Blog Archives

Wormholing Part 3 – Anomalies, Scanning guide and Directional Scan

Welcome to Part 3 of my wormhole guide. This is probably going to be the longest one yet. Buckle up.

The skills shown in this guide will benefit you outside of wormhole space. Scanning & Direction Scan are key tools to normal EVE play – particularly for those who hunt others. Anomalies exist in all areas of space, but Wormhole Anomalies contain Sleepers, who practically deserve a guide of their own.

We’ll be covering Anomalies, the basics of Scanning and how to use D-Scan for hunting.


Anomalies are the source of a lot of people’s fun in w-space. Kill sleepers in them for ISK or kill players in them for explosions. There’s not much to them. Anomalies always show on a system scan, probes or no. This means any player can find them with ease. Anomalies in w-space are straight up sleeper sites. No hacking or mining, just waves of Sleepers. The difficulty depends on the class of wormhole – C1 anomalies are easy. C6 anomalies are really hard. There isn’t anything special about anomalies, but there are things to bear in mind.

  • You do not get bounty or an ISK reward for anomalies. The ISK comes from the loot and salvage (which is worth billions in the higher end sites). You still need to get this loot out of w-space to sell it!
  • Anomalies despawn either 3 days after being warped to for the first time, or after completion. Any uncompleted sleeper waves will respawn at next downtime.
  • Anomaly (and site) spawns are random. You may find 5 more in your home wormhole one morning or none at all.
  • Warping capital ships in in C5 and C6 sites cause additional Sleeper Battleships to spawn, massively increasing the risk but also the reward. Up  to 4 extra waves spawn – one for the first 2 Carriers and one for the first 2 Dreadnaughts. These waves will kill capitals that are unprepared. These waves fully respawn at downtime if the site remains uncompleted.
  • Sleeper AI will switch targets, It will neut. It will scram and web. It is dangerous.
  • Sleepers will remote rep on occasion. Watch out for this!

This website lists all the anomaly (and site) types at the bottom of the page – good for examining what each site contains in terms of sleepers.


In w-space, there are technically 6 types of sites. We have Combat Anomalies and Ore sites which do not require probes. We then have Data, Relic, Gas and Unknown signatures.

  • Combat Anomalies – The main anomalies for fighting sleepers. A few waves and a fair bit of salvage/loot
  • Ore Sites (previously Gravimetric Sites) –  Anomalies which contain large asteroid belts – sleepers may spawn in them, but usually in relatively small numbers
  • Data Sites (previously Radar Sites) – Signatures with a fair number of sleepers and hacking sites – you need a Data Analyzer to hack the sites which can reveal more loot in addition to the sleeper loot
  • Relic Sites (previously Magnetometric Sites) – Same as Data sites, just requires a Relic Analyzer instead.
  • Gas Sites (previously Ladar Sites) – Sites with gas clouds, requiring a Gas Harvester module to “mine” them. Some sleeper spawns.
  • Wormhole – It’s a wormhole. Duh.

Each site varies in terms of ore/hacking/sleepers depending on the class of wormhole and the actual site type. Again, this site is a good guide.


Scanning is the act of using Scan Probes to locate a target. The target can be a ship, NPC site, structure or drone. In addition, there’s two types of NPC sites – “Anomalies” and “Sites”. The main difference here is that Anomalies do not need scan probes to find. More on the differences between these later.

To access the scanning tool, you need to click this button on your display.


Alternatively, “Alt-D” is the default key combination. You should see something like this.


If you never train probe skills or launch probes, this will be all you ever see. The system scanner automatically shows all probably sites a 0% strength as well as all the anomalies in system, Remember I mentioned you don’t need probes to see anomalies? Any ship, with or without probes, can see a list which could look like this:

An example of an Anomaly list

An example of an Anomaly list

Any ship can get these results, so that’s important to bear in mind. As you can see, you can toggle off these 100% hits with “show anomalies” above the result window.

