Difference between revisions of "Surviving 0.0"

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(added policy section; edited rats; retooled 0.0 combat, expanding bubbles, adding bombs.)
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'''Note:''' This is just a stub for an article. The original writer (me, Mar Gregorios) doesn't know much about 0.0 so feel free to edit/add/correct whatever
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{{stub}} 
  
 
= University Policies =
 
= University Policies =
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Sovereignty can be established by alliances by setting up POSses and removed by destroying them. The Dominion expansion will change sov mechanism, which is supposed to make the system more fluid. Stay tuned for that.
 
Sovereignty can be established by alliances by setting up POSses and removed by destroying them. The Dominion expansion will change sov mechanism, which is supposed to make the system more fluid. Stay tuned for that.
  
Alliances usually have either of the two following policies regarding outsiders:
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Alliances will typically have one of the following policies regarding outsiders:
  
 
; NBSI : Not blue, shoot it! This is the usual alliance policy. If your corporation or alliance is not set to positive standing (blue) to alliance controlling the space, you will be shot at.
 
; NBSI : Not blue, shoot it! This is the usual alliance policy. If your corporation or alliance is not set to positive standing (blue) to alliance controlling the space, you will be shot at.
 
; NRDS : Not red, don't shoot! There are some regions of 0.0 where alliances shoot only those people that have negative standing. Curatores Veritas (CVA) alliance in Providence is probably the most famous example of such alliance.
 
; NRDS : Not red, don't shoot! There are some regions of 0.0 where alliances shoot only those people that have negative standing. Curatores Veritas (CVA) alliance in Providence is probably the most famous example of such alliance.
  
There are also player-owned stations in 0.0 (outposts), but it is possible that you are not allowed to dock in these.
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There are stations in 0.0, though they are few and far between.  There are also player-owned stations in 0.0 (outposts), but it is likely that you will not be allowed to dock in these. Don't buy something in the market without making sure you can go get it. 
  
 
= Ratting =
 
= Ratting =
  
-- why it is lucrative
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== why it is lucrative ==
-- alliance policies regarding ratting
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Rats are worth more in lower-sec systems, and they grow bigger in lower-sec systems.  In 0.0, you get very big rats worth top dollar -- battleships with million-ISK bounties and a chance of faction/officer loot drops.
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== Rat/Belt Chaining ==
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If you manage your rats, you can farm more money -- leave a few, and they'll respawn with larger ones.  Done properly, you can get reasonably-frequent elite-level battleships, which can occasionally drop officer loot.  If you work multiple asteroid belts into the equation, it can be very lucrative.  Conversely, if you mess up the chain, it can go back to frigates for a good while.
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'''If you mess up someone's rat chaining in 0.0, you will not make friends.'''
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= Combat in 0.0 =
 
= Combat in 0.0 =
  
Combat in 0.0 differs from low-sec or high-sec combat, because there are no restrictions on ships or equipment that can be used. Concorde also doesn't interfere with fights in any way.
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Combat in 0.0 differs from low-sec or high-sec combat, because there are no restrictions on ships or equipment that can be used. Concord also doesn't interfere with fights in any way.
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== Bombs ==
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Bombs can be deployed in 0.0 space.  They're expensive and hard to use correctly, but they do area of effect damage, and lots of it.  Be sure your overview is configured to show bombs (there's a delay before they explode), and get away immediately when you see one. 
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== Bubbles ==
  
One of the biggest differences to Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space which prevent warp drive from operating, even if you have warp core stabilizers in your ship. The only exception to this rule are Tech3 ships (Strategic Cruisers at the moment) with Nullifier propulsion subsystem.
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One of the biggest differences from Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space which prevent warp drives from operating. The only ships immune to this effect are Tech3 ships with the Warp Disruption Nullifier propulsion subsystem.
  
Warp disruption bubbles are placed in a certain position in space. If your warp vector crosses the warp bubble, you will be pulled out of warp. (this happens even if you are 100km away?
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Warp disruption bubbles are placed at some point in space. If your warp vector crosses the warp bubble too close to either end of your warp, you can be pulled out of warp. So warping to zero isn't as safe as in high-or low-sec -- you can get dragged out of warp at the edge of the bubble, up to 100K from the gate.  They do not deactivate your MWD.
  
Warp interdiction bubbles:
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=== Kinds of bubbles ===
* deployed by interdictors
 
* don't show on overview?
 
* expiry, couple of minutes?
 
  
Heavy interdictor bubbles:
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# Warp interdiction bubbles:
* centered on ship
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#* can only be deployed by interdictors.
* destroyed when ships is destroyed
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#* Can be shot, though the probes that create them are hard to lock.
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#* Last a limited time.
  
Mobile warp disruptors:
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# Heavy interdictor bubbles:
* must be anchored
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#* can only be deployed by heavy interdictors.
* what's the expiry?
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#* are centered on the heavy interdictor.
* different sizes
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#* are only destroyed when the heavy interdictor is destroyed.
  
