Difference between revisions of "Kill Rights"

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= What is a Killright  =
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{{Update | Needs new character sheet picture, showing kill rights available. Also, how can a player tell if they have a kill right available against themselves? }}
  
A Killright is the right to attack someone's ship (not pod) in Empire Space legally. It still means that this attack is an act of agression on that player but Concord will not intervene.
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{{legality}}
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=What Are Kill Rights?=
  
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Kill rights are awarded when another player carries out a criminal act of aggression against you by activating an offensive module on your ship or pod. CONCORD takes a dim view of such actions and will flag the offending pilot with a [[Timers#Criminal_Timer|criminal flag]] (a flashing red square with a skull in the middle). You, as the targeted player, will then be awarded the kill right on the aggressor.
  
= How do Killrights come into existence  =
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Kill rights are only awarded when criminal aggression occurs in High Sec, or against your pod in Low Sec. All other illegal aggression in Low Sec will flag the aggressor as a [[Timers#Suspect_Timer|Suspect]] and thus not earn or award a kill right. All aggression is legal in Null Sec and in Worm Hole space (W-Space or J-Space) and no actions there will award a kill right. Keep in mind that if you are a legitimate (flashy) target to the aggressor in High Sec or Low Sec, there is no consequence in aggressing you and, therefore, no kill right will be awarded. Suspect flagging actions will not award a kill right.
  
A Killright will be granted when an illegal attack is performed in Empire Space that leads to the destruction of a ship while the owner of the ship did not perform an act of aggression on the attacker.
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Situations that make you legitimate (flashy) as a target are:
  
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*[[Timers#Suspect_Timer|Suspect flagged]] (15 minute timer)
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*[[Timers#Criminal_Timer|Criminally flagged]] (15 minute timer)
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*[[Timers#Limited_Engagement_Timer|Limited Engagement flagged]] (5 minute timer, counts down from the moment aggression ceases, resets if aggression resumes in that time)
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*Being a War Target (Only applies to those your corporation/alliance is at war with.)
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*[[Security_status#Security_status|Security Status]] at or below -5.0 (known as a permaflashy)
  
== Illegal attack  ==
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Your ship does not need to be destroyed, nor you podded, to earn such a Kill right. Any criminal action on the part of the other pilot will grant the kill right.
  
An illegal attack is any attack that is not legal. Legal targets are outlaws (&gt;= -5 sec. status), those that perfomed an act of agression and those you have Killrights on. Acts of agression are Going GCC, attacking someone (even a legal attack is still an act of aggression, stealing from someone).
 
  
''Player A (Attacker) shoots Player T (Target) while Player T is minding his own business.''
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=Finding Available Kill Rights=
  
''Not: Player T is an Outlaw. Player T did shoot at Player A. Player T did steal from Player A's corp. Player T is GCC. Player A has a Killright on Player T. Player A and Player T are from the same corporation.''
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Open your character window in game, then click the Interactions tab, then Kill Rights. Simply click on the one you wish to activate and select the options you wish to take. Such as to whom you make it available, and if you will charge for the use of it or not.
  
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== that leads to the destruction of a ship  ==
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[[File:KillRights-updated.png]]
  
The ship of the target must be destroyed. Killing pods does not count as a ship, so you will not get Killrights for getting podkilled.
 
  
''Player T's ship gets destroyed.''
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=Selling Kill Rights=
  
''Not: Player T manages to survive/run. Player T's pod is destroyed.''
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If you own a kill right you can chose to sell the right to other pilots. In order to do so you select the kill right you wish to sell from your Character Sheet / Kill Rights tab. On opening the kill right you will see three option buttons which allow you to select who you make the right available to: 1) all pilots, 2) your corp, or 3) a specific named character, alliance, or corporation other than your own. If you have offered a kill right for sale and it is accepted by another pilot, the ISK will be transferred to the kill right owner immediately irrespective of whether a kill is made. It is also acceptable to make the kill right open without any cost implication; however, there is nothing to stop the offending pilot getting a friend or an alt to kill him in a starter frigate to clear the kill right.
  
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== in Empire Space  ==
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=Activating a Kill Right=
  
A Killright will only be granted when the destruction of a ship happens in Empire space. This means 0.1 - 1.0 system security, so kills in 0.0 and Wormholes will not
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If you are awarded such a kill right, and have activated it, the offending pilot will begin to flash with a [[Timers#Suspect_Timer|suspect]] marker (the yellow flashy with the skull inside) remember if you fire on him you will be flagged with a [[Timers#Limited_Engagement_Timer|limited engagement]] timer and he can fire back.  
  
''Player A destroys Player T's ship in high-sec or low-sec.''
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To activate a kill right on a capsuleer who has an outstanding kill right you first need to be on grid with them. They will be colortagged as such with, by default, a white reticle (crosshair) on an orange background. When you are on grid you need to select them. Once selected a crosshair icon will appear in the upper right hand corner. Be aware that kill rights will have an ISK amount to activate, from 0 or more. If the pilot in question is one whom you've earned a kill right against there is no cost to you to activate it, even if you made the kill right available to others to activate for any ISK amount.
  
