Difference between revisions of "Archive:Null-Sec Campus"

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* Do not insult, provoke, or smack talk others. Shoot and kill them, but be polite about it.
 
* Do not insult, provoke, or smack talk others. Shoot and kill them, but be polite about it.
* Do not discuss changes to diplomatic relations with the members of any other corporation or alliance unless you are an EVE University diplomat.
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* Do not discuss changes to diplomatic relations with the members of any other corporation or alliance unless authorized by management.  
 
* Honor agreed-upon terms of all arranged fights with other corporations and alliances, unless the other party chooses to break these terms first.
 
* Honor agreed-upon terms of all arranged fights with other corporations and alliances, unless the other party chooses to break these terms first.
 
* Be sporting about PvP engagements. Follow up with a "good fight" or "gf" in local chat, or some equivalent gesture, regardless of who won.
 
* Be sporting about PvP engagements. Follow up with a "good fight" or "gf" in local chat, or some equivalent gesture, regardless of who won.

Revision as of 20:11, 23 November 2014

Template:On-Going Events

NSClogo3bubblesv1.png
E-UNI Emblem.png EVE University offers
a class on:

EVE University's Nullsec Campus aims to:

  • Establish and maintain a supportive base in NPC nullsec space
  • Give students the opportunity to experience living in nullsec and the risks associated with it
  • Provide the opportunity to learn to survive
  • Practice PvP and PvE nullsec activities

Current Location: PC9-AY at Trading Post

Time: 23/7

Mailing List: UniNSC

Chat Channel: NSC.E-UNI (standard password applies)

Leadership

Campus Manager: Grygr Anzomi

Campus Logistics Team: Heteleon Rotineque, Captain Galen Wanderson, Bora Vyvorant, Sol Anti, Karcus Tavayen, Paleo Olduwan

Joining the Campus

To join the Nullsec Campus, you must:

  • Join the NSC.E-UNI chat channel.
  • Join the Nullsec Campus Mumble channel.
  • Join the active NSC fleet.
  • Set your overview up according to University standards.
  • Be willing to have fun and learn.

You should also attend or read the following classes:

And finally, we expect that you will:

  • Be respectable, polite, and friendly to our many Syndicate neighbors.
  • Follow the EVE University Rules.
  • Follow the campus rules.

Recommended Reading:

Campus Rules

If you have a question about the campus rules, contact a Leadership member.

General

  • EVE University rules take precedence.
  • Members active in the campus must be in the NSC fleet.
  • If there is no fleet advertised, form one, and put up an advert so others may join.
  • Members active in the campus must be in mumble, at least able to listen. (If you are hearing impaired, let us know!)
  • If you go AFK for long periods of time or unable to do anything bar station spin please drop fleet drop the fleet
  • Help your fellow campers learn.
  • Fly what you can afford to lose.

Diplomatic Concerns

  • Do not insult, provoke, or smack talk others. Shoot and kill them, but be polite about it.
  • Do not discuss changes to diplomatic relations with the members of any other corporation or alliance unless authorized by management.
  • Honor agreed-upon terms of all arranged fights with other corporations and alliances, unless the other party chooses to break these terms first.
  • Be sporting about PvP engagements. Follow up with a "good fight" or "gf" in local chat, or some equivalent gesture, regardless of who won.
  • Avoid engaging fleets of mixed neutrals and blues.

PvP

  • NSC rules of engagement, while in nullsec, are "Not Blue Shoot It" (NBSI).
  • Move to a separate fleet mumble channel if you're moving as part of a group more than a few jumps from PC9.
  • Any event that results in a killmail or lossmail will have a comment on the killboard as well as have an AAR written about it on the forum.
  • Write AARs for all combat actions.
  • Loot goes to the campus by default in the donations hangar, unless the fleet agrees to split loot in a particular way. The FC has final say.
  • Wartarget loot always belongs to the ILN.

PvE

  • PvE loot is the property of the group who agree to rat or run sites together.
  • PvE groups should make a sub-Channel for communication during their Ops.

