https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Rurika+tsuri&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T13:21:27ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=User:Wroxton_vee/Shattered_Wormhole&diff=80710User:Wroxton vee/Shattered Wormhole2015-02-18T15:21:29Z<p>Rurika tsuri: </p>
<hr />
<div>{{#css:<br />
tr td { padding-right: 5px !important; padding-left: 5px !important; white-space: nowrap; }<br />
td.name { font-weight: bold; }<br />
td.class { text-align: center; }<br />
td.effect { }<br />
td.static { font-size: 90%; }<br />
td.id { font-family: Monospace; font-size: 115%; text-align: right; }<br />
td.frigonly { text-align: center; }<br />
td.epicenter { text-align: center; }<br />
td.notes { overflow: auto; }<br />
}}<br />
{| class="wikitable sortable"<br />
|-<br />
! System name !! System class !! System effect !! System statics !! solarSystemID !! Frigate only? !! Epicenter? !! Other notes<br />
|-<br />
|class="name"| Thera ||class="class"| 12 ||class="effect"| None ||class="static"| Unknown ||class="id"| ? ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"| Thera <br />
|-<br />
|class="name"| J015092 ||class="class"| 1 ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002505 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005834 ||class="class"| 1 ||class="effect"| Cataclysmic Variable ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002506 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012402 ||class="class"| 1 ||class="effect"| Magnetar ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002507 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005926 ||class="class"| 1 ||class="effect"| Pulsar ||class="static"| N110 (H), J244 (L) ||class="id"| 31002508 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010569 ||class="class"| 1 ||class="effect"| Red Giant ||class="static"| N110 (H), J244 (L) ||class="id"| 31002509 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| One record claims system has no effect. Observer was in a covops, may not have noticed RG impact on ship. Needs verification.<br />
|-<br />
|class="name"| J012157 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002510 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002757 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002511 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004791 ||class="class"| 1 ||class="effect"| None ||class="static"| N110 (H), J244 (L) ||class="id"| 31002512 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004317 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002513 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002216 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002514 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005482 ||class="class"| 2 ||class="effect"| Black Hole ||class="static"| Z647 (C1), A239 (L), B274 (H) ||class="id"| 31002515 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005900 ||class="class"| 2 ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002516 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013070 ||class="class"| 2 ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002517 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001057 ||class="class"| 2 ||class="effect"| Pulsar ||class="static"| B274 (H), A239 (L), E545 (N), D382 (C2) ||class="id"| 31002518 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011321 ||class="class"| 2? ||class="effect"| Red Giant ||class="static"| B274(H), E545(N), Y683(C4) ||class="id"| 31002519 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"|Class Needs Verification <br />
|-<br />
|class="name"| J013123 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002520 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012735 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002521 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012635 ||class="class"| 2 ||class="effect"| None ||class="static"| B274 (H), A239 (L) ||class="id"| 31002522 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010000 ||class="class"| 2 ||class="effect"| None ||class="static"| D382 (C2), B274 (H), Z647 (C1) ||class="id"| 31002523 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001890 ||class="class"| 2 ||class="effect"| None ||class="static"| Z647 (C1), B274 (H), A239 (L) ||class="id"| 31002524 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through D382 (-> C2) and has outgoing Z647 (C2->C1) and A239 (C2->L). Spawns C3 anoms.<br />
|-<br />
|class="name"| J002964 ||class="class"| 2 ||class="effect"| None ||class="static"| A239 (L), N062 (C5), E545 (N) ||class="id"| 31002525 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004686 ||class="class"| 3 ||class="effect"| None ||class="static"| A239(L), O477(C3), E545(N) ||class="id"| 31002526 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011563 ||class="class"| 3 ||class="effect"| Black Hole ||class="static"| D845 (H), U210 (L) ||class="id"| 31002527 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001348 ||class="class"| 3 ||class="effect"| Cataclysmic Variable ||class="static"| U210 (L), D845 (H) ||class="id"| 31002528 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J002838 ||class="class"| 3 ||class="effect"| Magnetar ||class="static"| K346 (N), U210 (L) ||class="id"| 31002529 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001670 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002530 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J014348 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002531 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003789 ||class="class"| 3 ||class="effect"| None ||class="static"| D845 (H), U210 (L) ||class="id"| 31002532 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through a O477 (C2->C3), statics match a C3, but also spawns C4 anomalies.<br />
|-<br />
|class="name"| J012794 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002533 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005923 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002534 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001398 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), K346 (N) ||class="id"| 31002535 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Common statics gleaned from 2 reports.<br />
|-<br />
|class="name"| J011339 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), D845 (H) ||class="id"| 31002536 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"|Verified by two parties<br />
|-<br />
|class="name"| J004283 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002537 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002625 ||class="class"| ? ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002538 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004470 ||class="class"| 4 ||class="effect"| Black Hole ||class="static"| C247 (C3), X877 (C4), U210 (L) ||class="id"| 31002539 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011824 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002540 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010247 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002541 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002423 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002542 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001302 ||class="class"| 4 ||class="effect"| Magnetar ||class="static"| H900 (C5), U574 (C6), K346 (N) ||class="id"| 31002543 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Statics H900 and U574 suggest C4, but K346 is a C3->N static and the system spawns C3 sites.<br />
|-<br />
|class="name"| J010556 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), D845 (H), N766 (C2) ||class="id"| 31002544 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Sansha Occupied. no regular sleeper anoms.<br />
|-<br />
|class="name"| J011778 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), C247 (C3), D845 (H) ||class="id"| 31002545 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005259 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| X877 (C4), D845 (H), C247 (C3) ||class="id"| 31002546 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005969 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| U574 (C6), H900 (C5), K346 (N) ||class="id"| 31002547 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001769 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| X877 (C4) ||class="id"| 31002548 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004150 ||class="class"| 4 ||class="effect"| Wolf-Rayet ||class="static"| B274 (H) ||class="id"| 31002549 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| Not all statics known<br />
|-<br />
|class="name"| J005872 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002550 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011376 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002551 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005299 ||class="class"| 4 ||class="effect"| None ||class="static"| H900(C5),L005(C2), K346(N), C247(C3) ||class="id"| 31002552 ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"|I haven't visited the "Epicenter" of any of the other shattered WHs I've been in, but there were three Sansha Incursion ships at the Epicenter surrounded by "violent" wormholes. <br />