In order to scan anything else (such as a wormhole), we need scan probes. There’s two types of scan probes, with several types of probe launcher.


Core Probes – Can only be used to find Anomalies & Sites. Can scan between a distance of 0.25 AU and 32 AU. Can be fit in any Probe Launcher.

Combat Probes – Can be used to find Anomalies, Sites, Ships, Drones and Structures. Can scan between 0.50 AU and 64 AU. Needs an Expanded Probe Launcher.

In addition, there are “Sister” variants of each probe type. More expensive, the Sister variants provide a bigger scan bonus.


Core Probe Launcher – Needing 15 CPU, this launcher can only hold Core Probes.

Expanded Probe Launcher – Needing 220 CPU, this launcher can hold all types.

In addition, there are both Tech 2 and Sister variants of both launchers, providing a scan bonus.


To actually use probes, we need to train the relevant skills.

  • Astrometrics
    • 5% reduction to scan probe scan time per level
    • Reduces maximum scan deviation by 5% per level.
    • 5% increase to scan probe strength per level.
  • Astrometric Acquisition — 5% reduction to scan probe scan time per level.
  • Astrometric Pinpointing — Reduces maximum scan deviation by 5% per level.
  • Astrometric Rangefinding — 5% increase to scan probe strength per level.

Finally, there are ships which confer bonuses to scanning (and have the high CPU to fit the Expanded Launcher).

There are Tech 1 Frigates which give a basic 5% bonus per frigate level to Scan Strength and there are Tech 2 Frigates which give 10% bonus to Scan Strength, as well as allowing you to fit the Covert Ops Cloak, allowing you to warp cloaked. There’s also Tech 3 Cruisers that can fit Scan Probe Launchers if they have the relevant subsystems.


Probing –  launching probes and basic formations

Now, onto probing, Every ship can launch up to 8 probes at once. Simply clicking the probe launcher in space will launch all 8 into the default formation which looks like this.


These are the probes in the default system-wide configuration the game gives us. The bubbles are each probe and the central box with arrows lets us move them around.

This probe formation is good to do a system wide scan for ships or structures, but useless for pinpointing the actual signatures. Probes need at least 3 overlapping signals to get a 3d position of the target. The more the better. None of the probes overlap, meaning there is no way for us to get a good hit on the target. The larger the probe scan range, the less accurate the results. As such, probing is a case of locating a target then narrowing it down scan by scan. Let’s give it a try.

As I said, this formation is useless so I swap to the other default formation.


Okay, much better. All the probes now overlap.  Now we can move the probes where we want to start our first scan. Remember untill you actually hit scan, the probes never move. They’re still around my ship!

Moving probes

The central box lets us move all 8 probes. Clicking and dragging the arrows moves it round the system as we desire. To resize the probes, we can click and drag on the edge of any probe’s bubble. The game will automatically move the other bubbles to compensate, keeping all the probes in the correct formation. That means that within this default formation, all the probes will stay overlapping regardless of how big or small I make the scan sizes!

To move the system map, left click to rotate your view and right click to pan. Zoom with mouse wheel. Double click on a probe in the list to center on it.


Remember, the smaller the probe the more accurate the results!

Probing the signatures

Okay, we have the probes where we want. Hitting scan moves the probes and starts the actual scan process. We need 100% on a target to warp to it. You want a general scan first to get the rough locations of signatures. Let’s give it a try!


That is a fair few signatures! Most are within 3 probes so we get a red dot as to the rough location. The circle is a signature within 2 probe ranges, so we can only get a 2d representation on where it is! However we still do not know what the signatures are – we must get a 25% hit to determine the signature type – Gas, Relic, Wormhole or Data.

We have one at 16.9% so let’s go for that. Clicking the signature result shows only it on the in-game map. Re-center your probes on the signature and reduce them a size before your next scan. The second scan gives us;


Ah, interesting. The other signatures are going berserk as we move away from them but the signature we want is now above 25%. We can see it is a Gas Site. If we were not interested in Gas sites, we could ignore it and move on. We want to find it though, so we best continue. It has also moved slightly as our results get more accurate. Move probes again and drop a size.


