Archive:Wartime Standard Operating Procedures

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TEMP DISCLAIMER: This page is presently being updated with the latest from Silentbrick's post at http://forum.eveuniversity.org/viewtopic.php?f=41&t=42829&p=381559#p381559 - until complete the forum thread wins any conflicts or ambiguity!


During war, EVE University and Ivy League uses a strict set of 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 in EVE, that is intended to bring the war to a quick close by denying the war's entertainment or profit value to the enemy, and by frustrating or even boring the enemy at every chance we get, while still meeting the University's educational goals by teaching students how to fight wars. 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 that will look good on his killboard.
  • Deny the enemy any chance to banter or smack talk with us.
  • Ensure that the enemy's only contact with EVE University is losing his ships to our overwhelming war fleets.

Restrictions and Requirements

Default SOP

When there is a currently live war, or the IVY Defence Status listed on the message of the day in Chat.E-UNI is DEFCON 1, the below rules are automatically in place.

Note the emphasis on alts to alleviate the restrictions placed on Unistas during war. Alts are easy to create, very useful, and can keep you from going stir crazy during war.

  1. ColorTag-StarRed9.gif Voice: Anytime that you are in space and online, you must be on the Alliance voice server (currently Mumble) and able to hear. You do not have to be able to speak, just listen.
    1. ColorTag-StarBlue9.gif Why: This is so that you can report any sightings or attacks as well as hear warnings from others should they be given. Of course, paying attention helps a lot as well.
  2. ColorTag-StarRed9.gif Autopilot: You may use the Autopilot feature to highlight gates, but it cannot be used to fly your ship. It should not be turned on and allowed to warp the ship. All ship maneuvers must be executed by deliberate and manual direction from the pilot.
    1. ColorTag-StarBlue9.gif Why: Autopilot makes a ship a fat target. It does not warp to zero (leaving you vulnerable far longer than it takes to catch you) and often means the pilot is not at the keyboard when his ship is in space, which isn't allowed. If you are undocked, then you need to be there and aware so that you can fight or get your ship out of any type of dangerous situation.
  3. ColorTag-StarRed9.gif Missions, ratting, exploration sites in k-space and complexes: These are forbidden during wartime. Missions may only be done under Relaxed SOP rules or through the use of an alt.
    1. ColorTag-StarBlue9.gif Why: The reason these activities are not allowed is they are not safe. PVE ships are fit in ways that make them fragile to PVP ships and you can be scanned down in any mission, site or complex. All such activities do is hand free kills to our enemies. Ratting isn't safe either, since you will be distracted and typically alone. So all such activities are banned.
    2. ColorTag-StarGreen9.gif Alts: Your Uni toon can sit in a station with an agent, get a mission and give a Bookmark to an alt, then you can run the mission with your alt and have your Uni toon turn it in. The Uni toon NEVER undocks during this.
  4. ColorTag-StarRed9.gif Hauling & Mining: You may not haul goods or mine in EVE during wartime.
    1. ColorTag-StarBlue9.gif Why: Haulers make fat, slow targets, even cloaking ones. You can see from the Killboard that even Covert Ops have trouble getting away many times, so there's no reason to put out big fat targets full of candy and beer for our enemies.
    2. ColorTag-StarGreen9.gif Alts: Use an alt or courier contracts to move things around. If you need just a few modules, create an alt and contract them to him to move or use a contract and couriers. Many Unistas will happily haul things for free with their alts for their fellows.
  5. ColorTag-StarRed9.gif AFK: You may not go AFK in space. This includes being at the POS. You MUST dock or log off. You cannot go AFK while cloaked.
    1. ColorTag-StarBlue9.gif Why: Server glitches or random warp-ins can uncloak you and then you may be spotted and killed. This has happened in the past. So dock or log off when you need to go afk.
    2. ColorTag-SkullOrange9.gif Silentbrick: This one should be pretty self-explanatory, so if you feel the urge to go afk in space, let me know and I will happily nuke your ship and pod you. Then your corpse shall reside in glory on a meat-hook in Ubercado's collection.
  6. ColorTag-Neutral.gif There is no six
  7. ColorTag-StarRed9.gif Fleet Composition: Fleets should have 3 or more unique people (alts do not count). Covert scouts are encouraged but NOT required. You may use picket frigates instead of scouts. Fleets MUST use the Uni Mumble server for voice communications and FCs MUST have a microphone. FCs must also be sober. Fleets must follow normal Ivy League Fleet Composition rules.
    1. ColorTag-StarBlue9.gif Why: War-targets declare war for easy ganks, and don't tend to fly alone so you won't find many one-on-ones. Solo Unistas are dead Unistas.
    2. ColorTag-StarPurple9.gif Also: Aside from the 3+ (during war only) rule Combat fleets may be composed as the fleet commander wishes. This means if he wants a fleet of only ILN personnel, it's possible. Conversely, a fleet of pure Non-ILN personnel works too. Or if they will all fly rifters or blackbirds etc. Just as we do not limit who may FC, we do not outlaw ways they can experiment with fleets either. Do however keep in mind that many wish to join and perhaps if you run a restricted fleet one day, run an unrestricted one the next.
