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=Nullsec= The security of a system is an indication of roughly how dangerous that system may be, displayed as a decimal value between 1.0 and -1.0, Systems with a security rating of between 0.3 and 0.0 are considered Null-Sec. In Null-Sec, unlike in Hi-Sec or Low-Sec, there is no Concord presence or acts that provide the criminal or suspicious status. No ship or module restrictions apply in Null Space and situational awareness is key to surviving Null-Sec. Keep an eye out for gate camps and fleets of hunters, and remain mobile or cloaked when possible. Always trust your gut when you feel things are a little too unsafe and simply move on. Try not to fly anything you couldn't afford to lose in Null and practice effective risk management when it comes to deciding when to return to a station. On top of the usual safe travel technics, you'll need extra measures specifically in Null-Sec. For instance, gate camps will use "bubbles". Mobile Warp Disruptors, Warp Disrupt Probes, and Warp Disruption Field Generator will be deployed at specific gates and will require specific defensive modules (nullification module) or tactics (warp to the gate at an angle, not from another gate). The locals know their space well and will have scouts to warn them in advance while you are still two or three jumps away, many PVP corps present in Null Space have standing fleets intended to chase out or down trespassers. Despite all these risks, Null-Sec offers the most relative freedom and possible rewards of known space for exploration, and despite how overwhelming these risks may sound correct mitigation can nearly guarantee survival. ==Choosing a Region== Assuming you are exploring to find hacking sites you will need a quiet area with profitable sites and an easy way in / easy way out. Different regions of Null are occupied by specific Pirate Factions, each of which has unique loot tables for their data and relic sites. The average value of each faction in order of most to least isk per site is as follows: Sansha's Nation, Gurista's Pirates, Blood Raider Covenant, Angel Cartel, Serpentis Corporation. Though this can change based on the current economy. You can use various sites like [https://eveeye.com/?m=Regions&o=nodeout_sec,node_sec,sub_npcs,sector_none,tag_none,etag_sig,con_none,thera,dark EvEye] and [https://evemaps.dotlan.net/ DotLan] maps to find out which regions of null are inhabited by your chosen faction, but remember that the more valuable of a faction you choose the more competition you are likely to find. Null Sec is divided into Claimable and NPC regions, in Claimable Null you will find capsuleer corps and stations being run, from which there are most likely standing fleets and you are unlikely to be allowed to dock, while in NPC Null you will find NPC Stations that are generally safe to dock at so long as you do not have poor standing with the pirate faction of said region. ==Entering Null sec== The first issue of Null-Sec is simply finding a reliable method of accessing it. The various alliances and factions - even small gangs of independant pilots - will set gate camps at the choke points. Even if it is possible to reach Null space using the regular travel routes, there are much safer ways to do so. '''- Filaments:''' Filaments are fairly cheap consumable items found in data-sites, the two kinds useful for this purpose are "Noise" and "Signal". To use a filament you must be in a fleet (Even if it is simply by yourself), have your ship safety setting set to at least Partial Safety, and not have any log-out timers. You must also be a certain distance from structures, simply warp at 100 to a nearby celestial object or use a safe point. When attempting to use a Filament you may find it a tad finicky, so long as you meet these requirements simply try a couple more times and it should work. These filaments are named as "(Noise/Signal)-# 'Needlejack' Filament" the # determines how many nearby fleet ships the filament is capable of transporting, while the "Noise" vs "Signal" determines how the filament targets systems, With Noise being seemingly random space and Signal targeting systems with high "Activity" There is, however, a catch to filaments: while theoretically Noise filaments will go to a random null system, the exact methodology of its targeting is unknown. Many have claimed to find patterns in where it will put you in short periods of time, or repeated locations being used, and there have been some claims of gate camps or hunters that specifically use this knowledge to hunt down filamenters. Though there isn't much in the way of hard evidence on the subject, [https://www.reddit.com/r/Eve/comments/g995rk/needlejack_filamenting_a_guide_of_sorts/this Reddit post studying the Needlejacks use] leads to this conclusion. On the other hand, there are a lot of examples of successful pilots roaming in Null Sec using filaments. This tactic should probably not be discarded lightly. '''- Using Thera''' Thera is a unique system and offers a lot of opportunities to travel across New Eden. Signal Cartel - and more specifically the Eve Scout program - are heavily related to Thera and any Signaleer should probably get familiar with it. Suitonia, a famous Eve Online PVPer, made [https://www.youtube.com/watch?v=kmxj9ceC5v4 a good introductory video here]. Regarding the access to Null Sec, Thera is definitely a valid option, especially if you have decided to live out of Signal Cartel's Thera Station. A famous Signaleer [https://forums.eve-scout.com/topic/9263/exploring-in-nullsec-long/17 explained how to use Thera to access Null Sec]. This tactic is not without risks either, thanks to the Eve Scout program, there is a public list of currently opened wormholes in Thera and their destination. This is very useful to the Eve Online community, however, the trade-off is that any Null sec group could be waiting for you on arrival as they can check the current wormholes state on the Eve Scout Website, they may be waiting two or three jumps away. Remember that Null-Sec Capsuleers are very familiar with each of their limited territories, while you must become familiar as you move and plan. If you would like to use this method you should also look at the Thera section of this page. '''- Using random wormholes''' This tactic could be qualified as a "brute force" approach. To summarize, you scan a random wormhole close to where you are, and enter it. You enter another wormhole and continue following the chain until you find a suitable null connection, or dead end. The advantage of this method is that no one should be waiting for you, it's unlikely your specific chain has been mapped out and camped as long as it doesn't border a high-traffic system. However because of the unpredictable nature of these connections the resulting Null connection, should it even exist, may be sub-standard. There may be high traffic, or a poor yield NPC faction, or perhaps even some sort of conflict. You may scan during hours without finding a valid Null sec exit point or continuously find dead ends. If you would like to use this method you should also look at the Wormholes section of this page.
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