''Not: Player A destroys Player T's ship in a Wormhole or in any 0.0.''
 
  
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[[File:Act_killright.png]]
  
== while the target did not agress the attacker  ==
 
  
A Killright will only be granted when the owner of the destroyed ship did not perform an act of aggression on the attacker. Any activation of an aggressive module on an attacker will prevent the onset of a Killright.  
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There is little point in activating a kill right on a pilot who has a -5.0 or worse security rating (a permaflashy) as they are already flagged as having a sec status below -5.0, and any pilot can engage them without consequence other than being entered into a limited engagement. Although, it might make you feel better if you have just lost your pride and joy all the same. Note that no one will pay or even bother to activate a kill right on a permaflashy as there is just no need.
  
''Player A and Player B (Buddy) destroy Player T's ship. Meanwhile Player T uses ECM drones on Player A. Player T will get a Killright on Player B who he did not aggress but he will not get a Killright on Player A.''
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If the offending ship is destroyed, or the pilot podded, CONCORD will consider the kill right to be used and it will be removed. Note that sometimes a cache delay may show a pilot as having a kill right available on them even though it has been recently activated and satisfied. When you go to activate it you'll get a message stating that the kill right is no longer available.
  
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= What do Killrights do  =
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==The Kill Right Scam==
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You will notice some pilots sitting at gates, traveling on autopilot, or sitting outside stations with a kill right available on them and looking like unbelievable targets of opportunity. You'll more than often not find that the activation cost for these are extremely high (usually in the hundreds of millions, into the billions, though sometimes much less). They are often in ships that would be juicy on your killboard, or look easy to kill. What they have done is simply illegally aggressed an alt (or sometimes a trusted friend) using a Rookie Ship. The alt earns the kill right. The idea here is that someone will pay to activate the kill right and the alt earns the ISK for the pilot with the kill right available. They often have their ship insured and are in a position to easily evade your attack and get away (such as jumping the gate or docking up), or they just don't care if they lose the ship. No matter what, the pilot with the kill right earns the ISK, and often you don't have a kill. If you do get a kill, it's often against a hilariously cheap or even non-fit ship.
  
When a Killright is granted, the owner can perform legal attacks on the culprit until it ceases to exist. This is irrelevant in wormholes or 0.0 but this will lead to Concord not intervene in the attack and the owner of the Killright will not go GCC. Still, attacking someone in Empire space is an act of aggression which means the target of the Killright can re-aggress legally.  
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Be especially aware that if they are sitting on a station this may be part of a ruse to get you to activate the kill right and attack them. They'll dock-up and reship into something that will burn you down. They get your ISK and a kill against you. They operate very similar to others who sit as flashy suspects on stations.
  
''Player T meets Player A and Player B from the previous engagement. He can now attack Player B legally. Player B can shoot back but Player A can only sit there and watch. If Player A decides to engage Player T, this is considered an illegal attack which will result in Player A getting GCC and the intervention of Concord if that happens in high-sec.''
 
  
{I am not sure what happens when someone is remote repairing the target of a revenge based on a Killright. As it is an act of aggression, I think this will not lead be an illegal attack (GCC, Concord) but only as an act of aggression towards the Player who owns the Killright.}
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=Expiry of kill rights=
  
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If after 30 days the kill right is not activated or satisfied the kill right will expire. This is a set time and you cannot extend it by keeping the kill right and activating it on the 30th day expecting another 30 days. It's a use it or lose it time limit and once its gone the offending pilot is free from your wrath.
  
= How do I know I am involved in Killrights  =
 
  
The owner of the Killright will have a list of his Killrights as well as a list of players who have Killrights on him in his character sheet under the Killrights tab.
 
 
The target of your Killright will not show flashy on your overview (contrary to http://wiki.eveonline.com/en/wiki/Kill_rights).
 
 
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= How do Killrights cease to exist  =
 
 
A Killright will not enable you to legally shoot someone till the end of time.
 
 
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== Time  ==
 
 
The Killright will cease to exist after 30 days.
 
 
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== Using the Killright to destroy a ship legally  ==
 
 
The Killright will cease to exist when it is used up. It will vanish when you use it to destroy your offender's ship (not pod). Using it means performing a legal attack just because of the Killright. Performing a legal attack without the Killright (target is GCC, outlaw, stole,...) will not use up your Killright.
 
 
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= Killrights in the Uni  =
 
 
The Uni imposes some restrictions on its members when they are involved in Killrights, see [[Rules of Engagement]].
 
 
#REDIRECT [[Killright]]
 
  
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The University places restrictions on some engagements refer to [[Rules_of_Engagement#Kill_Rights|Rules of Engagement]]
 
[[Category:PvP]]
 
[[Category:PvP]]

Revision as of 21:03, 7 April 2019

This page should be updated due to game changes.
Reason: Needs new character sheet picture, showing kill rights available. Also, how can a player tell if they have a kill right available against themselves?


