Difference between revisions of "User:Diane yanumano/wsop draft"

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Revision as of 21:40, 5 June 2012

DRAFT DRAFT DRAFT THIS IS NOT AN OFFICIAL DOCUMENT THIS IS NOT AN OFFICIAL DOCUMENT DRAFT DRAFT DRAFT.

During war-time, EVE University and Ivy League uses a set of guidelines known as 'Standard Operating Procedures' (SOP), typically referred to as "the War SOP".

These are part of a carefully crafted war doctrine based on years of experience, which is intended to keep members safe and impart the knowledge neccecary to survive, while bringing the war to a quick close by denying the war's entertainment or profit value to the enemy, frustrating or even boring the enemy at every chance we get. To that end, the SOP is intended to:

  • Deny the enemy easy kills of helpless non-combat ships.
  • Deny the enemy easy kills of poorly-fitted ships.
  • Deny the enemy any kills of high-value ships.
  • Deny the enemy any chance to banter or smack talk with us.
  • Deny the enemy any enjoyment from the conflict.

Below are the guidelines and individual details, however you may simply read the contents if you do not require detailed information. References[x] link to the bottom of this page where, if you wish, you can find the reasoning behind each of them.


The Standard Operating Procedures

The SOP applies to all members when the DEFCON level listed in the Chat.E-UNI channel is set as DEFCON 1. While this is typically during wartime, it may also be applied during peacetime under extreme circumstances.

The below rules are as clear as they can be made, but if you require clarification, then please speak to a Director. There are no hidden meanings, and anything not listed here is not part of the SOP.

In the event you make a mistake, then you should admit it and accept the consequences, rather than attempting to avoid the repercussions, as you will typically find leniency. At most, issues tend to result in the person involved being temporarily removed from E-UNI for their own safety.


You shall not be undocked unless you are...

...in a fleet

Fleets are counted as one or more people. If alone, you must still create your own fleet [1], which allows other E-UNI members to join you at your location rapidly in the event of a problem.

...logged into Mumble

You don't have to be able to speak, but you shall be listening to < specified mumble channel > [2].


You shall not fly any...

There are a number of restrictions on what ships you are allowed to fly during wars[3]. If you want to fly one of these ships, then you must receive written permission from an ILN Flag Officer or Director.

...ships with T2 rigs, or faction or better modules

  • Tech 2 Rigs are prohibited.[4]
  • 'Faction or better' means any module other than Tech 1, Tech 2 and 'Meta' - in other words Faction, Storyline, Deadspace, or Officer modules[5].

...'Covert Ops' combat ships

These are ships which can fit a Covert Ops Cloak and designed for combat, such as:

The Tech 2 'Covert Ops Frigates' are not built for combat so are allowed, but should only be flown once you have had some fleet experience and practice moving cloaked.

...Tech 2 BattleCruisers or Battleships

...Tech 3 ships

...Mining Ships

This includes the specialized mining ships, such as:

If you really must mine, it is highly recommended that you do so in a T2 tanked BS or BC as part of a fleet, but you shall still watch local closely.</ref>

...Haulers

This is any ship which is designed to move large amounts of cargo around[15], such as:

If you need to move items, you shall instead use an 'out-of-corp' Alt Hauler or issue a courier contract.

...faction ships

  • Any ship with 'Issue'[21] in the Name.[22]
  • Any 'Pirate' faction ship.[23]
  • Any other ship listed in the 'Faction' subsection on the Market, barring 'Police' frigates.[24]

Note that navy/police frigates are allowed, which means the Slicer, Comet, Hookbill and Firetail.

...rare or unique ships

This is any ship which has been seeded by CCP[25]for which the blueprints are not publicly available for, such as:


Combat Fleets shall...

...have at least two E-UNI members

These are individual people who are current EVE University members, so people running multiple accounts or alts don't count toward this.[27]

...be on Mumble with the FC able to talk

Fleets must use the University Mumble server for voice communications, and the Fleet Commander must be able to talk.[28]

...consist only of Uni members

As per the normal E-UNI rules on Combat Fleets, all fleets planning combat must be comprised of only E-UNI/IVY members. The only exception to this is an out of corp scout, however this should still be an alt of an E-UNI member.

...have member who are not impaired

This means in PvP, you have one active account logged in, not multiple accounts you are splitting your focus across (for example an out of corp scout with another member in space with the fleet). Similarly, fleet members must not be tired and/or intoxicated.[29]

...hand all loot from war-targets over to the Uni

Loot from E-UNI wrecks should be collected and given back to the owner where possible, with any war-target loot placed into the "Ivy League Navy" Hangar at the PTS or CBT stations in Aldrat[30]. Fleets during peacetime and other pirate fleets may set their own loot policy or donate it to the ILN, and donations during peacetime are not required.

...should have a covert scout, if possible

At least one scout in a Covert Ops frigate is encouraged but is not a requirement[31]. If a scout isn't available, then you can use Picket frigates instead[32]. Remember that the scout does not have to be in E-UNI.[33]


Travel Advisories

Travel Advisorys may be declared by an ILN Officer or member of Management, and are typically limited to a specific system or region likely to contain hostile activity.