    3. ColorTag-SkullOrange9.gif Silentbrick: The reasoning is as I put above, I prefer to avoid limiting how people can experiment, because if I set some limits, the number of rules grows and grows, so just keep it in mind that shutting people out can lead to people avoiding your fleets if you over-do it. And the ILN is required to have an ILN only patrol each week and a full uni patrol as well. The idea being the ILN one is more for smaller gang type fighting and the Full Uni for pirate crushing fleets of Doom.
  8. ColorTag-StarRed9.gif Loot Logging: Must be enabled with ALL wartime fleets. Remember to save the log as well. War loot from Uni wrecks should be collected and given back to the owner if possible. If not, drop it into the ILN Hangar at PTS or CBT in Aldrat. War target loot must be collected and either contracted to Silentbrick at a high sec station or dropped into the ILN hangar . Fleets during peacetime may set their own loot policy or donate it to the ILN. Donating it in peacetime is NOT required.
    1. ColorTag-StarBlue9.gif Why: War loot is sold and the proceeds used to fund ship replacements for those who lose their ships during wars
    2. ColorTag-SkullOrange9.gif Silentbrick: This really doesn't need much explanation I think. You have a brain, use it :p
    3. ColorTag-ChatBlue9.gif See Also: War Loot Policy
  9. ColorTag-StarRed9.gif Ship Restrictions: Certain ships are prohibited during Wartime. No Faction, Rare or Unique ships are allowed during wartime, nor should you start in a Capsule. No capital or industrial / mining (even Mining Frigate or cruiser) ships are allowed, except the Noctis salvaging on a Wormhole fleet. T3 ships and some T2 ships are not permitted as well, including: Stealth Bomber, Interdictor, Command Ship, Marauder, and Black Ops
    1. ColorTag-StarBlue9.gif Why: The ships listed either require a great deal of experience to use well, or are simply not suitable for combat. The reason certain T2 ships aren't allowed is that they don't add enough to our fleets to be worth the expensive risk (same for Faction, etc). WTs want expensive Killmails.
    2. ColorTag-StarPurple9.gif Also: Command ships MAY get written permission from the Fleet Admiral but you will need to have been in the Uni for a while, have nearly maxed out skills on everything needed and demonstrated in other fleets you are solid, reliable and careful. As for Cap ships, no Uni cap ship has ever been lost in combat and you do NOT want to be the first.
    3. ColorTag-ChatBlue9.gif See Also: Ship Classes and WSOP for a more detailed table
    4. ColorTag-SkullOrange9.gif Silentbrick: Any ships found undocked which breach these restrictions are subject to the process listed in the Violations section and may be destroyed.
  10. ColorTag-StarRed9.gif Module Restrictions: All war ships must be fully PvP fitted. All faction, deadspace and officer modules are prohibited. Rigs are prohibited on T1 Frigates and Destroyers, but may be used on T1 Cruisers, and should be used wherever possible on all bigger ships and T2 ships. T2 rigs must not be used under any circumstances. All ships of Battlecruiser class, Battleship class and all T2 ship classes must have a Full T2 Tank.
    1. ColorTag-StarBlue9.gif Why: First off, faction/deadspace. These modules can be very effective and yet, having them means a huge pay day for the enemy if they drop. And since we're not going to be playing fitting police, it's easier to ban them all then checking for certain ones and picking this one is okay, this one is not. They are all banned. Rigs raise the cost on frigates and destroyers by 1-2 times the hull cost, at least, they just aren't worth it on what we consider disposable ships. Rigs also allow you to fit or fly a ship not suited to your skills in its role, where you are better off flying something smaller or easier to fit. Bigger/T2 ships usually fill a damage dealing role, and have buffer tanks, so are are less likely to be lost in our typical short engagements
    2. ColorTag-StarPurple9.gif Also: Faction ammunition and cap charges are permitted, ammo outright encouraged
  11. ColorTag-StarRed9.gif (non-fleet) Undocking: Unless you have a compelling reason to be undocked, you shouldn’t be during wartime. You should use the 24 hour period before the war goes live to test fits. There's a new command to let you change Overview settings in Station. But if there is not a lockdown and no WT's Online or in the region, you may undock to set BM's or spar or fit test so long as you do so at the required locations. (NOT at gates or stations). If there are wartargets in system you should not be undocked unless in a fleet and directed to by your FC. There is no reason to.
  12. ColorTag-StarRed9.gif Channels: Inappropriate use of channels - Talking, questions, etc, in Alliance or Command.ILN or other channels. If someone asks a wrong question or speaks up in a channel they shouldn't. DO NOT YELL, BERATE, or do anything other than politely explain this isn't the proper channel or they shouldn't ask that question there and direct them to the proper place. Do not spam the channel with symbols or other things either, those are reserved for fleet formation and announcements.
    1. ColorTag-StarPurple9.gif Also: LEARN the names of the directors most likely to speak up in such channels so that you're not politely trying to tell a director he can't say things in Alliance. We do so when we think it's necessary.
  13. ColorTag-StarRed9.gif Intel: Coming soon(tm)
  14. ColorTag-StarRed9.gif Communication in Local or with Wartargets: We do not talk in local to war targets or anyone else really during wartime. FC's may allow a fleet to put GF (Good Fight) in local but nothing more. If a wartarget mails or sends you a convo, ignore it and do not accept.
    1. ColorTag-StarBlue9.gif Why:We do not speak to the war targets, except via our guns, lasers, drones and missiles. You never know if a war target is in local with an alt. Leave talking with war targets to the diplomats.

