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The SOP applies to all members when the [[IVY Defence Status|DEFCON]] level listed in the [[Chat Channels and Mailing Lists|Chat.E-UNI]] channel is set as DEFCON 1. While this is typically during wartime, it may also be applied during peacetime under extreme circumstances. | The SOP applies to all members when the [[IVY Defence Status|DEFCON]] level listed in the [[Chat Channels and Mailing Lists|Chat.E-UNI]] channel is set as DEFCON 1. While this is typically during wartime, it may also be applied during peacetime under extreme circumstances. | ||
The below rules are as clear as they can be made, but if you require clarification, then please speak to a [[EVE University Management|Director]]. There are no hidden meanings, and anything not listed here is | The below rules are as clear as they can be made, but if you require clarification, then please speak to a [[EVE University Management|Director]]. There are no hidden meanings, and anything not listed here is ''not'' part of the SOP. | ||
In the event you make a mistake, then you should admit it and accept the consequences, rather than attempting to avoid the repercussions, as you will typically find leniency. | In the event you make a mistake, then you should admit it and accept the consequences, rather than attempting to avoid the repercussions, as you will typically find leniency. At most, issues tend to result in the person involved being temporarily removed from E-UNI for their own safety. | ||
<br> | <br> | ||
== You must not be undocked unless you are | == You must not be undocked unless you are... == | ||
=== ...in a fleet === | === ...in a fleet === | ||
Fleets are counted as one or more people | Fleets are counted as one or more people. If alone, you must still create your own fleet <ref>Right click yourself, select 'Form Fleet with...', then create a fleet advert with only the 'My Corporation', 'Application Requires Approval' and 'Hide Details In Advert' boxes checked.</ref>, which allows other E-UNI members to join you at your location rapidly in the event of a problem. | ||
=== ...logged into Mumble === | === ...logged into Mumble === | ||
You don't have to be able to speak, just to listen. If something happens, you need to be able to communicate it quickly, or at least receive instruction quickly. The few seconds it can take to type something and someone to read it back is often the difference between saving your ship and losing it. | You don't have to be able to speak, just to listen. If something happens, you need to be able to communicate it quickly, or at least receive instruction quickly.<ref>The few seconds it can take to type something and someone to read it back is often the difference between saving your ship and losing it.</ref> | ||
<br> | <br> | ||
== You | == You must not fly any... == | ||
There are a number of restrictions on what ships you are allowed to fly during wars<ref>When faced with a significant fleet, wartargets will typically go for the biggest or most expensive kill they can get to pad their killboard.</ref>. If you want to fly one of these ships, then you must receive written permission from | There are a number of restrictions on what ships you are allowed to fly during wars<ref>When faced with a significant fleet, wartargets will typically go for the biggest or most expensive kill they can get to pad their killboard.</ref>. If you want to fly one of these ships, then you must receive written permission from an [[Archive:Ivy League Navy|ILN Flag Officer]] or [[EVE University Management|Director]]. | ||
=== ...'Covert Ops' combat | === ...'Covert Ops' combat ships === | ||
These are ships which can fit a [[Covert Ops Cloak]] and designed for combat, such as: | These are ships which can fit a [[Covert Ops Cloak]] and designed for combat, such as: | ||
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*[[Force Recon]]s<ref>Like the [[Stealth Bomber]], these are expensive and need practice to use well.</ref> | *[[Force Recon]]s<ref>Like the [[Stealth Bomber]], these are expensive and need practice to use well.</ref> | ||
The Tech 2 '[[ | The Tech 2 '[[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]' are not built for combat so are allowed, but should only be flown once you have had some fleet experience and practice moving cloaked. | ||
=== ...Tech 2 BattleCruisers or Battleships === | === ...Tech 2 BattleCruisers or Battleships === | ||