What Are Kill Rights?

Kill rights are awarded when another player carries out a criminal act of aggression against you by activating an offensive module on your ship or pod. CONCORD takes a dim view of such actions and will flag the offending pilot with a criminal flag (a flashing red square with a skull in the middle). You, as the targeted player, will then be awarded the kill right on the aggressor.

Kill rights are only awarded when criminal aggression occurs in High Sec, or against your pod in Low Sec. All other illegal aggression in Low Sec will flag the aggressor as a Suspect and thus not earn or award a kill right. All aggression is legal in Null Sec and in Worm Hole space (W-Space or J-Space) and no actions there will award a kill right. Keep in mind that if you are a legitimate (flashy) target to the aggressor in High Sec or Low Sec, there is no consequence in aggressing you and, therefore, no kill right will be awarded. Suspect flagging actions will not award a kill right.

Situations that make you legitimate (flashy) as a target are:

Your ship does not need to be destroyed, nor you podded, to earn such a Kill right. Any criminal action on the part of the other pilot will grant the kill right.


Finding Available Kill Rights

Open your character window in game, then click the Interactions tab, then Kill Rights. Simply click on the one you wish to activate and select the options you wish to take. Such as to whom you make it available, and if you will charge for the use of it or not.


KillRights-updated.png


Selling Kill Rights

If you own a kill right you can chose to sell the right to other pilots. In order to do so you select the kill right you wish to sell from your Character Sheet / Kill Rights tab. On opening the kill right you will see three option buttons which allow you to select who you make the right available to: 1) all pilots, 2) your corp, or 3) a specific named character, alliance, or corporation other than your own. If you have offered a kill right for sale and it is accepted by another pilot, the ISK will be transferred to the kill right owner immediately irrespective of whether a kill is made. It is also acceptable to make the kill right open without any cost implication; however, there is nothing to stop the offending pilot getting a friend or an alt to kill him in a starter frigate to clear the kill right.


Activating a Kill Right

If you are awarded such a kill right, and have activated it, the offending pilot will begin to flash with a suspect marker (the yellow flashy with the skull inside) remember if you fire on him you will be flagged with a limited engagement timer and he can fire back.

To activate a kill right on a capsuleer who has an outstanding kill right you first need to be on grid with them. They will be colortagged as such with, by default, a white reticle (crosshair) on an orange background. When you are on grid you need to select them. Once selected a crosshair icon will appear in the upper right hand corner. Be aware that kill rights will have an ISK amount to activate, from 0 or more. If the pilot in question is one whom you've earned a kill right against there is no cost to you to activate it, even if you made the kill right available to others to activate for any ISK amount.


Act killright.png


There is little point in activating a kill right on a pilot who has a -5.0 or worse security rating (a permaflashy) as they are already flagged as having a sec status below -5.0, and any pilot can engage them without consequence other than being entered into a limited engagement. Although, it might make you feel better if you have just lost your pride and joy all the same. Note that no one will pay or even bother to activate a kill right on a permaflashy as there is just no need.

If the offending ship is destroyed, or the pilot podded, CONCORD will consider the kill right to be used and it will be removed. Note that sometimes a cache delay may show a pilot as having a kill right available on them even though it has been recently activated and satisfied. When you go to activate it you'll get a message stating that the kill right is no longer available.


The Kill Right Scam

You will notice some pilots sitting at gates, traveling on autopilot, or sitting outside stations with a kill right available on them and looking like unbelievable targets of opportunity. You'll more than often not find that the activation cost for these are extremely high (usually in the hundreds of millions, into the billions, though sometimes much less). They are often in ships that would be juicy on your killboard, or look easy to kill. What they have done is simply illegally aggressed an alt (or sometimes a trusted friend) using a Rookie Ship. The alt earns the kill right. The idea here is that someone will pay to activate the kill right and the alt earns the ISK for the pilot with the kill right available. They often have their ship insured and are in a position to easily evade your attack and get away (such as jumping the gate or docking up), or they just don't care if they lose the ship. No matter what, the pilot with the kill right earns the ISK, and often you don't have a kill. If you do get a kill, it's often against a hilariously cheap or even non-fit ship.

Be especially aware that if they are sitting on a station this may be part of a ruse to get you to activate the kill right and attack them. They'll dock-up and reship into something that will burn you down. They get your ISK and a kill against you. They operate very similar to others who sit as flashy suspects on stations.


Expiry of kill rights

If after 30 days the kill right is not activated or satisfied the kill right will expire. This is a set time and you cannot extend it by keeping the kill right and activating it on the 30th day expecting another 30 days. It's a use it or lose it time limit and once its gone the offending pilot is free from your wrath.


The University places restrictions on some engagements refer to Rules of Engagement