Eve Echoes: Ultimate Complete Guide
Eve Echoes is an android/iOS game based on Eve Online. The game focuses on MMO (Massively Multiplayer Online Roleplaying) Experience with different spaceships. It's a next-generation spaceship game in which players can forge their own path to glory and form alliances with other pilots to make their path easy.
You can also participate in interstellar combat, exploration, piracy, resource harvesting, industrial manufacture, trade, and many other activities across multi solar systems.
In this article, we are going to discuss the ultimate guide of Eve Echoes so you can forge your own legacy across an 8000+ star system and create your own sci-fi legacy with more than hundred unique ships.
There are three main categories of system security in Eve Echoes:
High security is anywhere from 1.0 to 0.5. These are the systems that are patrolled by Concorde, and in general, you cannot pirate in those systems. If you attack anyone at the station or gates, you will be blown up. If you attack anyone in mining areas, you are very likely to be attacked by Concorde.
Concorde response time in mining belts ranges from instant in 1.0 to around 16 or 17 seconds in 0.5. The system is safe with low resource value.
Low-security systems are anywhere from 0.4 to 0.1. These systems have the policing at the gates but do not have police elsewhere. These security systems mean if you are remaining in a 0.1 to 0.4 system in an asteroid belt, you are liable to be attacked by a pirate or by another player, and there will not be a security response in the mining belts themselves, but there will be security at the gates.
The system is a bit risky with average resource value.
Null security has anywhere from 0.0 to -1.0. These systems are essentially lawless, and anything can happen there.
Null sec is pirate best friend territory, and you will never be able to bear. It would help if you never went there until you feel established or you have a corp, or you have a raiding party, and you can do it together. If you are an experienced Eve Echoes player, you can go and get in null security if you want too.
Null security has high risk with high resource value.
The UI, Navigation, and Trade Centers:
On your top left corner beside your profile, you will see a star system button. It will give you a full map of the star system, and you click on any one of them. This is a good way of locating the areas of star systems that you want to set up base potentially.
Inventory is another useful feature. If you go to personal assets that will show you where you have got all of your stuff.
Suppose you want to find the closest trading center to be able to sell things. Go to the market and set the destination you are already in, and you will have the nearest trading center to sell items.
There are many ways to make money in the game; the first one is an encounter. All you have to do is go to your encounters page, looking at the news board, and picking out anything that you think is relevant.
The hidden threat is about missions, which is about one jump and annihilates all enemies; by doing that, you will get a good reward. The other way is to deliver cargo; it's pretty simple. All you have to do is follow instructions on the encounters. The instructions are pretty self-explanatory to make money through encounters.
Selling items, Ratting, and Minning:
Let's say you have found something you wanted to see how much it was worth? What you need to do is go to inventory and select all then move it to the item hanger.
Most of the items might not be worth a lot. Select all those items and reprocess them. Reprocessing is breaking down components to their ores or minerals, and that will slightly increase the value of the item.
Rating and Mining is another way of making money. As mentioned before, High security, Low security, and Null security have a different amount of resources with different types of risks.
Industry and Shipbuilding:
Let's talk about two other ways that you can make money that is a bit more advance. One of which is an industry. The industry is an excellent way to make a high volume of money.
The industry is where you build something in a blueprint, and you sell that. For instance, you can build ships if you have enough blueprints. You have to buy the missing components if you want to, or you can get them yourselves.
Planetary production is that when you have got materials, you can click start manufacture. It usually takes between half an hour and an hour to produce something, and with the increase in industry skill, you can open more slots and build more.
Planetary production is an excellent way to get very high-value resources and then sell them on the market. What you do is when you enter a system, you can see all of the planets in your system.
You can place a development array if you want to get a specific mineral. Make sure the item has a high value in the market. Each planet can give you a specific amount of the item, which is indicated in the right upper corner.
As mentioned above, Eve Echoes is based on Eve Online, which means it’s precisely the same. Eve-online is a PC based game, which has gained a lot of popularity.
Eve Echoes has some charming game style, which attracts a lot of players. With its unique style and different mode, this is so far the best spaceships game on android and pc.