*[[Command | *[[Battlecruiser#Tech 2 Battlecruisers: Command Ships|Command Ships]]<ref>These are useful when you have very high or even maxed Leadership skills, but are not worth the [[Risk to ISK]] ratio.</ref> | ||
*[[Marauder]] | *[[Battleship#Marauder|Marauders]]<ref>These are PvE rather than PvP ships, built to take damage over a long period and loot missions.</ref> | ||
*[[Black Ops]]<ref>These are useful in losec and nullsec, but expensive and require covert support and significant experience to fly well.</ref> | *[[Battleship#Black Ops|Black Ops]]<ref>These are useful in losec and nullsec, but expensive and require covert support and significant experience to fly well.</ref> | ||
=== ...Tech 3 ships === | === ...Tech 3 ships === | ||
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=== ...Mining Ships === | === ...Mining Ships === | ||
This | This includes the specialized [[Mining|mining]] ships, such as: | ||
*[[Barge]]s<ref>This should go without saying, but they have little to no offensive capability if the target is not an asteroid.</ref> | *[[Barge]]s<ref>This should go without saying, but they have little to no offensive capability if the target is not an asteroid.</ref> | ||
*[[Exhumer]]s<ref>While they can fit a half-decent PvE tank, they are simply not suited to any PvP.</ref> | *[[Exhumer]]s<ref>While they can fit a half-decent PvE tank, they are simply not suited to any PvP.</ref> | ||
*[[Orca]]<ref>Big, slow, expensive and no means of defence? Not a PvP ship!</ref> | *[[Orca]]<ref>Big, slow, expensive and no means of defence? Not a PvP ship!</ref> | ||
If you really must mine, you may do so in a | If you really ''must'' mine, you may do so in a T2 tanked Battleship while in a fleet, but make sure you watch local. | ||
=== ...Haulers === | === ...Haulers === | ||
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This is any ship which is designed to move large amounts of cargo around<ref>In short, if there's something worth moving, its worth money to someone, and is better not put in harms way at all.</ref>, such as: | This is any ship which is designed to move large amounts of cargo around<ref>In short, if there's something worth moving, its worth money to someone, and is better not put in harms way at all.</ref>, such as: | ||
*[[ | *[[Hauling#T1 Industrials|Industrials]]<ref>While they can have a decent buffer tank to avoid some suicide ganks, they are slow and do not survive long in PvP.</ref> | ||
*[[Blockade Runner]]s<ref>These can warp cloaked, are fast and maneuverable, which is nice, but they are expensive and still don't last long, which is not nice.</ref> | *[[Hauling#Blockade Runners (T2 Industrial)|Blockade Runner]]s<ref>These can warp cloaked, are fast and maneuverable, which is nice, but they are expensive and still don't last long, which is not nice.</ref> | ||
*[[Deep Space Transport]] | *[[Hauling#Deep Space Transport (T2 Industrial)|Deep Space Transports]]<ref>These tend to have a half-decent tank, and built-in [[Warp Stabiliser|warp stabilisers]], but are very slow, expensive and an easy target.</ref> | ||
*[[ | *[[Hauling#Freighters|Freighters]]<ref>This should go without saying, but while freighters have a decent amount of HP, they huge, slow, can be outrun by a capsule and are incredibly expensive if/when they are lost, even without any cargo.</ref> | ||
*[[Jump Freighter]] | *[[Hauling#Jump Freighters (T2 Freighter)|Jump Freighters]]<ref>Even worse than a freighter, far more expensive and not even as big. Avoid!</ref> | ||
If you need to move items, you should instead use an [[Creating an Alt Hauler|'out-of-corp' Alt Hauler]]. | If you need to move items, you should instead use an [[Creating an Alt Hauler|'out-of-corp' Alt Hauler]] or issue a public courier contract. | ||
=== ...faction ships === | === ...faction ships === | ||
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*Any other ship listed in the 'Faction' subsection on the Market, barring 'Police' frigates.<ref>This should be self-evident, but if a ship is not listed as 'Standard' or 'Advanced', they probably aren't allowed.</ref> | *Any other ship listed in the 'Faction' subsection on the Market, barring 'Police' frigates.<ref>This should be self-evident, but if a ship is not listed as 'Standard' or 'Advanced', they probably aren't allowed.</ref> | ||
Note that | Note that navy/police frigates are allowed, which means the [[Imperial Navy Slicer|Slicer]], [[Federation Navy Comet|Comet]], [[Caldari Navy Hookbill|Hookbill]] and [[Republic Fleet Firetail|Firetail]], however these should be flown with caution. | ||
