Difference between revisions of "Kill Rights"

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A 'Kill Right' (often written as 'Killright') is the right to attack someone's ship (not pod) in Empire Space legally. It still means that this attack is an act of aggression on that player but Concord will not intervene.
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{{Update|How can a player tell if they have a kill right available against themselves?}}
  
= How Kill Rights come into existence  =
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{{legality}}
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== What Are Kill Rights? ==
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Kill rights are awarded when another player carries out a criminal act of aggression against you by activating an offensive module on your ship or pod. CONCORD takes a dim view of such actions and will flag the offending pilot with a [[Timers#Criminal Timer|criminal flag]] (a flashing red square with a skull in the middle). You, as the targeted player, will then be awarded the kill right on the aggressor.
  
A Kill Right will be granted when an illegal attack that leads to the destruction of a manned ship is performed in Empire Space while the owner of the ship did not agress the attacker at all.  
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Kill rights are only awarded when criminal aggression occurs in High Sec, or against your pod in Low Sec.
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Keep in mind that in High Sec, activating an offensive module on another player wreck will be considered as a criminal aggression, CONCORD will take actions against you and the owner of the wreck will be awarded with a kill right on you.
  
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All other illegal aggression in Low Sec will flag the aggressor as a [[Timers#Suspect Timer|Suspect]] and thus not earn or award a kill right. All aggression is legal in Null Sec and in Worm Hole space (W-Space or J-Space) and no actions there will award a kill right. Keep in mind that if you are a legitimate (flashy) target to the aggressor in High Sec or Low Sec, there is no consequence in aggressing you and, therefore, no kill right will be awarded. Suspect flagging actions will not award a kill right.
  
== Illegal attack  ==
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Situations that make you legitimate (flashy) as a target are:
  
An illegal attack is any attack that is not legal. Legal targets are outlaws (<= -5.0 security status), those that perfomed an act of agression and those you have Kill Rights on. Acts of agression are going GCC, attacking someone (even a legal attack is still an act of aggression), stealing from someone, etc.
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* [[Timers#Suspect Timer|Suspect flagged]] (15 minute timer)
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* [[Timers#Criminal Timer|Criminally flagged]] (15 minute timer)
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* [[Timers#Limited Engagement Timer|Limited Engagement flagged]] (5 minute timer, counts down from the moment aggression ceases, resets if aggression resumes in that time)
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* Being a War Target (Only applies to those your corporation/alliance is at war with.)
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* [[Security status#Security status|Security Status]] at or below -5.0 (known as a permaflashy)
  
''Player A (Attacker) shoots Player T (Target) while Player T is minding his own business.''
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Your ship does not need to be destroyed, nor you podded, to earn such a Kill right. Any criminal action on the part of the other pilot will grant the kill right.
  
''Not: Player T is an Outlaw. Player T did shoot at Player A. Player T did steal from Player A's corp. Player T is GCC. Player A has a Kill Rights on Player T. Player A and Player T are from the same corporation.''
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== Finding Available Kill Rights ==
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[[File:Kill-rights-available.png|thumb|Kill rights available to this pilot.]]
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Open your character window in game, then click the Interactions tab (1), then Kill Rights (2). Simply click on the one you wish to activate and select the options you wish to take. Such as to whom you make it available, and if you will charge for the use of it or not.
  
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== Selling Kill Rights ==
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If you own a kill right you can choose to sell the right to other pilots. In order to do so you select the kill right you wish to sell from your Character Sheet / Kill Rights tab. On opening the kill right you will see three option buttons which allow you to select who you make the right available to: 1) all pilots, 2) your corp, or 3) a specific named character, alliance, or corporation other than your own. If you have offered a kill right for sale and it is accepted by another pilot, the ISK will be transferred to the kill right owner immediately irrespective of whether a kill is made. It is also acceptable to make the kill right open without any cost implication; however, there is nothing to stop the offending pilot getting a friend or an alt to kill him in a starter frigate to clear the kill right.
  
