Difference between revisions of "Security status"

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{{legality}}
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{{hatnote|For system security status see [[System Security]]}}
= Standing and status =
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{{FlashyCSS}} {{legality}}
Your personal standing with each of the different factions decide whether they like you or not, to the point where they'll send their faction navy after you if your standing drops low enough. In addition, your overall security status also decides whether the faction police will hunt you down or not.
+
'''Security status''' is a measure of how law abiding a [[capsuleer]] pilot has been recently. It does not however show how law abiding a pilot may be in the future, or has been in the past.
 +
 
 +
Your security status can in theory drop as low as -10 and rise up to a theoretical max of +10, but with a more practical max around +5.0 security status as you no longer gain any security increase from belt, mission and incursion rats after that point.
 +
 
 +
Your personal security status determines how ruling factions react to you in high security space, to the point where they'll send their faction police after you if your security status drops low enough. In addition, your personal [[NPC_standings|faction standing]] also decides whether the faction navy will hunt you down or not.
  
 
In short:
 
In short:
 
* CONCORD forces deal with criminals.
 
* CONCORD forces deal with criminals.
* Faction police forces deal with outlaws.
+
* Faction police forces deal with people who have low security status.
 
* Faction navy forces deal with people who have low faction standing.
 
* Faction navy forces deal with people who have low faction standing.
  
== Security status ==
+
<!-- This portion needs verification ...
 
+
== Rounding of security status ==
=== Raising security status ===
+
{{note box|Any reference to security standing on this page will use the primary rounding of one decimal, as the game uses that more often than not. That means {{co|red|-5.0}} is technically {{co|red|-4.9500}} or lower and {{co|#D77700|-2.0}} is technically {{co|#D77700|-1.9500}} or lower etc.}}
There are numerous activities that raise your security standing.
+
In most cases the game will use and present the value rounded up to one decimal, such as on the '''character sheet''', system information etc. Hovering over your security status in the character sheet will tell you your security status with four decimals and your security status tab will show up to two decimals in the third column.
 
+
-->
* Running [[missions]] against pirate factions (you gain security status from the high bounty rats).
+
== Effects of Security status ==
* Killing high bounty belt rats, a.k.a. [[ratting|belt ratting]], in low and null security space (the larger the rat, the higher the increase).
+
[[File:Security status apo bong.PNG|thumb|You can find a capsuleer's Security Status in the Character: Information window.]]
* Running [[Incursions]].
+
Having too low security status will have effects on your life in high and low security space.
* Turning in [[http://wiki.eveuniversity.org/Security_tags|security tags]] to CONCORD in low security space.
+
Positive security status does not provide much of a benefit, but it both serves as a buffer if the pilot suffers a penalty and any attackers will also suffer (slightly) higher penalties depending on the difference in security status. It does not however provide safety from other immediate consequences of actions resulting in security loss, such as [[Criminal]] or [[Suspect]] timers.
  
See [[Repairing security status]] for more information.
+
==== Low security status ====
 +
Once your security status reaches {{co|#D77700|-0.0}} you are flagged as having a [[File:ColorTag-SkullYellow9.gif]] '''low security status''' to all pilots, often called a ''"banana"'' for the default yellow indicator. This tag is only informative as having low security status has no gameplay effects until it reaches {{co|#D77700|-2.0}}.
  
=== Losing security status ===
+
==== Outlaw ====
There are several ways to lose your security status, all concerning '''unprovoked''' actions in low and high security space.
+
Once your security status drops to {{co|red|-5.0}} or below (technically {{co|red|-4.95}}) you become an <span class="flashy">[[File:ColorTag-SkullOrange9.gif]]</span> '''outlaw''', also commonly referred to as ''"perma flashy"''.
* Unprovoked attacks (small hit).
 
* Unprovoked attacks leading to the destruction of the ship in question (moderate hit).
 
* Unprovoked podding (big hit).
 
Unprovoked actions are actions not sanctioned through war, limited engagements or suspect/criminal timers. For example, engaging a non-suspect or non-criminal in low security space that you are not at war with, suicide ganking in high security space. For more information on what actions result in a security hit, see [[Crimewatch]].
 
