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Tracey Tricks
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Posted - 2006.12.26 12:58:00 -
[1]
whats the breakdown from 0.4 to 0.0
where people can attack, i have noticed sentry guns at stargates and stations in .4, and never get any hassle in .4. i know 0.0 is a free for all, but what about the rest? thanks
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Letouk Mernel
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Posted - 2006.12.26 13:03:00 -
[2]
0.4 - 0.1 are considered "low sec", from the point of view of PVP, gates and stations will shoot at aggressors (but are tankable depending on setup - half the normal number of sentry guns), but Concord doesn't respond. So piracy tends to happen; miners hanging around in the belts, or those doing agent missions, are being scanned out and attacked usually. And here and there you also see the occasional gate camp.
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Asestorian
Minmatar Dark Centuri Inc. Firmus Ixion
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Posted - 2006.12.26 22:43:00 -
[3]
0.4 to 0.1 are considered the same thing really. They are probably only numbered like that so it makes sense, rather than skipping numbers to jump straight to 0.0 
In those system, a pirate can attack you anywhere. At gates and stations he would be shot by sentry guns, however many battleships can tank these, or at least tank long enough to kill most things. Or they could attempt to shoot from beyond the range of the sentry guns, which means they don't need to tank at all. Then there is belt piracy. Miners and NPCers in low sec space get jumped by the pirate, and either blown up or ransomed (or blown up and their pod ransomed). This only gives the pirate the security status loss, and as long as they don't warp to a gate or station within around 15 minutes after the attack, they won't get attacked by anything.
0.0 is of course lawless, so you have no defence against attack other than your friends.
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Caleb Paine
Infinite Technologies
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Posted - 2006.12.27 11:38:00 -
[4]
0.4 is arguably the most dangerous of all tbh.
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Max Godsnottlingson
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Posted - 2006.12.27 11:50:00 -
[5]
Originally by: Caleb Paine 0.4 is arguably the most dangerous of all tbh.
I've got so second what Caleb said. Low Sec(0.4-0.1) is perhaps the most dangerous area of Eve space alltogether. Player rats are rife, and they know that they cannot be attacked first, you have to wait until they are actually firing on you before you can do anything, other then try to run away. In short they are able to play the rules against you. While 0.0 is lawless, it's actually a hell of a lot safer, there the rules work both ways, shoot first, ask questions later.
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Creepin
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Posted - 2006.12.27 12:47:00 -
[6]
Originally by: Max Godsnottlingson Player rats are rife, and they know that they cannot be attacked first, you have to wait until they are actually firing on you before you can do anything, other then try to run away. In short they are able to play the rules against you.
Could you please elaborate? Why did PC pirates can't be attacked first?
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Letouk Mernel
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Posted - 2006.12.27 12:57:00 -
[7]
Because 0.4 - 0.1 carries a security standing penalty for shooting first, to deter piracy. Pirates are ok with taking a hit on their security, your regular victim isn't.
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Caleb Paine
Infinite Technologies
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Posted - 2006.12.27 12:59:00 -
[8]
That might be true at gates or stations. The thing is that low sec will have many ratters/miners/whatever because they think it's the safest of low sec (while there's actually no difference), also starting PVPers will want to 'begin' at the highest low sec for some reason. This means there's a ton of people there and by default it will be people who think that 0.4 is somehow safer than .1 and thus be newer players, which are easy targets.
So you have lots of newer players venturing into low sec and staying in 0.4, that by itself means more possible problems but not only that; the amount of newer players also attracts more pirates so in total 0.4 is the least safe low sec.
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Shanur
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Posted - 2006.12.27 13:07:00 -
[9]
The only difference between .4 and .1 is the strength of the belt rats and the value of the asteroids. In terms of PvP it falls in the low sec tier that's so popular among those that don't like having to deal with player corps, but don't mind a security hit. If anything, dead end areas are safest there, and bottlenecks leading to true 0.0 the most dangerous. |
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