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m →Combat Comms: Cleaned up wording. |
Minor policy changes, mostly to bring de facto rules in line with de jure ones. |
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* When leaving the standing fleet as boss, ask to pass fleet boss to another EVE University character. If a fleet boss is in an alt corp, the fleet will no longer be advertised correctly. | * When leaving the standing fleet as boss, ask to pass fleet boss to another EVE University character. If a fleet boss is in an alt corp, the fleet will no longer be advertised correctly. | ||
* Passing boss (including by logging out or leaving fleet) gives a session change timer to both old and new bosses. Surprise session change timers can get people killed, for instance by preventing wormhole jumps. Ask the person who says they can take fleet boss if they are ready for it. | * Passing boss (including by logging out or leaving fleet) gives a session change timer to both old and new bosses. Surprise session change timers can get people killed, for instance by preventing wormhole jumps. Ask the person who says they can take fleet boss if they are ready for it. | ||
* If no one is able to take boss it is best to disband the fleet. | * If no one is able to take boss it is best to disband the fleet. | ||
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== Announcing Activations == | == Announcing Activations == | ||
Always call out activations for Alpha, Bravo, any hole within 2 jumps of Cake, and any wormholes into or out of a system you know/suspect contain other WHC members. Wormholes make a sound and have a visual effect. We use this to determine when we need to prepare for a fight, so announcing activations lets those watching a wormhole know that the activation is friendly and not a sign of an imminent fight | Always call out activations for Alpha, Bravo, any hole within 2 jumps of Cake, and any wormholes into or out of a system you know/suspect contain other WHC members. Wormholes make a sound and have a visual effect. We use this to determine when we need to prepare for a fight, so announcing activations lets those watching a wormhole know that the activation is friendly and not a sign of an imminent fight. | ||
* If you are activating it: Call out “Friendly Alpha”, “Friendly B22”, “Friendly Z1”, etc. in voice comms. | * If you are activating it: Call out “Friendly Alpha”, “Friendly B22”, “Friendly Z1”, etc. in voice comms. | ||
* Depending upon the circumstances, you may write it in Fleet, commonly abbreviated as “fa a”, “fa b22”, “fa z1”, etc. | * Depending upon the circumstances, you may write it in Fleet, commonly abbreviated as “fa a”, “fa b22”, “fa z1”, etc. | ||
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== Announcing Probes == | == Announcing Probes == | ||
As with activations, please call out probes in Cake and elsewhere when you know there are friendlies are in system. | As with activations, please call out probes in Cake and elsewhere when you know there are friendlies are in system. | ||
* When deploying probes: | * When deploying probes in Cake or any system with another active player: call out "Friendly Probes <system>" in voice comms. | ||
* You may additionally write "fp | * You may additionally write "fp <system>" in Fleet. | ||
* If you see unannounced probes then call out what you see in comms: "Combat Probes in Alpha", "Core Scanner Probes in Cake, are they yours?" | * If you see unannounced probes then call out what you see in comms: "Combat Probes in Alpha", "Core Scanner Probes in Cake, are they yours?" | ||
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Intelligence is life and death in J-space and part of this includes ensuring signatures are properly scanned, bookmarked, and updated in Wanderer along with other important information. If everybody does a little bit, it’s not much work! | Intelligence is life and death in J-space and part of this includes ensuring signatures are properly scanned, bookmarked, and updated in Wanderer along with other important information. If everybody does a little bit, it’s not much work! | ||
* Always enable tracking for all you characters (including alts) in Wanderer. This is our primary method of figuring out who is where, and it helps both prevent accidental roll-outs and aid in rapid response to content. | |||
* Make sure you are keeping Wanderer updated and cleaned up. This means properly updating new signatures, updating information on structures and POSs, deleting old sigs that aren’t there, deleting chains that have collapsed, and detaching connections that appear if someone gets podded or death clones. | * Make sure you are keeping Wanderer updated and cleaned up. This means properly updating new signatures, updating information on structures and POSs, deleting old sigs that aren’t there, deleting chains that have collapsed, and detaching connections that appear if someone gets podded or death clones. | ||
* One of the first things you should do when undocking is ensuring all signatures in Cake have been updated. It is also good practice to do this while passing through the chain. See this [https://discord.com/channels/301496390066896896/1338534464187404338/1338534464187404338 Discord post] on how best to accomplish this. | * One of the first things you should do when undocking is ensuring all signatures in Cake have been updated. It is also good practice to do this while passing through the chain. See this [https://discord.com/channels/301496390066896896/1338534464187404338/1338534464187404338 Discord post] on how best to accomplish this. | ||
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=== Null Data/Relic Sites === | === Null Data/Relic Sites === | ||
Scout(s) who were involved in scanning the sites and bookmarking them have the first claim to these sites. | Scout(s) who were involved in scanning the sites and bookmarking them have the first claim to these sites. | ||
* If the scout(s) passes on them, its fair game for any member of the fleet (Ask the scout before you run) | * If the scout(s) passes on them, its fair game for any member of the fleet. (Ask the scout before you run) | ||
* If multiple members are interested, | * If multiple members are interested, just talk it out and come to an agreement on how to share the opportunity. | ||
=== Ghost Sites === | === Ghost Sites === | ||
As these highly valuable sites have a time limit, it is most efficient to take as many people as there are cans in a site (4 | As these highly valuable sites have a time limit, it is most efficient to take as many people as there are cans in a site (4). If there are not enough people who want to join in fleet, ping in Discord. | ||
* Make sure to assign everyone a specific can before warping to the site. | * Make sure to assign everyone a specific can/direction before warping to the site. | ||
** Enable the tactical overlay to see the colored line of north. | ** Enable the tactical overlay to see the colored line of north. | ||
** Cans spawn in the northeast, southeast, southwest, northwest | ** Cans spawn in the northeast, southeast, southwest, and northwest. | ||
* The site timer starts as soon as an uncloaked warp is initiated, so have a squad commander initiate warp from the closest celestial. | * The site timer starts as soon as an uncloaked warp is initiated, so have a squad commander initiate warp from the closest celestial. | ||