Communication

  • Campus communications are "open comms" by default.
  • When first entering the campus mumble, please wait before speaking so that you can determine whether a combat situation is under way.
  • Groups of students operating in the local systems may remain in the main campus mumble.
  • Whomever is baiting or calls out for assistance from the fleet is the "FC" of that engagement if one has not been determined in advance.
  • Operations outside the "local area" as defined above must move to a separate ILN Fleet mumble channel.
  • Moving to a separate fleet from the campus is recommended but not required.
  • We operate on a "built for purpose" foundation.
  • If an operation or initiative lasts for more than a few minutes, join a separate mumble channel (or fleet as a whole) until you accomplish your goal or disband the initiative. This helps organize our fleet and keep comms clear for those who need it.

Campus Services

We offer a number of services to campus members. All services are funded by donations and PVP loot. All of these are explained in further detail here

  • Jump Freighter Transport
    • Free shipments between PC9-AY and Jita for campus members, up to 350,000 m^3.
    • Follow instructions here.
  • Carrier Transport
    • Shipments between NSC and LSC for campus members. Ships only, up to 1,000,000 m^3.
    • Follow instructions here.
  • Module Rebuy
    • Buy expensive faction, deadspace, or officer loot for discounted prices from item exchange contracts.
    • Follow instructions here.
  • Instant Reshipping
    • Buy recommended fittings directly from corporate contracts; they will be instantly delivered to your hangar.
    • Prices set to Jita prices plus 10% for overhead and transportation.
    • See corporation fittings in-game; fittings starting with "NSC" are campus fittings.
    • Further information can be found here.
  • Space Communism Hangars
    • Use hangars to refit your ship in emergencies or combat situations, free of charge.
    • If you don't yet have permission to use the access-controlled hangars, ask a Hangar Officer or other Unista.
    • Use the hangars sparingly; they are not meant to subsidize your own purchases.
    • In general, you should be paying for your own ships and modules and bringing them down here. Use our jump freighter service and buy from Jita. Remember the SRP for when you lose your ship. You are responsible for keeping a healthy supply of ships and modules you enjoy ready to fly at your own expense.
    • Abuse of the hangars may result in disciplinary action.
  • NSC Implant Replacement Program
    • Replacement of up to two +3 Learning Implants per Pod per Day
    • Loss must be within 5 jumps of PC9 within Syndicate, or on an official NSC roam with an AAR where a loss occurred ANYWHERE in 0.0 space. Sorry, lose a pod in low-sec, and you're out of luck.
    • Must have less than 6 months time in Uni and never held, or currently hold, the Graduate title.
    • Less than 15M SP excluding Industry and Mining skills (e-honor on that).
    • To claim your prize, PM/E-mail/Covo/Fleet chat your km to Tinman Spectacular.
    • (Original post here)
  • Fleet Up
    • Online fleet fitting tool showing campus pilot abilities for FC's and out of game ship fits.
    • Follow the Link to become a member.

What to Train and Fly

The NSC does not mandate any particular set of skills for flying with us.

However, for maximum enjoyment, we recommend that you have at least the skills to sustain yourself (for example, anomalies, signatures, ratting, or planetary interaction). Mining is not recommended at the NSC, because of the high traffic of our local area of Syndicate.

We also suggest that you be able to fly two or three classes of ships well for at least one race, so that you can engage a variety of targets and effectively participate in fights. Generally, this means the following skills and/or certificates:

  • Fitting skills 4+ (Core Fitting Standard Certificate)
  • Capacitor skills 4+ (Core Capacitor Standard Certificate)
  • Hull Upgrades 4+, for utilizing your lowslots effectively
  • Racial Frigate 4+ for at least one race
  • Racial Destroyer 4+ for at least one race
  • Racial Cruiser 3+ for at least one race
  • Weapon skills 4+ for at least one race's weapon line (ideally, T2 weapons)
  • Ability to fit T2 armor or shield tank, as preferred by your race
  • Electronic warfare skills at 3 for your race's preferred EWAR type

Frigate Class

Training a Racial Frigate skill to V is very helpful in the NSC, because it opens up Interceptors, Covert Ops, and Assault Frigates.

