Security Zones & PvP
Status: Partially Implemented - Security zones exist in the game. PvP mechanics and territorial control are planned features.
The galaxy isn't uniformly dangerous. ECON divides space into security zones, each with different rules about what you can and can't do to other players.
The Four Zones
High-Sec (Security 0.8 - 1.0)
The safe zone.
| Aspect | Details |
|---|---|
| PvP | Forbidden |
| ECON Presence | Heavy |
| Resources | Poor |
| Competition | High |
| Best For | New players, safe trading |
In High-Sec, attacking another player brings immediate ECON response:
- Your ship is destroyed
- You pay heavy fines
- Your compliance rating tanks
- Possible bounty placed
Trade-off: Safe, but resources are limited and competition is fierce.
Mid-Sec (Security 0.4 - 0.7)
The frontier.
| Aspect | Details |
|---|---|
| PvP | Limited |
| ECON Presence | Moderate |
| Resources | Medium |
| Competition | Moderate |
| Best For | Experienced traders, growing corps |
In Mid-Sec, aggression is punished but not prevented:
- ECON responds, but with delay
- Attackers face fines and bounties
- Victims have some protection
- Quick attacks can succeed
Trade-off: More risk, but better opportunities than High-Sec.
Low-Sec (Security 0.1 - 0.3)
The wild frontier.
| Aspect | Details |
|---|---|
| PvP | Allowed |
| ECON Presence | Minimal |
| Resources | Rich |
| Competition | Variable |
| Best For | Combat-capable traders, pirates |
In Low-Sec, you're mostly on your own:
- No ECON protection
- Attackers face minor consequences
- Piracy is common
- Valuable resources attract risk-takers
Trade-off: High risk, high reward. Come prepared.
Null-Sec (Security 0.0)
Lawless space.
| Aspect | Details |
|---|---|
| PvP | Free |
| ECON Presence | None |
| Resources | Very Rich |
| Competition | Player-controlled |
| Best For | Corporations, alliances, power players |
In Null-Sec, there are no rules except what players enforce:
- No ECON presence at all
- Player groups control territory
- Richest resources
- Most dangerous
Trade-off: Ultimate freedom and reward, ultimate risk.
PvP Mechanics
What You Can Attack
| Target | High-Sec | Mid-Sec | Low-Sec | Null-Sec |
|---|---|---|---|---|
| Ships | No | Limited* | Yes | Yes |
| Cargo | No | No | Yes | Yes |
| Stations | No | No | Damage only | Full |
| Modules | No | No | Yes | Yes |
*Limited: Aggression allowed, but ECON responds
Combat Resolution
When ships fight:
- Aggressor declared - Who started it
- Combat timer starts - Can't dock/jump for X minutes
- Damage calculated - Weapons vs. shields/armor
- Victory conditions - Ship destroyed, ship escapes, or ceasefire
Destroyed ships drop some cargo. The rest is lost.
Consequences of Aggression
| Zone | Immediate | Long-term |
|---|---|---|
| High-Sec | Ship destroyed | Banned from High-Sec |
| Mid-Sec | ECON response | Bounty, reputation loss |
| Low-Sec | Combat flag | Minor bounty |
| Null-Sec | None | Nothing |
Bounty System
Attackers accumulate bounty:
- Other players can hunt you
- Bounty pays on kill
- High bounty = always hunted
Bounty encourages consequences even in Low-Sec.
Economic PvP
Combat isn't the only way to hurt someone.
Market Manipulation
| Tactic | How It Works |
|---|---|
| Cornering | Buy all supply, control prices |
| Dumping | Flood market, crash prices |
| Short Squeeze | Manipulate supply to hurt short sellers |
Legal everywhere, but risky.
Supply Chain Disruption
- Buy out critical inputs
- Blockade supply routes
- Outbid competitors for resources
Price Wars
Undercut competitors until they go bankrupt:
- Requires deep pockets
- Risky - you might go broke first
- Legal, but creates enemies
Territorial Control
Influence System
Stations track who trades there most:
- Trade volume generates influence
- Influence unlocks privileges
- Top influencer controls certain aspects
What Control Gives You
| Influence Level | Privileges |
|---|---|
| Minor | Priority docking |
| Significant | Market fee discounts |
| Major | Vote on station policies |
| Dominant | Set taxes, control defense |
Fighting for Territory
In Low/Null-Sec, territory is fought over:
- Station sieges (disable, not destroy)
- Blockades (prevent trade)
- Economic warfare (outcompete)
Controlling valuable locations = controlling wealth.
Survival Strategies
For Traders
- Know your route - Check security levels
- Scout ahead - Use cheap ships to check dangerous areas
- Travel light - Don't haul more than you can afford to lose
- Use escorts - In dangerous space, bring friends
- Have insurance - Accept that losses happen
For Industrialists
- Location matters - Build in appropriate security
- Diversify - Don't put everything in one place
- Defense - If you're in Low-Sec, you need guns
- Alliances - Mutual defense pacts
For Pirates
- Pick your targets - Don't attack what you can't beat
- Know the law - Consequences vary by zone
- Have escape routes - ECON or other players might arrive
- Reputation matters - Too notorious = always hunted
Zone Transition
Moving between zones:
| Transition | What Happens |
|---|---|
| High → Mid | Warning message, status change |
| Mid → Low | Warning message, combat rules change |
| Low → Null | No ECON protection message |
| Any → High | Weapons deactivated, ECON protection active |
You always know what zone you're in. No surprises.
The Risk/Reward Spectrum
Safety ←────────────────────────────→ Profit
High-Sec Mid-Sec Low-Sec Null-Sec
Safe Frontier Dangerous Lawless
Poor Medium Rich Richest
Crowded Moderate Sparse Player-controlled
Choose your comfort level. There's no "right" answer.
Related Topics
- Defense Systems - Protect yourself
- The ECON System - The law in the galaxy
- Factions - Who controls what