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destiny2
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Posted - 2008.10.04 12:24:00 -
[1]
I have heard some rumours from various players them stateing that 0.0 is safer that a 0.1 0.2 0.3 0.4 can anyone tell me why that is
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Baldour Ngarr
Interwarp Plexus Controlled Chaos
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Posted - 2008.10.04 13:37:00 -
[2]
A lot of 0.0 areas are very quiet, and therefore reasonably safe. The problem is getting to them; usually once you're there, you are no more at risk - and often less at risk - of being pirated in a belt/mission then you would be in low-sec empire. ________________________________________________
"I tried strip mining, but I lost, and it's cold flying around in space naked." |

Leitao
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Posted - 2008.10.04 14:52:00 -
[3]
There is a bit of emptiness involved but there are other factors as well.
If you belong to the Corp/Alliance that has Sov in the space, then the chance of another player flipping your ore can, pirating you or otherwise making your life difficult is very low.
Basically, you police your own areas of zero - and the usually means not being aggressive to your friends and Alliance mates - no such restrictions really work in Empire Space |

FullBoat
Center For High Times
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Posted - 2008.10.05 06:10:00 -
[4]
A lot of entry points to 0.0 are camped most of the time. Plus, most have some sort of Intel channel. So, you know when trouble is coming your way.
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Malcanis
RuffRyders Axiom Empire
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Posted - 2008.10.05 08:20:00 -
[5]
Originally by: destiny2 I have heard some rumours from various players them stateing that 0.0 is safer that a 0.1 0.2 0.3 0.4 can anyone tell me why that is
It's safer if you're in an alliance that claims and protects the space in question, for several reasons:
(1) 0.0 space is - in parts - good enough to be worth protecting (2) 0.0 groups tend to be larger and better organised, and invariably maintain intel channels to report hostiles in. Although there's no technical reason this can't be done in lo-sec, it rarely is, for the simple reason that groups large enough to make this worthwhile just go to 0.0 in the first place. (3) Bubbles. You can set up a T1 large bubble on a gate. This will at minimum buy you an extra 5-25 seconds to warp out when hostiles enter local. At best it means that the guys on guard duty can turkey-shoot intruders. (4) Lack of local bases for hostiles to use. If you're in player sov space, it's likely that any hostiles will have to come a fair number of jumps to get you, often through predictable routes (aka "chokepoints") - increasing their chance of being spotted and reported in intel or engaged and killed. Does not apply to NPC sov 0.0.
Note: if you're in a 0.0 alliance and enjoying the use of protected space, it will be expected that you yourself contribute to that safety. If you're in an alliance that does not so require, well... don't expect that alliance to be in it's space long.
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