EVE ONLINE TRAINING ACADEMY’s Complete Security Guide

Part 1 – Miner Safety Part 2 – Travelling Safely Part 3 – How To Avoid Pirates

Written by – Feral Karkassia

Published in PDF format by [aaeo].net www.allabouteveonline.net

Security Information: Part 1 of 3
Check the basic Eve guide first for explanations on kill rights and aggression timers/rights, security status, and using the Map. Now, some of this stuff is going to seem pretty basic. It's mostly for newer players, though maybe anyone can learn something. All of it is gleaned from various forum posts, including Eve-online forums themselves. Basically, it is a general guide to security for all members of any corp. It includes tactics on fighting ore thieves and pirates, and safe travelling techniques, as well as using the scanner. Right off the bat I want to thank the Internet, and more importantly the Eve-Online character General Problem, for giving this knowledge so readily. The info is not new, but the words -are- original-nothing is plagiarized. Now on to the fun stuff. Security is a concern of every member of Eve. It doesn't really mean PvP, it means keeping safe and secure--and keeping your cargo, ship and ore the same way. In the end, the security of a player is the security of the corporation--one player losing ore on a regular basis loses morale and loses assets that could help the corp. Put it this way--the corporation is made up of individuals, and when corp. members lose, it loses too. The security division of a corporation is usually tasked with helping prevent losses of any kind to the corp., and isn't just concerned with PvP. The following guide will help you understand security, keeping safe and keeping your ship and valuables safe. A knowledgeable, cautious and aware Eve player is a great asset to any good corp., and an asset to themselves, so read on! Part 1 Ore Thieves For production and mining corps, the group of players is mainly concerned with two things: mining and travelling. Miners have to worry about one major thing: Ore thieves (piracy will be covered later). Ore thieves generally do not stay in one place for long. Professional ones will steal from one can, leave the system, steal from another can there, etcetera, and go twenty jumps away that night. However, any opportunist in any ship who spies ore lying in a field and decides to swipe it then also becomes an ore thief. There are a few things that can deter them, and a few things we can do to make ourselves safer. Remember, none of these are original ideas; this is common knowledge for the more experienced Eve-Online players, and it's all just packaged up neatly for new players here. Note: If you haven't yet, a good idea before reading this section would be to read the Mining Guide, so that you understand the terminology and basic procedures described here.

Tips: 1. If you encounter an ore thief, lower his security rating with you. Everyone should have a Notepad file called Ore Thieves, and should add any name they hear about or see stealing to that list. You may choose, within your corp., to corp mail (send a message to the Corp through your Eve mail system) the names of any new thieves, so that everyone is up to date. If you see an ore thief come into the system, haul your ore back to the dock ASAP. You *may* want to consider announcing the thief in local chat, so that perhaps he'll choose a different system to pirate (on the other hand it may "incur his wrath" so to speak, though you'll be doing other local miners a world of good). Bad ore thieves can be added to your address book so they'll be highlighted in your Local. It's also always a good idea to not leave too much ore out in the asteroid field to begin with; more ore will attract thieves, and less ore means you lose less if it does get stolen. 2. Mine in groups whenever possible. Large groups are more of a deterrent than one lone miner. Having at least one person on hand either hauling the ore in (so none is left in the asteroid belt) or guarding the miners with guns is a good idea--or both, if you have enough people. 3. Do not shoot at an ore thief. If you do, he will then be allowed to fire upon you. Even if he's blinking red, just don't do it, unless you feel hugely confident that you can kill him. His corp. mates will not get rights on you unless you shoot at them too. 4. Do not steal your ore back if the thief steals it and dumps it into his own can. He will then get the right to fire on you--read tip 3. On the other hand, if you have a hauler available, a corp. mate in a cheaper ship (and/or faster one) can try to switch the ore quickly from the thieves' can (can A) into your corp.’s can (can B). The thieves will be allowed to shoot at the small ship, but not the hauler (since the hauler did not "steal" from the thief). Then the hauler can then quickly take the ore from your can (can B) and haul it away, and the thieves will not get rights on him. Nicely enough, your hauler can then fly off into the sunset with your corp.’s ore, and is perfectly safe--even if your corp.’s "switcher" does get blown up (which is why a shuttle is a good idea for this!). Remember: if you're the switcher, jettison a bullet/1 unit of ore ahead of time and right beside your ore, so that you have a can to switch the ore in the thief's can to. Move the precious stuff first in case you die ASAP. Then run. 5. If a thief enters the system and approaches your can, you can do one simple thing to keep him away from it (it can be tricky, and a big and/or fast ship is much better at it). Just fly into the thief's ship as hard and fast as you can! Often (especially if you are using a micro-

