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Careers

Crime Ops offers a variety of pirating opportunities within Eve online.  In order to be placed in a career that fits your game play you will need to set up a interview with one of our commanding officers. Most careers require specific skill training and ship fittings in order to meet the requirements to be successful.

Mining Permits (Enforcer)

One of the most common careers offered to new members of our crew is an Enforcer. While usually this consists of solo/small squads patrolling belts within our territorial boundaries. Usually, the Enforcer will request a payment by means of intimidation.  This amount usually equals to ship cost including fittings and cargo. Upon payment being received the miner will be given special permit to be pasted into their profile with a coded expiration date. This will keep the miner safe as long as they display the permit in their profile. However, fail to do could result in them being shot down. After the Enforcer collects payment they are required to send 50% to the corporation in good faith to keep our armory and fleet strong. This helps secure replacement ships, fittings and items for our crew. Each successful permit will be placed into a spreadsheet as long as the member fills out the permit log on the website. This also can also provide the miner with protection within that territory being able to call upon a defense squad for protection for a fee based on the risk associated with the target griefer. This also gives the pirating squad a chance to make more isk by ransoming the target thus resulting in double profits and a ransom tally to add to their log.

Ransoms (Sky Jacker)

Another popular pirate career is the infamous Sky Jacker.  A Sky Jacker is one who likes to use threats and intimidation to vulnerable targets. This is another lucrative career that includes a endless amount of possibilities in terms of tactics. Sky Jackers tend to run solo or in pairs sharing 25% of loot and isk per accomplice. In some cases a tank, gunner, bomber, stunner and scout are involved. Depending on the squad formed. Donations are considered based on number of members as payment is split evenly to the corporation and each squad member.

Ambushers (Ambuscade)

These are a special breed of pirates who use strategic lures and placement to trap their enemies. While can be done solo usually more productive and less risk occurs with a small gang or larger depending on the potential target(s). They are known to be very successful when it comes to wiping out a armed convoy escorting large volumes of cargo. Each squad member has a specific roll which includes: bait, scouts, gunners, stunners, and a hauler on standby.

Bounty Hunts (Bounty Hunters)

Many of our pirates enjoy the thrills of hunting down other criminals for about 20% of the bounty listed for the player each time you kill them. Often fleets are formed with corp members all of which share the rewards for each kill. High ranking criminals will be on the wanted list which can be viewed at stations with a bounty office, captain quarters, and billboards. Bounty hunting is a great way to make some side isk along with other jobs. Higher bounties usually are very skilled players but often some people will be given bounties just out of spite thus making them easy targets, which can also make bounty hunting very lucrative.

Mercenary Contracts (Swashbuckler)

Swashbucklers are variety of skilled pirates within our corp that join forces under commanding officers as a large group with a primary focus such as; Assisting in a war,  Eliminating economic competition, Protection and escort services, Player hunting and assassinations. Each squad usually has a specific roll within the mission depending on the type of contract involved.  All participating squads receive payments after the contract period expires.

Trade Route Blockades (Harasser)

Simply put a Harasser uses intimidation, violence, ransoms, and fear tactics to persuade its opponent into paying them a large ransom usually worth cost of ship and its cargo. In most cases a pirate hauler will be just around the corner waiting to pick up loot if needed. Usually this consists of large defenseless ships, noobs, and or expensive vessels.

Escort Contract (Armed Convoys)

Many of our clients, partners, and contracts require armed convoys for protection. Depending on the cargo worth a designated squad is hired thru the corporation to protect the client as they transport their cargo thru dangerous sectors. Based on the size of the squad needed, risk associated, and distance travel determines the payout per pirate escort. In some cases a trap may be implemented if the cargo holds more value than the contract, which is why usually most armed convoys contracts equal the cargo worth. If the client is not in good standing and or is not liked or poses a potential threat an ambush may be initiated.

Ninja Looting (Ninja Salvaging)

Ninja looting is used to describe the act of salvaging (and sometimes looting) others wrecks without knowledge or consent for your own profit. Often cloaked pirates will spot a mining operation and wait for the perfect moment to snatch up their cans and wrecks. This is commonly done against mission runners in high security space. While game mechanics allow anybody to salvage a wreck without being flagged as a suspect, doing so is still considered theft by a significant portion of the EVE community.

Stealing, or "ninja looting", is taking items from a wreck without permission. This act requires you to have yellow safeties (partial) or red safeties (turned off) and will flag you as a suspect. With green safeties (full) you will simply not be able to take loot from someone else's can or wreck. While some people do steal things for the sole purpose of selling their spoils, this is more often done mainly for the purpose of becoming a suspect in an attempt to lure you into shooting them so they can shoot back without CONCORD interfering.

Suicide Ganking (Suicide Bombers)

Suicide ganking missions is when a corp member(s) attacks another player(s) whom  doesn't have kill rights on and isn't at war with in hisec.

  • CONCORD will respond after the attack has begun

  • Suicide gank fits are designed to either Alpha (ie. kill with one shot), or put out a lot of DPS in a short period of time before CONCORD responds.

  • Some ships and fits are particularly popular for suicide ganking, while others are more popular for different types of ganks (eg. barge killing, exhumer killing, orca killing, freighter killing).

