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=== ...in a fleet === | === ...in a fleet === | ||
Fleets are counted as one or more people. If alone, you | 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 === | ||
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== You must not fly any... == | == 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 ships === | === ...'Covert Ops' combat ships === | ||
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=== ...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]] or issue a public courier contract. | 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. | ||
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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 === | ||
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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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* Tech 1 Rigs on [[Frigate]]s, [[Destroyer]]s and [[Cruiser]]s are optional. | * Tech 1 Rigs on [[Frigate]]s, [[Destroyer]]s and [[Cruiser]]s are optional. | ||
* Tech 1 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 are strongly suggested.<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> | * Tech 2 Rigs are prohibited.<ref>These are horrendously expensive and never provide bonuses worth the extra ISK for PvP.</ref> | ||
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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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=== ...must hand all loot from war-targets over to the Uni === | === ...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 and other pirate fleets may set their own loot policy or donate it to the ILN, and donations during peacetime are ''not'' required. | 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 === | === ...set-up and spar at the E-UNI POS === | ||
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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 === | ||
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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. | ||
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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. | 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 | 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]]. | ||
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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. | 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. | ||
[[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. | [[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. | 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. | ||