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Security status: Difference between revisions

From EVE University Wiki
m Changing security status: Minor cleanup.
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==Changing security status==
==Changing security status==


=== Losing security status ===
==== Losing security status ====
There are several ways to lose your security status, all concerning '''unprovoked''' actions in low and high security space.
There are several ways to lose your security status, all concerning '''unprovoked'''<small> <ref>Unprovoked actions are actions not sanctioned through war, limited engagements or suspect/criminal timers. For example, engaging a non-suspect or non-criminal in low security space that you are not at war with, suicide ganking in high security space. In null security space and in wormholes crimes have no effect on security status.</ref></small> actions in low and high security space.
*Aggressing a capsuleer ship (small hit)
* Aggressing a capsuleer ship (small hit)
**Modification: 2.5% * System security * (1 + (Target's security - Aggressor's security) / 100)
:: Modification: 2.5% * System security * (1 + (Target's security - Aggressor's security) / 100)
**Aggressor's new security status: (1 - Modification) * (Aggressor's security + 10) - 10
:: Aggressor's new security status: (1 - Modification) * (Aggressor's security + 10) - 10
*Destruction of capsuleer ship
* Destruction of capsuleer ship
*Aggressing a capsule
* Aggressing a capsule
**Modification: 25% * System security * (1 + (Target's security - Aggressor's security) / 100)
:: Modification: 25% * System security * (1 + (Target's security - Aggressor's security) / 100)
**Aggressor's new security status: (1 - Modification) * (Aggressor's security + 10) - 10
:: Aggressor's new security status: (1 - Modification) * (Aggressor's security + 10) - 10
*Destruction of a capsule (major hit)
* Destruction of a capsule (major hit)
*Aggressing an npc ship or structure
* Aggressing an npc ship or structure
**Same modification as for capsuleer ships, substituting 0 for the target's security status
:: Same modification as for capsuleer ships, substituting 0 for the target's security status
Unprovoked actions are actions not sanctioned through war, limited engagements or suspect/criminal timers. For example, engaging a non-suspect or non-criminal in low security space that you are not at war with, suicide ganking in high security space. In null security space and in wormholes crimes have no effect on security status.


As above, security status penalties are directly proportional to [[System Security]].  System security is shown in game with a precision of one decimal point but the true value is much more precise.  There is also a percentage modification of the penalty equal to the difference between the aggressor and target's security statuses, as much as 15% between a -10 and +5 capsuleer (in practice reduction by this is limited to 10% because -4.95 and lower capsuleers are outlaw and can be attacked without penalty).  Because losses are percentage movements towards -10, this is fairly inconsequential in practice.
<small><references/></small>


Remember that these actions always lead to you getting either a suspect or a criminal timer, depending on which action you chose to engage in and the security level of the system you're in. Not all suspect or criminal offences will result in a security status hit however. Stealing from a can will flag you as a suspect, but you won't lose any security status. Criminal acts in low security space doesn't incur the wrath of CONCORD unless you decide to jump into high security space before your criminal timer runs out.
As you can see above, security status penalties are directly proportional to [[System Security]].  System security is shown in game with a precision of one decimal point but the true value is much more precise.  There is also a percentage modification of the penalty equal to the difference between the aggressor and target's security statuses, as much as 15% between a -10 and +5 capsuleer (in practice reduction by this is limited to 10% because -4.95 and lower capsuleers are outlaw and can be attacked without penalty). Because losses are percentage movements towards -10, this is fairly inconsequential in practice.


=== Raising security status ===
Remember that these actions always lead to you getting either a {{icon|tag suspect|9}} {{co|orange|suspect}} or a {{icon|tag criminal|9}} {{co|red|criminal timer}}, depending on which action you chose to engage in and the security level of the system you're in. Not all suspect or criminal offences will result in a security status hit however. Stealing from a can will flag you as a suspect, but you won't lose any security status. Criminal acts in low security space doesn't incur the wrath of CONCORD unless you decide to jump into high security space before your criminal timer runs out.
 
==== Raising security status ====
{{main|Repairing security status}}
{{main|Repairing security status}}
There are numerous activities that raise your security standing.
There are numerous activities that raise your security standing.
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* Killing high bounty belt rats, a.k.a. [[ratting|belt ratting]], in low and null security space (the larger the rat, the higher the increase).
* Killing high bounty belt rats, a.k.a. [[ratting|belt ratting]], in low and null security space (the larger the rat, the higher the increase).
* Running [[Incursions]].
* Running [[Incursions]].
* Turning in [http://wiki.eveuniversity.org/Security_tags security tags] to CONCORD in low security space.
* Turning in [[Security_tags|security tags]] to CONCORD in low security space.


=== Sentry guns ===
==== Sentry guns ====
Whenever you lose security status through suspect or criminal offences in low or high security space, any sentry gun on grid will engage you. The sentry guns will continue engaging you for as long as you remain on grid.
Whenever you lose security status through suspect or criminal offences in low or high security space, any sentry gun on grid will engage you. The sentry guns will continue engaging you for as long as you remain on grid.