Better, but still not 100%. Best try again! Move probes, drop a size.


Bingo. We have it to 100%, revealing the exact site and letting us warp to it. We can now also bookmark it by right-clicking the result if we want to warp in later. If we want to keep scanning, we can right-click it to “ignore” it, and go back to step 1.

So to recap;

  1. Launch probes
  2. Setup initial formation. Beginners should absolutely use the second default formation! Heck, it works fine for advanced users too!
  3. Do initial scan. Pick a signature to focus on. Move probes closer to the signature and drop down a probe size.
  4. Scan again. Move closer to the signature and drop down a probe size
  5. Repeat till signature is found
  6. Victory.

These are the basics of moving probes. Time for some more advance tips;

  • Holding shift brings up the move box for each individual probes, letting you maneuver probes into whatever formation you desire.
  • Every site type has a “Sig Size” – the higher the size, the easier it is to scan. Sites go from 2.25 to 10.
    • Wormhole Statics have a set size. Use this to get a good idea of the type of wormhole you are scanning – you can view these on the many wormhole websites like
    • Inbound wormholes are always size 10 – the highest of all site sizes.

EVE Wiki article on Probing (includes videos)

Probing guide at Tiger Ears (includes screenshots)

I am more than happy to answer specific queries about probing. Feel free to ask me.

Directional Scan

Directional scan is a wormholer’s best friend. It can tell you if you’re being hunted. It can tell you where your prey is. It tells you where a POS is, what the defenses are and if it’s even online.

The D-Scan is in the probe window at the top, and looks like this.


It’s empty, but we have not scanned yet. There’s 4 important sections we need to know about first.

  1. The “Use Active Overview Settings” box adjusts your result window to show only what your overview would show. If this box is ticked, and you have your overview to filter out planets, then planets do not appear when scanning. Easy.
  2. Tracking – if you are not in the system map (i.e. you can see your ship) then your camera will pan in the direction of whatever you’ve selected in-game. This means if you click a station, your view will center on the station from your ship. This leads onto the next point
  3. Angle. From 5° to 360°. Basically only show what is in a certain angle of your camera. So if you have 360°, it will show everything within 360°. If you have 90°, it will show you everything within 90° of your camera direction. This means if you have a distant station selected and tracking (AKA it’s in the center of your view) and you set your d-scan to 5° it will pretty much just tell you what’s at or near the station. See how this can be useful?
  4. Range – the range of the scan in Kilometers.  Range is limited to 2,147,483,647 km, or about 14.35 AU. Ties in well with the angle to determine threats.

We can scan roughly every 4-5 seconds. The scans are instant. The opportunities are endless. We can do a full range 360° scan to determine if there are towers in a wormhole, or ships in an anomaly. D-Scan can pick up probes too so you can even see if someone is scanning nearby. You can set your angle to 5° and point it at a planet to determine if there’s a Tower at a moon there. You can then warp to the planet and start point 5° at moons to find the tower. See why I love it?

Using d-scan is all practice. One thing to bear in mind is that you can d-scan from the system map. It still goes off where your camera is pointing in relation to your ship. So if you probe down a 100% signature in system map, like we did earlier…


The site is directly in front of me in the system map. It’s also within 14.35AU so if I use a 5° scan I can see exactly what is in that site. Nothing, so no ships, wrecks or probes. D-Scan will never show NPCs or NPC structures.

Pointing at a planet gives different results.

ProbeWindow1This time I’m 5° on a planet without overview filters on, so it shows me all the moons and planets in line with my scan. If there was a Tower there, I’d see the tower, all the tower modules and even if there was a Forcefield (which indicates the tower is online). As a direct result I would also see any decloaked ships at the tower. Useful, no?

So how does this help us hunt? Well I’ve already explained a few ways. It can tell us what decloaked ships are nearby, where the towers are and if they are in a site. But what if I want to d-scan before probing a site? Easy.

