Farreach
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Danger Intermediate

Conduct and flags

Your lasting conduct score, the Criminal, Suspect and Outlaw flags, who may attack whom, and the weapons safety that keeps you out of trouble.

You can fight anyone, anywhere. The law decides what it costs. Short-lived flags mark you after an unlawful act and let anyone shoot you without penalty. Your conduct, a public score from −10.0 to +10.0, remembers what you've done. Sink low enough and you become a suspect, then an outlaw, in all of Core space. Weapons safety keeps you from crossing those lines by accident.

Steps

  1. Find the weapons safety dial by your module rack. It starts on Locked. Show mePlay to try this
  2. Check your own flags under the status dial. Show mePlay to try this
  3. Before you fire on a pilot, look for their tag in the Scope. Show mePlay to try this

Who you may attack

Attacking another pilot is lawful, with no flag and no conduct loss, when any of these is true:

  • They're criminal, suspect or an outlaw.
  • They attacked you, or your syndicate, in the last 15 minutes. That's your right to retaliate.
  • You're in the same syndicate.
  • You're in an accepted duel with each other.
  • You're in the Void.

Anything else is an unprovoked attack. Shooting a Cartel pirate never changes your standing with other pilots: a miner who just fought off a Cutter is still innocent.

Flags

FlagYou get it byLastsWhat it means
Engagement timerAny hostile act60 sYou can't dock or jump.
CriminalAn unprovoked attack on a pilot, or attacking a Warden, in Core space15 min, renewed by each new actAnyone may attack you. The Wardens respond. Core Warden stations refuse you docking.
SuspectAn unprovoked attack in the Frontier, or taking from someone else's wreck in Core space15 minAnyone may attack you. The Wardens don't come.
OutlawConduct of −5.0 or lowerUntil it risesTreated as criminal in Core space at all times.

Your HUD shows each flag with its timer, such as Criminal · 14:32, and a Wardens inbound countdown when they're coming.

Conduct

Every pilot starts at 0.0. Conduct is public: other pilots see it in your pilot info. You can read your own conduct log, with every change and its reason.

You lose conduct for an unprovoked attack on a pilot, more for destroying their ship, for attacking a Warden, and for taking from another pilot's wreck in Core space. Losses are biggest in high-order Core systems, smaller in the Frontier, and zero in the Void. An unprovoked attack on the same pilot counts once per 15 minutes, not once per shot.

You gain conduct by killing Cartel and Choir pirates (up to +0.2 in any hour), by killing outlaws, and by completing Warden contracts. Conduct doesn't drift back by itself.

ConductStatus
−2.0 or lowerSuspect in Core space, all the time
−5.0 or lowerOutlaw: criminal in Core space; anyone may attack you anywhere
Careful
One gank of a miner in a 0.9 system costs about −2.7 conduct and makes you a suspect in Core space. Climbing back above −2.0 takes hours of pirate hunting.

Weapons safety

The dial by your modules has three settings. The server checks it on every activation, including auto-retaliate.

SettingAllows
Locked (default)Only lawful acts. Anything that would make you criminal or suspect is refused, with the reason.
Suspect actsActs that make you a suspect. Criminal acts are still refused.
FreeEverything. Unprovoked attacks cost conduct and, in Core space, bring the Wardens.

Leave it on Locked unless you mean it. Auto-retaliate only ever fires back at pilots who attacked you, which is always lawful, and never at Wardens.