Backstage - OOC Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

That Julianus Soter founded Synenose Accord, a capsuleer corporation dedicated to unraveling the mysteries of w-space and the Sleeper AI?

Pages: 1 [2]

Author Topic: The Part Where We Play The Devils  (Read 4311 times)

Louella Dougans

  • \o/
  • Demigod
  • Offline Offline
  • Posts: 2222
  • \o/
Re: The Part Where We Play The Devils
« Reply #15 on: 17 May 2011, 10:50 »

Elite slaves can be moved with no consequences. (Customs will give a ticket and a fine of 0.00 ISK however). Slaves proper will have penalties and fines.

Customs catches interceptors.

They can also ticket you AFTER you have activated the stargate and are in the middle of session changing into the new star system, which may on occasion catch covops and blockade runners, as they have to decloak to jump.

Customs abilities seem to vary with each patch, it is a gamble as to what works.
Logged
\o/

Saede Riordan

  • Immoral Compass
  • Demigod
  • Offline Offline
  • Posts: 2656
  • Through the distorted lens I found a cure
    • All the cool hippies have tumblr
Re: The Part Where We Play The Devils
« Reply #16 on: 17 May 2011, 11:06 »

but you can see them in space, and they aren't always there. Do they instaspawn or could you just keep watch of a gate with a scout and slip through when customs are gone?
Logged
Personal Blog//Character Blog
A ship in harbour is safe, but that's not what ships are built for.

Louella Dougans

  • \o/
  • Demigod
  • Offline Offline
  • Posts: 2222
  • \o/
Re: The Part Where We Play The Devils
« Reply #17 on: 17 May 2011, 11:17 »

if they're at a gate, they'll appear at downtime and stay there all day. Not sure if their pattern varies, i.e. one day they are there, the next not.
Logged
\o/
Pages: 1 [2]