Difference between revisions of "Security status"

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m (Laura karpinski moved page Standing and status to Security status)
(→‎Security status: Added clarification to low security status and outlaw, tried to simplify the loss formula, changed some formatting, minor words etc.)
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* Faction navy forces deal with people who have low faction standing.
 
* Faction navy forces deal with people who have low faction standing.
  
=Security status=
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= Security status =
'''Security Status''' is a measure of how law abiding a [[pilot]] has been recently. It does not however show how law abiding a pilot may be in the future, or has been in the past.
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'''Security status''' is a measure of how law abiding a [[capsuleer]] pilot has been recently. It does not however show how law abiding a pilot may be in the future, or has been in the past.  
  
This value ranges from -10 to +10, with a pilot losing security status for criminal offences, and gained for destruction of NPC pirates and turning in clone soldier tags at security offices -- however, it is significantly difficult, not to mention pointless, to raise security status above +5.0 as this is the cap for gains by killing regular NPC pirates.
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Your security status can drop as low as -10 and rise up to a theoretical max of +10, but with a more practical max around +5.0 security status as you no longer gain any security increase from belt, mission and incursion rats after that point.
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<!-- This portion needs verification ...
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== Rounding of security status ==
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{{note box|Any reference to security standing on this page will use the primary rounding of one decimal, as the game uses that more often than not. That means {{co|red|-5.0}} is technically {{co|red|-4.9500}} or lower and {{co|#D77700|-2.0}} is technically {{co|#D77700|-1.9500}} or lower etc.}}
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In most cases the game will use and present the value rounded up to one decimal, such as on the '''character sheet''', system information etc. Hovering over your security status in the character sheet will tell you your security status with four decimals and your security status tab will show up to two decimals in the third column.
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-->
 
== Effects of Security status ==
 
== Effects of Security status ==
 
Having too low security status will have effects on your life in high and low security space.
 
Having too low security status will have effects on your life in high and low security space.
  
 
==== Low security status ====
 
==== Low security status ====
Once your security status reaches {{co|#D77700|-2.0}} you are flagged as having a {{icon|tag below zero|9}} '''low security status''' to all pilots, often called a ''"banana"'' for the default yellow indicator.
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Once your security status reaches {{co|#D77700|-2.0}} (technically {{co|#D77700|-1.95}}) you are flagged as having a {{icon|tag below zero|9}} '''low security status''' to all pilots, often called a ''"banana"'' for the default yellow indicator.
  
 
==== Outlaw ====
 
==== Outlaw ====
Once your security status drops to {{co|red|-4.95}} or below you become an {{icon|tag outlaw|9}} '''outlaw''', also commonly referred to as ''"perma flashy"''.
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Once your security status drops to {{co|red|-5.0}} or below (technically {{co|red|-4.95}}) you become an {{icon|tag outlaw|9}} '''outlaw''', also commonly referred to as ''"perma flashy"''.
  
 
It means anyone can attack you at any time without [[CONCORD]] interfering, even in high security space. It also means that assisting you would be a criminal offense, even for your own corporation members. That means anyone who needs to assist you would have to turn their safeties off to assist, and in the process temporarily become a criminal for fifteen minutes. In highsec this means that CONCORD will destroy you if you assist an outlaw, even though they leave the outlaw alone (it is the faction police's job to hunt outlaws).
 
It means anyone can attack you at any time without [[CONCORD]] interfering, even in high security space. It also means that assisting you would be a criminal offense, even for your own corporation members. That means anyone who needs to assist you would have to turn their safeties off to assist, and in the process temporarily become a criminal for fifteen minutes. In highsec this means that CONCORD will destroy you if you assist an outlaw, even though they leave the outlaw alone (it is the faction police's job to hunt outlaws).
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* Security status of {{co|#F00000|-4.5}} or below means you'll be attacked in {{co|#EFEF00|&#9608;}} 0.5 systems.
 
* Security status of {{co|#F00000|-4.5}} or below means you'll be attacked in {{co|#EFEF00|&#9608;}} 0.5 systems.
  
You'll have a few seconds before they arrive and while the faction police is formidable, they are not as strong as CONCORD and can sometimes be handled and often avoided if you're flying a reasonably agile ship. Players with negative ratings can fly through all systems in a [[capsule]], as NPCs will not attack pods, but if you're an '''outlaw''', anyone can target and destroy your [[pod]] without repercussion.
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You'll have a few seconds before they arrive and while the faction police is formidable, they are not as strong as CONCORD and can sometimes be handled and often avoided if you're flying a reasonably agile ship. Players with negative ratings can fly through all systems in a [[capsule]], commonly referred to as a ''"pod"'', as NPCs will not attack pods. But if you're an {{icon|tag outlaw|9}} '''outlaw''', anyone can target and destroy your pod without repercussion ... assuming they can catch you.
  