=== ...rare or unique ships === | === ...rare or unique ships === | ||
This is any ship which has been seeded by [[CCP]]<ref>While they may not have cost you anything originally, they are still worth something to someone, and therefore tend to make good prizes on a killboard.</ref> | This is any ship which has been seeded by [[CCP]]<ref>While they may not have cost you anything originally, they are still worth something to someone, and therefore tend to make good prizes on a killboard.</ref>for which the blueprints are not publicly available for, such as: | ||
*[[Apotheosis]] | *[[Apotheosis]] | ||
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*[[Interbus Shuttle]] | *[[Interbus Shuttle]] | ||
*[[Primae]] | *[[Primae]] | ||
*... and various others.<ref>Far too many to list here, including rewards from CCP for things like the [[Alliance Tournament]]s. | *... and various others.<ref>Far too many to list here, including rewards from CCP for things like the [[Alliance Tournament]]s. If you aren't certain if they are allowed, check to see if they are listed on the market.</ref> | ||
<br> | <br> | ||
== You should fit... == | == You should fit... == | ||
While these are not direct rules, they are ''very'' strong suggestions. | |||
=== ...your ship for PvP === | === ...your ship for PvP === | ||
This depends greatly on the ship, but usually means no Mining lasers, cargo expanders or exploration (Codebreaker, Analyser, etc) modules, along with a Buffer tank where appropriate. For relevant fittings, [http://forum.eveuniversity.org/viewforum.php?f=129 see the forum].<ref>Hopefully this should be fairly self evident after playing a little EVE, but [[PvP]] fits tend to focus on 'buffer' tanks and are significantly different to [[PvE]] fits which focus on repairing over time.</ref> | This depends greatly on the ship and what you plan to do, but usually means no Mining lasers, cargo expanders or exploration (Codebreaker, Analyser, etc) modules, along with a Buffer tank where appropriate. For relevant fittings, [http://forum.eveuniversity.org/viewforum.php?f=129 see the forum].<ref>Hopefully this should be fairly self evident after playing a little EVE, but [[PvP]] fits tend to focus on 'buffer' tanks and are significantly different to [[PvE]] fits which focus on repairing over time.</ref> | ||
=== ...your guns and launchers efficiently === | === ...your guns and launchers efficiently === | ||
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=== ...no faction, officer or deadspace modules === | === ...no faction, officer or deadspace modules === | ||
This is any module with a [[Meta Level]] above 5<ref>These are massively expensive compared to Meta 0-5 modules, and we don't want to leave anything valuable behind if you get killed.</ref> | This is any module with a [[Meta Level]] above 5 - in other words no Storyline, Faction, Deadspace, or Officer modules.<ref>These are massively expensive compared to Meta 0-5 modules, and we don't want to leave anything valuable behind if you get killed.</ref> | ||
=== ...a Tech 2 tank on BattleCruisers and Battleships === | === ...a Tech 2 tank on BattleCruisers and Battleships === | ||
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=== ...appropriate rigs === | === ...appropriate rigs === | ||
*Rigs on [[Frigate]]s, [[Destroyer]]s and [[Cruiser]]s are | * Tech 1 Rigs on [[Frigate]]s, [[Destroyer]]s and [[Cruiser]]s are optional. | ||
*Rigs on [[ | * Tech 1 Rigs on [[Battlecruisers]] and [[Battleship]]s are required.<ref>These ships abilities are greatly improved by fitting appropriate rigs.</ref> | ||
*Rigs on all T2 ships.<ref>For the extra ISK involved in the hull, it would be silly not to.</ref> | * Rigs on all T2 ships are strongly suggested.<ref>For the extra ISK involved in the hull, it would be silly not to.</ref> | ||
* | * Tech 2 Rigs are prohibited.<ref>These are horrendously expensive and never provide bonuses worth the extra ISK for PvP.</ref> | ||
<br> | <br> | ||
== You should ''always''... == | == You should ''always''... == | ||
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=== ...avoid Trade Hubs when travelling === | === ...avoid Trade Hubs when travelling === | ||
You should avoid [[ | You should avoid [[Trade hubs]] when traveling<ref>These are prime hunting grounds for most wartargets, and will often have hostiles or their alts present.</ref>, and go around them when you can. Remember, you can use Trade skills for station trading remotely without having to be docked in the station. | ||
