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Warfare & Tactics

 
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High Sec aggression flags and the grid

Author
Ani Kasameto
Doomheim
#1 - 2012-02-15 14:08:57 UTC  |  Edited by: Ani Kasameto
I've been baiting some thieves recently, and there's something I'd like to check about aggression flagging.

If someone steals from a can or a wreck that my corporation owns, they flag as flashy-red to members of my corp who are on-grid at the time the theft is conducted.

My question is should they flag the same to corp members who are off-grid at the time the theft occurs? We had a couple of Thrasher pilots at a warp-in nearby. When they landed on-grid the thief did not turn flashy red for those guys, and they got a GCC warning. Fortunately for them they did not open fire.

I've read the wiki about the aggression rules, and they are very unclear about if proximity to a crime affects criminal flagging. Can anyone clarify how this works?

Thank you.
Salcon Cliff
Zephyr Corp
#2 - 2012-02-15 14:38:19 UTC
Historically (I say that, since I have not played with aggression mechanics in a long time), the flipper was red to your entire corp. We even used a few long-on ambushes to catch some can flippers, and the pilots were allowed to fire even though they were not online during the criminal activity.

It sounds like a session timer type thingy, about which I really know nothing, so I am probably wrong Roll
FloppieTheBanjoClown
Arcana Imperii Ltd.
#3 - 2012-02-15 14:49:47 UTC
The aggression for can-stealing is with the entire corporation. As I understand it, you could join a corp after they have opened the can, undock or jump to get a session change (required by CCP), and then be free to shoot.

One of my favorite stunts that a friend of mine used was putting a suicide tackler nearby so that the would-be thief didn't see any corp members in system and then found themselves pointed long enough for a logon trap to ruin their day. Obviously works best in 0.5s.

Founding member of the Belligerent Undesirables movement.

Salcon Cliff
Zephyr Corp
#4 - 2012-02-15 15:36:09 UTC  |  Edited by: Salcon Cliff
I had a corp-mate long ago that loved tackle scythes. Not sure on his fit, but he did have at least one mining laser on there to look legit, enough weapons and a point so he could kill the lowest/noob flippers, and enough tank to survive until backup could arrive. He lost quite a few scythes, but killed a good number of flippers. Was generally loads of fun. The decision was always how much speed he needed to keep the flipper in scram range, and how much gank to give up for tank. If you knew the flipper, then you could fit accordingly, but that usually meant they knew you by then Lol

Edit: Oh, btw, you should install the passive targeting thing and figure out how it works (there are some quirks).
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#5 - 2012-02-15 15:36:37 UTC
Unless you've had the game installed on the same computer for approximately forty years or have horribly screwed around with your overview settings the only time people will ever flash red is if they are at war with you. If they have aggression they will just appear as solid red. Proximity has no effect on aggression, but sometimes it can take a few seconds for a player to show up as having aggression after landing on grid.

Your corpmates did the right thing in not firing, because typically clicking okay on a concord warning will get you concorded even if you actually have rights to shoot the person you're firing on.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#6 - 2012-02-15 18:43:32 UTC
Vimsy Vortis wrote:
Proximity has no effect on aggression, but sometimes it can take a few seconds for a player to show up as having aggression after landing on grid.


I've seen it take as long as a minute. You definitely need an on-grid tackler to make a can aggression trap work consistently.

Founding member of the Belligerent Undesirables movement.

Xolve
State War Academy
Caldari State
#7 - 2012-02-15 19:31:04 UTC
FloppieTheBanjoClown wrote:
Vimsy Vortis wrote:
Proximity has no effect on aggression, but sometimes it can take a few seconds for a player to show up as having aggression after landing on grid.


I've seen it take as long as a minute. You definitely need an on-grid tackler to make a can aggression trap work consistently.


You can reverse bait with a brick tanked maller, and some cloaky recon/t3/bomber friends nearby... works pretty great just about everywhere, double great in Null.
Destru Kaneda
Arzad Police Department
#8 - 2012-02-15 20:58:32 UTC
This has happened to me (as incoming support) and I did not take GCC for firing on targets that were supposed to be red.
Ani Kasameto
Doomheim
#9 - 2012-02-15 22:11:46 UTC
Thanks everyone for the informative replies.

Seeing as proximity has no effect on aggro it sounds like it's a slow update to the pilot status, based on your experiences.

On-grid we were seeing the white skull on the red background i.e. we can aggress without intervention. So that's definitely working. I have played around with my overview, hence the flashy, rather than solid, red. Personal preference.

At the moment we've been playing with cloaked ships, but it's good to know we could run with other support at a warp in if we chose to.