warpdrive or afterburner) you can shove him many kilometres away--certainly not close enough to open the can. In this case, unless you have backup (hauling or security) on the way, you may have to continue this until the patience of one of you runs out. 6. If mining alone, do NOT mine at the warp-in point. In other words, if you warp into the system, fly to the other side of the belt. This way if someone flies in, you'll have ample time to gage their actions--if they begin to fly toward you, you'll know they're up to no good! Someone flying a hauler toward you should arouse your suspicion at once (a hauler coming for your ore where they haven't mined themselves should be a red flag) and you can either run off to get your own hauler or call for help from corp. mates, etc. This goes for protecting yourself from piracy too--don't sit at the warp-in point if you are mining in low-security space, or pirates warping into the belt will drop right on top of you. Instead, fly to the other side of the belt, and if anyone flies into the belt you should have time to fly away. Read more on low-security mining in the Piracy section that follows.

Part 2: Travelling Safely
I mention this next, rather than safety from pirates, for one reason: travelling safely is the main thing you can do to be safe from pirates in the first place. With that in mind, remember that one thing is good advice for both situations--use warp core stabilizers whenever you can, to avoid being warp scrambled. A gate camp group will probably still overpower your stabilizer strength, but a single pirate or two you may be able to outrun. Nanofiber Internal Structures can also allow you to align for warp more quickly to avoid getting caught in a gate-camp, as they help boost a ship's agility (note that a -25%, for example, on the Agility effects of one Nanofiber means that the ship is more agile, not less). A note on Warp Core Stabilizers as well (or WCS): a warp scrambler will have strength of +1 or +2 depending on the type. A single WCS will have strength of -1. As long as the total reaches zero--i.e. if the pirate has a +1 scrambler and you have a -1 WCS--he won't be able to scramble your escape warp. Anyway--on to travelling safely! First off, use instas wherever possible. Instas are instant-bookmarks which will bring you directly to your interactible object (gate, dock, etc) or random spot in space, and will keep you pretty safe from things like gate campers and dock snipers. This is only applicable for wartime and low sec systems, as for the most part you're safe from being shot at in high sec if you're not war-declared! Instas can also aid miners in hauling their ore faster (and as we've learned in part 1, the less time ore spends in a belt the safer it is from thieves). To make an Insta, warp toward the place you want to go to. When you come out of warp, fly toward the object--and past it--in as straight a line as possible. So let's say your home dock is Hroduko V, Moon 4. You'd want to warp there from, say, the nearby Frulegur stargate, or an asteroid belt. Then fly in a straight line past the dock. Once you are 14 or 15km past the dock (the timing can be tricky, so try to slow down in advance) select Add Bookmark from your Places tab, under the People and Places icon (on the far upper left of your screen, below your Character Sheet). Name it, for example, Headquarters Insta, and pick Ok. Then test it: warp back to the Frulegur gate (or asteroid belt or whatever) and then right-click in space. You'll find you can choose your bookmarks that exist in the local system by rightclicking in space, and then when you place your cursor over the bookmark, you get some options. Choose Warp To: 15km. Since your bookmark was placed 15km PAST your target, you will warp 15km before the bookmark--which means right on top of that target. Therefore when you use the HQ Insta, you will drop out of warp right on top of the dock! This should keep you fairly safe in wartime,