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== You should ''never''... == | == You should ''never''... == | ||
=== ...use the Autopilot to fly your ship === | |||
=== ... | |||
Apart from using it to plot a course and highlight gates, it must never be used to actually fly your ship. All manoeuvres<ref>This includes setting the next system as a waypoint, and enabling autopilot while in warp, as it leaves a crucial few seconds before jumping.</ref> must be done manually.<ref>The Autopilot is dangerous even in peacetime as it drops you around 15km from the gate, meaning that you need to either align and enter warp to escape or burn those 15km to the stargate to jump through. Not to mention that Autopilot promotes being AFK.</ref> | Apart from using it to plot a course and highlight gates, it must never be used to actually fly your ship. All manoeuvres<ref>This includes setting the next system as a waypoint, and enabling autopilot while in warp, as it leaves a crucial few seconds before jumping.</ref> must be done manually.<ref>The Autopilot is dangerous even in peacetime as it drops you around 15km from the gate, meaning that you need to either align and enter warp to escape or burn those 15km to the stargate to jump through. Not to mention that Autopilot promotes being AFK.</ref> | ||
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Fleets must use the University [[Mumble]] server for voice communications, and the Fleet Commander must be able to talk.<ref>The few seconds needed to type out or otherwise pass a command are often the difference between a success and the loss of the whole fleet.</ref> | Fleets must use the University [[Mumble]] server for voice communications, and the Fleet Commander must be able to talk.<ref>The few seconds needed to type out or otherwise pass a command are often the difference between a success and the loss of the whole fleet.</ref> | ||
=== ...must consist only of Uni members === | |||
As per the normal E-UNI rules on [[Rules#Combat Fleets|Combat Fleets]], all fleets planning combat must be comprised of only E-UNI/IVY members. The only exception to this is an out of corp scout, however this should still be an alt of an E-UNI member. | |||
=== ...members must not be impaired === | === ...members must not be impaired === | ||
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This means in PvP, you have one active account logged in, not multiple accounts you are splitting your focus across (for example an out of corp scout with another member in space with the fleet). Similarly, fleet members must not be tired and/or intoxicated.<ref>You really don't want to be known as the fleet commander who fell asleep in the middle of a warp.</ref> | This means in PvP, you have one active account logged in, not multiple accounts you are splitting your focus across (for example an out of corp scout with another member in space with the fleet). Similarly, fleet members must not be tired and/or intoxicated.<ref>You really don't want to be known as the fleet commander who fell asleep in the middle of a warp.</ref> | ||
=== ...must hand all war | === ...must hand all loot from war-targets over to the Uni === | ||
Loot from E-UNI wrecks should be collected and given back to the owner where possible, with any war-target loot placed into the "Ivy League Navy" Hangar at [[PTS]] or [[CBT]] in Aldrat<ref>Wartime loot is sold and pays for things such as the [[Ship Replacement Program|ship replacement program]].</ref>. Fleets during peacetime may set their own loot policy or donate it to the ILN, | Loot from E-UNI wrecks should be collected and given back to the owner where possible, with any war-target loot placed into the "Ivy League Navy" Hangar at the [[PTS]] or [[CBT]] stations in Aldrat<ref>Wartime loot is sold and pays for things such as the [[Ship Replacement Program|ship replacement program]].</ref>. Fleets during peacetime and other pirate fleets may set their own loot policy or donate it to the ILN, and donations during peacetime are ''not'' required. | ||
<br> | <br> | ||
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=== ...travel around EVE === | === ...travel around EVE === | ||