With this complete guide, you will be able to save a lot of time and keep the focus on what you are aiming for in the game. Make your spaceships better with different components and forge your legacy.
In a Game Maintenance Announcement posted on September 24, EVE Echoes developer NetEase declared they are continuing the fight against exploited content. This change, however, feels as if it significantly limits the ISK income potential for High-Sec Echoes players.
“1. Since the base mechanics in the High-Sec areas were widely exploited, the chance for players to see the Scout and Inquisitor has now been reduced for Level 1-3 bases.” – Game Maintenance Announcement for Sept 24, 2020
In EVE Echoes, High-Security income (liquid ISK) is mostly gained through Encounters -similar to missions in EVE Online- topping out at Level 4 and Level 4 Anomalies. The highest paying Encounter that does not require a player to enter Low-Sec is 250,000 ISK, and that is for delivering ore to a set destination, which the player must mine or purchase.
To recognize the impact of the change, two things need to be understood first – Base, Scout, and Inquisitor anomalies. Bases are a type of anomaly site that are present in nearly every system. It is similar to other anomalies in that it can be cleared and enemies provide bounties. However, this site levels up over time, based on a number of system factors (gates, and security status both appear to affect this). While not all of the mechanics are fully understood by capsuleers, the knowledge that as bases level up they increase the likelihood of Scout or Inquisitor site spawning in the system after an anomalies is cleared is well documented. In fact, some Null-Sec groups have been known to jump into a hostile system and kill their base as a means of economic warfare.
Other system anomalies range from level 1 to 10, with their maximum level depending on the system base level and the security status of the system. Two special anomalies are the Scout and Inquisitor sites, and they are of note because they are sites with multiple “rooms”. These pockets of space are separated by acceleration gates, much like mutli-stage anomalies in EVE Online, and they have high-value containers in the final room. Within these sites, pilots can find Blueprints (BPCs) and data cores, and such items can be worth a pretty penny, depending on the item type and faction. Before this upcoming patch, they were the only real “loot” to be found in High-Sec. One notable loot drop is various drone BPCs, as the entire availability of drones in Echoes is linked to BPC drops. As a result, this change reducing the spawn chance of Scout and Inquisitor sites in low-level Base systems will see a noticable decrease in income for players using these relatively low-risk systems.
With that said, EVE Echoes developers have been very open to feedback so far. Just this past week, they held a public vote on how to handle the community concerns following some controversial Autopilot changes. While they released an early set of three options to EVE Echoes Official Content Creators, feedback was also requested from both those creators and on the Official Echoes Discord server. Some of the final changes are credited to the content creators publicizing the issue to draw extra feedback. The developers are very approachable, and are excited to answer questions when their time allows.
Ultimately, this change will force more players to be capped at a low ISK potential or force them into lower security space. Personally, I like the EVE Echoes balance between High, Low, and Null gameplay. However, this will also entrench the developing meta further towards Missiles, and more players may well leave the game. At least this particular balance change wasn’t buried in the middle of the 31 item list of “New Features”.
If you feel this change is going to affect your manner of game play or the game itself, please reach out to NetEase via the Official EVE Echoes Discord Server.
EVE Echoes – Where to Fight: Area and Security
Now, if you’ve played EVE Online, you’re probably familiar with it, and like a PC game, in EVE Echoes you’ll have the same concept – the game is a PvP game, so even if you’re in hisec (confused “I’ll tell you more about it below), you may still be under some kind of attack, like in the zero area.
But what they all mean, I will give you more information here below:
- High Security Space (hisec): This area allows you to be somewhat secure, even if you are still vulnerable to attack. However, once you are attacked, the space police will kill the intruder. Here you can play Half-Afq (more or less) if you need to, just keep an eye on the game.
- Low safe space (lowsec): In this area you will get more resources from mining and mining in general than in hisec, but here you can definitely be attacked and the police will not destroy the attacker. In these areas attackers get a few crime points (reputation or whatever you want to call it) which will eventually disappear, but if they go to hisec the police will attack them.
- Null-sec: Here you can find some of the best trophies in the game, but players can be attacked without any consequences for the attackers later. Basically, if you want to use PKs of others, there will be no disadvantages, but you can also be attacked later. So this is basically an area with high risk and high rewards, where you can earn ISK faster.
