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| Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place. | | Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place. |
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| == Remote assistance == | | == Remote assistance, combat timers and legality == |
| There are several modules that doesn't give you any bonuses, but instead is activated on a friendly ship to give them a boost. Below is a list of common assistance modules.
| | {{main|Remote assistance}} |
| {| class="wikitable" style="font-size:90%;"
| | Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using [[remote assistance]] to interfere in a fight between two parties, aiding a suspect or an outlaw is usually a {{icon|timer suspect|16}} {{co|#ffd75f|suspect offence}} and assisting criminals is a {{icon|timer criminal|18}} {{co|red|criminal offence}}. |
| ! style="background-color:#222222;" | Remote assistance module
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| ! style="background-color:#222222;" | Description
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| | {{icon|st|24}} '''Remote shield boosters'''
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| | Repairs shield hit points of the targeted ship.
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| | {{icon|remote armor repair|24}} '''Remote armor repairers'''
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| | Repairs armour hit points of the targeted ship.
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| |-
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| | [[image:icon_remote_capacitor_transmitter_i.png|24px|link=]] '''Remote capacitor transmitters'''
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| | Transfers capacitor energy to the targeted ship.
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| |-
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| | [[image:icon_tracking_computer_i.png|24px|link=]] '''Remote tracking computers'''
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| | Increases the tracking speed and range of the targeted ship's turrets.
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| |-
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| | {{icon|sensor resolution|24}} '''Remote sensor boosters'''
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| | Increases the scan resolution and locking range of the targeted ship.
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| |}
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| ==== Remote assistance and combat timers ====
| |
| Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. The time left will be whatever the recipient of your assistance has left, so if someone has 22 seconds left of their weapon timer when you assist them, your inherited weapon timer will also have 22 seconds left, assuming you don't have a weapon timer of your own with more than 22 seconds left on it. | |
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| Apart from inheriting timers, naturally legality puts itself on top of that, regulating what actions cause you to get a suspect or criminal timer.
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| ==== Remote assistance and legality ====
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| As remote assistance can turn the tide of battle, certain actions are legal and some are not. In general, interfering in a fight between two parties, aiding a suspect or an outlaw is usually a {{co|darkorange|suspect offence}} and assisting criminals is a {{co|red|criminal offence}}.
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| ===== While at war =====
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| {|
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| | valign="top" | [[image:icon_war.png|64px|At war]]
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| | valign="top" | When your corporation or alliance is at war, the capsuleer log-off timer can become an issue if you ever fly with people who aren't in your corporation. Because in order to assist someone with a capsuleer log-off timer who is at war will require all non-corporation members to turn your safety to yellow and go suspect. This includes alliance members who are at war with the same corporation or alliance as you are.
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| As such, it's important to avoid accidentally shooting corporation members in mixed fleets, since that is a legal action in and by itself, but it will give you both capsuleer log-off timers that will be spread to the logistics and anyone else who's offering remote assistance. The best way to avoid accidentally shooting corporation members is to '''''never target them without a very good reason''''', especially if you are flying an offensive role. Most necessary fleet actions, like keep at range and orbit, can be accomplished without first targeting the other person by just putting them on the watch list and right-click them.
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| |}
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| ===== During peace =====
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| {|
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| | valign="top" | [[image:icon_peace.png|64px|At peace]]
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| | valign="top" | Even when you're at peace there is a chance that timers might come into play. If someone enters a limited engagement, like if you make or suffer an unprovoked attack by someone in low and high security space, then any assistance to the person involved (with a limited engagement) would require logistics to turn their safety to yellow and go suspect. Once someone goes suspect it would force the other logi and everyone else who wants to lend assistance to go suspect as well. While being a suspect is fairly trivial in low security space, it presents a number of issues if you then travel back into high security space while the timer is still active.
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| |}
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| = Other Timers= | | = Other Timers= |