  
Remember that these actions always lead to you getting either a suspect or a criminal timer, depending on which action you chose to engage in and the security level of the system you're in. Not all suspect or criminal offences will result in a security status hit however. Stealing from a can will flag you as a suspect, but you won't lose any security status. Criminal acts in low security space doesn't incur the wrath of CONCORD unless you decide to jump into high security space before your criminal timer runs out. See [[CONCORD#Consequences_of_being_a_criminal|consequences of being a criminal]] for more information on the effects of being a criminal in high security space.
+
It means anyone can attack you at any time without [[CONCORD]] interfering, even in [[high-sec|high security space]]. It also means that assisting you would be a suspect offense, even for your own corporation members. That means anyone who needs to assist you would have to turn their safeties partially off to assist (yellow safeties), and in the process temporarily become a suspect for fifteen minutes.
  
=== Sentry guns ===
+
==== Travel restrictions ====
Whenever you lose security status through suspect or criminal offences in low or high security space, any sentry gun on grid will engage you. The sentry guns will continue engaging you for as long as you remain on grid.
 
 
 
No aggression is carried over after leaving the grid where you performed your initial act, so even though you're still a suspect or a criminal there's no further aggression from those or other sentry guns once you warp away.
 
{| class="wikitable" style="padding:0px;"
 
! style="background:#222222;" | Sentry Gun
 
! style="background:#222222;" | Offensive data
 
|-
 
| style="padding:0px;" nowrap valign="top" | [[image:icon_amarr_sentry_gun.png|36px|Amarr Sentry Gun|link=]][[image:icon_caldari_sentry_gun.png|36px|Caldari Sentry Gun|link=]][[image:icon_gallente_sentry_gun.png|36px|Gallente Sentry Gun|link=]][[image:icon_minmatar_sentry_gun.png|36px|Minmatar Sentry Gun|link=]]
 
| rowspan="2" valign="top" |
 
{| style="font-size:85%;border:0px solid black;padding:0px;"
 
! colspan="2" | Damage
 
!
 
! valign="middle" style="padding:0px" | [[Image:icon_resist_em.png|32px|Electromagnetic damage]]
 
!
 
! valign="middle" style="padding:0px" | [[Image:icon_resist_therm.png|32px|Thermal damage]]
 
!
 
! valign="middle" style="padding:0px" | [[Image:icon_resist_kin.png|32px|Kinetic damage]]
 
!
 
! valign="middle" style="padding:0px" | [[Image:icon_resist_exp.png|32px|Explosive damage]]
 
|-
 
| valign="middle" align="center" style="padding:0px" | [[image:icon_turret_volley.png|24px|Turret volley damage]]
 
| align="center" nowrap | 440 hp
 
|
 
| valign="middle" style="padding:0px" align="center" | 80
 
|
 
| valign="middle" style="padding:0px" align="center"| 140
 
|
 
| valign="middle" style="padding:0px" align="center"| 80
 
|
 
| valign="middle" style="padding:0px" align="center"| 140
 
|}
 
&nbsp;&nbsp;[[image:icon_turret.png|16px|Damage per second]] <small>176 dps (2,5 second cycle)</small><br>&nbsp;&nbsp;[[image:icon_optimal_range_script.png|16px|Optimal Range]] <small>500km optimal + 50km falloff</small><br>&nbsp;&nbsp;[[image:icon_tracking_speed_script.png|16px|Tracking Speed Script]] <small>0,4 tracking speed</small>
 
|-
 
| style="background:#111111;font-size:85%" align="center" | '''Amarr Sentry'''<br>'''Caldari Sentry'''<br>'''Gallente Sentry''' <br>'''Minmatar Sentry'''<br>{{co|grey|(identical stats)}}
 
|}
 
All sentry guns are invulnerable and you can't even lock them up, ''"Target is invulnerable"''.
 
=== Travel restrictions ===
 
 
Once your security status drops below certain thresholds, the empire faction police will start hunting you when you enter high security system. Any cloaking device fitted to your ship will also be disabled based on the same criteria, so you cannot cloak up to avoid the faction police.
 
Once your security status drops below certain thresholds, the empire faction police will start hunting you when you enter high security system. Any cloaking device fitted to your ship will also be disabled based on the same criteria, so you cannot cloak up to avoid the faction police.
 +
You will also not be able to dock while in a ship or tether at a player-owned structure.
  