Mining in these areas will give you the best loot.
What I think you should keep in mind is that once you disconnect, you can be attacked wherever you are.
System security refers to the amount of presence of CONCORD in a star system. The system security is indicated as a number next to the name of a star system. Systems with lower security generally have higher anomaly levels, rarer asteroids, and higher Planetary Production output.
When auto piloting it is possible to set a preference for safer routes through highsec, to avoid systems where PvP is allowed. Shorter routes can have significantly fewer jumps, and reduce the travel time, at the risk of being attacked in lowsec or nullsec. Setting auto travel to "Prefer less safe" can be useful when a player is marked as a criminal, and wants to avoid getting destroyed by CONCORD in highsec systems.
Systems with a security of 0.5 or higher are referred to as high security or "highsec". In these areas it is impossible to attack other players, loot cargo containers belonging to other players, and use items prohibited in empire regions, such as the MK5 Interdiction Sphere Launcher. These areas generally only contain Common and Uncommon Asteroids.
Highsec areas are completely safe to autopilot through.
Systems with a security between 0 and 0.5 are referred to as low security or "lowsec". In these areas it is possible to attack players and loot their cargo containers, but certain structures are still protected by CONCORD forces. Asteroids in these areas sometimes fall in the Special category.
Lowsec areas are usually safe to autopilot through. It is possible to use an Interdiction Sphere for a “gate camp”, but not without spending significant firepower fighting the CONCORD gun installations.
Systems with a security of 0 or lower are referred to as "nullsec". In these systems CONCORD does not enforce any rules. Alliances have been known to claim nullsec systems for themselves, enforcing it by shooting down anyone not part of the alliance.
These areas are dangerous to autopilot through without friendly control, as gate camps are unrestricted. Scouting ahead with a capsule is strongly recommended.
Asteroids in these areas can have all rarities, including the Precious category. Paradoxically, miners and ratters in nullsec are often less likely to get attacked compared to lowsec, mainly due to the reduced traffic.
Security eve echoes
- Various references to High Security, Low Security, Null Security, and Wormhole Space redirect here. For the EVE University Campuses focused on student activities in each of these areas, see Hi Sec Campus, Low-Sec Campus, Null-Sec Campus, or Wormhole Campus, respectively. Other campuses are listed at Campuses.
A star system's Security Level is a rough measure of how hazardous that particular system is. Players also commonly use the terms Sec Level, System Sec, Security Rating, and Sec Rating. It is displayed in-game as a number with a single decimal place in the range -1.0 to 1.0. Security level should not be confused with Security Status, which is an attribute attached to a player character.
The security level of a player's current system is always displayed in the System Information display on the upper left of the screen, both in space and while docked.
There are three general classifications of systems based upon system security: High Security, Low Security, and Null Security.
Empire space is the name given to the regions which the four main NPC factions hold sovereignty (High Security and Low Security). In Empire space, whether high or low security, stealth bombers can't use bombs and players cannot deploy bubbles.
High Security systems are those with a security level of 0.5 to 1.0. CONCORD will react to hostile actions between pilots, with the response time ranging from almost instant in 1.0 space to up to 19 seconds in 0.5 space. Players also commonly use the terms High, High-sec, Highsec, Hi-sec, and Hisec.
In these systems, stargates may be patrolled by NPC CONCORD, customs, and/or faction navy ships, and stargates and stations will have sentry guns. Aggression (i.e. committing a Criminal-level offense) will provoke a response from CONCORD and any nearby sentry guns. Aggression resulting in the destruction of another player's ship and/or pod will result in a loss of security status.
Low Security systems are those with a security level of 0.1 to 0.4. Players also commonly use the terms Low, Low-sec, Lo-sec, Lowsec, and Losec.
In these systems, stargates and stations will have sentry guns (although fewer than in Highsec), but CONCORD will not react to hostile actions between pilots, although any nearby sentry guns will still open fire on the attacking player(s) and unprovoked attacks will cause losses of security status.