During Relaxed SOP Only

The "Relaxed SOP" is a modification to the Default SOP which allows E-UNI members to engage in limited PvE activity without dropping from the corporation. Management will notify E-UNI members when Relaxed SOP is in effect via the Message of the Day Chat.E-UNI and an EVE-mail to the alliance.

  1. Missioning (agent missions) may be run in a fleet of at least three E-UNI members.
  2. All fleet members must be together on the same grid (i.e. in the same mission space)
  3. All ships must be fitted for PvP combat, and be ready to engage a hostile target.
  4. Should wartargets enter the system, you must dock immediately.
  5. Courier/mining/non-combat missions are still prohibited and must be performed using an out-of-corp alt.
  6. Ratting, Complexes, Exploration sites are still prohibited in k-space.
  7. All other rules remain in place as listed in the Default SOP.

Non Fleet Operations and Lockdowns

Non Fleet Activities

Non fleet activities are those which are not conducted while a member of a fleet, such as testing ship loadouts, setting bookmarks and configuring the overview. These are the defaults, unless overridden with a lockdown for the specific area.

  • You may undock, but any activity which leaves you stationary or with split focus must be done at the POS.
  • At all times that you are undocked, you must watch the local chat channel and must either dock or enter the POS shield if war-targets enter the system.
  • Travelling (moving alone between systems) must either be done in a Shuttle, Rookie Ship or Fast Frigate, and you must ensure there are no war-targets in local at each system you enter, ensuring you dock immediately if there are. Trade hubs[1] (such as Hek, Rens, Dodixie, Oursulaert, Amarr, Jita) should be avoided wherever possible[2] as these are frequent hang outs for wartargets.
    • If moving in any other ships, you must be travel fit until you reach your destination. This means all low-slots are filled with Warp Core Stabilizers and the mid-slots are filled with an appropriate shield buffer tank. Your normal PvP fittings can be carried in the hold, and if at all possible someone should be moving ahead of you in a small, fast ship, checking the next system is clear of war-targets.

Lockdowns

From time to time it may be necessary for ILN Captains and up, managers in dire need or Directors to issue a 'lockdown' in alliance evemail for a specific system or region due to a current threat from war-targets in a specific area. In extreme circumstances (such as server instability) a full Eve-wide lockdown may be issued, which includes all members, including those in fleets. A lockdown means that:

  • When the lockdown is called, those within the affected area should dock immediately unless already in an active war fleet.
  • Those within the specified area must be in an active war fleet before they undock.
  • Traveling or moving any ships in the area specified is prohibited without an active fleet.
  • Once the wartargets are gone (or stability restored), the lockdown should be lifted by the one calling it or another authorized person
  • If there is a lockdown in an area, you may not travel into or out of the lockdown area, except via clone jump.
  • Stability-unrelated FULL lockdowns may also be issued meaning no outside station activity allowed anywhere, unless directed by a Rear Admiral or higher, or a Director. These should only be used when available Uni members are not sufficient to deal with the current threat.

