Difference between revisions of "User:Diane yanumano/wsop BestPractices draft"

From EVE University Wiki
Jump to: navigation, search
(Blanked the page)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
<div style="width: 80%; margin: 1em 10%; padding: 4px; border: solid 1px #orange; background-color: #2B3856;">
 
{| cellpadding="2" style="border: none; background-color: #2B3856; color: #FFFFFF;"
 
|-
 
|valign="center"|'''DRAFT DRAFT DRAFT THIS IS NOT AN OFFICIAL DOCUMENT THIS IS NOT AN OFFICIAL DOCUMENT DRAFT DRAFT DRAFT'''.
 
|}
 
</div>
 
= Eve University Best Practices =
 
  
Nothing in the following section shall be taken as being part of the WSOPs. These are practices which are strongly recommended and should be taken as consistent with the spirit and letter of the WSOPs.
 
 
<br>
 
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
 
== You should fit...  ==
 
 
=== ...your ship for PvP  ===
 
 
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  ===
 
 
This means using faction ammo where you can<ref>The extra damage is usually worth the money, but if you cant afford it, thats ok.</ref>. Remember you don't need to fill your cargo, no matter what the ammo - you need only take one or two reloads on most fleets.
 
 
=== ...a Tech 2 tank on BattleCruisers and Battleships  ===
 
 
This means your tanking modules are mainly Tech 2, such as Hardeners, Extenders, and so on.<ref>There are some exceptions to this where the Meta 4 module has better statistics, and is cheaper or easier to fit, but in all cases you must still have the skills to fit the modules individually.</ref>
 
 
=== ...your ship for its role  ===
 
 
This should go without saying, but it means the modules on your ship should not typically cost massively more than the value of the hull. Tackle frigates are fit cheaply and disposably<ref>Use Meta 0, 1 or 2 modules where you can as they are very cheap.</ref>, and module cost scales with the cost of the hull<ref>The bigger the ship, the less likely it is to die quickly in a fight, therefore it is worth fitting it well.</ref>.
 
 
=== ...appropriate rigs  ===
 
 
* Tech 1 Rigs on [[Frigate]]s, [[Destroyer]]s and [[Cruiser]]s are optional.
 
* Tech 1 Rigs on [[BattleCruiser]]s 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>
 
 
<br>
 
 
== You should ''always''...  ==
 
 
 
=== ...check the Local channel for War-Targets  ===
 
 
Check it before you undock, and keep checking it whenever you are in space. Hostiles may appear at any moment.<ref>The Local channel is the best tool any player has as to what is going on, and during war it should be made as tall as possible so you can see as many people as possible without scrolling.</ref>
 
 
=== ...dock up if there are War-Targets  ===
 
 
If not in a combat fleet<ref>Hopefully that should go without saying, but if you are in a combat fleet you should be killing them.</ref> and you see a War-Target in space or the local channel, then dock immediately, no waiting.
 
 
=== ...avoid Trade Hubs when travelling ===
 
 
You should avoid [[Trade Hubs|Trade hubs]] when travelling<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.
 
 
<br>
 
 
== 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>
 
 
=== ...go AFK in space ===
 
 
Never leave your ship unattended for long periods when in space<ref>Being AFK, for an extended time, even cloaked at a safe-spot or sitting at the POS, simply isn't worth the risk.</ref>. Always dock up if you have to leave. If you are a scout or picket and need to take a short break, warp to a safe-spot and cloak up until you get back.
 
 
<br>
 
 
== You can...  ==
 
 
This is a list of  activities which you can do when the corporation is at DEFCON 1. These are merely suggestions.
 
 
If any activity conflicts with one of the requirements of the WSOPs, it cannot be done. If that activity can be done without violating the WSOPs, then it is permitted.
 
 
=== ...travel around EVE ===
 
 
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>.
 
 
=== ...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>. Remember to follow the normal E-UNI Rules of Engagement.
 
 
=== ...run Wormhole Operations  ===
 
 
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 covert ops 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.
 
 
=== ...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 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 ===
 
 
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. You may run missions solo, but is strongly advised that you mission in a fleet of at least three students. Remember that Faction ships and Modules are still prohibited.
 
 
=== ...mine in a group ===
 
 
This is best done with four or more members, with at least one of them in a combat-fitted ship - remember that mining ships are prohibited. Ideally, all mining should be done in an exploration pocket located in a quiet system or wormhole as far away from HQ and known operating areas of any war-targets as possible. Ensure that all fleet members keep a lookout in local for any hostiles, and nobody goes AFK without docking first. Don't forget to use an out of corp hauler to pick up any minerals.
 
 
=== ...station trade  ===
 
 
Remember that moving cargo (items not for your current ship) is a bad idea 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  ===
 
 
You can use an out-of-corp character or alt for [[Alt Missioning|Missions]], Mining and Hauling alone. Many missions may be accepted on your E-UNI character but performed with an alt.
 
 
=== ...leave E-UNI until the war ends  ===
 
 
If you want to, [[So, You Want to Leave 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>
 
 
= 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.
 
 
<br>
 
 
= Why?  =
 
 
For new players, its not immediately obvious why the rules are as they are. Below are answers to some of the more common questions.
 
 
<small><references /></small>
 
 
<br>
 
 
= Requests for Clarification  =
 
 
All requests for clarification must be made directly to the [[Director]]s. If in doubt, avoid the element which is unclear until clarified.
 
 
<br>
 
 
= Further Reading  =
 
 
*[[Wartime Checklist]]
 

Latest revision as of 21:52, 7 June 2012