Null Security systems are those with a security level of -1.0 to 0.0. Players also commonly use the terms Null, Null-sec, Null-Sec, and 0.0 (pronounced "zero zero", "zero dot zero", or "oh dot oh"). The name originates from a time when instead of showing negative security status the displayed statuses were rounded to 0.0.
These systems are essentially lawless and no NPC organizations will respond to aggression, nor will actions of any kind result in a loss of security status. In Null-Sec the gloves are off: stealth bombers can use bombs and players can deploy bubbles; players frequently fly under not-blue-shoot-it ('NBSI') rules of engagement.
Null security space can further be split to NPC null and claimable null.
NPC null security space
NPC Null-Sec is null-security space where the sovereignty is claimed by NPC factions, similar to normal 'Empire' space, and therefore cannot be claimed by capsuleer alliances.
Regions classified as NPC Null-Sec:
- Curse, claimed by Angel Cartel
- Great Wildlands, claimed by Thukker Tribe
- Outer Ring, claimed by Outer Ring Excavations (ORE)
- Stain, claimed by Sansha's Nation
- Syndicate, claimed by Intaki Syndicate
- Venal, claimed by Guristas Pirates
Claimable null security space
- Main article: Sovereignty
In the rest of Null-Sec sovereignty is claimed (or contested!) by capsuleer alliances. Any stations in claimable Null-Sec will be player-owned and will usually only allow their owners' allies to dock.
|A long, long time ago...|
|University policy, until March 2014, was that University pilots were not allowed to enter claimable Null-Sec, unless in a fleet lead by an ILN Officer, in order to preserve the University's neutrality. That changed in March 2014, after a successful 1-month experiment, and Azmodeus Valar mailed out "[O]ur month long test of increased Sov Null access has been a success. We will be continuing it indefinitely. This means that anyone can lead a fleet into sovereign null security space for PvP purposes. Do not engage in PvE activities in Sov Null space, and do not participate in structure or sovereignty battles." See this forum thread for more details. This was later updated to allow PvE activities as well, see the Rules of Engagement page on claimable nullsec.|
A regularly-updated map of player-owned territory is available here.
Regions classified as Claimable Null-Sec:
- Main article: Wormhole Space
In terms of security mechanics, Wormhole Space ("w-space" or "j-space") is similar to Null-Sec: CONCORD does not monitor what happens in wormhole pockets, players can use bombs and bubbles at will and aggression will not impact player security status.
W-space also functions differently from known space ("k-space") in that players do not appear in the Local chat channel until they speak in it. This means there could be 1 player or 100 players in a wormhole system and you would not be able to tell the difference just by looking at the local window.
- Main article: Pochven
Following the Triglavian Invasion, 27 systems were cut off from Empire Space, and connected to each other forming the new Triglavian-controlled Pochven region. The systems in this region have similar rules to Wormhole Space: CONCORD does not monitor activity, Bombs and Bubbles are allowed, Aggression does not impact Security status, and players do not appear in Local Chat until they speak.
Game Mechanics affected by System Security
Various game mechanics are affected or limited by system security. These include:
- Asteroid types found in asteroid belts. More lucrative asteroids are generally found in lower-security systems.
- General difficulty of rat spawns, including belt and gate rats. More difficult rats are generally found in lower-security systems.
- General difficulty of cosmic anomalies and cosmic signatures. More difficult sites are generally found in lower-security systems.
- Reward level of missions. Greater LP rewards for the same mission are given by agents in lower-security systems.
- Specific types of wormholes will only form in specific classes of space.
- In 0.5 space and below the moons can be mined with refineries.
High security space
Low security space
- CONCORD no longer responds, however NPC guns on gates and stations will respond to illegal aggression.
- Player-Owned Starbases do not require Empire Charters to operate.
Null security space
- PVP aggression does not change player security status.
- Items flagged with the Banned in Empire Space attribute can now be used, including launching bombs, anchoring bubbles, and firing doomsdays.
- Sentry guns do not take any actions towards players who aggress other players.
- Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
- No stargates are present, wormholes are the sole means of travel.
- As truesec -1.0, w-space has the highest concentrations of planetary resources.
- Aggression timers do not restrict jumping through wormholes as they do with stargates and docking. However, every individual wormhole has a one-way 5-minute 'Polarization' timer on it, which restricts multiple repeated jumps through it.
