Difference between revisions of "System security"

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A star system's Security Level is a rough measure of how hazardous is that particular system.  Players also commonly use the terms Sec Level, System Sec, Security Rating, and Sec Rating. It is displayed in-game as a positive number with a single decimal place in the range [0.0, 1.0].  Security level should not be confused with [[Security Status]], which is an attribute attached to a player character.
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A star system's '''Security Level''' refers to the presence of NPC security forces such as faction police and CONCORD. It is a number ranging from -1 to 1. In the game, it's displayed as rounded to the first decimal point. Star systems are also grouped into security classes which define several game mechanics most importantly of player versus player engagements:
  
The security level of a player's current system is always displayed in the System Information display on the upper left of the screen, both in space and while docked.
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* High security space (also highsec, high-sec, high) refers to space with a security level between 0.5 and 1.
 +
* Low security space (also lowsec, low-sec, low) refers to 0.1 to 0.4.
 +
* Null security space (also nullsec, null-sec, null) refers to -1 to 0.
 +
* Wormhole space and Pochven have the security level of -1.
  
== System Security Classifications and Aggression ==
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When players refer to the security of a system, they usually rather only refer to those classes. Therefore it's common to refer to the number itself as '''true sec'''. True sec doesn't only determine the security class but also things such as mission payouts or average PI quality. The security level of a player's current system is always displayed in the System Information display on the upper left of the screen, both in space and while docked.
  
There are three general classifications of systems based upon system security:  High Security, Low Security, and Null Security.
+
Security level should not be confused with [[security status]], which is an attribute attached to a player character.
  
=== High Security ===
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== {{anchor|Known Space}}Known space ==
  
High Security systems are those with a security level of 0.5 to 1.0.  Players also commonly use the terms High-sec, Highsec, Hi-sec, and Hisec.
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There are three general classifications of systems in known space (also commonly referred to as k-space by players) based on system security: High Security, Low Security, and Null Security.
  
In these systems, stargates may have a [[CONCORD]], customs, and/or faction navy presence; stargates and stations will have sentry guns; and aggression (i.e. becoming subject to a [[Global Criminal Countdown]]) will provoke a response from CONCORD and any nearby sentry guns.  Aggression resulting in the destruction of another player's ship and/or pod will result in a loss of security status.  The higher the security level of the system, the more rapidly CONCORD will arrive to engage the offending player.
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=== Empire space ===
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Empire space is the name given to the regions in which the four main NPC factions hold sovereignty (High Security and Low Security). In Empire space, whether high or low security, [[stealth bomber]]s can't use [[bombs]] and players cannot deploy [[Tackling#Warp_disruption_fields|bubbles]].
  
=== Low Security ===
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==== High security ====
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High Security systems are those with a security level of 0.5 to 1.0. [[CONCORD]] will react to hostile actions between pilots, with the response time ranging from almost instant in 1.0 space to up to 19 seconds in 0.5 space. Players also commonly use the terms High, HS, High-sec, Highsec, Hi-sec, and Hisec.
  
Low Security systems are those with a security level of 0.1 to 0.4.  Players also commonly use the terms Low-sec, Lo-sec, Lowsec, and Losec.
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In these systems, stargates may be patrolled by NPC CONCORD, customs, and/or faction navy ships, and stargates and stations will have sentry guns. Aggression (i.e. committing a [[Crimewatch|Criminal-level offense]]) will provoke a response from CONCORD and any nearby sentry guns. Aggression resulting in the destruction of another player's ship and/or pod will result in a loss of security status.
  
In these systems, stargates and stations will have sentry guns (although fewer than in Highsec), and aggression (i.e. becoming subject to a Global Criminal Countdown) will provoke a response from any nearby sentry guns. Aggression resulting in the destruction of another player's ship and/or pod will result in a loss of security status.
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==== Low security ====
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Low Security systems are those with a security level of 0.1 to 0.4. Players also commonly use the terms Low, LS, Low-sec, Lo-sec, Lowsec, and Losec.
  