 
In CONCORD-claimed systems (like the majority of the [http://evemaps.dotlan.net/map/Genesis/Sanctum#sec Sanctum] constellation in the '''Genesis''' region) the faction police will show up wearing CONCORD colour, but they are not overpowered like the regular CONCORD police is. The CONCORD faction police are no stronger than any other faction police and can be dealt with just as you would any of the others.
 
In CONCORD-claimed systems (like the majority of the [http://evemaps.dotlan.net/map/Genesis/Sanctum#sec Sanctum] constellation in the '''Genesis''' region) the faction police will show up wearing CONCORD colour, but they are not overpowered like the regular CONCORD police is. The CONCORD faction police are no stronger than any other faction police and can be dealt with just as you would any of the others.
  
 
==Changing security status==
 
==Changing security status==
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There are many ways to both gain and lose security status. Bear in mind that with your safety set to {{co|lightgreen|enable safety}}, often referred to as ''"green"'' safety, you'll be unable to do any actions that would cause you to lose security status.
  
 
==== Losing security status ====
 
==== Losing security status ====
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.
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There are several ways to lose your security status, all concerning '''unprovoked''' attacks in low and high security space.
* Aggressing a capsuleer ship (small hit)
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* {{co|coral|Unprovoked attack of 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
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* {{co|coral|Unprovoked attack of a capsule (major hit)}}
* 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)
 
* Aggressing an npc ship or structure
 
:: Same modification as for capsuleer ships, substituting 0 for the target's security status
 
  
<small><references/></small>
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Unprovoked actions are actions not sanctioned through war, [[Timers#Limited Engagement Timer|limited engagements]], [[Timers#Suspect Timer|suspect]] or [[Timers#Criminal Timer|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 and wormhole space everything is legal so actions there have no effect on security status.
  
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.
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While both system security and the relative difference in security status of the aggressor and victim are factored in, the system security difference has a much bigger impact than the relative security status. The higher the aggressor's security standing is, the harsher the penalty as well.
  
 
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.
 
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.
 
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<!-- This probably just adds confusion, no need to keep it here ...
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{{expansion past|1=Before the '''Crimewatch''' overhaul back in 2012, there used to be a tiered system of security hits. Once upon aggression of your victim and once again upon destruction of your victim's ship or capsule.<br><br>This has since been removed and you now take the full brunt of the security hit upon aggression regardless of the outcome.}}
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-->
 
==== Raising security status ====
 
==== 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.
  
* Running [[missions]] against pirate factions (you gain security status from the high bounty rats).
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* {{co|DarkSeaGreen|Running [[missions]] against pirate factions (you gain security status from the high bounty rats).}}
* 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).
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* {{co|DarkSeaGreen|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]].
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* {{co|DarkSeaGreen|Running [[Incursions]] (requires that you have at least aggressed the Sansha rats).}}
* Turning in [[Security_tags|security tags]] to CONCORD in low security space.
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* {{co|DarkSeaGreen|Turning in [[Security_tags|security tags]] to CONCORD in low security space.}}
  
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Security increase through killing NPCs such as mission, belt and incursion rats can only give you a security increase up until your security status reaches '''+5.0''' or higher, then no further gain by this method is possible. Security tags are limited to removing negative status and cannot improve your status further once you reach '''0.0''' or higher.
 
==== 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.

Revision as of 11:17, 23 October 2016

For system security statuse see System Security

Standing and status

Your personal standing with each of the different factions decide whether they like you or not, to the point where they'll send their faction navy after you if your standing drops low enough. In addition, your overall security status also decides whether the faction police will hunt you down or not.

In short:

  • CONCORD forces deal with criminals.
  • Faction police forces deal with outlaws.
  • Faction navy forces deal with people who have low faction standing.

Security status

Security status is a measure of how law abiding a capsuleer pilot has been recently. It does not however show how law abiding a pilot may be in the future, or has been in the past.

Your security status can drop as low as -10 and rise up to a theoretical max of +10, but with a more practical max around +5.0 security status as you no longer gain any security increase from belt, mission and incursion rats after that point.

Effects of Security status

Having too low security status will have effects on your life in high and low security space.

Low security status

Once your security status reaches -2.0 (technically -1.95) you are flagged as having a ColorTag-SkullYellow9.gif low security status to all pilots, often called a "banana" for the default yellow indicator.

