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Safe spots: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Page lacked an introduction. I've added one.
What is a safe spot?: attempting to interpret writer's intent
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Since it is possible to occasionally see a ship sitting at a safe spot while warping around a system, safe spots need to be away from any travel path between any two celestials in the system.
Since it is possible to occasionally see a ship sitting at a safe spot while warping around a system, safe spots need to be away from any travel path between any two celestials in the system.


Never warp to a moon for a safe spot.  
'''Never warp to a moon for a safe spot.'''


Moons often have POS's, and in nullsec or lowsec they tend to be set to attack anyone they don't know. Warping to moons can easily get your ship destroyed, either by POS modules or by hostiles sitting there. Planets tend to be safer than moons, but a good hostile fleet will warp to a planet before anywhere else when trying to find you.
Moons often have POS's, and in nullsec or lowsec they tend to be set to attack anyone they don't know. Warping to moons can easily get your ship destroyed, either by POS modules or by hostiles sitting there. Planets tend to be safer than moons, but a good hostile fleet will warp to a planet before anywhere else when trying to find you.


If warping near a celestial, always warp to 70-100 KM, never warp to 0.
'''If warping near a celestial, always warp to 70-100 KM, never warp to 0.'''


Warping to a celestial at 0 KM in order to evade is a fast way to lose a ship. Hostiles will probably guess that you will be warping to 0 KM, and will likewise do the same. Some hostiles who are in fast ships may try warping to 30 KM or 50 KM, but the best bet is still that they will warp to 0 in search of you (unless they know you will warp to a different distance). Warping to 100 KM in a battleship may just give you enough time to avoid being tackled by a hostile interceptor that warped to 0 KM, which could save your ship.
Warping to a celestial at 0 KM in order to evade is a fast way to lose a ship. Hostiles will probably guess that you will be warping to 0 KM, and will likewise do the same. Some hostiles who are in fast ships may try warping to 30 KM or 50 KM, but the best bet is still that they will warp to 0 in search of you (unless they know you will warp to a different distance). Warping to 100 KM in a battleship may just give you enough time to avoid being tackled by a hostile interceptor that warped to 0 KM, which could save your ship.