and is especially helpful when you need to dock often in a low-security area. SafeSpots: A safespot is a bookmark somewhere deep in space, away from any warpable objects. The easiest way to make one is to make a bookmark quickly while warping between two warpable objects (like from a gate to a dock). The safespot is the hiding-place of people being attacked in wartime or of people hiding from pirates in a low-security system. Know that safespots are not foolproof: someone good at using the scanner (see below) may be able to roughly reproduce your actions (placing a bookmark while warping) if they can find where you are according to the scanner; also, Covert Ops ships (or anyone using scan probes, for that matter) can drop Scan Probes into space, which will scan the system more accurately, allowing ships to jump straight to you. Therefore it's a good idea to have a few more advanced bookmarks, and if you're in hiding, move between them every minute or so. Advanced bookmarks are easy; just make two basic safespot bookmarks--say, one between the sun and a dock, and another between another dock and a stargate. Then drop a new safespot bookmark while warping between one basic safespot and the other basic safespot. This way (unless you're not paying attention to exactly where you're bookmarking) the advanced safespot will be out of any direct warp pattern. In other words, by bookmarking safespots between other safespots, you can create safespots that are not located between any two warpable objects--so those using a scanner to find you will have a very, very hard time locating you. On to operating the scanner! First off, make sure your Overview is set exactly how you want it. If you don't want half a million Deadspace and Police npc's showing up, take them off. You can save those settings as Scanner Settings or whatnot. It may take some twiddling to get right, once the scanner is open. Open the scanner; it's one of the small round buttons to the left of your capacitor info while you're in flight. Check the box marked Use Overview Settings. Note that you can swivel your ship around in real space, which will change the angle of the scan beam on the Scanner. You can see this yourself: in the radar picture on the left, the white area of the scanner is your camera view; the green is what you're scanning. Let's try to search for a cargo can--perhaps marked My Can. Maybe it's a lowsecurity system, and you have forgotten which asteroid belt you left your can in. Since you don't want to fly into any pirates, you'll want to sit somewhere safe (at a safespot or planet, away from the warp-in point) and use the scanner. Note that you may have to move around a bit if it doesn't show up at all, as the scanner's range does not cover entire systems. So: fill the Distance with 9's, and hit Scan (it will

revert to the maximum scannable default distance). Start with 360 degrees. Let's say "My Can" shows up at once. So narrow your beam to 180 degrees (this is an option just below the Use Overview Settings tab). If "My Can" is not there scan the other 180. When you find it, narrow it down farther until you've got it to about 30 degrees (or whatever narrows it down to WHERE the can is--if there's only one asteroid belt in that half of the system, you've found the can, but if there's six, you'll have to keep narrowing it down). Let's say there's three belts all lined up here--one 1,100,345 km out (one AU is approximately 1,500,000,000), one 999,999,999 km out, and one 20,345 km out. You'd now narrow the Distance to 899,999,999 km (so that two belts are in range). If the can is still in range, you can rule out the 999,999,999km belt out, obviously. Then you narrow the scan to 100,000km out. If the can is now gone from the scanner, you know it's not in range--thus farther out than the 20,345 km belt. Then you just run out to the 1,100,345 km belt and pick up your can. Why is this important? Well, usually it's not, to a miner. But if you DO lose a can in low sec space, you can hop to a planet and scan for it. More importantly, it's desperately important to travelling through safe systems. Which brings me to: The Reason for Scanning. For safe travel, the scanner is an unbeatable ally. It is the pirate's best friend, finding victims; it is the beltscouting miner's guardian, telling him there is someone flying a Vagabond from belt to belt in the local .3 space. If you want to know if a gate is camped, dodge to a moon or planet that's in its scan-range and scan the gate you're moving to. Just aim your scanner at it, narrowed to 60 degrees or so, make sure you're in range (if it doesn't list the gate in the scanner but it does on overview, then you're out of range), and check. If you see a bunch of bad asses sitting beside it, and you scan a few moments later and they still haven't moved, then pick another path!