Gate camps usually have bubbles. For this reasons it is not advisable to jump to 0 to the gate, since you might end in a bubble and drop warp before you are in jump range.
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# Mobile warp disruptors:
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#* must be anchored, which takes about 5 minutes.
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#* can be shot and destroyed.
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#* do not time out.
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#* are available in a variety of bubble sizes, in T1 and T2 versions.
  
If you jump to a system and end up in bubble, this is a possible way to escape: (I've read this, but I haven't tested it at all -- verification needed!) Click the gate in your overview and set it as your first waypoint (clear any other destinations if you have any), set your autopilot on, turn on MWD and you should approach gate and jump when in range.
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Gate camps usually have bubbles of some kind. Therefore, warping to zero on the gate and being in a fast ship aren't sufficient protections -- you'll likely get grabbed by a bubble and drop warp before you are in jump range.

Revision as of 00:41, 6 October 2009

This article is a stub. You can help the UniWiki by expanding it.

University Policies

Most of 0.0 space is forbidden to Uni members, with the exception of the Great Wildlands region. The reason for this is that sovereignty-holding alliances get very unhappy about strangers entering their territory. Unhappy alliances can cause a great deal of trouble for the University. Uni members make them especially nervous, because the Uni is a popular corp for placing alt spies. Be aware that some of what's discussed here involves space you shouldn't be in.


Sovereignty

There are two kinds of 0.0, NPC space and player controlled space. Some NPC-controlled space has system names similar to those in the Empire, while the majority of 0.0 has number/letter designations. The sovereignty information under the system name will tell you whether you're in NPC space or not.

Sovereignty can be established by alliances by setting up POSses and removed by destroying them. The Dominion expansion will change sov mechanism, which is supposed to make the system more fluid. Stay tuned for that.

Alliances will typically have one of the following policies regarding outsiders:

NBSI
Not blue, shoot it! This is the usual alliance policy. If your corporation or alliance is not set to positive standing (blue) to alliance controlling the space, you will be shot at.
NRDS
Not red, don't shoot! There are some regions of 0.0 where alliances shoot only those people that have negative standing. Curatores Veritas (CVA) alliance in Providence is probably the most famous example of such alliance.

There are stations in 0.0, though they are few and far between. There are also player-owned stations in 0.0 (outposts), but it is likely that you will not be allowed to dock in these. Don't buy something in the market without making sure you can go get it.

Ratting

why it is lucrative

Rats are worth more in lower-sec systems, and they grow bigger in lower-sec systems. In 0.0, you get very big rats worth top dollar -- battleships with million-ISK bounties and a chance of faction/officer loot drops.

Rat/Belt Chaining

If you manage your rats, you can farm more money -- leave a few, and they'll respawn with larger ones. Done properly, you can get reasonably-frequent elite-level battleships, which can occasionally drop officer loot. If you work multiple asteroid belts into the equation, it can be very lucrative. Conversely, if you mess up the chain, it can go back to frigates for a good while.

If you mess up someone's rat chaining in 0.0, you will not make friends.


Combat in 0.0

Combat in 0.0 differs from low-sec or high-sec combat, because there are no restrictions on ships or equipment that can be used. Concord also doesn't interfere with fights in any way.

Bombs

Bombs can be deployed in 0.0 space. They're expensive and hard to use correctly, but they do area of effect damage, and lots of it. Be sure your overview is configured to show bombs (there's a delay before they explode), and get away immediately when you see one.

Bubbles

One of the biggest differences from Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space which prevent warp drives from operating. The only ships immune to this effect are Tech3 ships with the Warp Disruption Nullifier propulsion subsystem.

Warp disruption bubbles are placed at some point in space. If your warp vector crosses the warp bubble too close to either end of your warp, you can be pulled out of warp. So warping to zero isn't as safe as in high-or low-sec -- you can get dragged out of warp at the edge of the bubble, up to 100K from the gate. They do not deactivate your MWD.

Kinds of bubbles

  1. Warp interdiction bubbles:
    • can only be deployed by interdictors.
    • Can be shot, though the probes that create them are hard to lock.
    • Last a limited time.
  1. Heavy interdictor bubbles:
    • can only be deployed by heavy interdictors.
    • are centered on the heavy interdictor.
    • are only destroyed when the heavy interdictor is destroyed.
  1. Mobile warp disruptors:
    • must be anchored, which takes about 5 minutes.
    • can be shot and destroyed.
    • do not time out.
    • are available in a variety of bubble sizes, in T1 and T2 versions.

Gate camps usually have bubbles of some kind. Therefore, warping to zero on the gate and being in a fast ship aren't sufficient protections -- you'll likely get grabbed by a bubble and drop warp before you are in jump range.