=== Null Security ===
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In these systems, stargates and stations will have sentry guns (although fewer than in Highsec), but [[CONCORD]] will '''not''' react to hostile actions between pilots, although any nearby sentry guns will still open fire on the attacking player(s) and unprovoked attacks will cause losses of security status.
  
Null Security systems are those with a security level 0f 0.0. Players also commonly use the terms Null-sec, Nullsec, and 0.0 (pronounced "zero zero", "zero dot zero", or "oh dot oh").
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=== Null security ===
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Null Security systems are those with a security level of -1.0 to 0.0. Players also commonly use the terms Null, NS, Null-Sec, and 0.0 (pronounced "zero zero", "zero dot zero", or "oh dot oh"). The name originates from a time when instead of showing negative security status the displayed statuses were rounded to 0.0.
  
These systems are essentially lawless and no NPC organizations will respond to aggression, nor will actions of any kind result in a loss of security status.
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These systems are essentially lawless and no NPC organizations will respond to aggression, nor will actions of any kind result in a loss of security status. In Null-Sec the gloves are off: [[stealth bomber]]s can use bombs and players can deploy [[Tackling#Warp_disruption_fields|bubbles]]; players frequently fly under not-blue-shoot-it ('NBSI') rules of engagement.
  
== System Security-Limited Game Mechanics ==
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Null security space can further be split into NPC Null-Sec and claimable sovereign Null-Sec.
  
Various game mechanics are affected or limited by system security. These include:
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==== NPC Null-Sec space ====
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NPC Null-Sec is space where the sovereignty is claimed by NPC factions, similar to normal 'Empire' space, and therefore cannot be claimed by [[capsuleer]] alliances.
  
* [[Asteroid]] types found in asteroid belts.  More lucrative asteroids are generally found in lower-security systems.
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Regions classified as NPC Null-Sec:
* General difficulty of [[rat]] spawns, including belt and gate rats.  More difficult rats are generally found in lower-security systems.
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* '''Curse''', ''claimed by Angel Cartel''
* General difficulty of [[cosmic anomalies]] and [[cosmic signatures]].  More difficult sites are generally found in lower-security systems.
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* '''Great Wildlands''', ''claimed by Thukker Tribe''
* Reward level of [[missions]].  Greater rewards for the same mission are given by agents in lower-security systems.
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* '''Outer Ring''', ''claimed by Outer Ring Excavations (ORE)''
* True capital ships (i.e. ships that specifically require the Capital Ships skill) may not enter highsec systems.
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* '''Stain''', ''claimed by Sansha's Nation''
 +
* '''Syndicate''', ''claimed by Intaki Syndicate''
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* '''Venal''', ''claimed by Guristas Pirates''
  
=== Anchoring ===
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Individual constellations classified as NPC Null-Sec:
 +
* '''38G6-L''' within Pure Blind, ''claimed by Sisters of EVE''
 +
* '''N-K4Q0''' within Geminate, ''claimed by Society of Conscious Thought''
 +
* '''Phoenix''' within Fountain, ''claimed by Serpentis''
 +
* '''U-7RBK''' within Pure Blind, ''claimed by Mordus Legion''
 +
* '''XPJ1-6''' and '''6-UCYU''' within Delve, ''claimed by Blood Raiders''
 +
 
