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 [Guide] Security and Standings

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giand amazone
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PostSubject: [Guide] Security and Standings   Tue Nov 17, 2009 12:28 pm

The Standing System
Standing between players, corporations, factions and agents plays an important role in many aspects of EVE. This article explains what standing is, how to gain or lose it and what it affects.

What is Standing?
Standing from A to B represents how much A likes B. Standing is a one-way relationship, so A can set good standing to B, even though B has set bad standing to A. A standing of 0.00 represents perfect neutrality, -10.00 is the worst possible standing you can have with someone and having standing of +10.00 means having a perfect relationship.

A player can set standing towards other player characters, agents, corporations (player and NPC), and factions. NPC characters (agents), corporations and factions maintain standing towards player characters they've dealt with too.

Note that standing is not the same as security status. Standing to the CONCORD corporation is the same as security status, but it has many special implications, so you're best off viewing them as seperate.

Also, standing has nothing to do with whom you can attack or not. Whether or not someone is a legal target depends on their SecurityStatus or if you're at war with them.

Effective Standing
You start out at 0.00 standing to everything and everyone in the game. But there are skills that will modify base standing and raise your effective standing.

Connections will raise your effective standing towards NPC factions, corporations and their agents by 4% of the difference between the maximum 10.0 and your current standing for every skill level trained. This only works towards friendly corporations, i.e. corporations with a base standing of 0.00 or better. If the faction or corporation already has negative base standing towards you, the Diplomacy skill is applied towards your standing with them and their agents, even if you have positive standing with one of their agents.

Diplomacy will also raise your effective standing towards NPC factions, corporations and their agents by 4% of the difference between the maximum 10.0 and your current standing for every skill level trained. This skill only works for factions and corporations with whom you have negative standing.

If you want to be able to use agents from a criminal corporation, i.e. with low standing from CONCORD, you can train the Criminal Connections skill for a 4% of 10.0 (i.e. 0.40) standing bonus per level.

Why does a pilot need Standing?
Standing plays a role in these aspects of EVE:

  • Access to agents
    Every agent in EVE requires a pilot to have sufficient standing to the agent themselves, their corporation or their faction. If a pilot lacks standing, the agent won't talk to the pilot. Access to agents is important if you want them to give you missions, help you locate another pilot or do research for you. The formula to calculate required standing to get access to an agent:
    required standing = (agent level - 1) * 2 + quality level / 20
  • Access to stations
    If your standing to a corporation or faction drops below -5.00, you will be attacked on sight by their vessels and their sentry guns around their stations. You will no longer be able to dock there and use their services.
  • Taxes on refining
    Even with perfect skill at refining, a station will still take 5% of your minerals as taxes, unless you have at least 6.5 standing with the corporation or faction that owns it.



Getting details on Standing
You can see what standing you have to someone, and what standing they have to you, by looking at their info screen, on the relationship tab of the standing tab. Your views lists your standing to them. Their views lists their standing to you. If something is part of a larger organisation, those standings will be listed too.

If you rightclick a line in the relationship screen, you can select show transactions. This will list recent changes in standing and why they were effected. The standing transaction log shows standing changes as percentages. As with the skill-based standing gains, these percentages are applied to the difference between your current standing and +10 for standing gains, or -10 for standing losses. The resulting number is added to your current standings.

If you have access to the politics tab of the corporation window, you will be able to view all standings to the corporation. If you rightclick one of the lines listing standing towards your corp, you will have the option to show compositions. This lists the standing of all corporation members, which are averaged to determine standing to the corp as a whole.

For example: if the Federation Navy corporation has non-zero standing towards three members of your corporation, e.g. 1.00, 2.00 and 6.00, the Navy's standing towards your corporation will be 3.00. This is only the case for NPC corporations. Player corporations can manually set their standing towards you and your corporation.

How to gain Standing?
The main way to gain standing with NPC agents, corporations and factions is by running missions. If you successfully complete a mission for an NPC agent, you will gain some standing with the agent personally and with the agent's corporation. The gain with the agent will be substantially higher than with the corporation.