It is expected that the majority of those declaring war on E-UNI will fail to prosecute it fully, leaving times when there are no war-targets to hunt. With this in mind, the following options are available at all times, including during lockdowns:

  1. Fleet operations in LoSec and NullSec. There are always pirates and other hostiles to hunt.
  2. Wormhole Operations. Fleets must remain fit for combat, and still may not engage in mining.
  3. Station Trading. Remember that moving cargo (items not for your current ship) is prohibited while using an E-UNI character, and the Daytrading, Marketing and Procurement skills allow you to trade remotely.
  4. Use of an out-of-corp character or alt for Missions, Mining and Hauling. Many missions may be accepted on your E-UNI character but performed with an alt.
  5. Dropping form E-UNI and rejoining at the end of the war. There are no penalties for this, and those doing so retain access to the channels and majority of resources of E-UNI.

Violations

In the event of a violation of the above restrictions, ILN personnel are to follow the process below, leading to destruction of a members ship and pod if they do not respond.

If at any time the subject 'wakes up', then must be ordered to dock immediately, or if the subject refuses to cooperate, or a war-target appears on-grid, then the personnel are authorised to skip straight to destruction of the subjects ship or pod.

  1. Try to convo, evemail and get their attention via alliance and corp chat.
  2. Fire a single warning shot.
  3. Wait 30 seconds.
  4. Warp scram and web target, fire second shot.
  5. Wait 30 seconds.
  6. Destroy ship.
  7. Collect loot, vaporize or salvage the wreck immediately and place the remains on contract to the subject.
  8. Repeat with Pod if needed.

This may seem harsh, but denying the war-targets kills of the 'easy targets' they expect has shown to end the war significantly quicker than normal, and there can be no excuse for not knowing the rules.

Clarifications

Below are expanded and clarified elements of the EVE University Rules and SOP. It is also suggested that members check the Do's and Don'ts During War article for tips and explanations as to why the rules are as they are.

Communications

  1. Remember that no communication channels are ever 100% secure, so ensure that all information on targets or fleet composition is limited to Corp and Alliance channels. Remember to mention the formation of the fleet in the private Chat.E-UNI channel for any members who are logged in on alts.
  2. It is important that all members ensure they do not discuss the war anywhere other than the private E-UNI channels and forums. This rule includes any alts and those who have left E-UNI for the duration of the war and expect to return.
  3. Actions or behavior that damage the morale of E-UNI is not permitted. If you do not like the restrictions, then you may leave for the duration of the war and still retain access to the majority of resources. Repeated issues may end up with a director doing this for you, and may adversely affect your ability to return.

Pickets, Scouting and Exploration

Commonly confused, pickets and scouting are similar with with differing purposes.

Picketing

A picket will typically sit static and cloaked on the far side of a gate or similar location, providing early warning in the event of an incoming war-target. Picket frigates not part of a fleet operation should always sit at least 175-250km away from the gate in a random direction, not aligned with any celestial objects. They also typically fly a Tackler Frigate fitted with a Tech 1 prototype cloak and 'travel' fit.

Scouting

Scouting is the act of moving ahead of a fleet, providing intel as to the state of the next location, or following the fleet one jumb behind, to identify any pursuing targets. Scouts must fly a T2 Covert Ops Frigate with a Covert Ops Cloak and be certified through the ILN only training program. Stealth bombers are not to be used as scouts. Scouts must be attached to a fleet at all time - scouting solo is pointless - and scouts do not engage in combat at any time, maintaining their cloak at all times. Because they should never be visible, experienced scouts flying the relevant ship may use a Faction probe launcher at their discretion. Non certified pilots in Covert Ops Frigs during wartime will be subject to the same violations procedure as those flying restricted ships.

Exploration

Exploration, often confused with scouting, is the act of using a scan-probe launcher to locate wormholes or exploration sites. This should be done either from the POS, or a deep safespot in a combat ship. Alternatively use out-of-corp alts to identify wormholes, and members are reminded that all exploration sites are off-limits in k-space. Remember that you must still be in an active fleet, and they must be with you during the scans.

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

Explanations

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

  1. ^ Trade hubs can be identified by looking on the market for high volume of trade (buy and sell orders) for a common items such as Tritanium. They can also usually be identified by large numbers of players in system, along with the typical scams being broadcast in local.
  2. ^ In other words, go around there when you can, but you may pass through them if there is no other way.