 +
==== Claimable Null-Sec space ====
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{{main|Sovereignty}}
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In the rest of Null-Sec, sovereignty is claimed (or contested!) by capsuleer alliances. Any stations in claimable Null-Sec will be player-owned and will usually only allow their owners' allies to dock.
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{{expansion past|1=University policy, until March 2014, was that University pilots were not allowed to enter claimable Null-Sec, unless in a fleet lead by an [[ILN]] Officer, in order to preserve the University's neutrality. That changed in March 2014, after a successful 1-month experiment, and [[Azmodeus Valar]] mailed out "[O]ur month long test of increased Sov Null access has been a success. We will be continuing it indefinitely. This means that anyone can lead a fleet into sovereign null security space for PvP purposes. Do not engage in PvE activities in Sov Null space, and do not participate in structure or sovereignty battles."  See [https://forum.eveuniversity.org/viewtopic.php?f=31&t=76988 this forum thread] for more details. This was later updated to allow PvE activities as well, see EVE University's '''[[EVE_University_Rules|Rules of Engagement]]'''.}}
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A regularly-updated map of player-owned territory is available on the external [https://sov.space/ SovMap website]
 +
 
 +
Regions classified as Claimable Null-Sec:
 +
* '''[https://evemaps.dotlan.net/map/Branch Branch]'''
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* '''[https://evemaps.dotlan.net/map/Cache Cache]'''
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* '''[https://evemaps.dotlan.net/map/Catch Catch]'''
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* '''[https://evemaps.dotlan.net/map/Cloud_Ring Cloud Ring]'''
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* '''[https://evemaps.dotlan.net/map/Cobalt_Edge Cobalt Edge]'''
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* '''[https://evemaps.dotlan.net/map/Deklein Deklein]'''
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* '''[https://evemaps.dotlan.net/map/Delve Delve]''' ''(some systems owned by [[The Blood Raider Covenant]])''
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* '''[https://evemaps.dotlan.net/map/Detorid Detorid]'''
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* '''[https://evemaps.dotlan.net/map/Esoteria Esoteria]'''
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* '''[https://evemaps.dotlan.net/map/Etherium_Reach Etherium Reach]'''
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* '''[https://evemaps.dotlan.net/map/Fade Fade]'''
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* '''[https://evemaps.dotlan.net/map/Feythabolis Feythabolis]'''
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* '''[https://evemaps.dotlan.net/map/Fountain Fountain]''' ''(some systems owned by [[Serpentis]])''
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* '''[https://evemaps.dotlan.net/map/Geminate Geminate]''' ''(some systems owned by [[Society of Conscious Thought|The Society of Conscious Thought]])''
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* '''[https://evemaps.dotlan.net/map/Immensea Immensea]'''
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* '''[https://evemaps.dotlan.net/map/Impass Impass]'''
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* '''[https://evemaps.dotlan.net/map/Insmother Insmother]'''
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* '''[https://evemaps.dotlan.net/map/Malpais Malpais]'''
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* '''[https://evemaps.dotlan.net/map/Oasa Oasa]'''
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* '''[https://evemaps.dotlan.net/map/Omist Omist]'''
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* '''[https://evemaps.dotlan.net/map/Outer_Passage Outer Passage]'''
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* '''[https://evemaps.dotlan.net/map/Paragon_Soul Paragon Soul]'''
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* '''[https://evemaps.dotlan.net/map/Period_Basis Period Basis]'''
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* '''[https://evemaps.dotlan.net/map/Perrigen_Falls Perrigen Falls]'''
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* '''[https://evemaps.dotlan.net/map/Providence Providence]'''
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* '''[https://evemaps.dotlan.net/map/Pure_Blind Pure Blind]''' ''(some systems owned by [[Mordu's Legion]] and [[Sisters of EVE]])''
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* '''[https://evemaps.dotlan.net/map/Querious Querious]'''
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* '''[https://evemaps.dotlan.net/map/Scalding_Pass Scalding Pass]'''
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* '''[https://evemaps.dotlan.net/map/Tenal Tenal]'''
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* '''[https://evemaps.dotlan.net/map/Tenerifis Tenerifis]'''
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* '''[https://evemaps.dotlan.net/map/The_Kalevala_Expanse The Kalevala Expanse]'''
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* '''[https://evemaps.dotlan.net/map/The_Spire The Spire]'''
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* '''[https://evemaps.dotlan.net/map/Tribute Tribute]'''
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* '''[https://evemaps.dotlan.net/map/Vale_of_the_Silent Vale of the Silent]'''
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* '''[https://evemaps.dotlan.net/map/Wicked_Creek Wicked Creek]'''
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== Wormhole Space ==
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{{Main|Wormhole space}}
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 +
In terms of security mechanics, Wormhole space ("w-space" or "j-space") is similar to Null-Sec: [[CONCORD]] does not monitor what happens in wormhole pockets, players can use bombs and bubbles at will and aggression will not impact player security status.
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W-space also functions differently from known space ("k-space") in that players do not appear in the Local chat channel until they speak in it. This means there could be 1 player or 100 players in a wormhole system and you would not be able to tell the difference just by looking at the local window.
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== Pochven ==
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{{Main|Pochven}}
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Following the [[Triglavian Invasion]], 27 systems were cut off from Empire Space, and connected to each other forming the new Triglavian-controlled Pochven region. The systems in this region have similar rules to Wormhole space: [[CONCORD]] does not monitor activity, Bombs and Bubbles are allowed, Aggression does not impact Security status, and players do not appear in Local Chat until they speak.
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== Game Mechanics affected by System Security ==
 +
 