- Cynosural fields cannot create links to other systems; jump drives cannot be used to enter or leave systems in wormhole space.
- Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
- The original stargates in the system are replaced by non-functional Disrupted Gates. A new set of Triglavian stargates exist, connecting to other systems within Pochven. These Stargates require positive Standings with the Triglavian Collective Faction to jump through them.
- The region can only be entered or exited via Wormholes, or via Pochven Filaments. These Filaments cannot be activated by anyone with a Capsuleer Combat Logoff Timer, and activating a filament triggers a 15-minute Capsuleer Combat Logoff Timer.
- Systems are considered truesec -1.0.
- Stations and stargates do not have traditional gate guns. However, they may or may not have multiple Entropic Disintegrator Werposts, which will attack any pilots with negative Triglavian Collective standings.
- Aggression timers do not restrict jumping through wormholes, however they do restrict stargates and docking.
- Cynosural fields cannot be lit within Pochven and so jump drives cannot be used to enter the region. However, capital ships in Pochven can use their jump drives to leave the region.
The security level of a system may limit what may be anchored in that system. 
- 0.9 - 1.0: Containers may NOT be anchored. Starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system sov.
- 0.5 - 0.8: Containers, starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system sov.
- 0.0 - 0.4: All containers and starbase structures may be anchored, except structures requiring anchoring corp to have system sov. 
- -1.0 - 0.0: All containers and starbase structures may be anchored, assuming that anchoring corp has system sov. Player-built stations may be constructed in systems where the corp building the station has sov (as of this writing, player-built stations are completely indestructible and are limited to one station per system).
A given system's security level is actually a real number between -1.0 and 1.0 to 5 decimal places (this is known as the system's True Security Level, True-Sec, or Truesec). It is rounded and displayed as the system's security level according to the following rules.
- If the true security is in between 0.0 and 0.05 the security is rounded up to precision.
- Otherwise round to precision.
Many security related mechanics use the true security instead of the rounded security status, however. A lower True-Sec system has better mission pay-outs than a higher True-Sec system, even if the displayed sec status is the same.
The true security is not visible anywhere in game, instead it can be found in the official datadump or from ESI API. Many third party mapping tools such as Dotlan also show the true security.
|A long, long time ago...|
|In the past, truesec values in the range (0.0, 0.5) were rounded half up, i.e. rounded down to 0.0 because all numbers in that range are below 0.5. This was a bug, because EVE considers all systems above a trusec rating of 0.0 to be lowsec but the game displayed their security level as "0.0". This bug not only caused some confusion (there were sentry guns within apparently Null-Sec systems) but also some problems in the form of inadvertent security status loss in what seemed like Null-Sec. |
This bug was fixed in the Revelations expansion, and the game now uses the rules above. This ensures that any system displayed as "0.0" is truly Null-Sec. Some third-party utilities may not know of the above rules, and so may incorrectly identify some lowsec systems as Null-Sec.
1.0-0.5 high-sec space. If anyone attacks you there they will be flagged as a criminal, and killed by Concord (If a player with criminal flag doesn't lose his ship while in hi-sec it's considered an exploit). Note that Concord reaction time may vary and if the attacker is able to deliver enough damage before Concord arrives you will die.
0.4-0.1 low-sec space. There is no Concord in low-sec space and you are much more likely to be attacked by other pilots in low-sec. The attacker gets criminally flagged and if there are any sentry guns nearby he will be shot at by those guns. Sentry guns are present at gates and stations only. There are no sentry guns at asteroid belts, planets or moons.
0.0 null-sec space. There are no laws. Caution: there are some systems that show up as 0.0 but actually aren't null-sec space. If a system shows up as 0.0 but there are sentry guns at gates it's low-sec space with true security status slightly above 0.0 (for example Hophib in Aridia).
True security status is a number between -1.0 and 1.0. The game interface shows all systems with true SS below 0 as 0.0. For systems with positive security status only one digit after the decimal point is visible.
In systems with lower true security status you are more likely to find rats with higher bounty and better types of ore to mine.
To find out true security status of a system go to: http://eve.grismar.net/ssec/index.php
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