Travelling is defined as moving with no cargo (opposed to hauling) and | Travelling is defined as moving with no cargo (opposed to hauling) and should be done in a '[[Frigate#Fast Frigates|Fast Frigate]]'<ref>These are small, fast and can typically get through a camped gate if you encounter any hostiles. On top of this, they are also cheap, and will not typically make a significant ISK dent on the killboard.</ref>, [[Shuttle]] or [[Starter Frigate]]<ref>Travelling in a [[Capsule]], while possible, is generally a bad idea as they are so fragile. If flying a shuttle at least, you can survive at least one volley.</ref>. | ||
=== ... | === ...set-up and spar at the E-UNI POS === | ||
Setting up overviews, practising scanning and sparring<ref>This does not have to be inside the shield, but for safety reasons you should stay within 50km of the tower where possible.</ref> should be done at the POS, as it will engage any hostile targets on grid with you<ref>It will tend to take a few seconds for the POS to lock and kill a wartarget, so you should still be careful</ref>. | Setting up overviews, practising scanning and sparring<ref>This does not have to be inside the shield, but for safety reasons you should stay within 50km of the tower where possible.</ref> should be done at the POS, as it will engage any hostile targets on grid with you<ref>It will tend to take a few seconds for the POS to lock and kill a wartarget, so you should still be careful</ref>. | ||
=== ...run fleets in LoSec and NullSec === | === ...run fleets in LoSec and NullSec === | ||
Just because there are no war targets around doesn't mean there is nobody to fight. Take a fleet out to losec or nullsec, and see what you find<ref>This is a good way to practice, and there is usually someone to shoot and practice with, and you may run into wartargets.</ref>. | Just because there are no war targets around doesn't mean there is nobody to fight. Take a fleet out to losec or nullsec, and see what you find<ref>This is a good way to practice, and there is usually someone to shoot and practice with, and you may run into wartargets.</ref>. Remember to follow the normal E-UNI Rules of Engagement. | ||
=== ...run Wormhole Operations === | === ...run Wormhole Operations === | ||
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You may run combat sites in wormholes during wartime<ref>Wormhole combat sites require fits very close to normal PvP, and are a good way to practice fleet command.</ref>. All the other guidelines still apply however, so fleets should be combat fitted and have at least two E-UNI members. A cloaked scout (either certified or picket) should stay at the exit to known-space<ref>This is simply to watch for any one entering the system, to give you advance warning.</ref>. | You may run combat sites in wormholes during wartime<ref>Wormhole combat sites require fits very close to normal PvP, and are a good way to practice fleet command.</ref>. All the other guidelines still apply however, so fleets should be combat fitted and have at least two E-UNI members. A cloaked scout (either certified or picket) should stay at the exit to known-space<ref>This is simply to watch for any one entering the system, to give you advance warning.</ref>. | ||
If you have a significant sized fleet (eight or more members), a salvage [[Destroyer]], [[BattleCruiser]] or [[Noctis]] ''may'' be used in wormhole fleets, complete with Salvaging Rigs<ref>With appropriate precautions and support, they can be kept relatively safe</ref>. These ships MUST fit a cloaking device and full tank, and sit cloaked at a safe spot until time to salvage and then be guarded while salvaging. | If you have a significant sized fleet (eight or more members), a salvage [[Destroyer]], [[Battlecruisers|BattleCruiser]] or [[Noctis]] ''may'' be used in wormhole fleets, complete with Salvaging Rigs<ref>With appropriate precautions and support, they can be kept relatively safe</ref>. These ships MUST fit a cloaking device and full tank, and sit cloaked at a safe spot until time to salvage and then be guarded while salvaging. | ||
=== ...run Incursions with an E-UNI fleet === | === ...run Incursions with an E-UNI fleet === | ||
Incursions are allowed, but fleets must only be comprised of E-UNI members<ref>Anyone assisting will flag themselves to the hostiles</ref>. Joining a public Incursion fleet is therefore prohibited, as it risks our status with the Incursion fleet organizers, and failure to follow this will likely see you [[The Departed|Departed]]<ref>The membership has worked hard to build trust with these groups, so if you risk this, you will be treated as a hostile target.</ref>. | Incursions are allowed, but fleets must only be comprised of E-UNI members<ref>Anyone assisting will flag themselves to the hostiles</ref>. Joining a public Incursion fleet is therefore prohibited in wartime, as it risks our status with the Incursion fleet organizers, and failure to follow this will likely see you [[The Departed|Departed]]<ref>The membership has worked hard to build trust with these groups, so if you risk this, you will be treated as a hostile target.</ref>. | ||