 +
Various game mechanics are affected or limited by system security. These include:
 +
 
 +
* [[Asteroid]] types found in asteroid belts. More lucrative asteroids are generally found in lower-security systems.
 +
* General difficulty of [[rat]] spawns, including [[Belt rat|belt]] and gate rats. More difficult rats are generally found in lower-security systems.
 +
* General difficulty of [[Cosmic Anomalies|cosmic anomalies]] and [[cosmic signatures]]. More difficult sites are generally found in lower-security systems.
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* Reward level of [[missions]]. Greater LP rewards for the same mission are given by agents in lower-security systems.
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* Specific types of [[wormholes]] will only form in specific classes of space.
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* In 0.5 space and below the moons can be mined with [[Upwell structures#Refineries|refineries]].
 +
* Extracting raw resources for [[Planetary Industry]]. Greater resource abundance is generally found in lower-security systems.
 +
 
 +
=== High security space ===
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* [[CONCORD]] destroys any criminal player.
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* [[NPC]] navies will chase players with very low [[NPC standings#Faction standings|faction standing]].
 +
* Player with a a sufficiently low security status (below -2.0) may be [[Security Status Details#Security Status and Traveling Restrictions|attacked by NPC faction navy ships]].
 +
* True [[capital ships]] (i.e. ships that specifically require the {{sk|Capital Ships}} skill) may not enter high security space.
 +
* [[Cynosural field]]s cannot create beacons for jump drives.
  
The security level of a system may limit what may be anchored in that system.
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=== Low security space ===
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* [[CONCORD]] no longer responds, however [[NPC]] guns on gates and stations will respond to illegal aggression.
 +
* [[Player-Owned Starbases]] do not require Empire Charters to operate.
  
* 0.9 - 1.0: No structures or containers may be anchored.
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=== Null security space ===
* 0.4 - 0.8: Containers may be anchored.  Starbases and starbase structures may be anchored with sufficient [[standing]], except for [[moon mining]] structures.
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* [[PvP]] aggression does not change player security status.
* 0.0 - 0.3: All containers and structures may be anchored, with no standing requirement.
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* Items flagged with the Banned in Empire Space attribute can now be used, including launching [[bombs]], anchoring [[EVE Lexicon#Warp bubble|bubbles]], and firing doomsdays.
 +
* Sentry guns do not take any actions towards players who aggress other players.
  