 
* Security status of {{co|#D77700|-2.0}} or below means you'll be attacked in {{co|#2FEFEF|&#9608;}} 1.0 systems.
 
* Security status of {{co|#D77700|-2.0}} or below means you'll be attacked in {{co|#2FEFEF|&#9608;}} 1.0 systems.
Line 76: Line 41:
 
* Security status of {{co|#F00000|-4.5}} or below means you'll be attacked in {{co|#EFEF00|&#9608;}} 0.5 systems.
 
* Security status of {{co|#F00000|-4.5}} or below means you'll be attacked in {{co|#EFEF00|&#9608;}} 0.5 systems.
  
You'll have a few seconds before they arrive and while the faction police is formidable, they are not as strong as CONCORD and can sometimes be handled and often avoided if you're flying a reasonably agile ship.
+
You'll have a few seconds before they arrive and while the faction police is formidable, they are not as strong as CONCORD and can sometimes be handled and often avoided if you're flying a reasonably agile ship. Players with negative ratings can fly through all systems in a [[capsule]], commonly referred to as a ''"pod"'', as faction police will not attack pods. But if you're an <span class="flashy">[[File:ColorTag-SkullOrange9.gif]]</span> '''outlaw''', anyone can target and destroy your pod without repercussion ... assuming they can catch you.
  
Remember that pirate factions couldn't care less about your security status, but just like all the other factions they do care about your faction standing (see [[#Faction standing|faction standing]] below). Also remember that in CONCORD-claimed systems like most of the systems in the '''Sanctum''' constellation in '''Genesis''', CONCORD itself is the faction police.
+
You will be allowed to dock in high security station or player-owned structure while in your capsule and can undock with a ship, but as soon as you undock you will not be able to dock again while in the ship.
 +
 
 +
In CONCORD-claimed systems (like the majority of the [https://evemaps.dotlan.net/map/Genesis/Sanctum#sec Sanctum] constellation in the '''Genesis''' region) the faction police will show up wearing CONCORD colour, but they are not overpowered like the regular CONCORD police is. The CONCORD faction police are no stronger than any other faction police and can be dealt with just as you would any of the others.
 +
 
 +
==Changing security status==
 +
There are many ways to both gain and lose security status. Bear in mind that with your safety set to {{co|lightgreen|enable safety}}, often referred to as ''"green"'' safety, you'll be unable to do any actions that would cause you to lose security status.
 +
 
 +
==== Losing security status ====
 +
There are several ways to lose your security status, all concerning '''unprovoked''' attacks in low and high security space.
 +
 
 +
* {{co|coral|Unprovoked attack of a capsuleer ship (small hit)}}
 +
:<math> \displaystyle \text{Modification%} = -2.5\% \times \text{System security} \times \left( 1 + \frac{\text{Target's security} - \text{Aggressor's security} }{100} \right)</math>
 +
* {{co|coral|Unprovoked attack of a capsule (major hit)}}
 +
:<math> \displaystyle \text{Modification%} = -25\% \times \text{System security} \times \left( 1 + \frac{\text{Target's security} - \text{Aggressor's security} }{100} \right)</math>
 +
 
 +
In both cases the new security status is calculated as
 +
:<math> \text{Aggressor's new security status} = \text{Aggressor's old security status} + ( 10 - \text{Aggressor's old security status} ) \times \text{Modification%} </math>
 +
 
 +
Unprovoked actions are actions not sanctioned through war, [[Timers#Limited Engagement Timer|limited engagements]], [[suspect]] or [[criminal]] timers. For example, engaging a non-suspect or non-criminal in low security space that you are not at war with, suicide ganking in high security space. In null security and wormhole space everything is legal so actions there have no effect on security status.
 +
 
 +
While both system security and the relative difference in security status of the aggressor and victim are factored in, the system security difference has a much bigger impact than the relative security status. The higher the aggressor's security standing is, the harsher the penalty as well.
 +
 