Recommended Frigates:

Races Ship Description
Logo faction minmatar republic.png Slasher.jpg The Slasher is a versatile, fast Attack Frigate with high base speed and four midslots, giving it large flexibility on tackle and shield tank. Add some token shield tank in the form of a Medium Shield Extender II, along with a MWD for a propulsion module, and you've got two midslots left over for many good tackle configurations: scram/web, long point/tracking disruption, and so on.
Logo faction gallente federation.png Atron.jpg The Atron is the fastest Attack Frigate. Although it has lower base speed than the nominally faster Slasher, it has an extra low slot and more powergrid, which means the low slots are more available for improving speed, so it can outrun a Slasher if fit for speed. However, it has less versatility in midslots.
Logo faction minmatar republic.png Stiletto.jpg The Stiletto is a Minmatar interceptor. Like its base ship, the Slasher, it has four midslots, making it a great, diverse choice with large flexibility on engagements and the ability to disengage once heavier tackle arrives on field.
Logo faction minmatar republic.png Jaguar.jpg The Jaguar is the faster of the two Minmatar Assault Frigates, and it's the Assault Frigate with the highest base speed. It's therefore ideally suited for heavy tackle and it can take a substantial amount of punishment for a frigate-sized vessel.

Our Neighborhood

Knowing your surroundings is essential for survival in nullsec, and the NSC is no exception.

Northeast Regional Syndicate

We live in the PC9 Pocket in Syndicate in PC9-AY. The primary entrances are via Harroule in MHC-R3 and Reblier in 6-CZ49.

Because 6-CZ49 is closer to PC9-AY, most Unistas arrive via this route. The Uni usually camps the Reblier gate in 6-CZ49, so this is probably the safest point of entry for new bros at the moment.

Both gates can be heavily gatecamped, so you should always ask in comms if you need eyes.

Neighbors and Visitors

  • Center for Applied Sciences <CAS>.
    • Technically an NPC corp, but a number of alts reside here and poke us once in a while. (High SP Characters; do not underestimate.)
  • Ineluctable <NOWAY> (Killboard, Info)

Nullsec Campus Background and Overview

On September 26th, 2012 at 23:00, a handful of brave, perhaps foolhardy Unistas, perceiving that the Uni lacked adequate opportunities to experience nullsec life, followed a gibbering madman named Tinman Spectacular into the hinterlands of Syndicate, pitched their tents and settled in for the long haul.

For a long while, the Campus was run mostly by a tight-knit handful of Unistas, and control eventually passed to stoic campus leader, Media Assassin. In the summer of 2013, Media Assassin left the University, citing stale PvP opportunities in Syndicate. Timdogg Ambramotte was selected as the successor. In October 2013 Timdogg moved on to another corp, with Abetorix Lincoln taking over as the campus manager. In January 2014 Abe turned over the Campus Manager job to Fargofargone.

In November 2014, taking advantage of Ineluctable vacating the PC9 pocket in favour of the larger VV- pocket, the NSC relocated from EZA to PC9. Various local facilities were installed, including an industry office in T22 and control of POCOs for ease of PI.

The NSC is a grassroots, student run initiative, which welcomes all Ivy League members who meet our basic requirements to join. We operate in an environment of intense PvP activity, and anyone who wants to join us should be ready and willing to engage in combat with other players on a regular basis.

PvE activities, such as ratting, exploration, manufacturing, and planetary interaction are available, and quite lucrative when compared to high and low sec space. Mining and Ice mining is possible in the pocket, but you must exercise extreme caution while doing so.

You may have been told that nullsec is too difficult or dangerous for new players. The members of Nullsec Campus do not believe this, and welcome very new players in their ranks. If you are very new, it is recommended that you attend or listen to any classes related to PvP as soon as possible, and focus your skill training on core and PvP specific skills. No activities of the Nullsec Campus will be restricted by player age or experience. Just prepare yourself to get exploded frequently, and don't beat yourself up about it when it happens.