=== Security Status ===
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=== Wormhole space ===
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* Local chat does '''''not''''' display all capsuleers currently in the system, only those that have recently spoken in Local.
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** Frequent and heavy use of the [[directional scanner]] is recommended.
 +
* No stargates are present, [[wormholes]] are the sole means of travel.
 +
* As truesec -1.0, w-space has the highest concentrations of [[Planetary Commodities|planetary resources]].
 +
* Aggression [[timers]] do not restrict jumping through [[wormholes]] as they do with [[stargates]] and docking. However, every individual wormhole has a one-way 5-minute 'Polarization' timer on it, which restricts multiple repeated jumps through it.
 +
* [[Cynosural field]]s cannot create links to other systems; jump drives cannot be used to enter or leave systems in wormhole space.
  
Players with a sufficiently low security status may invoke a faction navy response depending upon the security level of the system.
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=== Pochven ===
 +
* Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
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* The original stargates in the system are replaced by non-functional Disrupted Gates. A new set of Triglavian stargates exist, connecting to other systems within Pochven.
 +
* The region can only be entered or exited via Wormholes, or via Pochven Filaments. These Filaments cannot be activated by anyone with a Capsuleer Combat Logoff Timer, and activating a filament triggers a 15-minute Capsuleer Combat Logoff Timer.
 +
* Systems are considered truesec -1.0.
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* Stations and stargates do not have traditional gate guns. However, they may or may not have multiple Entropic Disintegrator Werposts, which will attack any pilots with negative Triglavian Collective standings.
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* Aggression [[timers]] do not restrict jumping through [[wormholes]], however they do restrict stargates and docking.
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* [[Cynosural field]]s cannot be lit within Pochven and so jump drives cannot be used to enter the region. However, capital ships in Pochven can use their jump drives to permanently ''leave'' the region.
  
* 1.0: -2.0 and lower will be engaged by the faction navy
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=== Anchoring ===
* 0.9: -2.5 and lower will be engaged by the faction navy
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The security level of a system may limit what may be [[Anchoring|anchored]] in that system. <ref>[https://www.eveonline.com/news/view/starbase-changes-for-crius Dev blog: Starbase changes for Crius]</ref>
* 0.8: -3.0 and lower will be engaged by the faction navy
 
* 0.7: -3.5 and lower will be engaged by the faction navy
 
* 0.6: -4.0 and lower will be engaged by the faction navy
 
* 0.5: -4.5 and lower will be engaged by the faction navy
 
  
== True Security ==
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* 0.9 - 1.0: Containers may NOT be anchored. Starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system [[sovereignty]].
 +
* 0.5 - 0.8: Containers, starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system [[sovereignty]].
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* 0.0 - 0.4: All containers and starbase structures may be anchored, except structures requiring anchoring corp to have system [[sovereignty]]. <ref>https://forums.eveonline.com/default.aspx?g=posts&m=4707013#post4707013</ref>
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* -1.0 - 0.0: All containers and starbase structures may be anchored, assuming that anchoring corp has system [[sovereignty]]. Player-built stations may be constructed in systems where the corp building the station has sovereignty (as of this writing, player-built stations are completely indestructible and are limited to one station per system).
  
A given system's security level is actually a real number in the range [-1.0, 1.0].  This is known as the system's True Security Level, True-Sec, or Truesec. It is modified to the value displayed in-game by the following range and rounding rules:<ref name="CCP Explorer">[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1282632&page=1#4 CCP Explorer forum post]</ref>
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== True security ==
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A given system's security level is actually a real number between -1.0 and 1.0 to 5 decimal places (this is known as the system's True Security Level, True-Sec, or Truesec). It is rounded and displayed as the system's security level according to the following rules.
  