 +
Remember that these actions always lead to you getting either a [[File:ColorTag-SkullYellowBlack9.gif]] {{co|orange|suspect}} or a [[File:ColorTag-SkullRedBlack9.gif]] {{co|red|criminal timer}}, depending on which action you chose to engage in and the security level of the system you're in. Not all suspect or criminal offenses will result in a security status hit however. Stealing from a can will flag you as a suspect, but you won't lose any security status. Criminal acts in low security space doesn't incur the wrath of CONCORD unless you decide to jump into high security space before your criminal timer runs out.
 +
<!-- This probably just adds confusion, no need to keep it here ...
 +
{{expansion past|1= Before the '''Crimewatch''' overhaul back in 2012, there used to be a tiered system of security hits. Once upon aggression of your victim and once again upon destruction of your victim's ship or capsule.
 +
 
 +
 
 +
This has since been removed and you now take the full brunt of the security hit upon aggression regardless of the outcome.
 +
}}
 +
-->
 +
 
 +
==== Raising security status ====
 +
{{main|Repairing security status}}
 +
There are numerous activities that raise your security standing.
 +
 
 +
* {{co|DarkSeaGreen|Running [[missions]] against pirate factions (you gain security status from the high bounty rats).}}
 +
* {{co|DarkSeaGreen|Killing high bounty [[belt rat]]s, a.k.a. belt [[ratting]], in low and null security space (the larger the rat, the higher the increase).}}
 +
* {{co|DarkSeaGreen|Running [[Incursions]] (requires that you have at least aggressed the Sansha rats).}}
 +
* {{co|DarkSeaGreen|Turning in [[security tags]] to CONCORD in low security space.}}
 +
* {{co|DarkSeaGreen|Completing various [[Skills:Social|social skills]].}}
 +
 
 +
 
 +
Security increase through killing NPCs such as mission, belt and incursion rats can only give you a security increase up until your security status reaches '''+5.0''', then no further gain by this method is possible. Security tags are limited to removing negative status and cannot improve your status further once you reach '''0.0''' or higher.
 +
 
 +
=== Sentry guns ===
 +
Whenever you <em>lose</em> security status through suspect or criminal offenses in low or high security space, any sentry gun on grid will engage you. The sentry guns will continue engaging you for as long as you remain on grid.
 +
 
 +
No aggression is carried over after leaving the grid where you performed your initial act, so even though you're still a suspect or a criminal there's no further aggression from those or other sentry guns once you warp off-grid. Just remember that a new act of aggression that causes you to lose more of your security status, such as continuing to pod someone in low security space after initial aggression, would trigger another response from present sentry guns. But they too can easily be reset by bouncing to an off-grid tactical and back.
 +
{| class="wikitable" style="padding: 0;"
 +
|- style="background: #222222;"
 +
! Sentry Gun
 +
! Offensive data
 +
|-
 +
| style="padding: 0; " | [[image:icon_amarr_sentry_gun.png|36px|Amarr Sentry Gun|link=]][[image:icon_caldari_sentry_gun.png|36px|Caldari Sentry Gun|link=]][[image:icon_gallente_sentry_gun.png|36px|Gallente Sentry Gun|link=]][[image:icon_minmatar_sentry_gun.png|36px|Minmatar Sentry Gun|link=]]
 +
| rowspan="2" |
 +
{| style="font-size: 85%;"
 +
|-
 +
! colspan="2" | Damage
 +
! [[Image:icon_resist_em.png|Electromagnetic damage]]
 +
! [[Image:icon_resist_therm.png|Thermal damage]]
 +
! [[Image:icon_resist_kin.png|Kinetic damage]]
 +
! [[Image:icon_resist_exp.png|Explosive damage]]
 +
|- style="text-align: center;"
 +
| [[image:icon_turret_volley.png|24px|Turret volley damage]]
 +
| 440 hp
 +
| 80
 +
| 140
 +
| 80
 +
| 140
 +
|}
 +
<small>&nbsp;&nbsp;[[image:icon_turret.png|16px|Damage per second]] 176 dps (2,5 second cycle)<br>
 +
&nbsp;&nbsp;[[image:icon_optimal_range_script.png|16px|Optimal Range]] 500km optimal + 50km falloff<br>
 +
&nbsp;&nbsp;[[image:icon_tracking_speed_script.png|16px|Tracking Speed Script]] 160 rad/s tracking speed</small>
 +
 
 +
|- style="text-align: center; font-size: 85%;"
 +
|
 +
'''Amarr Sentry'''<br>
 +
'''Caldari Sentry'''<br>
 +
'''Gallente Sentry'''<br>
 +
'''Minmatar Sentry'''<br>
 +
{{co|grey|(identical stats)}}
 +
|}
 +
All sentry guns are invulnerable and you can't even lock them up, ''"Target is invulnerable"''.
  
