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== Staying safe from other players == | == Staying safe from other players == | ||
Being in null security space means that players can kill other players without any repercussions. Ships used for PvE are often expensive, and hunting these ships can be a fun and sometimes even lucrative endeavour for players (Unistas can try their hand at hunting other corporation's PvE ships!). It is therefore vital for anyone ratting in and around PC9 to stay safe. | |||
It is possible to rat and run sites safely in | It is possible to rat and run sites safely in Null-Sec, especially when supported by the Uni's intel systems, but you must be rigorous, and on occasion willing to pause what you're doing. | ||
Null-Sec, unlike High-Sec, has the great virtue that threats are obvious: any player not in or allied with EVE University—any "neutral" or "neut" as they're called locally—is a potential threat. '''As a general rule, if you are in PvE combat and any neutral pilot enters the system, you should abandon what you're doing and move to a structure or an NPC station.''' | |||
Even a [[Safe spots|safespot bookmark]] is better than nothing, and gives you a moment to pause and plan your next move. Remember that ships at safe spots can be located and warped-to by scanning them down with combat probes: a safe spot is a step towards safety, but is not 100% safe. '''If you are at a safe spot and see probes on your D-Scan, it is high time to dock up.''' Nothing in system to dock up at? Begin bouncing between multiple safe spots. | Even a [[Safe spots|safespot bookmark]] is better than nothing, and gives you a moment to pause and plan your next move. Remember that ships at safe spots can be located and warped-to by scanning them down with combat probes: a safe spot is a step towards safety, but is not 100% safe. '''If you are at a safe spot and see probes on your D-Scan, it is high time to dock up.''' Nothing in system to dock up at? Begin bouncing between multiple safe spots. | ||
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** Fleet members can warp to any other fleet member's location. Being in fleet makes it ''much'' easier for help to get to you quickly. | ** Fleet members can warp to any other fleet member's location. Being in fleet makes it ''much'' easier for help to get to you quickly. | ||
* Be in the [[Archive:Null-Sec Campus#Communication|intel channel]], and have it open and visible. | * Be in the [[Archive:Null-Sec Campus#Communication|intel channel]], and have it open and visible. | ||
** All members of the | ** All members of the Null-Sec Community report in this channel on any neutral pilots they see in or approaching NSC's pocket. The intel channel can offer you vital minutes or seconds of warning | ||
* Keep an eye on [[EVE Lexicon#local|Local chat]] to see if neutral or hostile player enters your system. | * Keep an eye on [[EVE Lexicon#local|Local chat]] to see if neutral or hostile player enters your system. | ||
** Local is an excellent warning system, and if possibly-hostile pilots slip past Intel, you will learn about them when they enter the system and appear in Local's member list. Safeguard your ship immediately on seeing a neutral in Local. | ** Local is an excellent warning system, and if possibly-hostile pilots slip past Intel, you will learn about them when they enter the system and appear in Local's member list. Safeguard your ship immediately on seeing a neutral in Local. | ||
** Many pilots find it useful to run Local vertically at one side of their screen so they can see a maximum-length member list and spot new people entering it. | ** Many pilots find it useful to run Local vertically at one side of their screen so they can see a maximum-length member list and spot new people entering it. | ||
** If you select the member list and press ctrl-A, you'll select all pilots currently in system. Any new pilots entering will then be obvious, as they will not be highlighted. | ** If you select the member list and press ctrl-A, you'll select all pilots currently in system. Any new pilots entering will then be obvious, as they will not be highlighted. | ||
* Be on [[Mumble]] in the general | * Be on [[Mumble]] in the general Null-Sec channel. | ||
** Being on Mumble makes it ''much'' easier for you to call for help quickly and clearly. | ** Being on Mumble makes it ''much'' easier for you to call for help quickly and clearly. | ||
* Be aware of the geopolitical and warfare situation. If there's a structure under assault in the system or another major combat op happening, you can easily find yourself a helpless target of opportunity to a war fleet. | * Be aware of the geopolitical and warfare situation. If there's a structure under assault in the system or another major combat op happening, you can easily find yourself a helpless target of opportunity to a war fleet. | ||
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** Try not to use gates as your warp-out points. Hostiles might be at them if they've just entered systems. | ** Try not to use gates as your warp-out points. Hostiles might be at them if they've just entered systems. | ||
The idea is to be in fleet, in the Intel channel, watching Local, and on comms, so that you can be warned in advance if there are hostile players in the neighboring systems. Plus, by reporting any neutral pilots you see in Local yourself to Intel, you can help out your fellow | The idea is to be in fleet, in the Intel channel, watching Local, and on comms, so that you can be warned in advance if there are hostile players in the neighboring systems. Plus, by reporting any neutral pilots you see in Local yourself to Intel, you can help out your fellow Uni members. | ||
=== If you get caught === | === If you get caught === | ||
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* Calmly and clearly call out for help on mumble and in fleet chat. Observe good protocol, call "Break, Break" or "Check, Check" and (ideally) frame your message like this: | * Calmly and clearly call out for help on mumble and in fleet chat. Observe good protocol, call "Break, Break" or "Check, Check" and (ideally) frame your message like this: | ||
** Refer to your character in the third person, or say "This is [character name]," so people know who their warp-in is. If you have multiple characters | ** Refer to your character in the third person, or say "This is [character name]," so people know who their warp-in is. If you have multiple characters, make sure you're naming the right one. | ||
** Say where you are, what ship caught you, and what ship you're flying. | ** Say where you are, what ship caught you, and what ship you're flying. | ||
** Give the system, or its common short form, and the belt name and number, so help can quickly warp to you. | ** Give the system, or its common short form, and the belt name and number, so help can quickly warp to you. | ||
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* Stay aligned, so that you can warp off if the hunter loses their point or scram. | * Stay aligned, so that you can warp off if the hunter loses their point or scram. | ||
* Attack the hunter with any weapons on your ship and any drones you have. You may drive them off, and at the very least giving them something to worry about may save your pod by forcing them to pay attention to their own modules and piloting rather than hovering their cursor over the lock target button for the moment when your pod is targetable. | * Attack the hunter with any weapons on your ship and any drones you have. You may drive them off, and at the very least giving them something to worry about may save your pod by forcing them to pay attention to their own modules and piloting rather than hovering their cursor over the lock target button for the moment when your pod is targetable. | ||
* [[Overheating|Overheat]] your modules to wring more performance out of them; if you survive, you can always repair them for free at one of the | * [[Overheating|Overheat]] your modules to wring more performance out of them; if you survive, you can always repair them for free at one of the player-owned Upwell structures. Your order of priority for overheating is: | ||
*# Your propulsion module, if it's not scrammed: this will increase your chance of shaking the enemy's tackle off. | *# Your propulsion module, if it's not scrammed: this will increase your chance of shaking the enemy's tackle off. | ||
*# Your defensive modules: overheating these will help you tank more damage, increasing the time for help to arrive. Active hardeners can be overheated, as well as armor repairers and shield boosters. | *# Your defensive modules: overheating these will help you tank more damage, increasing the time for help to arrive. Active hardeners can be overheated, as well as armor repairers and shield boosters. | ||