* [-1.0, 0.0] = nullsec (always 0.0)
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* If the true security is in between 0.0 and 0.05 the security is rounded up to precision.
* (0.0, 0.05) = rounded up to lowsec (0.1 security level)
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* Otherwise round to precision.
* [0.05, 0.45) = rounded half up (lowsec)
 
* [0.45, 1.0] = rounded half up (highsec)
 
  
A system's true security may be desirable to know because nullsec systems may have a truesec range from -1.0 up to 0.0 which continues to affect various game mechanics, such as asteroid belt and rat quality. A system's truesec value is not accessible by any means in-game, but it is available via the [[official datadump]] or any third-party utilities that use the datadump or the data extracted from it.
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Many security related mechanics use the true security instead of the rounded security status, however. A lower True-Sec system has better mission pay-outs than a higher True-Sec system, even if the displayed sec status is the same.
  
=== Legacy Rounding Glitch ===
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The true security is not visible anywhere in game, instead it can be found in the [https://community.testeveonline.com/community/fansites/toolkit/ official datadump] or from [https://esi.tech.ccp.is/latest/#/ ESI API]. Many third party mapping tools such as [https://evemaps.dotlan.net/ Dotlan] also show the true security.
  
In the past, truesec values in the range (0.0, 0.5) were rounded half up, i.e. rounded down to 0.0 because all numbers in that range are below 0.5.  This was a bug, because EVE considers all systems above a trusec rating of 0.0 to be lowsec but the game displayed their security level as "0.0".  This bug not only caused some confusion (there were sentry guns within apparently nullsec systems) but also some problems in the form of inadvertent security status loss in what seemed like nullsec.
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{{expansion past|width=50%|1=In the past, truesec values in the range (0.0, 0.5) were rounded half up, i.e. rounded down to 0.0 because all numbers in that range are below 0.5.  This was a bug, because EVE considers all systems above a truesec rating of 0.0 to be lowsec but the game displayed their security level as "0.0".  This bug not only caused some confusion (there were sentry guns within apparently Null-Sec systems) but also some problems in the form of inadvertent security status loss in what seemed like Null-Sec.
  
This bug has been fixed <ref name="Revelations I">[http://www.eveonline.com/updates/patchnotes.asp?patchlogid=99 Revelations I patch notes]</ref>, and the game now uses the rules above.  This ensures that any system displayed as "0.0" is truly nullsec.  Some third-party utilities may not know of the above rules, and so may incorrectly identify some lowsec systems as nullsec.
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This bug was fixed in the [[Expansions#Revelations|Revelations]] expansion <ref name="Revelations I">[https://www.eveonline.com/updates/patchnotes.asp?patchlogid=99 Revelations I patch notes]</ref>, and the game now uses the rules above.  This ensures that any system displayed as "0.0" is truly Null-Sec.  Some third-party utilities may not know of the above rules, and so may incorrectly identify some lowsec systems as Null-Sec.}}
  
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== References ==
 +
<references />
  
'''References'''
+
[[Category:Game mechanics]]
<references/>
 

Latest revision as of 10:59, 24 March 2024

A star system's Security Level refers to the presence of NPC security forces such as faction police and CONCORD. It is a number ranging from -1 to 1. In the game, it's displayed as rounded to the first decimal point. Star systems are also grouped into security classes which define several game mechanics most importantly of player versus player engagements:

  • High security space (also highsec, high-sec, high) refers to space with a security level between 0.5 and 1.
  • Low security space (also lowsec, low-sec, low) refers to 0.1 to 0.4.
  • Null security space (also nullsec, null-sec, null) refers to -1 to 0.
  • Wormhole space and Pochven have the security level of -1.

When players refer to the security of a system, they usually rather only refer to those classes. Therefore it's common to refer to the number itself as true sec. True sec doesn't only determine the security class but also things such as mission payouts or average PI quality. The security level of a player's current system is always displayed in the System Information display on the upper left of the screen, both in space and while docked.

Security level should not be confused with security status, which is an attribute attached to a player character.

Known space

There are three general classifications of systems in known space (also commonly referred to as k-space by players) based on system security: High Security, Low Security, and Null Security.

Empire space

Empire space is the name given to the regions in which the four main NPC factions hold sovereignty (High Security and Low Security). In Empire space, whether high or low security, stealth bombers can't use bombs and players cannot deploy bubbles.