You can probe and d-scan at the same time. Say you’ve spotted a Tengu on d-scan when you jumped into a wormhole. You have determined he is in empty space using d-scan – you have him at 30° away from any planets or moons.

Using the knowledge of where he is on the system map (or roughly) you now have a good place to use your first probe scan. Further narrowing down using d-scan first means there’s less chance of having to probe multiple times, meaning a better chance of catching the git!

That’s all there is to it. The rest is practice and logical deduction. Ships + Wrecks mean they’re killing NPCs, for example. As always cloaked ships do NOT show on d-scan. Keep your wits about you.

So that’s it for now. I may  add (and adjust) bits of this post so keep an eye out. If you have any suggestions as to extra bits to add, or you spot some incorrect information since this post was 50% done when it all got changed in Odyssey, please let me know in a comment or EVE-Mail me at tgl3.

Part 4 will include Combat, active hunting, Sieging and offensive rolling of wormholes.  Basically what we’ve covered already, but the PvP aspects of it.

Tusker FFA results in explosions and hilarity.

Saturday night played host to the Tusker Frigate FFA. Over 120 pilots gathered for a massive brawl, resulting in over 2000 ships being destroyed over the course of a few hours – nearly all of them actually frigates!

The action kicked off at 2000 EVE time, with nearly all of us on the Tusker’s mumble server to chat away. Once the “go” was given, most people warped to the top belt to begin the brawl.

The Battle begins

I had chosen a Rail Atron as my ship of choice, and had about 5 tucked a couple of jumps away in High Security space. Having never flown this fit before, I was unsure what it could do. Not a lot, as it turns out. The poor DPS was, however, mitigated by the fact it was fast as hell.

Belt 1 was quick turning into a graveyard – pilot after pilot went GCC and exploded against each other. The sound of autocannons and blasters filled the liquidy space of EVE.

Half an hour into the fight!

Many e-famous EVE players graced us with their presence. Miura Bull of  Brutor Bullfighter, Mangala Solaris of RvB, Rixx Javix of EVEOGANDA and Cheradenine Harper of Diaries of a Space Noob all showed up to prove that they were the best out there. We even had EVE’s famous singer, Sindel Pellion appear!

The Tuskers were providing free tech1 fitted frigates from the station,  so even the poorest among us were able to reship time and time again. My first Atron died to a Firetail, but I avenged it by scoring a bunch of kills across the board with the second Atron. I even saw Sindel sitting, at 0, in a Velator.

I did the only thing I could do.


The night raged on, with the battles spilling into every belt and onto every custom’s office in the whole system. Each warpin was a battleground and wrecks clogged the overview.

I engaged Cheradenine briefly here, but he warped in Structure.

The Tusker’s did their part in spicing up the  night – they dropped cans with various loot (PLEX, Faction items) at planets and Faction Warfare complexes, followed by an announcement in local. That chosen spot soon become a new battlefield.

I may have dropped on and killed a Mangala.

I soon swapped my Atrons for a Merlin and Incursus, loving the massively increased DPS.

One of the Tusker organisers even warped a Megathron out for us to try to kill, which we obviously did.

My personal favourite kill was a Daredevil who decided to GCC against me in a belt – whilst at 0. Scram, web, dead. K.

At 2200 EVE, the field opened up to allow Tech 2 and Faction frigates to take part – normally ending in the T1 pilots ganging up on their more powerful brethren!


One of the asteroid belts during the brawl – quite a lot of wrecks!

I, uh, enjoy killing Mangala

Finally, as they said they would, Fweddit showed up 15 minutes before the end in Blackbirds, Thrashers and Hurricanes – by this point there was only about 50 of us remaining. Good going, guys.

The Tuskers ended the night by launching a Faction Fit Smartbomb Navy Typhoon at the star, which we had a bit of trouble killing!

Smartbombs, how do they work?

