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During war-time, [[EVE University]] and Ivy League uses a set of guidelines known as 'Standard Operating Procedures' (SOP), typically referred to as "the War SOP".
 
  
These are part of a carefully crafted war doctrine based on years of experience, which is intended to keep members safe and impart the knowledge neccecary to survive, while bringing the war to a quick close by denying the war's entertainment or profit value to the enemy, frustrating or even boring the enemy at every chance we get. To that end, the SOP is intended to:
 
 
*Deny the enemy easy kills of helpless non-combat ships.
 
*Deny the enemy easy kills of poorly-fitted ships.
 
*Deny the enemy any kills of high-value ships.
 
*Deny the enemy any chance to banter or smack talk with us.
 
*Deny the enemy any enjoyment from the conflict.
 
 
Below are the guidelines and individual details, however you may simply read the contents if you do not require detailed information. References<font color="orange"><sup>[x]</sup></font> link to the bottom of this page where, if you wish, you can find the reasoning behind each of them.<br>
 
 
<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>
 
= The Standard Operating Procedures =
 
 
The SOP applies to all members when the [[IVY Defence Status|DEFCON]] level listed in the [[Chat Channels and Mailing Lists|Chat.E-UNI]] channel is set as DEFCON 1. While this is typically during wartime, it may also be applied during peacetime under extreme circumstances.
 
 
The below rules are as clear as they can be made, but if you require clarification, then please speak to a [[EVE University Management|Director]]. There are no hidden meanings, and anything not listed here is ''not'' part of the SOP.
 
 
In the event you make a mistake, then you should admit it and accept the consequences, rather than attempting to avoid the repercussions, as you will typically find leniency. At most, issues tend to result in the person involved being temporarily removed from E-UNI for their own safety.
 
 
<br>
 
 
== You shall not be undocked unless you are...  ==
 
 
=== ...in a fleet  ===
 
 
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 ===
 
 
You don't have to be able to speak, but you shall be listening to ''< specified mumble channel >'' <ref>If something happens, you need to be able to communicate it quickly, or at least receive instruction quickly. The few seconds it can take to type something and someone to read it back is often the difference between saving your ship and losing it.</ref>.
 
 
<br>
 
 
== You shall 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 an [[Ivy League Navy|ILN Flag Officer]] or [[EVE University Management|Director]].
 
 
=== ...ships with T2 rigs, or faction or better modules ===
 
 
* Tech 2 Rigs are prohibited.<ref>These are horrendously expensive and never provide bonuses worth the extra ISK for PvP.</ref>
 
* 'Faction or better' means any module other than Tech 1, Tech 2 and 'Meta' - in other words Faction, Storyline, 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>.
 
 
=== ...'Covert Ops' combat ships  ===
 
 
These are ships which can fit a [[Covert Ops Cloak]] and designed for combat, such as:
 
 
*[[Stealth Bomber]]s<ref>These are expensive, require high skills, and are only effective with a well coordinated team.</ref>
 
*[[Force Recon]]s<ref>Like the [[Stealth Bomber]], these are expensive and need practice to use well.</ref>
 
 
The Tech 2 '[[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]' are not built for combat so are allowed, but should only be flown once you have had some fleet experience and practice moving cloaked.
 
 
=== ...Tech 2 BattleCruisers or Battleships  ===
 
 
*[[Battlecruiser#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>
 
*[[Battleship#Marauder|Marauders]]<ref>These are PvE rather than PvP ships, built to take damage over a long period and loot missions.</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  ===
 
 
*[[Strategic Cruiser]]s<ref>Like many others, these are very expensive and not worth the [[Risk to ISK]] ratio.</ref>
 
 
=== ...Mining Ships  ===
 
 
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>
 
*[[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>
 
If you really ''must'' mine, it is highly recommended that you do so in a T2 tanked BS or BC [[Wartime Standard Operating Procedures#...mine_in_a_group|as part of a fleet]], but you shall still watch local closely.</ref>
 
 
=== ...Haulers  ===
 
 
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]], including the [[Noctis]]<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>
 
*[[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>
 
*[[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>
 
*[[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 shall instead use an [[Creating an Alt Hauler|'out-of-corp' Alt Hauler]] or issue a courier contract.
 
