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{{hatnote|For system | {{hatnote|This article is about the security status attributed to an individual character. For the security level attributed to a star system, see [[system security]].}} | ||
{{FlashyCSS}} {{legality}} | {{FlashyCSS}} {{legality}} | ||
'''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. | '''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. | ||
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--> | --> | ||
== Effects of Security status == | == Effects of Security status == | ||
[[File:Security | [[File:Security Status New.png|thumb|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. | 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. | 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. | ||
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* {{co|coral|Unprovoked attack of a capsuleer ship (small hit)}} | * {{co|coral|Unprovoked attack of a capsuleer ship (small hit)}} | ||
:<math> \displaystyle \text{Modification% | :<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)}} | * {{co|coral|Unprovoked attack of a capsule (major hit)}} | ||
:<math> \displaystyle \text{Modification% | :<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 | 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> \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. | 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. | ||
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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. | 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 | {| class="wikitable" | ||
|- style="background: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Sentry Gun | ! Sentry Gun | ||
! Offensive data | ! Offensive data | ||
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| 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=]] | | 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" | | | rowspan="2" | | ||
{| | {| | ||
|- | |- | ||
! colspan="2" | Damage | ! colspan="2" | Damage | ||
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[[image:icon_tracking_speed_script.png|16px|Tracking Speed Script]] 160 rad/s tracking speed</small> | [[image:icon_tracking_speed_script.png|16px|Tracking Speed Script]] 160 rad/s tracking speed</small> | ||
|- style="text-align: center | |- style="text-align: center;" | ||
| | | | ||
'''Amarr Sentry'''<br> | '''Amarr Sentry'''<br> | ||
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== External links == | == External links == | ||
[https://www.eveonline.com/news/view/changes-to-security-status-and-abyssal-filaments Changes to Security Status & Abyssal Filaments - 2022-11-04] | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||