We had to bail the field as the Typhoon entered structure since Fweddit finally showed their faces, alpha’d a few frigs (and the Phoon!) and warped off again. Oh well!

We’ve posted all the kills we can on the RvB Ganked Killboard HERE.

Easily one of the best nights I’ve had in EVE so far – the combat was fun, the setup was excellent and the comms were hilarious. Many thanks to the pilots involved in setting it all up.

If the Tuskers do another FFA, you should all attend. It’s worth every ship.

Retribution Changelist

The latest expansion – EVE Online: Retribution – is due to land on our computers on December 4th, bringing new ships, revised bounty mechanics and new UI elements. Below is a list of all the known changes with links to the full details.

The Official PATCH NOTES are out – find them HERE.

Last updated 14/10/2012 – added “Cannot eject or change ships” to the notes on the Weapons flag.

Everything in this post is subject to change.


New ships & existing ship rebalances

Crimewatch 2.0

A much needed overhaul of the overly complicated Crimewatch system is coming this Winter. The gist of it is as follows: There are 3 “flags” – Weapons, Suspect and Criminal.

A Weapons flag is activated whenever you use an offensive module and lasts 1 minute from last activation. This prevents docking and jumping. You also cannot eject or swap ships with this in effect.

A Suspect flag is created either by Killrights (more below), stealing from a wreck or can and engaging a ship in Lowsec. This allows ANY player to attack you, but there is no CONCORD intervention.

A Criminal flag is created by unlawful aggression in Highsec or killing a Capsule in Lowsec. This generates a Killright (more below) and allows CONCORD to engage you in highsec, as well as other players like the Suspect flag.

Assisting anyone with a flag (like using Remote Repair) also causes you to share the “target’s” flags – meaning if I repair a Hurricane with 30 seconds left to dock, I also cannot dock for 30 seconds. If I assist a suspect, I also get the suspect flag. If I assist a Criminal, I explode in Highsec.

In addition, being aggressed by an NPC gives you an “NPC” flag which causes your ship to stay in space for 15 minutes after log-off – much like today’s normal aggression flag.

The full dev blog is here.

Bounty Hunting changes

Retribution will introduce a new bounty system, allowing players to place bounties on Characters, Corporations and Alliances. A percentage of the total bounty is then awarded for any ship or pod kill of the target, with the payout proportional to the amount of ISK destroyed. The Dev Blog is here. This ties in with…

Killright changes

In the Bounty change devblog, Killrights are having an overhaul. Killrights are now awarded for any criminal action; Suicide gank in highsec (failed or not), and podding in lowsec. Killrights can be “activated” to give the target a 15 minute “Suspect” flag during which time anyone can shoot at them.

These killrights can also be sold to other players – a player flying near a player with a killright for sale has the option to buy and activate the killright, allowing anyone to attack that player for 15 minutes. This is included in the dev blog for the bounty changes here.

New User Interface

CCP are working (this is very much still design phase) on a new User Interface – namely based around the targeting panes. Dev blog here.

Faction Warfare rebalancing

Faction Warfare right now is kind of very broken. As a result, CCP are pushing out changes to Tier levels and introducing some new features, such as the ability to place Cyno Jammers in Tier 5 systems. Dev post here.

This also includes a change to the FW NPC  and Complex mechanics – see here.

NPC Rebalance

NPCs in all areas of space will now switch targets. This is affected by both ship size (NPC frigates are more likely to shoot player frigates) and threat levels (ECM and RR give higher threat). Dev blog here.

Market changes

CCP are adding new items to market – allowing the listing of items such as faction Drones, Outpost construction eggs and more. See here for the full list.

Rumored upcoming changes

We’re still a way out from the expansion, so expect this list to get a lot longer. There’s rumors floating round of some of the other changes, currently including:

  • EWAR rebalancing
  • Contract Changes

As always, check back here for updates and let me know if you see anything I missed.

This is shaping up to be a great expansion.