To gain standing with a faction, you need to run missions for agents from that faction until you get offered a storyline mission. Completing that storyline mission will give you a fair boost with the faction and a very large boost with the corporation the storyline agent works for. You will also gain standing with the faction's allies and lose standing with the faction's enemies.

You can improve the amount of standing you gain by training the Social skill.

If you destroy ships that belong to a specific corporation and/or faction, you will lose standing with that corporation and/or faction. So, for instance, working for the Caldari Navy and destroying Federation Navy (Gallente) ships will NOT have you gain any standing with the Caldari Navy corporation, but will have you lose standing with both the federation Navy and the Gallente Federation faction.

Setting Standing to others
If you set standing to others, they will show up in special (configurable) colors in the overview. The overview can show seperate colors for pilots with standing of 5.00 (high) or better, standing above 0.00 (good), standing below 0.00 (bad) and standing below -5.00 (horrible).

Note that this has no other effect than a visual one. You're not automatically allowed to attack anyone, based on standing alone. You will need to declare war or the person will need very low SecurityStatus for you to be allowed to attack.

If you're a CEO or director of a player corporation, you can set standing from the corporation to other players or corporations. The setting will also change how these pilots look in the overview of all corporation members.

Security Status
The security status of a player reflects the legality of their past actions. The security level of a solar system reflects both how safe it is and which rules govern player actions while they are in that system. This article explains player security status and system security level and their effects.

Player Security Status
Player security status (aka SR, or "security rating") is equal to a player's corporation standing with the CONCORD corporation and can be between -10.0 and 10.0. New players start with a security status of 0.0. The default settings for the overview show players with status between 0.0 and -5.0 with a yellow background. Players with status of -5.0 or below are shown with a flashing red background.

A security status of -2.0 or below will restrict the systems in which a player can travel. Read StatusAndTravel and travel to find out where you can go.

Player security status is lowered by commiting illegal acts like killing or podding another player in safe systems. Pay attention to the system security level before you attack.

Player security status is raised by killing NPC pirates. Every 15 minutes, your security status is raised, depending on the bounty of the pirate you killed and the security level of the system you killed it in. The higher the bounty and the lower the system security level, the higher the raise in your security status. At a security status of 5.0 or higher, the number of qualifying targets that may raise your security status becomes very small: while you may get the occasional gain from destroying an NPC battleship, you will more likely only see gains from killing higher level NPC officers and commanders.

System Security Level
System security level as displayed by the Eve interface varies between 0.0 and 1.0 in steps of 0.1. The true security status of systems actually varies continuously between -1 and +1. Systems fall into three categories. The Rules Of Engagement governing combat with other players are different in each category.
  • 1.0 - 0.5 = 'safe' empire space
    (0.5 .. 1.0 true security) If you attack someone here that is not criminally flagged or at war with you, Concord will arrive and destroy your ship, and you will lose security status. There is no legal way to avoid the destruction of your ship in the first retaliatory Concord attack. Concord will continue to destroy your ship every time they meet unless you manage to stay online and out-of-sight of Concord vessels for a minimum of 15 minutes. Every new Concord attack resets that timer.
  • 0.4 - 0.1 = 'unsafe' empire space
    (0.5 .. 0.1 true security) If you attack someone here that is not criminally flagged or at war with you, you will lose security status, Concord will not arrive.
  • 0.0 = simply known as '0.0'
    (-1.0 .. 0.0 true security) You're free to attack anyone here.


Safe empire space has numerous sentry guns at JumpGates and SpaceStations, and regular patrols by CONCORD, the galactic police force. Both safe and unsafe empire space fall under the sovereignty of one of the major factions such as the Amarr, Caldari, Gallente or Minmatar.

Unsafe empire space has fewer sentry guns at JumpGates and SpaceStations. There are no CONCORD patrols. Those few 0.0 systems that are part of empire space can be easily recognised by having a more recognisable name: Skarkon is 0.0 unsafe empire space, PF-346 is not.

0.0 space has no organised policing, although the corporations and alliances that claim sovereignty over a particular system or region will dispense their own forms of justice.

Note that there are a number of systems that have an ingame security level of 0.0, but their true security is actually above 0. These systems are considered unsafe Empire and not '0.0'.
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[Guide] Security and Standings
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