Bookmarks are locations in space which you can mark, so you can warp to them in a later stage. A safe spot is making a bookmark that's not near anything enemies can naturally warp to. You can make a safe spot by creating a bookmark mid-warp. A tactical or “tac” is a bookmark made near a strategic point of interest, such as a gate or a station.
Potential uses of booksmarks include:
It is often useful to have a number of these prepared for personal use, the The FC may even tell you to make em for fleet usage.
The basic procedure is this:
A perch, tactical, or tac is a bookmark located at least 160km away from a fixed object, typically a stargate or station. You should make perches in systems you frequent. Warping to a perch puts you on grid with your target so you can observe the target at a reasonably safe distance that also allows direct warping to the object. Minimum warp distance is 150km, so you want your tacs a little farther than that so your ship has room to get up to speed before warping.
An aligned (aka on-line) safe is a bookmark made while warping between two fixed objects (station, gate, celestial, etc.) It helps to be more than 14.7 AU away from anything, placing the safe outside the maximum range of enemies' Directional Scanner.
# Open your solar system map (Optional, but helps quite a bit in placing the bookmark). # Warp from your current position to another celestial object in the system, and while still warping create a bookmark. Call this bookmark Spot 1.
This continues into:
Unaligned (aka off-line) are relatively safer since enemies are less likely to pass by you in warp. You will no longer be aligned from your mutual startpoints.
If you land in an new unaligned safe, you do not see combat probes on dscan, and you cloak you're safe. That's about as safe as you can get in eve short of docking in a station. There are additional considerations for capital ships, such as logoff traps that include a prober.
These types of bookmarks potential uses include:
It is important to note that there are two major ways for enemies to find you in your safe spot. The first is combat probes. Enemies can use combat probes to find uncloaked ships anywhere in space. Keep an eye on your directional scanner for these at all times while you're uncloaked. The second is to just know where your safe spot is. They can do this by having combat probed you previously while you were uncloaked, probing down mobile depot or cargo containers near you, being in a fleet and system with you at any point while you were in your safe spot, or having the bookmark shared. This is why corporate bookmark safes are generally not trusted. Make your own safes.
(There are better guides for this that talk about cyno placement, a very related topic.)
This type of bookmark includes those that are positioned to ensure you can dock at the station as soon as you arrive at it. In some cases when you arrive at a station you will not be quite in range of the “docking ring”, and will have to travel a short distance to dock. This can be fatal, so these bookmarks can be used to save your bacon.
To make one, follow these steps:
Note, don't make these at the undock, since that is exactly where enemies will be camping/have bubbles up.
This type of bookmark includes those that are positioned to allow you to warp instantly from undocking to safety. These can be used to allow a pilot to assess the situation outside a station before engaging with any enemies that might be outside.
Note that these are not entirely reliable. There's up to a 15 degree variance in the angle at which you undock, which may cause your “insta-undock” to not quite be instant, though it should be pretty close.
To create an 'Under Fire' Safe Spot, follow these steps:
In this way, the moment you undock you can warp to a spot straight ahead of you 200km from any enemies lurking outside the station - and from there to any other point you wish while being out of range of snipers and tacklers.
Quality probers will likely be able to find an uncloaked ship in a safe spot in under a minute. If you are spending time dodging the enemy in a hostile system it is best to create many safespots and jump between them randomly while you make more. Your jumps between safespots should be approx 298 000 000km (2 AU) apart or further when you jump between them to avoid probers locking and warping on to you if you are in a ship which is slow to align or you plan to stay at a safe for a few minutes.
From a normal safespot and in a fleet, you get a fast ship in the fleet to burn away aligned to nothing. This is to prevent someone warping in front of them (warp to 100km for example) after probing them down from the celestial.
The remainder of the fleet will hit approach to that leading ship. As you fall behind 200km you initiate a warp to the leader. WARP TO 70-100km on him (depending on their speed). Once you land hit approach again. This will align you for the next warp at full speed. Don't do this in a huge blob. The idea is even if a prober gets a hit on the fleet (likely a BS or something large) there is a good chance they will have already warped from the spot the prober will be landing. On the off chance they do land on your ship (either because they probed down someone ahead of you or because you are going too slow) since you are already quite a ways behind the leader you will likely be able to just hit “warp to” to move to the leader before the enemy can drop a bubble. Once at the leader do what the FC says (generally scatter to random safes until reforming). If the leader is even going half fast they will be out of any bubble even if they were the ship probed down.