  • The attacker can be stopped by CONCORD before the target's ship is destroyed

  • The attacker will always lose their ship. Avoiding losing a ship after a suicide gank is considered an exploit.

  • The attacker will lose security status, and if successful, give the victim kill rights (but only if the victim didn't aggress back, this includes aggressive drones attacking the ganker)

Why do pirates like to suicide gank?
  • Profit

    • Some people have expensive fittings or expensive cargo, it can be profitable to suicide gank a ship and take dropped loot. The ganker will have to consider the potential value of the loot drop versus the value of the gank ship

  • Economic dominance

    • Goon/Clusterfuck coalition Gallente ice interdiction is an example

  • For fun

    • Gankers may operate alone/in small groups, or may be working towards winning a competition, eg, Hulkageddon.

    • Gankers tend to see suicide ganking as just another part of EVE's PVP model, and hunting down unaware and afk pilots takes some skill and patience

    • Gankers may find it entertaining to "extract tears" after a gank by convoing a victim or talking to them in local.

Gate Camping

A controversial strategy in which a player stays near a warp gate / med-jump location – for an extended period of time and waits to ambush other players. This may result in immediate violence and or scare tactics to persuade the target ship(s) to handover some isk. Usually gate camping involves more than one pirate. As one might be the bomber/gunner and the other might be preventing the ship from warping and or stunning them. Often a pirate hauler or reinforcements will be waiting on other side of the gate or in stealth to get in on the action. Some pirates within our fleet require a warp toll fee to pass. This can be a very easy way to make some isk charging a flat rate to pass unharmed. Usually gate camping will draw attention to other corporations and near by hero's as well as CONCORD.

Gate Snipers

Gate sniping pirates usually sit at a distance from a stargate located in Empire space to avoid sentry gun fire and kill their targets with long range weaponry. The stargate sentry guns cannot engage people past 149 kilometers. Because of this gate snipers may sit there as long as they wish. Often uses an alt to collect loot.

Reconnaissance Missions

Reconnaissance is the exploration to gain information about natural features and enemy presence.

Examples of reconnaissance include patrolling by troops (Long Range Reconnaissance Patrol, ships or by setting up covert observation posts. Region reconnaissance has long been an important part of Crime Ops operations. We use this information to plan attacks on hostile territories, organize asymmetric warfare in enemy space, and a wide range of other uses.

Area reconnaissance refers to the observation, and information obtained, about a specified location and the area around it; it may be terrain-oriented and/or force-oriented. Ideally, a reconnaissance platoon, or team, would use surveillance or vantage (static) points around the objective to observe, and the surrounding area.

Force-oriented route reconnaissance by which the enemy could influence movement along that route. For the reconnaissance platoons, or squads, stealth and speed—in conjunction with detailed intelligence-reporting—are most important and crucial. The reconnaissance platoon must remain far enough ahead of the maneuver force to assist in early warning and to prevent the force from becoming surprised. Also, force-oriented zone reconnaissance is assigned to gain detailed information about enemy forces within the zone, or when the enemy situation is vague by which the information concerning cross-country traffic-ability is desired. The reconnaissance provides the commander with a detailed picture of how the enemy has occupied the zone, enabling him to choose the appropriate course-of-action.

ISTAR stands for information, surveillance, target acquisition, and reconnaissance. In its macroscopic sense, ISTAR is a practice that links several battle star functions together to assist a combat force in employing its sensors and managing the information they gather.Information is collected on the battlefield through systematic observation by covert infiltration vessels and a variety of scanning operations. Surveillance, target acquisition and reconnaissance are methods of obtaining this information. The information is then passed to intelligence personnel for analysis, and then to the commander and his staff for the formulation of battle plans. Intelligence is processed information that is relevant and contributes to an understanding of the regions of space, and of enemy dispositions and intents.

Seasoned nullsec recon veterans rely heavily on star map data.  Players who are unaware of the star map's capabilities, on the other hand, frequently use labor-intensive scouting methods (like flying to systems and watching traffic come and go) to get the same information. In addition to being time-consuming, manual scouting frequently reveals the scout to the target, decreasing the value of the resulting intel and making the scout vulnerable to attack. In these cases alt accounts are used not associated with our corporation.

Just as powerful as the star map and even more underappreciated is what the enemy tells you they’re doing. Once you’re anywhere in a region, its market is an invaluable source of information on what the enemy is doing. Likewise, the contracts available in a region also reveal a lot about enemy activities. Specifically, the market and contracts tell you what the enemy is buying and selling, and where they’re selling it.

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War Declarations

Once war is declared, there is a 24-hour startup period where fighting cannot occur, to give both sides a chance to get ready for the war. Once the war is active, there will be a period of one week where any aggression can occur between the two sides without CONCORD intervention.

WarDecs are often used by pirates as a fear tactic to achieve a specific goal from the enemy corporation in order to progress in our agenda. For example a competitive corporation might be selling things on the market that are affecting our territory profits.

WarDecs can often be used as a griefing tactic by pirates to create a lot of targets to shoot at with out CONCORD interfering.

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