An advisory means that any non-combat activity shall cease and all pilots shall dock unless they are in a combat fleet and under orders to be undocked by their Fleet Commander. Travel into or out of the advisory area shall be done only by Fast Frigate, Shuttle, Starter Frigate or clone jump.

Once the threat has passed, the Travel Advisory shall only be lifted by an ILN Officer or Management.

These may also be issued during normal peacetime operations as warnings regarding specific systems or areas of space for information purposes only.

Enforcement

Members shall keep a look-out for any other members who may not be following the SOP, and are authorised to tackle any they encounter travelling alone, as safe travel procedures will make this very difficult for both an E-UNI member or a war-target to tackle someone.

ILN Staff Officers are authorised to order a single shot to be fired to 'wake up' a member who appears to be AFK or inattentive, followed by the potential destruction of their ship rather than have it fall to an enemy.

Appropriate time must be given before any actions are taken, however in the event an inattentive members ship is destroyed, the wreck shall be looted and salvaged if possible, and the remains contracted back to them.



Why?

For new players, its not immediately obvious why the rules are as they are. Below are answers to some of the more common questions.

  1. ^ Right click yourself, select 'Form Fleet with...', then create a fleet advert with only the 'My Corporation', 'Application Requires Approval' and 'Hide Details In Advert' boxes checked.
  2. ^ If something happens, you need to be able to communicate it quickly, or at least receive instruction quickly. The few seconds it can take to type something and someone to read it back is often the difference between saving your ship and losing it.
  3. ^ When faced with a significant fleet, wartargets will typically go for the biggest or most expensive kill they can get to pad their killboard.
  4. ^ These are horrendously expensive and never provide bonuses worth the extra ISK for PvP.
  5. ^ These are massively expensive compared to Meta 0-5 modules, and we don't want to leave anything valuable behind if you get killed.
  6. ^ These are expensive, require high skills, and are only effective with a well coordinated team.
  7. ^ Like the Stealth Bomber, these are expensive and need practice to use well.
  8. ^ These are useful when you have very high or even maxed Leadership skills, but are not worth the Risk to ISK ratio.
  9. ^ These are PvE rather than PvP ships, built to take damage over a long period and loot missions.
  10. ^ These are useful in losec and nullsec, but expensive and require covert support and significant experience to fly well.
  11. ^ Like many others, these are very expensive and not worth the Risk to ISK ratio.
  12. ^ This should go without saying, but they have little to no offensive capability if the target is not an asteroid.
  13. ^ While they can fit a half-decent PvE tank, they are simply not suited to any PvP.
  14. ^ Big, slow, expensive and no means of defence? Not a PvP ship!
  15. ^ In short, if there's something worth moving, its worth money to someone, and is better not put in harms way at all.
  16. ^ While they can have a decent buffer tank to avoid some suicide ganks, they are slow and do not survive long in PvP.
  17. ^ These can warp cloaked, are fast and maneuverable, which is nice, but they are expensive and still don't last long, which is not nice.
  18. ^ These tend to have a half-decent tank, and built-in warp stabilisers, but are very slow, expensive and an easy target.
  19. ^ This should go without saying, but while freighters have a decent amount of HP, they huge, slow, can be outrun by a capsule and are incredibly expensive if/when they are lost, even without any cargo.
  20. ^ Even worse than a freighter, far more expensive and not even as big. Avoid!
  21. ^ Raven Navy Issue, Stabber Fleet Issue, etc.
  22. ^ While some of these may be good, they aren't worth the Risk to ISK.
  23. ^ Like any 'Issue' ships, they tend to be good, but very expensive, even against the T2 versions.
  24. ^ This should be self-evident, but if a ship is not listed as 'Standard' or 'Advanced', they probably aren't allowed.
  25. ^ While they may not have cost you anything originally, they are still worth something to someone, and therefore tend to make good prizes on a killboard.
  26. ^ Far too many to list here, including rewards from CCP for things like the Alliance Tournaments. If you aren't certain if they are allowed, check to see if they are listed on the market.
  27. ^ You need to be able to defend yourself and potentially kill any hostiles in the event you encounter a hostile target, and not present a nice easy kill. If the situation is not well in their favour, most hostiles will avoid combat.
  28. ^ The few seconds needed to type out or otherwise pass a command are often the difference between a success and the loss of the whole fleet.
  29. ^ You really don't want to be known as the fleet commander who fell asleep in the middle of a warp.
  30. ^ Wartime loot is sold and pays for things such as the ship replacement program.
  31. ^ Knowing what is on the other side of a gate without letting the hostile know you are coming will always give you an advantage.
  32. ^ Even jumping through the gate then immediately cloaking is preferable to not knowing what is there.
  33. ^ The use of use out of corp scouts in EVE is commonplace, so there is no reason E-UNI members should not do so as well.


Requests for Clarification

All requests for clarification must be made directly to the Directors. If in doubt, avoid the element which is unclear until clarified.


Further Reading