A note on probing: You could set your directional scan for 298 000 000km – this is 2 AU. A prober with excellent skills will likely be able to get a 100% on a BS sized ship with their probes set at 2 AU. If you see probes within that range be prepared to move in a hurry. Even one probe in that range can prove to be a problem.
Deep safespots are safespots more than 20AU (CCP declared) away from any celestial/gate/station/etc. These are relics of older times where it was possible to exploit certain unintended effects of game mechanic implementations. They used to come handy for parking super capitals/titans, and where also used to get fleets into an already loaded system (this became a necessity due to post-Dominion lag). These days, you can no longer make them or use existing ones.
Here are a number of simple guidelines that can be used to help keep a ship safe while out in EVE:
When traveling through 0.0 or 0.0-0.4 (low sec) warp to your Gate Tactical if you see any neutrals or enemies in local. If you happen to be travelling in a slow aligning ship 151KM should give you enough room to maneuver back to your un/aligned Safe. However, if you are set-up correctly and no one is at the gate, you may be able to align to the gate and warp to it. In performing this procedure you can minimize the chances that you are caught by your enemies.
If when you travel through the gate you catch a glimpse of someone chasing you, warp to your random safe check your scanner. Be on the lookout for any probes in space, or Covert Ops ships, as this may well be a give away that they are trying to probe for you. If this is the case the best strategy is to start bouncing safes. It is important to remember that a trained probe pilot can find you in under 27 seconds in the best case scenario.
When travelling into a system and you see a camp at the gate, at which they have a buzzard or another covert ops and are probing you down head to your deep safe spot 15AU from any object. Next align to the station, and warp to your Station Safe Spot to determine if it is safe to dock.
An FC will likely call this in a large fleet, it simply means align to whatever object he called. Speed is FC dependent. Some will want you at maximum speed so if you are primary you can hit warp to get off grid before poping. In most cases however they want you to go the same(ish) pace as the slowest ships (usually the BS). Even if you are in something like a cane unless the FC says something like 'get a tackle on' whatever stay aligned with the fleet. You hit primaries if they are in range but your real purpose is to hit the enemies bubblers/tackle and other anti-support ships. Don't worry if nothing initially comes into range, just keep your eyes open.
While in a (large) fight a FC may call himself (or someone else in the fleet) as an anchor. This is the person who will be controlling distance to and from the enemy. Generally you will want to orbit this person at less then 3000m (FC specific how close they want you to take this). This way then can move closer/further from the enemy without having to relay movement directions over voice. They will optimize range for the type of fleet flying (ie 50-90km or so for many HAC/BC gangs). It is up to you to ensure you remain close to the anchor as if you stray too close to a short range gang you will be picked as the primary and die horribly.
When told to get to your optimal off something that means get to your preferred range. This will depend on the type of ship weapons you are using. Generally it will mean the optimal range for your weapons (ie on the cusp of fallout starting). Note: If you are EW or Tackle this means the optimal for those systems not your guns.
This is generally done in small gangs when combat is imminent. It spreads you out a bit so bombs have a harder time hitting multiple people, it gets you moving so if required to scatter you should already be at least moving when choosing a celestial in front of you – and on gates at 15 km (larger for regional gates) you may have the luck of running close to someone holding cloak who just jumped in.
Docking Ring The area around a station at which the range away appears to be 0km, thereby allowing you to dock. Just as a warning the size of this area can vary in size depending on the model of station which you are orbiting.
Grid The size of the viewable area which your ship is currently viewable on, it will vary in size depending on the number of people in a given system. Grid size can be expanded or shrunk using a closely guarded technique known as 'grid fu'.
Here are a number of abbreviations that you might like to use as naming conventions when making your own safe spots:
RS Random Safe spot, to be used if you need a bailout point.
GS Gate Safe Spot, to be used to check if a gate is safe to warp to.
IUS Insta-Undock Safe Spot, this is an outbound safe to make sure you don't get blown away undocking.
StS Station Safe Spot, this is an inbound check to see if you can dock.