Part 3: Piracy
Pirates are always a problem with mining/production or trade corporations and players, especially those who regularly travel through a low-security space while moving to greener monetary pastures. Basically, it's a common-sense issue. Check the Map for Ships Destroyed, in advance, for the system you'll be entering to get an idea ahead of time how dangerous it is at the moment. First, don't travel around asteroid belts in low sec space when there's others in local, and if you do ALWAYS keep your Local chat open, and a close eye on it; by examining the security ratings of those coming in and out of a system you'll be able to get an idea of how dangerous they are--in 0.0, though, security ratings are no indication, as your security rating does not go down for attacking someone in 0.0. If for some very odd reason you decide to go mining alone in a low sec system, do not mine at the warp-in point of the belt--stay as far off as possible (read the last of the ore-thief tips). Next, don't travel through low sec without caution; scanning a gate ahead and staying cloaked after every jump on a 48jump-journey is a killer, and perhaps not worth the time-BUT it's a good idea to do it if your map says there's been fifty kills there today. Most other pirate-avoidance techniques have already been covered. But... If you do get caught by a pirate, you may not be able to call your corp. mates for much help. Unless there's more than a couple members on, and those members are nearby and happen to be in PvP ships ready--and if you're SURE the pirate doesn't have friends waiting, and that your corp. can take him--unless you have all this, you'll be on your own. Even then, you'd have to stall him long enough for the corp. mates to get to you. You have a few choices with a pirate. You can try to run, try to fight, or you can give him a ransom (assuming he asks). Usually pirates will honour a ransom, but it will be costly (though the ransom is priced to be less than the cost of your ship or, in bad situations, your pod/implants). Perhaps your pride won't allow it--then you can fight him/her, and maybe even win, but probably not; pirates are opportunists and -usually- attack those whom they know they can beat; in addition they will be much more experienced in general. A pirate will usually show up on your screen and immediately begin blinking red (either he's low sec or trying to scramble you). If you're in an asteroid belt in low-sec (remember: don’t sit at the warp-in point) and a ship flies in and flies toward you, run away.

Once you're locked it's time to think fast. Try to run if you can; if the scrambler stops you, he'll either destroy your ship or take you into hull, if you don't fight, and try to ransom you. If you fight he'll probably kill you (or if you're not making a dent on him, he'll convo you for the ransom and say 'stop shooting, silly'). Check ahead of time on any corp. policy on whether to pay ransom when carrying expensive corporation assets. If the pirate ransoms you and you pay, and then he kills you anyway, usually a good thing to do is contact his ceo or alliance and tell them this. Whatever you do, don't yell at the pirate, or be rude or nasty; they get this all the time and it won't help you one bit. If the pirate has your ship locked down and scrambled and is obviously going to kill you, there's something you can do to help your life pod escape. Just hold down Ctrl-AltShift-E and Ctrl-Alt-Shift-T to turn off all Effects (e) and Turret effects (t). Sometimes if all effects and turret effects are still On, your screen will lag badly (poor frames-per-second) and will pretty much freeze up for a few seconds--and by then your pod might be locked. So use those keyboard shortcuts above to prevent this, and then run! You can turn your effects back on with the same keys. Obviously take note of a pirate's name, lower his standings with us so you see him coming next time, and be more careful in the future--learn from every mistake. Stay Aligned for Warp: Being aligned for warp means that your ship is already facing the direction in which it will warp out. You'll notice that when you right-click a dock or other place in space and choose Warp To, there's a delay while your ship turns itself in that direction. The larger the ship the longer the delay; smaller ships tend to be more agile. You can increase your ship's agility, as already noted, with Nanofiber Internal Structures to turn faster--but its better if you don't have to turn at all. If you are in low-sec space, and might have to warp out at any time (for example mining, or sitting at a safespot) then point your ship to just above or below the place in space you'll warp to and double-click. This way your ship will turn that way and begin to fly toward it (without going into warp). You can leave it running or stop it, leaving it aligned, to prevent getting ganked (killed) while aligning should a pirate warp in. This is also why it's a good idea to; if you jump into a system with a gate camp, warp to the object best aligned with your ship, rather than to the gate (assuming the gate would take a few seconds to align to). One last note: When doing missions, remember to always check View Mission Details before accepting. Check the info on the system it's in, and don't accept a mission in space of .4 or below. It's all too easy to accidentally

accept a mission in .1 or even 0.0 space! Pirates will often camp Dead space Complexes, remaining hidden or cloaked until you're fighting the npc's, then jumping from out of nowhere while you're preoccupied and killing you.

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