A large constellation results in a missed opportunity

Aha, I’m on first again! TG wins the race! I best start scanning the constellation, though I am sincerely hoping it’s smaller than the previous day, which I refuse to blog about because Wrathhammer keeps asking me to blog about it. Said constellation was about 6 wormholes with 4 k-space, and it took a fair while to scan down.

My hopes of a small constellation to scan today are dashed when our C4 static turns out to have a C6 static as well as an inbound C4. Best get to work.

I work my way through many systems, encountering a lone Buzzard in a C6 at a POS and then 2 Bombers at a POS in a C2. I say hi by accidentally warping straight into the forcefield while locating the POS, decloaking my Tengu and causing many bricks to be dropped. I pulse my MWD as I burn away and recloak, but one of the bombers heads over to where I was to try and reveal me again. Obviously, I’m long gone by that point.

I scan a few more systems before logging off, with no decent ships about to shoot. I haven’t even scanned the whole constellation. There’s too many systems!

Logging on later has Mick online as well, and he’s spotted a new inbound to our static C4a. However, the new arrivals decide they do not want this C4, and roll it as we watch. None of them get trapped, much to our dissapointment.

We resolve most of the rest of the constellation before noticing there’s now a Drake out and about in the C6.

There’s a lot of systems, and my bookmark folder is giving me evil looks, but this drake is the first viable target we’ve seen.

He can’t be running anomalies alone in the C6, especially thanks to the Cataclysmic Variable wormhole effect which reduces local tank capabilities while massively augmenting remote repair, so he’s probably in a Ladar or Grav site. Sadly, the whole system is on scan from him, so Mick and I puzzle over the best course to take. An Exequorororororor is at their tower, and warps towards the Drake’s location once 5 small wrecks are on scan. The Exequrororor has a cargo bay bonus, so he could be utilizing it as a cheap miner, though to do so in a C6 is a bit foolish – this holds especially true when a glance at recent system activity indicates both AHARM and Transmission Lost have been here within the last 48 hours.

Oh well, we have no choice but to risk probes if we want any hope of catching the two ships, both now sat in space. I deploy combat probes as fast as my Tengu will allow and recloak, whilst Mick gives me a location to set them up. The Drake should be an easy probe hit, requiring less accuracy. Our amazing foolproof plan is, sadly, hampered by the Drake warping back to the tower and then sitting in a pod there.

The Exequrorororororororororor is still in the site though, and the disappearance of 3 of the wrecks indicate he’s salvaging. I hit the scan button and get a 92% hit. I reposition and try again, recalling my probes as soon as I get it to 100%. Fleetwarping myself and Mick at 100 reveals the Exequrorororororor harvesting gas whilst moving to the remaining 2 wrecks. We bookmark the wreck, warp out and back at a longer range, allowing us to make a 250km bounce spot if we need a good spot to warp in from.

The Cruiser salvages one of the last two wrecks, and then sits still at the cloud, mining away. AFK, perhaps? Sheer idiocy in a wormhole, but gives us a good chance to strike.

We warp in, mindful of the gas cloud possibly decloaking us early. We slowboat at the cruiser, planning to hit our MWDs to bump him as soon as the cloud decloaks us, in order to stop him warping as our sensors re-calibrate from the cloaking devices. Mick decloaks first and burns his Proteus the remaining 5km at the gas miner, with my own Tengu following. The cruiser is shredded, and my sensor boosted Tengu snags the pod easily. Expensive pod for such dangerous and low profit work.

The tower pilot hasn’t shifted, but one of our own has logged on! Wrathhammer appears on Vent, and soon appears in game. He scouts the earlier systems as myself and Mick head to the far end of the constellation to scout further. No sooner are we there when Wrath reports targets in the C4b. CURSES. A Noctis is seen on scan with a scant few wrecks, followed by 2 Orcas. The system was unoccupied, and Wrath confirms a new inbound on scan. By the time we reach it, it’s collapsed – the newcomers running anoms, salvaging and collapsing the wormhole. Damn damn damn. A smaller WH constellation and we’d have scouted them earlier, but with so many wormholes we can hardly keep tabs on all of them.

