FleetOps

How to play · Guide 04

Combat and
security

The system's security number defines pirates, PvP, and hull restrictions. Read the bands before sending a fleet into low-sec.

Important notice

Systems with security 1.0 (hubs such as Calix and Veyra) have no pirates. There are no random NPC encounters in these systems — space is safe to mine and operate without pirate pack risk.

Map

What security means

Each system has a security value. It controls whether pirates appear, whether players can hunt your fleet, and which hulls/operations are allowed.

Bands

Secure, Contested, and Null

Hubs · 1.0

No pirates

Security ≥ 1.0. No random NPC packs. Ideal for tutorial, craft, and safe home operations.

Secure · ≥ 0.5

High-sec

PvE pirates can appear (0.5–0.9). Player PvP is not allowed. Heavy miners are banned above 0.5.

Contested · 0.1–0.4

Low-sec

More PvE encounters and PvP hunting enabled. Patrols can mark miners and other patrols.

Null · ≤ 0.0

Null-sec

High risk in travel and combat. The only place for corporation gate blockade.

PvE

Pirates and encounters

Outside 1.0 hubs, NPC packs can spawn based on activity and the system band. The lower the security, the higher the chance in general.

  • → Mining: chance per tick (~5% default)
  • → Patrol: chance rises as the band drops
  • → Travel in null: risk on system entry
  • → Contracts: clear gates, SnD, and Salvage can force a fight

After a fight there is a cooldown (~3 min) before the next random encounter on the same fleet.

Fleet on patrol near a star gate

PvP

Hunting in low-sec — 3 minutes

Only systems with security < 0.5 allow PvP. A patrol with PVP priority marks the target and combat starts after a 3-minute countdown — with a phone notification.

  1. 1

    Target marked

    The patrol hunts other patrols first, then miners. Corp allies and contract fleets are left out.

  2. 2

    Push warning

    Attacker and defender get an alert: combat arrives in 3 minutes. Time to reinforce, change stance, or escape.

  3. 3

    Engage or abort

    Leaving the system, canceling the mission, or docking cancels the engage. Staying = automatic fight when the countdown ends.

Simulation

How combat works

The server resolves the engagement in bursts: shield → armor → hull. Damage types and resists decide who wins; stance and warp stab/destab decide who escapes.

Damage types

Kinetic, energy, and explosive on L1 cannons. Cross with the target's resists (soft-cap at 80%).

Defense

Extenders and plates increase the layer; resistance amplifiers cover the damage types.

Escape and stance

Balanced fights; Evasive tries to warp when shield/armor drop. Warp stab speeds escape; destab delays the enemy's.

Mosquito Hornet Havoc

Extra rules

Restrictions by security

Heavy miner

Only enters systems with security ≤ 0.5. In high-sec above that, the hull is blocked.

Gate blockade

Corp action only in null (sec ≤ 0.0). Whoever crosses the blocked gate fights the holder immediately.

Preferred routes

Plan jumps avoiding Contested/Null if the fleet is not ready for PvP — the map shows each system's band.

Continue

Fit the right loadout

Slots, grid, and crystals in the fleets guide — or return to patrol and SnD missions.