What can I do in the campus?

What Ships to Bring

You may bring any ship that you don't mind losing, providing that it is allowed under WSOP. Here are some useful categories of ships you may want to consider bringing:

  • Fast tackler - Great for making bookmarks and for PvP, especially for newbros
  • Ewar boats - Moar ewar from all racial categories is a great asset for the campus
  • Battlecruiser/Battleship - useful for ratting, PVE sites, and yes, PvP
  • Scanning ship - Covops frigates and their T1 equivalents

On your first trip to the campus, it is recommended that you bring a fast, cheap frigate, both for ease of navigation through dangerous space, and to allow you to quickly make bookmarks as you travel. It is fairly easy to bring in additional ships later, please refer to the NSC forum for our Jump Freighter program. Expect to lose lots of ships.

At this time it is not recommended that you bring mining ships or industrials, with the exception of cloaky blockade runners. As the campus becomes more established, mining nullsec ores may become a more reasonable proposition, but at the current time we still have too much hostile activity in our home system for mining to be practical.

Be aware that the Ship Replacement Program does still apply, with all the normal rules and regulations, BUT hull replacement functions out of Aldrat, and replacement hulls will not be distributed on-site. Partial Reimbursements function as normal.

How to Get to the Campus

There are several routes, depending on where you are coming from. Before departing, it is recommended that you join the chat channel "NSC.E-Uni", as well as check the fleet finder for the standing NSC fleet.

From Aldrat

  • Set your autopilot destination for PC9-AY.
  • Join the NSC standing fleet and Mumble channel. Ask for intel on the route prior to jumping into Null. Be aware that the gates may be bubbled with mobile warp disruptors, and that every neutral in Local is probably actively trying to find and kill you. See the advice below on "Traveling Safely".
  • Be aware that the default autopilot route from Aldrat will take you into Syndicate through Orvolle. Orvolle is the only highsec entrance into Syndicate, and by virtue of this fact, the Orvolle gate in PF-346 as well as the gates in the systems that make up that pipe tend to be heavily camped. You may want to consider adding Orvolle to your 'Systems to Avoid' list.
  • The recommended route is through Reblier. This Syndicate entrance is usually gate camped by friendlies, so it tends to be the safest way to the campus.
  • On arrival in PC9-AY, choose a station to call your home (the University's office/hanger is located in Intaki Commerce Trading Post.

From Oerse (Solitude)

  • Set your autopilot destination for PC9-AY.
  • Join the NSC fleet and Mumble channel. Ask for intel on the route.
  • Enjoy your 7 jumps, and pity those poor Unistas coming from Aldrat. Beware of bubbles and assume every neutral you see in nullsec is trying to kill you.
  • On arrival in PC9-AY, choose a station to call your home (the University's office/hanger is located in Intaki Commerce Trading Post.

From the LSC

  • Set your autopilot destination for PC9-AY.
  • Join the NSC fleet and Mumble channel. Ask for intel on the route.
  • Enjoy your 8 jumps, and pity those poor Unistas coming from Aldrat. Beware of bubbles and assume every neutral you see in nullsec is trying to kill you.


Taking the Pod Express

This method will cost you a new medical clone, but it's safer and faster than traveling.

  • Jump into a clean clone (you will lose your implants) and dock in any station with medical/cloning facilities.
  • Make sure your clone is up to date.
  • Right click your ship and select Leave ship.
  • Open the Medical window from the station interface and click Change Station at the bottom.
  • A list of available stations will pop up, select PC9-AY. (this list only shows stations where EUNI has an office as well as your starting NPC corp)
  • Undock, right click your pod and select Self Destruct, you should see a 2 minutes countdown.
  • Once the countdown is over, you'll wake up in PC9, upgrade your clone first! and welcome to the NSC.

