Help CenterGame Concept & LoreSecurity Zones & PvP

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.

AspectDetails
PvPForbidden
ECON PresenceHeavy
ResourcesPoor
CompetitionHigh
Best ForNew 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.

AspectDetails
PvPLimited
ECON PresenceModerate
ResourcesMedium
CompetitionModerate
Best ForExperienced 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.

AspectDetails
PvPAllowed
ECON PresenceMinimal
ResourcesRich
CompetitionVariable
Best ForCombat-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.

AspectDetails
PvPFree
ECON PresenceNone
ResourcesVery Rich
CompetitionPlayer-controlled
Best ForCorporations, 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

TargetHigh-SecMid-SecLow-SecNull-Sec
ShipsNoLimited*YesYes
CargoNoNoYesYes
StationsNoNoDamage onlyFull
ModulesNoNoYesYes

*Limited: Aggression allowed, but ECON responds

Combat Resolution

When ships fight:

  1. Aggressor declared - Who started it
  2. Combat timer starts - Can't dock/jump for X minutes
  3. Damage calculated - Weapons vs. shields/armor
  4. Victory conditions - Ship destroyed, ship escapes, or ceasefire

Destroyed ships drop some cargo. The rest is lost.

Consequences of Aggression

ZoneImmediateLong-term
High-SecShip destroyedBanned from High-Sec
Mid-SecECON responseBounty, reputation loss
Low-SecCombat flagMinor bounty
Null-SecNoneNothing

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

TacticHow It Works
CorneringBuy all supply, control prices
DumpingFlood market, crash prices
Short SqueezeManipulate 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 LevelPrivileges
MinorPriority docking
SignificantMarket fee discounts
MajorVote on station policies
DominantSet 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

  1. Know your route - Check security levels
  2. Scout ahead - Use cheap ships to check dangerous areas
  3. Travel light - Don't haul more than you can afford to lose
  4. Use escorts - In dangerous space, bring friends
  5. Have insurance - Accept that losses happen

For Industrialists

  1. Location matters - Build in appropriate security
  2. Diversify - Don't put everything in one place
  3. Defense - If you're in Low-Sec, you need guns
  4. Alliances - Mutual defense pacts

For Pirates

  1. Pick your targets - Don't attack what you can't beat
  2. Know the law - Consequences vary by zone
  3. Have escape routes - ECON or other players might arrive
  4. Reputation matters - Too notorious = always hunted

Zone Transition

Moving between zones:

TransitionWhat Happens
High → MidWarning message, status change
Mid → LowWarning message, combat rules change
Low → NullNo ECON protection message
Any → HighWeapons 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.

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