Difference between revisions of "User:Kelduum Revaan/SOP"

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== Fleets... ==
 
== Fleets... ==
  
==== ...must have at least three members ====
+
==== ...must have at least three E-UNI members ====
These are individual people who are current EVE University members, so people running multiple accounts or alt's don't count.
+
These are individual people who are current EVE University members, so people running multiple accounts or alt's don't count toward this.
  
 
==== ...should have a covert scout ====
 
==== ...should have a covert scout ====

Revision as of 18:25, 20 July 2011

This is a work-in-progress.

During War:

The Default SOP applies to all members when the DEFCON level listed in the Chat.E-UNI channel is set as DEFCON 1. While this is typically during wartime, it may also be applied during peacetime if required.

The below rules are as clear as they can be made, but if you require clarification, then please speak to a Director. There are no hidden meanings, and anything not listed here is not an official rule.

In the event you break one of the rules, then you should admit it and accept the consequences, rather than attempting to avoid the repercussions, as you will typically find leniency. Most wartime violations result in the person involved being temporarily removed from E-UNI, which we hate having to do.

You may not be undocked unless you are...

This counts for your characters in E-UNI; for those not in corp, it doesn't count.

...in a combat fleet

Combat fleets are three or more combat fitted ships, who are engaging war-targets, or hostiles in LowSec and NullSec.

...in a wormhole fleet

Wormhole fleets are fleets of three or more PvP fit ships who are either currently in, or are planning to soon be in, a wormhole.

...travelling

Travelling is only allowed in Tackle Frigates, Shuttles and Starter Frigates.

You cannot fly any...

There are a number of restrictions on what ships you are allowed to fly during wars. If you want to fly one of these ships, then you must receive written permission from the Fleet Admiral or CEO

...'Covert Ops' ship without a certification

This is any ship which can fit a Covert Ops Cloak, such as:

Individual certifications will be available from the ILN.

...Tech 2 BattleCruisers or Battleships

...Tech 3 ships

...Mining Ships

This is any ship which has a bonus to mining lasers, such as:

The only exception to this is the Osprey as it can be used as simple and cheap Tech 1 Logistics ship.

...Haulers

This is any ship which is designed to move large amounts of cargo around, such as:

...faction ships

  • Any ship with 'Issue' in the Name.
  • Any 'Pirate' faction ship.
  • Any ship listed in the 'Faction' subsection on the Market

...rare or unique ships

This is any ship which has been seeded by CCP, and the blueprints are not available for, such as:

...Capital Ships

This is any ship which requires a jump drive to move around, such as Dreadnoughts and Carriers.

You must fit...

...your ship for PvP

This depends greatly on the ship, but means no Mining lasers, cargo expanders or exploration modules, with a Buffer Tank. For appropriate fittings, see the forum.

...your guns and launchers efficiently

This means using faction ammo where you can as the extra damage is worth the money, but if you cant afford it, thats ok. Remember you don't need to fill your cargo, no matter what the ammo - you need only take one or two reloads on most fleets.

...no faction, officer or deadspace modules

This is any module with a Meta Level above 5.

...a Tech 2 tank on BattleCruisers and Battleships

This means your tanking modules are mainly Tech 2, such as Hardeners, Extenders, Plates and so on. There are some exceptions to this where the Meta 4 module has better statistics, and is cheaper or easier to fit, but in all cases you must have the skills to fit the modules individually.

...your ship for its role

This should go without saying, but it means the modules on your ship should not cost massively more than the value of the hull. Tackle frigates are fit cheaply and disposably, and module cost scales with the cost of the hull.

...appropriate rigs


You Must Always...

...be on Mumble when in space

You don't have to be able to speak, just to listen. This counts for travelling as well as fleets.

...check the Local channel for War-Targets

Check it before you undock, and keep checking it whenever you are in space. Hostiles may appear at any moment.

...dock up if there are War-Targets

If not in a fleet and you see a War-Target in space then dock up, otherwise the fleet should be killing them.

...avoid Trade Hubs

These are prime hunting grounds for most wartargets, and will often have war-targets or their alts present. Avoid them wherever possible, and use Trade skills for station trading there if you must.

You Must Never...

...speak to a War-Target

We use our guns to do that, and only Directors are allowed to talk to them, so just ignore them and report any attempts to contact you.

...use the Autopilot

Apart from using it to plot a course and highlight gates, it must never be used to actually fly your ship. All manoeuvres must be done manually.

...mine, anywhere at all

Mining leads to sitting still for ages, not really paying attention, and is the ideal way to trade your ship for a cluster of twisted metal. Mining in exploration sites, mission spaces or even in wormholes is not allowed.

...haul items

A massive percentage of our war-targets declare war on E-UNI specifically to kill people hauling items. This means moving anything in your cargo other than ammo, charges or modules to swap out with current fit.

...run Agent Missions

This includes any mission which requires you to move items, such as Distribution or Mining and includes Epic Arc missions. Missions which require you to kill NPCs, such as Security Missions, may only be run during the Relaxed SOP.

...run any PvE in known space

This means exploration sites, COSMOS, static complexes, or Incursions. Exploration sites are allowed only in wormhole space.

...go AFK in space

Never leave your ship unattended when in space. Always dock up if you have to leave. Even if you are cloaked.


Fleets...

...must have at least three E-UNI members

These are individual people who are current EVE University members, so people running multiple accounts or alt's don't count toward this.

...should have a covert scout

At least one covert scouts is encouraged but is not a requirement. If a scout isn't available, then you can use picket frigates instead. Remember that the scout does not have to be in E-UNI.

...must be on Mumble with the FC able to talk

Fleets must use the Uni Mumble server for voice communications, and the Fleet Commander must be able to talk. Similarly, all fleet commanders must be sober and awake. The few seconds needed to type out or otherwise pass a command are often the difference between a success and the loss of the whole fleet.

...should save the Loot Log

Save the Loot Log where possible, and send it to the Fleet Admiral or another Admiral along with any loot from any war targets. Loot from E-UNI wrecks should be collected and given back to the owner where possible. If these aren't available, the items may be dropped into the "Ivy League Navy" Hangar at PTS or CBT in Aldrat. Fleets during peacetime may set their own loot policy or donate it to the ILN, with donations during in peacetime not required.