== that leads to the destruction of a manned ship  ==
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== Activating a Kill Right ==
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If you are awarded such a kill right, and have activated it, the offending pilot will begin to flash with a [[Timers#Suspect Timer|suspect]] marker (the yellow flashy with the skull inside) remember if you fire on him you will be flagged with a [[Timers#Limited Engagement Timer|limited engagement]] timer and he can fire back.
  
The ship of the target must be destroyed. Killing pods does not count as a ship, so you will not get Kill Rights for getting podkilled. The player must still be sitting in the ship when it gets destroyed. So no kilright will be granted when the aggressed ejects before the destruction of his ship.
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To activate a kill right on a capsuleer who has an outstanding kill right you first need to be on grid with them. They will be colortagged as such with, by default, a white reticle (crosshair) on an orange background. When you are on grid you need to select them. Once selected a crosshair icon will appear in the upper right hand corner. Be aware that kill rights will have an ISK amount to activate, from 0 or more. If the pilot in question is one whom you've earned a kill right against there is no cost to you to activate it, even if you made the kill right available to others to activate for any ISK amount.
  
''Player T's ship gets destroyed.''
 
  
''Not: Player T manages to survive/run. Player T's pod is destroyed. Player T ejects before the destruction of the ship.''
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[[File:Act_killright.png]]
  
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== in Empire Space  ==
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There is little point in activating a kill right on a pilot who has a -5.0 or worse security rating (a permaflashy) as they are already flagged as having a sec status below -5.0, and any pilot can engage them without consequence other than being entered into a limited engagement. Although, it might make you feel better if you have just lost your pride and joy all the same. Note that no one will pay or even bother to activate a kill right on a permaflashy as there is just no need.
  
A Kill Right will only be granted when the destruction of a ship happens in Empire space. This means 0.1 - 1.0 system security, so kills in 0.0 and Wormholes will not
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If the offending ship is destroyed, or the pilot podded, CONCORD will consider the kill right to be used and it will be removed. Note that sometimes a cache delay may show a pilot as having a kill right available on them even though it has been recently activated and satisfied. When you go to activate it you'll get a message stating that the kill right is no longer available.
  
''Player A destroys Player T's ship in high-sec or low-sec.''
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=== The Kill Right Scam ===
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You will notice some pilots sitting at gates, traveling on autopilot, or sitting outside stations with a kill right available on them and looking like unbelievable targets of opportunity. You'll more than often not find that the activation cost for these are extremely high (usually in the hundreds of millions, into the billions, though sometimes much less). They are often in ships that would be juicy on your killboard, or look easy to kill. What they have done is simply illegally aggressed an alt (or sometimes a trusted friend) using a Rookie Ship. The alt earns the kill right. The idea here is that someone will pay to activate the kill right and the alt earns the ISK for the pilot with the kill right available. They often have their ship insured and are in a position to easily evade your attack and get away (such as jumping the gate or docking up), or they just don't care if they lose the ship. No matter what, the pilot with the kill right earns the ISK, and often you don't have a kill. If you do get a kill, it's often against a hilariously cheap or even non-fit ship.
  
''Not: Player A destroys Player T's ship in a Wormhole or in any 0.0.''
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Be especially aware that if they are sitting on a station this may be part of a ruse to get you to activate the kill right and attack them. They'll dock-up and reship into something that will burn you down. They get your ISK and a kill against you. They operate very similar to others who sit as flashy suspects on stations.
  
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== Expiry of kill rights ==
  
== while the target did not aggress the attacker  ==
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If after 30 days the kill right is not activated or satisfied the kill right will expire. This is a set time and you cannot extend it by keeping the kill right and activating it on the 30th day expecting another 30 days. It's a use it or lose it time limit and once it's gone the offending pilot is free from your wrath.
  