Surviving in the NSC

General Advice

There is a steep learning curve for new players moving into the NSC due to the nearly constant presence of hostile activity. Syndicate is, first and foremost, a PvP environment, so people will be trying to kill you nearly every time you undock. Even the NPC rats can be more formidable opponents than you might expect. You will lose ships, maybe a lot of ships. The advice in this section should help you to minimize your losses.

Read the Guides

Read the Surviving Nullsec Guide, read the I'm Here - Now what, plus the following do's and dont's.

Campus DO'S

  1. Always stay in NSC Mumble when active, even if docked. Your friends may need your help.
  2. If you see NB (Not Blue) ships on grid, stay calm. If you are cloaked from exiting a gate, report what you see clearly and concisely. For example, "Tinman on A-Z gate in 5-Top. 7 Neutrals on gate. 4 Battlecruisers, 1 HAC, 2 frigates" is much more helpful than "15 Neutrals with me in 5-Top! Hurricane, Hurricane, Drake, Zealot, Stilleto, Jaguar, Hurricane." The former gives a concise report to fellow campers about the relative strength of their fleet composition, while the later rambles on and while precise, is hard to follow and process mentally.
  3. If you haven't set up your overview, you must do so before going out to camp. If your overview is not properly set up, you might find yourself engaging inappropriate targets, taking fire from ships that don't even show up, or other equally disastrous outcomes. Pay special attention to the Pod Saver tab and learn how to use it. See the Overview Guide for information about how to configure your overview.
  4. Ratting, while relatively lucrative, can be very dangerous. Make sure other campers know where you're ratting. Keep an eye on local, rat aligned. Talk to your fellow campers. If they are in the adjacent systems, share intel about neutrals passing through. If campers are in the same system, be aware of what everybody is flying. If you get ambushed in a belt, explain what is happening in a calm tone, what kind of ships are attacking you, how many, and where you are. Put a "w" in fleet chat so your fleetmates can easily warp to you. Consider that if the enemy has superior forces to what the NSC can bring, the wisest course of action may not be for everybody to warp in and get themselves killed. You should tell us what we are up against and let us decide for ourselves whether to intervene.
  5. Follow the Surviving Nullsec guide to bookmarks, and create bookmarks for PC9-AY (our home system) and 6-CZ49 (closest low-sec entry) ASAP. You may have to bookmark in 6-CZ49 in a fast frigate or wait until the local there are AFK or out of system. During campus downtime, create bookmarks in other nearby systems and systems you frequently roam.

Campus DONT'S

  1. Go AFK uncloaked in space. You will die, either from non blues or fellow campers.
  2. Go AFK cloaked in space while in fleet. You may die if someone accidentally warps to you and decloaks your ship.
  3. Smack talk in local. Jibber jabber with them all you want outside of combat, but we don't smack talk at Camp and nor is it permitted by the Uni. Remember, the Camp is a place to learn how to live in Null. Many people you see out there may be a future corporation for you or your fellow Unista. Negative standings are simply for Rules of Engagement purposes, and plenty of corporations/alliances with negative standings to the Uni openly recruit from us. Don't be the guy/gal who ruins it for everyone.
  4. Warp to bubbled gates and celestial locations in PC9 unless you are trying to catch someone who may be headed there. The camp has several bubbles at the stations, sun, and gates designed to catch enemy fleets and unawares travelers. These bubbles can also catch you, which would be most humiliating for yourself. Warp to your tactical first, then to the gate/celestial so you can avoid the bubble.
  5. Berate and belittle your fellow campers. We are all here to have fun and learn, nobody likes to be picked on. There will be zero tolerance for this.
  6. Log/return from AFK and warp to the first voice you hear in a fight. That may be a great way to land right next to a juicy kill, a great way to get yourself killed, or a great way to land right next to your friendly scout and decloak him. Wait for a break in comms and ask for directions, ask in fleet chat, or warp to someone you are POSITIVE is engaged in combat and needs help. For example:
  • Bobby says, "Tengu is burning for the gate, Omen is receiving reps."
    • Bobby may be engaged, or he may be sitting on-grid at a tactical watching the fight cloaked.
    • Bobby will not be happy if you warp to him when he is not in the fight, which at a minimum burns his tactical and may de-cloak him and get him killed.
  • Tommy says, "Scram, web on Tengu. Someone get secondary point, he's burning me down."
    • Tommy is probably going to die unless he gets help. Warp to him if you want to be a hero and save the day. If you do, announce on comms that you are doing so and maybe you'll get help.
    • Tommy may die before you land and/or your fleet may scatter, meaning you just warped into a hornets nest with nobody around to help. Congratulations, you're probably going to die. Prepare to warp to safety using your podsaver and carefully prepared bookmarks. While en-warp, tell your fleet your error so they can laugh, and hope you don't land in a bubble.

