Difference between revisions of "Kill Rights"

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(→‎What Kill Rights do: logi would be suspect if they don't have an LE against the same parties the person they are helping has an LE with.)
(Reworked the document to reflect changes to the crimewatch system)
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{{Example|Since the Retribution expansion, the following information may no longer be applicable. Refer to [[Crimewatch]]}}
 
  
A 'Kill Right' (often written as '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 aggression on that player but Concord will not intervene.  
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The retribution expansion changed the entire crimewatch system. Please see [[Crimewatch]] for a complete discussion.
  
= How Kill Rights come into existence  =
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Kill rights are created when a player attacks an illegal target and gains a criminal flag. Therefore, gaining a kill right varies across security levels: In high-sec, a kill right is gained if your ship is attacked; in low-sec, if your pod is attacked; and in null-sec, if your pod is destroyed. No kill right is gained if you are a legal target (suspect flag, war target, etc)
  
A Kill Right will be granted when an illegal attack that leads to the destruction of a manned ship is performed in Empire Space while the owner of the ship did not agress the attacker at all.
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[edit] Mechanics
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Remote repairing a criminal does not generate a kill right; however, the repairer will receive a criminal flag
  
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Kill rights are saved and can be activated anytime until it expires in 30 days
  
== Illegal attack  ==
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Kill rights can be bought and activated in one action.
  
An illegal attack is any attack that is not legal. Legal targets are outlaws (<= -5.0 security status), those that perfomed an act of agression and those you have Kill Rights on. Acts of agression are going GCC, attacking someone (even a legal attack is still an act of aggression), stealing from someone, etc.
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You can set up your overview to have brackets for open kill rights. So you can easily spot a target, buy and activate the kill right, then attack
  
''Player A (Attacker) shoots Player T (Target) while Player T is minding his own business.''
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You can also put your kill right up for sale. The price can be from zero to whatever you want. Kill rights can be made available to anyone, to your Corporation/Alliance, to a specific player, or a specific Corporation/Alliance.  
  
''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 Kill Rights on Player T. Player A and Player T are from the same corporation.''
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Nothing prevents the intended target from using an alt or a friend to activate the kill right in order to clear the suspect flag.  
  
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Activating a kill right on a player with a -5.0 security standing serves little purpose, as they are already legal targets.
  
== that leads to the destruction of a manned ship  ==
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When you activate a kill right, your target will gain a suspect flag and can be attacked legally by anyone in the vicinity.
  
The ship of the target must be destroyed. Killing pods does not count as a ship, so you will not get Kill Rights for getting podkilled. The player must still be sitting in the ship when it gets destroyed. So no kilright will be granted when the aggressed ejects before the destruction of his ship.
 
 
''Player T's ship gets destroyed.''
 
 
''Not: Player T manages to survive/run. Player T's pod is destroyed. Player T ejects before the destruction of the ship.''
 
 
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== in Empire Space  ==
 
 
A Kill Right 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
 
 
''Player A destroys Player T's ship in high-sec or low-sec.''
 
 
''Not: Player A destroys Player T's ship in a Wormhole or in any 0.0.''
 
 
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== while the target did not aggress the attacker  ==
 
 
A Kill Right 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 Kill Right.
 
 
''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 Kill Right on Player B who he did not aggress but he will not get a Kill Right on Player A because of his drones.''
 
 
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= What Kill Rights do  =
 
 
When a Kill Right 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 Kill Right will not get a GCC. Still, attacking someone in Empire space is an act of aggression which means the target of the Kill Right can re-aggress legally.
 
 
''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 a GCC and the intervention of Concord if that happens in high-sec.''
 
 
If logi doesn't have a limited engagement with all the parties that the person they are helping has limited engagements with, then the logi will get a suspect flag. Logi could also activate kill rights, then they could assist without being a suspect.
 
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= How you know you are involved in Kill Rights =
 
 
The owner of the Kill Right will have a list of his Kill Rights as well as a list of players who have Kill Rights on him in his character sheet under the Kill Rights tab.
 
 
The target of your Kill Right will not show flashy on your overview (contrary to http://wiki.eveonline.com/en/wiki/Kill_rights).
 
 
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= How Kill Rights cease to exist  =
 
 
A Kill Right will not enable you to legally shoot someone till the end of time.
 
 
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== Time  ==
 
 
The Kill Right will cease to exist after 30 days.
 
 
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== Using the Kill Right to destroy a ship legally  ==
 
 
The Kill Right will cease to exist when it is used up. It will vanish when you use it to destroy your offender's ship (not pod), regardless of him defending himself. Using it means performing a legal attack just because of the Kill Right. Performing a legal attack without the Kill Right (target is GCC, outlaw, stole,...) will also use up your Kill Right.
 
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= Kill Rights in the Uni  =
 
  
 
The Uni imposes some restrictions on its members when they are involved in Kill Rights, see [[Rules_of_Engagement#Kill_Rights|Rules of Engagement]].  
 
The Uni imposes some restrictions on its members when they are involved in Kill Rights, see [[Rules_of_Engagement#Kill_Rights|Rules of Engagement]].  
  
 
[[Category:PvP]]
 
[[Category:PvP]]

Revision as of 12:10, 17 June 2013

This article should be cleaned up or improved. The reason is: unspecified


The retribution expansion changed the entire crimewatch system. Please see Crimewatch for a complete discussion.

Kill rights are created when a player attacks an illegal target and gains a criminal flag. Therefore, gaining a kill right varies across security levels: In high-sec, a kill right is gained if your ship is attacked; in low-sec, if your pod is attacked; and in null-sec, if your pod is destroyed. No kill right is gained if you are a legal target (suspect flag, war target, etc)

[edit] Mechanics Remote repairing a criminal does not generate a kill right; however, the repairer will receive a criminal flag

Kill rights are saved and can be activated anytime until it expires in 30 days

Kill rights can be bought and activated in one action.

You can set up your overview to have brackets for open kill rights. So you can easily spot a target, buy and activate the kill right, then attack

You can also put your kill right up for sale. The price can be from zero to whatever you want. Kill rights can be made available to anyone, to your Corporation/Alliance, to a specific player, or a specific Corporation/Alliance.

Nothing prevents the intended target from using an alt or a friend to activate the kill right in order to clear the suspect flag.

Activating a kill right on a player with a -5.0 security standing serves little purpose, as they are already legal targets.

When you activate a kill right, your target will gain a suspect flag and can be attacked legally by anyone in the vicinity.


The Uni imposes some restrictions on its members when they are involved in Kill Rights, see Rules of Engagement.