=== Outlaw ===
+
== External links ==
Once your security status drops to {{co|red|-5.0}} or below you become an '''outlaw''', also commonly referred to as ''perma flashy''.
 
  
It means anyone can attack you at any time without [[CONCORD]] interfering, even in high security space. It also means that assisting you would be a criminal offense, even for your own corporation members. That means anyone who needs to assist you would have to turn their safeties off to assist, and in the process temporarily become a criminal for fifteen minutes. In highsec this means that CONCORD will destroy you if you assist an outlaw, even though they leave the outlaw alone (it is the faction police's job to hunt outlaws).
+
[https://www.eveonline.com/news/view/changes-to-security-status-and-abyssal-filaments Changes to Security Status & Abyssal Filaments - 2022-11-04]
  
== Faction standing ==
+
[[Category:Game mechanics]]
{{stub}}
 
=== Faction navy ===
 

Latest revision as of 12:46, 14 March 2024

For system security status see System Security

Security status is a measure of how law abiding a capsuleer pilot has been recently. It does not however show how law abiding a pilot may be in the future, or has been in the past.

Your security status can in theory drop as low as -10 and rise up to a theoretical max of +10, but with a more practical max around +5.0 security status as you no longer gain any security increase from belt, mission and incursion rats after that point.

Your personal security status determines how ruling factions react to you in high security space, to the point where they'll send their faction police after you if your security status drops low enough. In addition, your personal faction standing also decides whether the faction navy will hunt you down or not.

In short:

  • CONCORD forces deal with criminals.
  • Faction police forces deal with people who have low security status.
  • Faction navy forces deal with people who have low faction standing.

Effects of Security status

You can find a capsuleer's Security Status in the Character: Information window.

Having too low security status will have effects on your life in high and low security space. Positive security status does not provide much of a benefit, but it both serves as a buffer if the pilot suffers a penalty and any attackers will also suffer (slightly) higher penalties depending on the difference in security status. It does not however provide safety from other immediate consequences of actions resulting in security loss, such as Criminal or Suspect timers.

Low security status

Once your security status reaches -0.0 you are flagged as having a ColorTag-SkullYellow9.gif low security status to all pilots, often called a "banana" for the default yellow indicator. This tag is only informative as having low security status has no gameplay effects until it reaches -2.0.

Outlaw

Once your security status drops to -5.0 or below (technically -4.95) you become an ColorTag-SkullOrange9.gif outlaw, also commonly referred to as "perma flashy".

It means anyone can attack you at any time without CONCORD interfering, even in high security space. It also means that assisting you would be a suspect offense, even for your own corporation members. That means anyone who needs to assist you would have to turn their safeties partially off to assist (yellow safeties), and in the process temporarily become a suspect for fifteen minutes.

Travel restrictions

Once your security status drops below certain thresholds, the empire faction police will start hunting you when you enter high security system. Any cloaking device fitted to your ship will also be disabled based on the same criteria, so you cannot cloak up to avoid the faction police. You will also not be able to dock while in a ship or tether at a player-owned structure.

  • Security status of -2.0 or below means you'll be attacked in 1.0 systems.
  • Security status of -2.5 or below means you'll be attacked in 0.9 systems.
  • Security status of -3.0 or below means you'll be attacked in 0.8 systems.
  • Security status of -3.5 or below means you'll be attacked in 0.7 systems.
  • Security status of -4.0 or below means you'll be attacked in 0.6 systems.
  • Security status of -4.5 or below means you'll be attacked in 0.5 systems.

You'll have a few seconds before they arrive and while the faction police is formidable, they are not as strong as CONCORD and can sometimes be handled and often avoided if you're flying a reasonably agile ship. Players with negative ratings can fly through all systems in a capsule, commonly referred to as a "pod", as faction police will not attack pods. But if you're an ColorTag-SkullOrange9.gif outlaw, anyone can target and destroy your pod without repercussion ... assuming they can catch you.