Outlaw

Once your security status drops to -5.0 or below (technically -4.95) you become an ColorTag-SkullOrange9.gif outlaw, also commonly referred to as "perma flashy".

It means anyone can attack you at any time without CONCORD interfering, even in high security space. It also means that assisting you would be a criminal offense, even for your own corporation members. That means anyone who needs to assist you would have to turn their safeties off to assist, and in the process temporarily become a criminal for fifteen minutes. In highsec this means that CONCORD will destroy you if you assist an outlaw, even though they leave the outlaw alone (it is the faction police's job to hunt outlaws).

Travel restrictions

Once your security status drops below certain thresholds, the empire faction police will start hunting you when you enter high security system. Any cloaking device fitted to your ship will also be disabled based on the same criteria, so you cannot cloak up to avoid the faction police.

  • Security status of -2.0 or below means you'll be attacked in 1.0 systems.
  • Security status of -2.5 or below means you'll be attacked in 0.9 systems.
  • Security status of -3.0 or below means you'll be attacked in 0.8 systems.
  • Security status of -3.5 or below means you'll be attacked in 0.7 systems.
  • Security status of -4.0 or below means you'll be attacked in 0.6 systems.
  • Security status of -4.5 or below means you'll be attacked in 0.5 systems.

You'll have a few seconds before they arrive and while the faction police is formidable, they are not as strong as CONCORD and can sometimes be handled and often avoided if you're flying a reasonably agile ship. Players with negative ratings can fly through all systems in a capsule, commonly referred to as a "pod", as NPCs will not attack pods. But if you're an ColorTag-SkullOrange9.gif outlaw, anyone can target and destroy your pod without repercussion ... assuming they can catch you.

In CONCORD-claimed systems (like the majority of the Sanctum constellation in the Genesis region) the faction police will show up wearing CONCORD colour, but they are not overpowered like the regular CONCORD police is. The CONCORD faction police are no stronger than any other faction police and can be dealt with just as you would any of the others.

Changing security status

There are many ways to both gain and lose security status. Bear in mind that with your safety set to enable safety, often referred to as "green" safety, you'll be unable to do any actions that would cause you to lose security status.

Losing security status

There are several ways to lose your security status, all concerning unprovoked attacks in low and high security space.

  • Unprovoked attack of a capsuleer ship (small hit)
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
  • Unprovoked attack of a capsule (major hit)
Modification: 25% * System security * (1 + (Target's security - Aggressor's security) / 100)
Aggressor's new security status: (1 - Modification) * (Aggressor's security + 10) - 10

Unprovoked actions are actions not sanctioned through war, limited engagements, suspect or 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 and wormhole space everything is legal so actions there have no effect on security status.

While both system security and the relative difference in security status of the aggressor and victim are factored in, the system security difference has a much bigger impact than the relative security status. The higher the aggressor's security standing is, the harsher the penalty as well.

Remember that these actions always lead to you getting either a ColorTag-SkullYellowBlack9.gif suspect or a ColorTag-SkullRedBlack9.gif 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 article: Repairing security status

There are numerous activities that raise your security standing.

  • Running missions against pirate factions (you gain security status from the high bounty rats).
  • Killing high bounty belt rats, a.k.a. belt ratting, in low and null security space (the larger the rat, the higher the increase).
  • Running Incursions (requires that you have at least aggressed the Sansha rats).
  • Turning in security tags to CONCORD in low security space.

Security increase through killing NPCs such as mission, belt and incursion rats can only give you a security increase up until your security status reaches +5.0 or higher, then no further gain by this method is possible. Security tags are limited to removing negative status and cannot improve your status further once you reach 0.0 or higher.

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.

No aggression is carried over after leaving the grid where you performed your initial act, so even though you're still a suspect or a criminal there's no further aggression from those or other sentry guns once you warp offgrid. Just remember that a new act of aggression that causes you to lose more of your security status, such as continuing to pod someone in low security space after initial aggression, would trigger another response from present sentry guns. But they too can easily be reset by bouncing to an offgrid tactical and back.

Sentry Gun Offensive data
Amarr Sentry GunCaldari Sentry GunGallente Sentry GunMinmatar Sentry Gun
Damage Electromagnetic damage Thermal damage Kinetic damage Explosive damage
Turret volley damage 440 hp 80 140 80 140

  Damage per second 176 dps (2,5 second cycle)
  Optimal Range 500km optimal + 50km falloff
  Tracking Speed Script 0,4 tracking speed

Amarr Sentry
Caldari Sentry
Gallente Sentry
Minmatar Sentry
(identical stats)

All sentry guns are invulnerable and you can't even lock them up, "Target is invulnerable".