A Kill Right will only be granted when the owner of the destroyed ship did not perform an act of aggression on the attacker. Any activation of an aggressive module on an attacker will prevent the onset of a Kill Right.
 
  
''Player A and Player B (Buddy) destroy Player T's ship. Meanwhile Player T uses ECM drones on Player A. Player T will get a Kill Right on Player B who he did not aggress but he will not get a Kill Right on Player A because of his drones.''
 
  
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EVE University places restrictions on some engagements; refer to [[Rules of Engagement#Kill Rights|Rules of Engagement]]
 
 
= What Kill Rights do  =
 
 
 
When a Kill Right is granted, the owner can perform legal attacks on the culprit until it ceases to exist. This is irrelevant in wormholes or 0.0 but this will lead to Concord not intervene in the attack and the owner of the Kill Right will not get a GCC. Still, attacking someone in Empire space is an act of aggression which means the target of the Kill Right can re-aggress legally.
 
 
 
''Player T meets Player A and Player B from the previous engagement. He can now attack Player B legally. Player B can shoot back but Player A can only sit there and watch. If Player A decides to engage Player T, this is considered an illegal attack which will result in Player A getting a GCC and the intervention of Concord if that happens in high-sec.''
 
 
 
{I am not sure what happens when someone is assisting (e.g. remote repairing) the one using a Kill Right (e.g. remote sensor boosting, remore repairing). As the attack is not illegal, it should not lead to GCC/concord but be only an act of aggression.}
 
 
 
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= How you know you are involved in Kill Rights =
 
 
 
The owner of the Kill Right will have a list of his Kill Rights as well as a list of players who have Kill Rights on him in his character sheet under the Kill Rights tab.
 
 
 
The target of your Kill Right will not show flashy on your overview (contrary to http://wiki.eveonline.com/en/wiki/Kill_rights).
 
 
 
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= How Kill Rights cease to exist  =
 
 
 
A Kill Right will not enable you to legally shoot someone till the end of time.
 
 
 
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== Time  ==
 
 
 
The Kill Right will cease to exist after 30 days.
 
 
 
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== Using the Kill Right to destroy a ship legally  ==
 
 
 
The Kill Right will cease to exist when it is used up. It will vanish when you use it to destroy your offender's ship (not pod), regardless of him defending himself. Using it means performing a legal attack just because of the Kill Right. Performing a legal attack without the Kill Right (target is GCC, outlaw, stole,...) will also use up your Kill Right.
 
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= Kill Rights in the Uni  =
 
 
 
The Uni imposes some restrictions on its members when they are involved in Kill Rights, see [[Rules_of_Engagement#Kill_Rights|Rules of Engagement]].
 
  
 
[[Category:PvP]]
 
[[Category:PvP]]

Latest revision as of 10:31, 22 July 2024

This page should be updated due to game changes.
Reason: How can a player tell if they have a kill right available against themselves?


What Are Kill Rights?

Kill rights are awarded when another player carries out a criminal act of aggression against you by activating an offensive module on your ship or pod. CONCORD takes a dim view of such actions and will flag the offending pilot with a criminal flag (a flashing red square with a skull in the middle). You, as the targeted player, will then be awarded the kill right on the aggressor.

Kill rights are only awarded when criminal aggression occurs in High Sec, or against your pod in Low Sec. Keep in mind that in High Sec, activating an offensive module on another player wreck will be considered as a criminal aggression, CONCORD will take actions against you and the owner of the wreck will be awarded with a kill right on you.

All other illegal aggression in Low Sec will flag the aggressor as a Suspect and thus not earn or award a kill right. All aggression is legal in Null Sec and in Worm Hole space (W-Space or J-Space) and no actions there will award a kill right. Keep in mind that if you are a legitimate (flashy) target to the aggressor in High Sec or Low Sec, there is no consequence in aggressing you and, therefore, no kill right will be awarded. Suspect flagging actions will not award a kill right.