NSC Forum - Contact Us

Interesting Links

  • Interdiction 101 syllabus contains detailed information on the use of Mobile Warp Disruptors, Interdictors, and HICs.
  • Surviving Nullsec A generalized wiki entry on how to survive trips through Nullsec, and thrive should you choose to live there.
  • The Altruist's Syndicate Article A regional travel guide from gentleman pirate Azual Skoll.

A Note from Tinman

Wow, if you’ve made it this far you must be considering checking out the NSC. Great! Now, you may be asking yourself “Why should I join the NSC instead of XYZ Campus Tinman Spectacular?”

Obviously I’m biased towards this, but when I say NPC Null is an easier PvP training ground than High-sec, Low-sec, or W-space I mean it… truly. In Syndicate, you do not have to worry about many nuanced game rules and mechanics that can PvP in other parts of New Eden incredibly difficult.

  1. No need to worry about neutral support on/off grid in 0.0 like you have to worry in low or high security space, if someone wants to be cheesy with that you find it and kill it, no silly repercussions from game mechanics. (Concord, Gate guns, Security Status, neutral interference due to crime-watch)
  2. Fights will happen without regard to gate/station guns. You won’t see pirates playing Crime watch games to bait half your fleet into attacking them immediately proceeding a KOS cool down, forcing the other half to sit-out or risk damage for silly NPC guns.
  3. Lack of extremely lucrative Faction Warfare sites. You can make decent ISK in Syndicate if you want, but not as easily or readily as you can in FW. If you see a ship in space, you can be sure it’s probably there to fight, or facilitate someone’s fight. No ambiguity there.
  4. No complicated W-Space mechanics. Look, I like wormholes, they're different, but they are challenging and require more than just SP. They require significant game knowledge about wormhole mechanics, sleeper mechanics, pos mechanics... it's hard by gosh! (I'd encourage everyone to check out the Uni WHC or some other Worm-hole corp at some point though)
  5. NBSI… period. No need to worry about corporation standings, security status, or any of that other stuff. If it’s on your overview, you can shoot it. A second is a lifetime in PvP, do you really want to use that second debating whether attacking -5 to the crop, positive sec statusfrigate on gate is a good idea while you’re nervous as all get-out about timing your mwd cycles? (assuming you set up your overview to hide blues)
  6. Low-value ships. Syndicate sees more low-value ships per fight than any other area of space. Because folks here fight so much, they simply can’t afford to lose 200M ISK cruisers, 800M ISK Tech-3s, and Billion ISK bling ships. Sure, you’ll see a good amount of those ships, but not like you do in low-sec where there are no threats of bubbles and bombs, or high-sec where there is almost no threat for capsuleers well versed in the nuances of “crime watch” and other game mechanics.

So come down, check it out. I will say that 0.0 is not for everyone. In fact, I’d say the majority of you reading this who try it won’t like it. But if you are willing to try it as a day-one newb or a 20M SP bear you’ll at least be able to say “been there, done that.” And when you're done here, you can move on to other parts of the Uni or even another corp entirely, and have an incredible skill-set to bring to the table based solely around navigating, surviving, and thriving in some of the harshest space New Eden has to offer. (and not ridiculously complicated and confusing game mechanics)