User:Cassiel Seraphim/Sandbox

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New icons

Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming Hacking

Warp scrambling Warp scrambling Warp scrambling

Warp disrupting Warp disrupting Warp disrupting

Energy neutralizing Energy neutralizing Energy neutralizing

Target painting Target painting Target painting

Webbing Webbing Webbing

Jamming Jamming Jamming

Hacking Hacking

Scripts Sensor Boosters Ammo

Tracking Speed Script Optimal Range Script Scan Resolution Script Targeting Range Script

-

Caldari Navy Antimatter Charge L Republic Fleet EMP Charge L Imperial Navy Multifrequency L Imperial Navy Microwave L Scorch L

Hull Resists Damage

Shield Armour Structure

Electromagnetic resistance Thermal resistance Kinetic resistance Explosive resistance

Electromagnetic damage Thermal damage Kinetic damage Explosive damage

Hardeners DC Rigs

Explosive Deflection Field II Kinetic Deflection Field II EM Ward Field II Thermic Deflection Field II Adaptive Invulnerability Field II Pithum C-Type Adaptive Invulnerability Field Pithum C-Type EM Ward Amplifier

Damage Control II

Shield Extender Shield Extender II

Template

Enemy Description
JammingWarp scramblingEnergy neutralizingTarget paintingWebbingShield TransporterRemote ECM BurstWarfare LinksFighter Bombers - Lirsautton ParichayaSmall targetMedium targetLarge target Something Textaboutsomething

More icons

Icon warp time.png Icon green check.png Icon yellow circle.png Icon red x.png Icon people.png Icon person.png Icon forbidden.png Icon x.png Icon unknown.png Icon implant hardwiring.png Icon leader.png Icon peace.png Icon ship.png Icon ship dark.png Icon ship other.png Icon large red x.png Icon large green check.png Icon checkmark.png Icon cancel.png Icon locked.png Icon unlocked.png Icon pin.png Icon fleet.png Icon general.png Icon incursion effect cyno.png Icon incursion effect damage.png Icon incursion effect resists.png Icon incursion effect bounties.png

See-through!

Sansha's Manual

Enemy Defensive Data Offensive Data
17924_256.png Eystur Rhomben

JammingWarp scramblingEnergy neutralizingTarget paintingWebbing

Ship Stats Electromagnetic Resistance Thermal Resistance Kinetic Resistance Explosive Resistance
Shield Hit Points 2,500 HP
 60 %
 60 %
 60 %
60 %
Armour Hit Points 1,250 HP
 43 %
 43 %
 43 %
 43 %
Structure Hit Points 625 HP
 0 %
 0 %
 0 %
 0 %

Effective Shield Hit Points XX,XXX Effective Shield Hit Points

Damage / Volley Electromagnetic Damage Thermal Damage Kinetic Damage Explosive Damage
Turret Damage 2,500 HP - - - -
Torpedo Damage 1,250 HP - - - -

Optimal Range Script 10km optimal + 1km falloff range
Tracking Speed Script 0,4 tracking speed
Signature Radius49 meter signature radius
Targeting Range Script 12km attack range

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance

Resist-table

Ship Stats shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance
Icon shield.png 2,500 HP
 60 %
60 %
60 %
60 %
borderless 1,250 HP
 43 %
 43 %
 43 %
 43 %
Icon hull.png 625 HP
 0 %
 0 %
 0 %
 0 %

Know your safeties and timers

Keep your safeties on green and if you get any other flag than an NPC-flag, let your fleet commander know right away. You and anyone the flag spread to will most likely be forced to dock up for safety.

Safeties

There are three safety settings:

  • Disable safety - Disable safety to allow actions which give suspect or criminal status.
  • Partial safety - Partial safety prevents actions that give criminal status, while allowing those that give suspect status.
  • Enable safety - Enable safety to prevent all actions that would give you suspect or criminal status.

Your safeties should normally be set to enable safety, which we call green safeties for short. That way you will not go suspect without getting a warning first. Under no circumstances would you ever need to go red safeties, as in disable safety, in incursions.

Click the little dot right next to your HUD-display to change your security settings.
Remember to click the Confirm button when trying to change your settings.

Timers

Legality and timers are also very important to have a good grasp on. Knowing what it means when you get the different timers is necessary so you can see when there's a potential problem. See Crimewatch for more details on the more intricate mechanics of legal timers.

Flag Description
NPC flag Non-Capsuleer Log-Off Timer
Cause: Combat with a non-capsuleer [1]
Consequence: Ship will remain in space on log-off until timer expires (15 minutes) [2].
PvP flag Capsuleer Log-Off Timer
Cause: Combat with another capsuleer[1].
Consequence: Ship will remain in space on log-off until timer expires[2] (see While at war below).
Weapon flag Weapons Timer
Cause: Aggression against another capsuleer [3].
Consequence: Unable to dock or use stargates [4].
Suspect flag Suspect Timer
Cause: Committed a "suspect"-level offense.
Consequence: Capsuleers may freely engage [5].
Criminal flag Criminal Timer
Cause: Committed a "criminal"-level offense.
Consequence: Capsuleers may freely engate. CONCORD will engage in high-sec space [5].
Limited Engagement flag Timer
Cause: Involved in a limited engagement with 1 pilot (or any number of pilots) [6].
Consequence: These pilots may freely engage you while timer is active (lists pilots and time remaining). [7] .
  1. ^ a b The Non-Capsuleer and Capsuleer log-off timers are created when you either shoot or get shot by an NPC or a fellow capsuleer.
  2. ^ a b This means you will remain in space if you disconnect or close the client, until the timer runs out. The NPC timer will not be renewed if you are shot while already having disconnected or logged off, but the PvP timer will. So if someone finds you after you logged out they can keep your ship in space indefinitely.
  3. ^ You get the Weapon-flag whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). Unlike the PvP-flag, you do not get this flag simply by being shot by another player.
  4. ^ This means you cannot change sessions, which means you cannot jump, dock or eject from, store or switch ships while this flag is active.
  5. ^ a b Both the Suspect and Criminal timer means that anyone can freely attack you without CONCORD interfering. If someone engages you, a Limited Engagement-timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, our logistics would need to go Suspect (yellow safeties) in order to assist you (due to interfering with a limited engagement). In the case of being criminally flagged, CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute.
  6. ^ A Limited Engagement is basically created whenever two capsuleers are involved in combat where both parties cannot legally shoot each other. So to ensure that you can always shoot back when aggressed, the limited engagement is created when legality isn't enough.
  7. ^ Being involved in a Limited Engagement means that any outside assistance will flag that person as a suspect, unless you can both legally attack each other. Simply being attackable doesn't count, you actually have to have the right already, through mutual wars or your very own limited engagement.

While at war

At war When your corporation or alliance is at war, the capsuleer log-off timer becomes deceptively dangerous because in order to assisting anyone with a capsuleer log-off timer who is at war will require you to turn your safety to yellow and go suspect. As such, it's important to avoid accidentally shooting corporation members, since that is a legal action in and by itself, but it will give you both capsuleer log-off timers that will be spread to the logistics and anyone else who's offering remote assistance.

During peace

At peace Even when you're at peace there is a chance that flags might come into play. If someone enters a limited engagement, like if you suffer an unprovoked attack by someone, then any assistance to the person involved with a limited engagement would require logistics to turn their safety to yellow and go suspect. Once someone goes suspect, then it would force the other logi to go suspect as well, or be unable to help.