Hubs · 1.0
No pirates
Security ≥ 1.0. No random NPC packs. Ideal for tutorial, craft, and safe home operations.
How to play · Guide 04
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
Each system has a security value. It controls whether pirates appear, whether players can hunt your fleet, and which hulls/operations are allowed.
Bands
Hubs · 1.0
Security ≥ 1.0. No random NPC packs. Ideal for tutorial, craft, and safe home operations.
Secure · ≥ 0.5
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
More PvE encounters and PvP hunting enabled. Patrols can mark miners and other patrols.
Null · ≤ 0.0
High risk in travel and combat. The only place for corporation gate blockade.
PvE
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.
After a fight there is a cooldown (~3 min) before the next random encounter on the same fleet.
PvP
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.
Target marked
The patrol hunts other patrols first, then miners. Corp allies and contract fleets are left out.
Push warning
Attacker and defender get an alert: combat arrives in 3 minutes. Time to reinforce, change stance, or escape.
Engage or abort
Leaving the system, canceling the mission, or docking cancels the engage. Staying = automatic fight when the countdown ends.
Simulation
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.
Kinetic, energy, and explosive on L1 cannons. Cross with the target's resists (soft-cap at 80%).
Extenders and plates increase the layer; resistance amplifiers cover the damage types.
Balanced fights; Evasive tries to warp when shield/armor drop. Warp stab speeds escape; destab delays the enemy's.
Extra rules
Only enters systems with security ≤ 0.5. In high-sec above that, the hull is blocked.
Corp action only in null (sec ≤ 0.0). Whoever crosses the blocked gate fights the holder immediately.
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.