=== ...run Security missions in a fleet === | === ...run Security missions in a fleet === | ||
As these tend to involve high-value ships, so you should ensure you have at least three E-UNI members in your fleet to avoid anyone being engaged solo | As these tend to involve high-value ships, so you should ensure you are some distance away from HQ in either a quiet (or very busy) system, have at least three E-UNI members in your fleet to avoid anyone being engaged solo and stay together at all times. Remember that Faction ships and Modules are still prohibited. | ||
=== ...mine in a group === | === ...mine in a group === | ||
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=== ...station trade === | === ...station trade === | ||
Remember that moving cargo (items not for your current ship) is prohibited while using an E-UNI character, and the [[Daytrading]], [[Marketing]] and [[Procurement]] skills allow you to trade remotely. 'Shopping trips' are still | Remember that moving cargo (items not for your current ship) is prohibited while using an E-UNI character, and the [[Daytrading]], [[Marketing]] and [[Procurement]] skills allow you to trade remotely. 'Shopping trips' (i.e. hauling items you bought) are still a bad idea, and mustn't be done in an industrial. | ||
=== ...use an out of corp character === | === ...use an out of corp character === | ||
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=== ...leave E-UNI until the war ends === | === ...leave E-UNI until the war ends === | ||
If you want to, [[ | If you want to, [[Leaving EVE University#Leaving for the war|you may leave the Uni until the war ends]] without any penalties. You will retain access to the vast majority of forum content, channels, classes, the Wiki and even Mumble, and will be fast-tracked through recruitment when returning. | ||
<br> | <br> | ||
= Travel | = Travel Advisories = | ||
Travel Advisorys may be declared by an [http://forum.eveuniversity.org/ | Travel Advisorys may be declared by an [http://forum.eveuniversity.org/ilnofficer ILN Officer] or member of [[EVE University Management|Management]], and are typically limited to a specific system or region likely to contain hostile activity. | ||
An advisory means that any non-combat activity is prohibited and all pilots must be docked unless they are in a combat fleet and under orders to be undocked by their Fleet Commander. Travel into or out of the advisory area should be done by [[Frigate#Fast Frigates|Fast Frigate]], [[Frigate#Shuttles|Shuttle]], Starter Frigate or [[Jump Clones|clone jump]]. | |||
Once the threat has passed, the Travel Advisory may only be lifted by an [http://forum.eveuniversity.org/ilnofficers ILN Officer] or [[EVE University Management|Management]]. | Once the threat has passed, the Travel Advisory may only be lifted by an [http://forum.eveuniversity.org/ilnofficers ILN Officer] or [[EVE University Management|Management]]. | ||
<br> | <br> | ||
= Practice and Patrols = | |||
All EVE University members are encouraged to practice the SOP during wars, even when there are no war-targets immediately available. | |||
This can include (but is not limited to) sparring in space, patrolling high-traffic areas for other E-UNI members, as well as practising fleet command and movement skills. | |||
Members are also encouraged to keep a look-out for any other members who may not be following the SOP, and are authorised to [[Tackling|tackle]] any they encounter travelling alone, as safe travel procedures will make this very difficult for both an E-UNI member or a war-target to tackle someone. | |||
[[Archive:Ivy League Navy|ILN Staff Officers]] are authorised to order a single shot to be fired to 'wake up' a member who appears to be AFK or inattentive, followed by the potential destruction of their ship rather than have it fall to an enemy. | |||
Appropriate time must be given before any actions are taken, however in the event an inattentive members ship is destroyed, the wreck should be looted and salvaged if possible, and the remains contracted back to them. | |||
<br> | <br> | ||
= Why? = | = Why? = | ||