High security

High Security systems are those with a security level of 0.5 to 1.0. CONCORD will react to hostile actions between pilots, with the response time ranging from almost instant in 1.0 space to up to 19 seconds in 0.5 space. Players also commonly use the terms High, HS, High-sec, Highsec, Hi-sec, and Hisec.

In these systems, stargates may be patrolled by NPC CONCORD, customs, and/or faction navy ships, and stargates and stations will have sentry guns. Aggression (i.e. committing a Criminal-level offense) will provoke a response from CONCORD and any nearby sentry guns. Aggression resulting in the destruction of another player's ship and/or pod will result in a loss of security status.

Low security

Low Security systems are those with a security level of 0.1 to 0.4. Players also commonly use the terms Low, LS, Low-sec, Lo-sec, Lowsec, and Losec.

In these systems, stargates and stations will have sentry guns (although fewer than in Highsec), but CONCORD will not react to hostile actions between pilots, although any nearby sentry guns will still open fire on the attacking player(s) and unprovoked attacks will cause losses of security status.

Null security

Null Security systems are those with a security level of -1.0 to 0.0. Players also commonly use the terms Null, NS, Null-Sec, and 0.0 (pronounced "zero zero", "zero dot zero", or "oh dot oh"). The name originates from a time when instead of showing negative security status the displayed statuses were rounded to 0.0.

These systems are essentially lawless and no NPC organizations will respond to aggression, nor will actions of any kind result in a loss of security status. In Null-Sec the gloves are off: stealth bombers can use bombs and players can deploy bubbles; players frequently fly under not-blue-shoot-it ('NBSI') rules of engagement.

Null security space can further be split into NPC Null-Sec and claimable sovereign Null-Sec.

NPC Null-Sec space

NPC Null-Sec is space where the sovereignty is claimed by NPC factions, similar to normal 'Empire' space, and therefore cannot be claimed by capsuleer alliances.

Regions classified as NPC Null-Sec:

  • Curse, claimed by Angel Cartel
  • Great Wildlands, claimed by Thukker Tribe
  • Outer Ring, claimed by Outer Ring Excavations (ORE)
  • Stain, claimed by Sansha's Nation
  • Syndicate, claimed by Intaki Syndicate
  • Venal, claimed by Guristas Pirates

Individual constellations classified as NPC Null-Sec:

  • 38G6-L within Pure Blind, claimed by Sisters of EVE
  • N-K4Q0 within Geminate, claimed by Society of Conscious Thought
  • Phoenix within Fountain, claimed by Serpentis
  • U-7RBK within Pure Blind, claimed by Mordus Legion
  • XPJ1-6 and 6-UCYU within Delve, claimed by Blood Raiders

Claimable Null-Sec space

Main article: Sovereignty

In the rest of Null-Sec, sovereignty is claimed (or contested!) by capsuleer alliances. Any stations in claimable Null-Sec will be player-owned and will usually only allow their owners' allies to dock.

A regularly-updated map of player-owned territory is available on the external SovMap website

Regions classified as Claimable Null-Sec:

Wormhole Space

Main article: Wormhole space

In terms of security mechanics, Wormhole space ("w-space" or "j-space") is similar to Null-Sec: CONCORD does not monitor what happens in wormhole pockets, players can use bombs and bubbles at will and aggression will not impact player security status.

W-space also functions differently from known space ("k-space") in that players do not appear in the Local chat channel until they speak in it. This means there could be 1 player or 100 players in a wormhole system and you would not be able to tell the difference just by looking at the local window.

Pochven

Main article: Pochven

Following the Triglavian Invasion, 27 systems were cut off from Empire Space, and connected to each other forming the new Triglavian-controlled Pochven region. The systems in this region have similar rules to Wormhole space: CONCORD does not monitor activity, Bombs and Bubbles are allowed, Aggression does not impact Security status, and players do not appear in Local Chat until they speak.

