member (friendly fire disabled):
- Gain a limited engagement timer with your target
- Lasts 5 minutes from the most recent aggressive act
- Allows the target to shoot back without consequences
| Suspect Timer|
Cause: Committed a "suspect"-level offense.
Consequence: Capsuleers may freely engage (15 minutes).
- Illegally taking items out of someone else's container
- Illegally firing upon a ship in lowsec
- Interfering with a limited engagement
- Providing remote assistance to a pilot who has a limited engagement you don't have
- Providing remote assistance to a pilot in a corporation at war
- Only if they have a capsuleer log-off timer
- Providing remote assistance to a pilot with a suspect timer
- Activating a harmful module on a gate in lowsec
- Illegally activating a harmful module on a personal deployable (e.g. a Mobile Tractor Unit)
- Possessing one allows anyone to legally attack you, whether you are in a ship or a pod
- Lasts 15 minutes
| Criminal Timer|
Cause: Committed a "criminal"-level offense.
Consequence: Capsuleers may freely engage. CONCORD will engage in high-sec space (15 minutes).
- Illegally firing upon a pod in lowsec
- Illegally firing upon a ship or pod in highsec
- Providing remote assistance to a pilot with a criminal timer
- Activating a harmful module on a gate in highsec
- Possessing one allows anyone to legally attack you, and causes CONCORD to attack you if you are in highsec
- Lasts 15 minutes
Limited Engagement Timer
| Limited Engagement Timer|
Cause: Involved in a limited engagement with 1 pilot (or any number of pilots).
Consequence: These pilots may freely engage you while timer is active (5 minutes).
- Engaging a pilot with a suspect timer, criminal timer, or outlaw status (security status below -5)
- Beginning a mutually-agreed-upon duel with a pilot within game mechanics
- Possessing one allows one specific pilot to legally attack you
- Can possess multiple limited engagement timers at once
In addition to the consequences described above, providing remote assistance to a pilot forces you to inherit all of their timers, barring limited engagement timers. You inherit the timer with the amount of time remaining that they have on their timer. If assisting a pilot with a limited engagement timer you do not have, you will refresh your own suspect timer to 15 minutes regardless of the remaining duration of their limited engagement.