This topic will be updated as my memory is jarred and i think of more.....
Active Tank - A ship which relies on activated modules to keeps its shield or armor in good condition.
Passive Tank - A ship which relies on passive modules to keeps its shield or armor in good condition.
Remote Rep - A ship which is setup to remotely repair shield or armor on another ship.
Cap - Tha capacitor on a ship. Powers all active modules. Draining someones capacitor prevents them from using their active modules.
Logi - Logistics. Ships and modules that transfer shield or capacitor energy, or remotely repair armor on an another players ship.
ECM - Electronic Counter Measures. A variety of modules that prevent a target ship from targeting another ship.
Web - A stasis webifier which drastically slows down a targeted ships speed. Fitted to a medium power slot and uses capacitor energy to maintain.
Point - Using a Warp Disrupter/Scrambler on a target to prevent them from warping away. Fitted to a medium power slot and uses capacitor energy to maintain.
Paint - Target painting. Makes the ship which is targeted easier to target and hit.
Sig - Signature Radius. The larger the sig of your ship, the faster a target lock engages. Pods, Frigates and drones are hard to target, Battleships, Cruisers and Battle Cruisers are much easier to target.
Tier 1, Tier 2, Tech 1, Tech 2 - Tier 1 ships and modules are usually usable by pilots with a minimum of skills. Tier 2 typically requires higher skills in the mid-range. Tech 2 Ships and Modules normally require a specific skill or mastery of a line of skills to use.
Pod - Your escape pod. If your active ship is destroyed you auto eject in your pod. Typically NPC enemies will not attack your Pod.
POS - Player Owned Structure. A control Tower in space around a planet's moon. Typically found in Low-Sec, Null-Sec or Wormhole Space.
High-Sec - Solar Systems with a security rating of 0.5 or higher.
Low-Sec - Solar Systems with a security rating of 0.1 to 0.4
Null-Sec - Solar Systems with a security rating of 0.0
Wormhole Space - Systems not reachable through Jump Gates. Reachable thru scanning down of signatures only. There are 6 classes wormhole systems designate C1 thru C6.
This is a preliminary plan for mining operations and is subject to change as the situation develops.
1. Every mining op will have an should have a designated Fleet Commander (FC).
2. Have the correct equipment for the task you are performing. A mining op should at a minimum have the following:
1 x PVE capable ship/pilot should be on site at all times. This ship should be able to engage enemy units for as long as it takes to let the miners/haulers evacuate the area. In most cases, a ship/pilot that is capable of destroying all enemy forces quickly so that miners/haulers do not need to evacuate.
1 or more mining barges/exhumers for the actual mining operation.
1 x Hauler to scoop ore from cargo containers and deliver to our designated Base Of Operations. This could also be performed at intervals by the miners.
1 x Mining foreman in an Orca. This will increase mining efficiency thereby decreasing cycle time for mining equipment.
3. Ships lost during mining operations sanctioned by [VLND] will, in most cases, be replaced at [VLND] expense. It is highly recommended that you do not solo mine. Losses due to solo mining will not be reimbursed by [VLND].
4. Refining/Reprocessing will be completed only at stations with above average Refining Proficiency (50%) and only by pilots with the appropriate skills to reduce refining loss.
5. Payout will be completed after the mining op and each participant will receive an equal share of profits from the operation. [VLND] will take a 25% cut off the top of profits for operating expenses.