Game Mechanics affected by System Security

Various game mechanics are affected or limited by system security. These include:

  • Asteroid types found in asteroid belts. More lucrative asteroids are generally found in lower-security systems.
  • General difficulty of rat spawns, including belt and gate rats. More difficult rats are generally found in lower-security systems.
  • General difficulty of cosmic anomalies and cosmic signatures. More difficult sites are generally found in lower-security systems.
  • Reward level of missions. Greater LP rewards for the same mission are given by agents in lower-security systems.
  • Specific types of wormholes will only form in specific classes of space.
  • In 0.5 space and below the moons can be mined with refineries.
  • Extracting raw resources for Planetary Industry. Greater resource abundance is generally found in lower-security systems.

High security space

Low security space

  • CONCORD no longer responds, however NPC guns on gates and stations will respond to illegal aggression.
  • Player-Owned Starbases do not require Empire Charters to operate.

Null security space

  • PvP aggression does not change player security status.
  • Items flagged with the Banned in Empire Space attribute can now be used, including launching bombs, anchoring bubbles, and firing doomsdays.
  • Sentry guns do not take any actions towards players who aggress other players.

Wormhole space

  • Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
  • No stargates are present, wormholes are the sole means of travel.
  • As truesec -1.0, w-space has the highest concentrations of planetary resources.
  • Aggression timers do not restrict jumping through wormholes as they do with stargates and docking. However, every individual wormhole has a one-way 5-minute 'Polarization' timer on it, which restricts multiple repeated jumps through it.
  • Cynosural fields cannot create links to other systems; jump drives cannot be used to enter or leave systems in wormhole space.

Pochven

  • Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
  • The original stargates in the system are replaced by non-functional Disrupted Gates. A new set of Triglavian stargates exist, connecting to other systems within Pochven.
  • The region can only be entered or exited via Wormholes, or via Pochven Filaments. These Filaments cannot be activated by anyone with a Capsuleer Combat Logoff Timer, and activating a filament triggers a 15-minute Capsuleer Combat Logoff Timer.
  • Systems are considered truesec -1.0.
  • Stations and stargates do not have traditional gate guns. However, they may or may not have multiple Entropic Disintegrator Werposts, which will attack any pilots with negative Triglavian Collective standings.
  • Aggression timers do not restrict jumping through wormholes, however they do restrict stargates and docking.
  • Cynosural fields cannot be lit within Pochven and so jump drives cannot be used to enter the region. However, capital ships in Pochven can use their jump drives to permanently leave the region.

Anchoring

The security level of a system may limit what may be anchored in that system. [1]

  • 0.9 - 1.0: Containers may NOT be anchored. Starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system sovereignty.
  • 0.5 - 0.8: Containers, starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system sovereignty.
  • 0.0 - 0.4: All containers and starbase structures may be anchored, except structures requiring anchoring corp to have system sovereignty. [2]
  • -1.0 - 0.0: All containers and starbase structures may be anchored, assuming that anchoring corp has system sovereignty. Player-built stations may be constructed in systems where the corp building the station has sovereignty (as of this writing, player-built stations are completely indestructible and are limited to one station per system).

True security

A given system's security level is actually a real number between -1.0 and 1.0 to 5 decimal places (this is known as the system's True Security Level, True-Sec, or Truesec). It is rounded and displayed as the system's security level according to the following rules.

  • If the true security is in between 0.0 and 0.05 the security is rounded up to precision.
  • Otherwise round to precision.

Many security related mechanics use the true security instead of the rounded security status, however. A lower True-Sec system has better mission pay-outs than a higher True-Sec system, even if the displayed sec status is the same.

The true security is not visible anywhere in game, instead it can be found in the official datadump or from ESI API. Many third party mapping tools such as Dotlan also show the true security.

References