Oh well. We got a kill at least, but the constellation is getting stupidly huge and any further scanning is moot, since it’d take half an hour just to cross it at this rate.

We have another fly through, revealing no ships. The now-slain Exequror pilot logs off then back on, perhaps hoping relogging will fix the “bug” that his afk gas miner is now docked in k-space? Who knows?

We roll the C4, letting several hours of scanning disappear in seconds. On to the new constellation!

Blog Banter 32 – EVE is all about risk

This month’s Blog Banter comes from Drackarn of Sand, Cider and Spaceships. He has foolishly chosen to poke the hornet’s nest that is the non-consensual PvP debate. Whilst you read his question, I’ll be finding a safe place to hide.

“A quick view of the Eve Online forums can always find someone complaining about being suicide ganked, whining about some scam they fell for or other such tears. With the Goons’ Ice Interdiction claiming a vast amount of mining ships, there were calls for an “opt out of PvP” option. 

Should this happen? Should people be able to opt-out of PvP in Eve Online. Should CONCORD prevent crime rather than just handing out justice after the event? Or do the hi-sec population already have too much protection from the scum and villainy that inhabits the game?”

Oh boy, this is a fun one!

I hold that there are two major types of player in EVE – those that learn from their mistakes and those who refuse to accept said mistakes. The former suit the game well – adapting and adjusting their playstyles to whatever region of space they live in. The latter whine and bitch when their 8bil-cargo Iteron gets suicide ganked outside Jita 4-4.

It’s the latter who seem to advocate a “removal” of PvP in high-security space. Why? What possible good could come from removing PvP?

Let’s back up a bit. What constitutes PvP? Combat? Markets? Even mining depletes a resource another pilot could claim, so that could be considered PvP too. Removal of all those results in… nothing. I wouldn’t call EVE a “game” at that point. There’d be no spice.

So let’s change the definition of “PvP” into ship combat only, which seems to be the area where people get all mad.

EVE fields a risk/reward scheme throughout the game (with the possible exception of Incursions, trolo). If you take want those big rewards – taking space, getting expensive mods, making billions from trading, defeating whole fleets etc. – then you have to take big risks – Organising alliances, running dangerous sites, investing billions to start trading etc. Non-Consensual combat in Highsec is the risk to the reward of being able to run missions/mine/build/haul without being attacked at every gate. If you want to carry all your loot round cheaply, you are damn well going to take a risk in doing so.

Remove this risk counter. Remove the ninja looting, the can flipping, the suicide ganks. What are we left with? War dec mechanics? Those are laughably easy to exploit.

So you now have a Highsec without ship combat. What happens now? You’ve essentially just turned Highsec into a single player game, where your actions do not have consequences. What’s to stop everyone flooding into Highsec where they are now completely safe? EVE would go haywire. All because some idiot decided that because he didn’t want to take a risk for his reward. Some dumbass doesn’t like people “interfering with his playstyle” yet is perfectly happy to effect everyone else’s playstyle by wanting a removal of PvP.

Then, of course, there’s CONCORD. CONCORD is, as we all know, punishment – not protection. Those wanting a removal of PvP often ask for CONCORD to protect instead.  However, CONCORD is currently the risk factor for the “reward” of criminal activity in Highsec (along with loot drop rates, I guess). Change CONCORD and you’ve removed the risk part of that activity too. You’ve now fundamentally altered another aspect of gameplay. Of course, if you remove PvP then this gameplay is already dead, making this irrelevant, but it’s important to consider.

EVE is nothing without risk. Removal of non-consensual combat removes that risk, and then EVE isn’t EVE. One of its unique selling points is gone. Part of what makes EVE unique is out the window, just like that.

All because someone refused to accept the risk.

If you cannot accept the risk for your rewards, in a game that revolves around risk, I have but one image to link.

To be honest, I was just looking for a reason to link this