Exploring/Exploiting Wormholes

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Exploring/exploiting wormholes can be a fun and profitable activity. Since wormholes are effectively 0.0 space and have much harder rats (Sleepers), there is a generally high risk when entering them, but this risk can be mitigated in several ways.


Contents

Scouting the Wormhole Space

Before entering w-space, and during your time in w-space, you should scout out the area for information. This information includes information about the w-space itself (locus, anomaly, wormhole time and mass limitations) and other people that might be in the w-space pocket already. It is becoming more common these days to see POS's set up in W-Space, and this is not always an indicator that the wormhole is unsafe to enter.

Many wormhole ops have found it useful to take along a permanent covert ops (or cloaking in general) scout whose sole responsibilities are scanning for sites and exits and keeping tabs on any other players entering or moving about in the wormhole. You should always be aware of your surroundings in w-space.

Potential Profits

Profit in wormholes comes primarily from Melted Nanoribbons (MNRs) and "Blue Loot" (Ancient Coordinates Database, Neural Network Analyzer, Sleeper Data Library, Sleeper Drone AI Nexus). MNRs are salvage items and "Blue Loot" is simple loot pulled from the wrecks during salvage. Melted Nanoribbons are subject to market forces but often sell for 6-7 million isk a piece. "Blue Loot" can be sold to NPC buy orders (ACD = 1 mil, NNA = 50k, SDL = 200k, SDAIN = 5 mil).

Radar sites and Magnetometric sites contain spawn containers which must be opened with a codebreaker and analyzer respectively. Radar loot yields datacores and various racial hybrid techs. Magnetometric loot are various ancient starship components in various conditions. The better the condition the more a certain item is worth.

The numbers below are very rough estimates. Prices can fluctuate wildly because MNRs are a chance to drop with every salvage. As more data is collected a better curve can be made.

C3 Anoms: 20 mil - 70 mil, Radar: 80 mil, Mag : 100 mil,

Safety

Sleepers are much harder than normal rats you would find in k-space. They have been known to show up in large numbers and often use MWDs, target painters, webifiers and warp scramblers. Because of this you should take extra caution when engaging them and err on the side of caution. Fighting aligned is suggested as getting out of combat when your tank is low should be a priority. For anything higher than a class 1 it might be advisable to take along logistics capabilities in your fleet.

W-Space Fleet Composition

Below are some suggestions on fleet composition based on people's experiences. Note that a rigged salvaging ship can be used to salvage with lower skills than mentioned (-1 level per rig).

Class 1

3-4 cruisers, 1 battlecruiser

With good skills, solo-able in a Heavy Assault Ship

Class 2

3-5 Cruisers or 2-3 battle cruisers, logistics, scout, salvager with level 3 salvaging

With good skills, solo-able in a Heavy Assault Ship

Class 3

4 or more battle cruisers / battleships, logistics, scout, salvager with level 4 salvaging Radar and Magnetometric sites will typically need at least 2 more ships.

With great skills, solo-able in a Heavy Assault Ship

Class 4

1 Scorpion plus 5+ RR battleships. Rigged salvager. Be sure of wormhole mass limits going in.

Class 5

2 Scorpions plus 5+ RR battleships to run anomalies only. 2-3 more battleships for the Radar/Mag sites. Be sure of WH mass limits -- there are some with only 1B mass limits.

Class 6

Need suggestion

These are recommended fleet compositions. You don't have to follow them, yet without these compositions and added to that the necessary support skills trained up high enough it still might not be possible to do the sites in the WH's

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