Ganking defined
In this document, I’ll be discussing high-sec suicide ganking exclusively.
Gankers apply overwhelming DPS to a neutral character’s ship. This provokes a
response from CONCORD, which subsequently destroys the ganker’s ship.
Ganking, as I use the word, doesn’t include aggression against war targets, or
against flashing yellow suspects or flashing red criminals.
When you attempt to suicide-gank a victim, you become a criminal. Soon after,
you lose your ship. Then, as you’re floating in your naked pod, amidst the
wreckage of your attack ship, you will be flashing red for anyone to legally kill.
But if you did your job properly, your victim will also be in his or her pod. It’s like
a headbutt contest: it hurts you, but hopefully you’ve hurt your opponent too.
Why gank?
EVE Online is a pvp game. The game designers build Eve with this end in mind.
Most facets of the game have the potential to generate conflict between players.
It’s a losing proposition to think you can log in, do your own thing, and never
come into conflict with other players.
Why don’t all Eve players simply set up shop in the system of Perimeter?
Because, of course, it’s crowded full of competitors who drive up the system
activity index, and take all the resources.
Instead, Eve players spread out across the high-sec map. Many even leave high-
sec altogether and move to Low or Null.
But this geographic separation brings with it many challenges. It’s tough living 15
jumps from the closest trade hub.
Logistics is what distinguishes the successful players from the ones who quit.
Successful players learn to easily and efficiently move materials, equipment, and
even their clones, from one place to another. The quitters, on the other hand,
never take the time to learn how to make a courier contract. They don’t skill for,