Situations that make you legitimate (flashy) as a target are:

Your ship does not need to be destroyed, nor you podded, to earn such a Kill right. Any criminal action on the part of the other pilot will grant the kill right.

Finding Available Kill Rights

Kill rights available to this pilot.

Open your character window in game, then click the Interactions tab (1), then Kill Rights (2). Simply click on the one you wish to activate and select the options you wish to take. Such as to whom you make it available, and if you will charge for the use of it or not.

Selling Kill Rights

If you own a kill right you can choose to sell the right to other pilots. In order to do so you select the kill right you wish to sell from your Character Sheet / Kill Rights tab. On opening the kill right you will see three option buttons which allow you to select who you make the right available to: 1) all pilots, 2) your corp, or 3) a specific named character, alliance, or corporation other than your own. If you have offered a kill right for sale and it is accepted by another pilot, the ISK will be transferred to the kill right owner immediately irrespective of whether a kill is made. It is also acceptable to make the kill right open without any cost implication; however, there is nothing to stop the offending pilot getting a friend or an alt to kill him in a starter frigate to clear the kill right.

Activating a Kill Right

If you are awarded such a kill right, and have activated it, the offending pilot will begin to flash with a suspect marker (the yellow flashy with the skull inside) remember if you fire on him you will be flagged with a limited engagement timer and he can fire back.

To activate a kill right on a capsuleer who has an outstanding kill right you first need to be on grid with them. They will be colortagged as such with, by default, a white reticle (crosshair) on an orange background. When you are on grid you need to select them. Once selected a crosshair icon will appear in the upper right hand corner. Be aware that kill rights will have an ISK amount to activate, from 0 or more. If the pilot in question is one whom you've earned a kill right against there is no cost to you to activate it, even if you made the kill right available to others to activate for any ISK amount.


Act killright.png


There is little point in activating a kill right on a pilot who has a -5.0 or worse security rating (a permaflashy) as they are already flagged as having a sec status below -5.0, and any pilot can engage them without consequence other than being entered into a limited engagement. Although, it might make you feel better if you have just lost your pride and joy all the same. Note that no one will pay or even bother to activate a kill right on a permaflashy as there is just no need.

If the offending ship is destroyed, or the pilot podded, CONCORD will consider the kill right to be used and it will be removed. Note that sometimes a cache delay may show a pilot as having a kill right available on them even though it has been recently activated and satisfied. When you go to activate it you'll get a message stating that the kill right is no longer available.

The Kill Right Scam

You will notice some pilots sitting at gates, traveling on autopilot, or sitting outside stations with a kill right available on them and looking like unbelievable targets of opportunity. You'll more than often not find that the activation cost for these are extremely high (usually in the hundreds of millions, into the billions, though sometimes much less). They are often in ships that would be juicy on your killboard, or look easy to kill. What they have done is simply illegally aggressed an alt (or sometimes a trusted friend) using a Rookie Ship. The alt earns the kill right. The idea here is that someone will pay to activate the kill right and the alt earns the ISK for the pilot with the kill right available. They often have their ship insured and are in a position to easily evade your attack and get away (such as jumping the gate or docking up), or they just don't care if they lose the ship. No matter what, the pilot with the kill right earns the ISK, and often you don't have a kill. If you do get a kill, it's often against a hilariously cheap or even non-fit ship.

Be especially aware that if they are sitting on a station this may be part of a ruse to get you to activate the kill right and attack them. They'll dock-up and reship into something that will burn you down. They get your ISK and a kill against you. They operate very similar to others who sit as flashy suspects on stations.

Expiry of kill rights

If after 30 days the kill right is not activated or satisfied the kill right will expire. This is a set time and you cannot extend it by keeping the kill right and activating it on the 30th day expecting another 30 days. It's a use it or lose it time limit and once it's gone the offending pilot is free from your wrath.


EVE University places restrictions on some engagements; refer to Rules of Engagement