You will be allowed to dock in high security station or player-owned structure while in your capsule and can undock with a ship, but as soon as you undock you will not be able to dock again while in the ship.

In CONCORD-claimed systems (like the majority of the Sanctum constellation in the Genesis region) the faction police will show up wearing CONCORD colour, but they are not overpowered like the regular CONCORD police is. The CONCORD faction police are no stronger than any other faction police and can be dealt with just as you would any of the others.

Changing security status

There are many ways to both gain and lose security status. Bear in mind that with your safety set to enable safety, often referred to as "green" safety, you'll be unable to do any actions that would cause you to lose security status.

Losing security status

There are several ways to lose your security status, all concerning unprovoked attacks in low and high security space.

  • Unprovoked attack of a capsuleer ship (small hit)
[math] \displaystyle \text{Modification%} = -2.5\% \times \text{System security} \times \left( 1 + \frac{\text{Target's security} - \text{Aggressor's security} }{100} \right)[/math]
  • Unprovoked attack of a capsule (major hit)
[math] \displaystyle \text{Modification%} = -25\% \times \text{System security} \times \left( 1 + \frac{\text{Target's security} - \text{Aggressor's security} }{100} \right)[/math]

In both cases the new security status is calculated as

[math] \text{Aggressor's new security status} = \text{Aggressor's old security status} + ( 10 - \text{Aggressor's old security status} ) \times \text{Modification%} [/math]

Unprovoked actions are actions not sanctioned through war, limited engagements, suspect or criminal timers. For example, engaging a non-suspect or non-criminal in low security space that you are not at war with, suicide ganking in high security space. In null security and wormhole space everything is legal so actions there have no effect on security status.

While both system security and the relative difference in security status of the aggressor and victim are factored in, the system security difference has a much bigger impact than the relative security status. The higher the aggressor's security standing is, the harsher the penalty as well.

Remember that these actions always lead to you getting either a ColorTag-SkullYellowBlack9.gif suspect or a ColorTag-SkullRedBlack9.gif criminal timer, depending on which action you chose to engage in and the security level of the system you're in. Not all suspect or criminal offenses will result in a security status hit however. Stealing from a can will flag you as a suspect, but you won't lose any security status. Criminal acts in low security space doesn't incur the wrath of CONCORD unless you decide to jump into high security space before your criminal timer runs out.

Raising security status

Main article: Repairing security status

There are numerous activities that raise your security standing.

  • Running missions against pirate factions (you gain security status from the high bounty rats).
  • Killing high bounty belt rats, a.k.a. belt ratting, in low and null security space (the larger the rat, the higher the increase).
  • Running Incursions (requires that you have at least aggressed the Sansha rats).
  • Turning in security tags to CONCORD in low security space.
  • Completing various social skills.


Security increase through killing NPCs such as mission, belt and incursion rats can only give you a security increase up until your security status reaches +5.0, then no further gain by this method is possible. Security tags are limited to removing negative status and cannot improve your status further once you reach 0.0 or higher.

Sentry guns

Whenever you lose security status through suspect or criminal offenses in low or high security space, any sentry gun on grid will engage you. The sentry guns will continue engaging you for as long as you remain on grid.

No aggression is carried over after leaving the grid where you performed your initial act, so even though you're still a suspect or a criminal there's no further aggression from those or other sentry guns once you warp off-grid. Just remember that a new act of aggression that causes you to lose more of your security status, such as continuing to pod someone in low security space after initial aggression, would trigger another response from present sentry guns. But they too can easily be reset by bouncing to an off-grid tactical and back.

Sentry Gun Offensive data
Amarr Sentry GunCaldari Sentry GunGallente Sentry GunMinmatar Sentry Gun
Damage Electromagnetic damage Thermal damage Kinetic damage Explosive damage
Turret volley damage 440 hp 80 140 80 140

  Damage per second 176 dps (2,5 second cycle)
  Optimal Range 500km optimal + 50km falloff
  Tracking Speed Script 160 rad/s tracking speed

Amarr Sentry
Caldari Sentry
Gallente Sentry
Minmatar Sentry
(identical stats)

All sentry guns are invulnerable and you can't even lock them up, "Target is invulnerable".

External links

Changes to Security Status & Abyssal Filaments - 2022-11-04