Security Zones & Security Status
How does the security status affect the gameplay?
Keeping up law and order within the empires is difficult as new solar systems are frequently being discovered and jump gates are being constructed, adding ever increasing numbers of solar systems that can be jumped to on the chart.
Sectors the empires have found of special interest tend to a high security rating, with patrols policing those sectors for known criminals and enemies of the state. Unfortunate individuals with low security standing who stumble upon any of those patrols will be attacked by the patrols without questions and without mercy. Imperial police craft also have low tolerance for any aggression within their sector, firing upon anyone who starts a fight. The right to defend oneself is considered absolute, so returning fire once fired upon by an aggressor will not result in the wrath of the police, nor reduce the security status. It must be emphasised that the individual who opens fire first is considered the aggressor. Bear in mind that self-defence only gives you the right to destroy the attacking player' ship. Once that has been done he is no longer a threat and thus if you attack his pod, you are committing a crime yourself and will be punished.
As a result of the increasing size and numbers of corporations and alliances, the great empires have turned a blind eye toward conflict between them so long as war is declared and waged in a legal manner; i.e. the appropriate waiting periods are observed and non-combatants are left unmolested. The security rating of corporate/alliance members is unaffected as long as they fire only on players belonging to the enemy organisation.
Sectors have different security ratings. While those with high security rating are swarming with patrol craft, those with zero security rating are rarely visited by empire authority. Sectors with low security include sectors of limited strategic importance, newly discovered sectors and sectors which act as "buffers" between empires. These sectors are often claimed by corporations who govern the sector as they see fit. Empire controlled sectors with low security rating will rely on sentry guns to uphold minimum law and order and these will fire upon anyone who attacks other pilots or the sentry guns themselves. (Note: Sentry guns may not be sufficient to provide complete protection. Large/capable ships may be able to "tank" sentry gun damage for quite some time, allowing them to continue to successfully aggress against targets, despite their proximity to sentry guns.)
Between those extremes of high and zero secure sectors are a large number of sectors with security standing somewhere between high and low or safe and unsafe as some people choose to call them. High security sectors are usually a considerable distance from the zero rated ones and in between are sectors that gradually go from high to low security. Systems that are rated 0.5 secure are viewed as the borders between imperial space and lawless space. Once you go into 0.4 or below, you will not be protected by CONCORD, though sentry guns will still be active around stations and stargates.
Examples of criminal offenses:
Security Status and Traveling Restrictions
How does my security status affect my ability to travel?
Security status, or lack thereof, can have a big impact on your ability to travel through the EVE universe. Players with sufficiently low security status will be attacked by the empire police forces if they enter systems with a too high security status.
Here is a brief list of your traveling options according to security status:
Once your security status reaches -5 you are considered an outlaw and can be attacked by players anywhere without CONCORD intervention.
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