 
=== ...faction ships  ===
 
 
*Any ship with 'Issue'<ref>Raven Navy Issue, Stabber Fleet Issue, etc.</ref> in the Name.<ref>While some of these may be good, they aren't worth the [[Risk to ISK]].</ref>
 
*Any 'Pirate' faction ship.<ref>Like any 'Issue' ships, they tend to be good, but very expensive, even against the T2 versions.</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 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]].
 
 
=== ...rare or unique ships  ===
 
 
This is any ship which has been seeded by [[CCP]]<ref>While they may not have cost you anything originally, they are still worth something to someone, and therefore tend to make good prizes on a killboard.</ref>for which the blueprints are not publicly available for, such as:
 
 
*[[Apotheosis]]
 
*[[Echelon]]
 
*[[Zephyr]]
 
*[[Interbus Shuttle]]
 
*[[Primae]]
 
*... and various others.<ref>Far too many to list here, including rewards from CCP for things like the [[Alliance Tournament]]s. If you aren't certain if they are allowed, check to see if they are listed on the market.</ref>
 
 
<br>
 
 
== Combat Fleets shall...  ==
 
 
=== ...have at least two E-UNI members  ===
 
 
These are individual people who are current EVE University members, so people running multiple accounts or alts don't count toward this.<ref>You need to be able to defend yourself and potentially kill any hostiles in the event you encounter a hostile target, and not present a nice easy kill. If the situation is not well in their favour, most hostiles will avoid combat.</ref>
 
 
=== ...be on Mumble with the FC able to talk  ===
 
 
Fleets must use the University [[Mumble]] server for voice communications, and the Fleet Commander must be able to talk.<ref>The few seconds needed to type out or otherwise pass a command are often the difference between a success and the loss of the whole fleet.</ref>
 
 
=== ...consist only of Uni members ===
 
 
As per the normal E-UNI rules on [[Rules#Combat Fleets|Combat Fleets]], all fleets planning combat must be comprised of only E-UNI/IVY members. The only exception to this is an out of corp scout, however this should still be an alt of an E-UNI member.
 
 
=== ...have member who are not impaired  ===
 
 
This means in PvP, you have one active account logged in, not multiple accounts you are splitting your focus across (for example an out of corp scout with another member in space with the fleet). Similarly, fleet members must not be tired and/or intoxicated.<ref>You really don't want to be known as the fleet commander who fell asleep in the middle of a warp.</ref>
 
 
=== ...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 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.
 
 
=== ...''should'' have a covert scout, if possible  ===
 
 
At least one scout in a Covert Ops frigate is encouraged but is '''not''' a requirement<ref>Knowing what is on the other side of a gate without letting the hostile know you are coming will always give you an advantage.</ref>. If a scout isn't available, then you can use [[Picket]] frigates instead<ref>Even jumping through the gate then immediately cloaking is preferable to not knowing what is there.</ref>. Remember that the scout does '''not''' have to be in E-UNI.<ref>The use of use out of corp scouts in EVE is commonplace, so there is no reason E-UNI members should not do so as well.</ref>
 
 
<br>
 
 
== Travel Advisories ==
 
 
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 shall cease and all pilots shall dock 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 shall be done only by [[Frigate#Fast Frigates|Fast Frigate]], [[Frigate#Shuttles|Shuttle]], Starter Frigate or [[Jump Clones|clone jump]].
 
 
Once the threat has passed, the Travel Advisory shall only be lifted by an [http://forum.eveuniversity.org/ilnofficers ILN Officer] or [[EVE University Management|Management]].
 
 
These may also be issued during normal peacetime operations as warnings regarding specific systems or areas of space for information purposes only.
 
 
== Enforcement ==
 
 
Members shall 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.
 
 
Appropriate time must be given before any actions are taken, however in the event an inattentive members ship is destroyed, the wreck shall be looted and salvaged if possible, and the remains contracted back to them.
 
 
 
<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 21:51, 7 June 2012