|-<br />
|class="name"| J011355 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002553 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011195 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002554 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005280 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002555 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010811 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), V753 (C6) ||class="id"| 31002556 ||class="frigonly"| No ||class="epicenter"| No ||class="notes"| Effect had potency appropriate for a C5 Black Hole and V753 is a C5->C6. K346 is a C3->N.<br />
|-<br />
|class="name"| J001694 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), H296 (C5) ||class="id"| 31002557 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J003941 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002558 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011790 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002559 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013146 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002560 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004998 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002561 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003382 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002562 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003546 ||class="class"| 5 ||class="effect"| Pulsar ||class="static"| U210 (L), M267 (C3), D792 (H) ||class="id"| 31002563 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001820 ||class="class"| 5 ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002564 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012578 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002565 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012773 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002566 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005223 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002567 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005663 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002568 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003793 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002569 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004128 ||class="class"| 5 ||class="effect"| None ||class="static"| U201 (L), H296 (C5) ||class="id"| 31002570 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005070 ||class="class"| 5 ||class="effect"| None ||class="static"| V753 (C6), K346 (N) ||class="id"| 31002571 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001025 ||class="class"| 5 ||class="effect"| None ||class="static"| M267 (C3), U210 (L) ||class="id"| 31002572 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| May have Z142 (N) as static as well.<br />
|-<br />
|class="name"| J005724 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002573 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004921 ||class="class"| 5 ||class="effect"| None ||class="static"| H296 (C5), K346 (N)||class="id"| 31002574 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Seems to also spawn C6-only anoms. Hybrid system?<br />
|-<br />
|class="name"| J012686 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), C391 (L), K346 (N), C248 (N) ||class="id"| 31002575 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010366 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002576 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012475 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (C3) ||class="id"| 31002577 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J015227 ||class="class"| 6 ||class="effect"| None ||class="static"| C248 (N), K346 (C3), W237 (C6) ||class="id"| 31002578 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010951 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (N) ||class="id"| 31002579 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000895 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002580 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000487 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002581 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000621 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002582 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000551 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002583 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000630 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N), M001 (C4) ||class="id"| 31002584 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Accessed via new wormhole type A009; Has a mix of C1/C2 combat anoms<br />
|-<br />
|class="name"| J000452 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002585 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000327 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), L005 (C2), Q003 (N) ||class="id"| 31002586 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000186 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002587 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Eve Eye lists it as Class 13 Wolf-Rayet, which is a small shattered.<br />
|-<br />
|class="name"| J000528 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| M001 (C4), Q003 (N), Z006 (C3) ||class="id"| 31002588 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| From 4 days of connections.<br />
|-<br />
|class="name"| J000353 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002589 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000461 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002590 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000522 ||class="class"| 1-2 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006(C3), L005(C2), Q003(N) ||class="id"| 31002591 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"|Ore anoms, Ice Fields <br />
|-<br />
|class="name"| J000965 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002592 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000304 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002593 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000595 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002594 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000685 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002595 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000844 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002596 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000719 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002597 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000726 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002598 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000214 ||class="class"| 3? ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), C008 (C5) ||class="id"| 31002599 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Sleeper Bioinformatics complex. Could be C3; sites were run by the time this info was entered.<br />
|-<br />
|class="name"| J000652 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| G008 (C6), Q003 (N) ||class="id"| 31002600 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000313 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002601 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000687 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N) ||class="id"| 31002602 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000427 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002603 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000102 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), Z006 (C3) ||class="id"| 31002604 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Wroxton_vee/Shattered_Wormhole&diff=80709User:Wroxton vee/Shattered Wormhole2015-02-18T15:20:04Z<p>Rurika tsuri: </p>
<hr />
<div>{{#css:<br />
tr td { padding-right: 5px !important; padding-left: 5px !important; white-space: nowrap; }<br />
td.name { font-weight: bold; }<br />
td.class { text-align: center; }<br />
td.effect { }<br />
td.static { font-size: 90%; }<br />
td.id { font-family: Monospace; font-size: 115%; text-align: right; }<br />
td.frigonly { text-align: center; }<br />
td.epicenter { text-align: center; }<br />
td.notes { overflow: auto; }<br />
}}<br />
{| class="wikitable sortable"<br />
|-<br />
! System name !! System class !! System effect !! System statics !! solarSystemID !! Frigate only? !! Epicenter? !! Other notes<br />
|-<br />
|class="name"| Thera ||class="class"| 12 ||class="effect"| None ||class="static"| Unknown ||class="id"| ? ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"| Thera <br />
|-<br />
|class="name"| J015092 ||class="class"| 1 ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002505 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005834 ||class="class"| 1 ||class="effect"| Cataclysmic Variable ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002506 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012402 ||class="class"| 1 ||class="effect"| Magnetar ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002507 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005926 ||class="class"| 1 ||class="effect"| Pulsar ||class="static"| N110 (H), J244 (L) ||class="id"| 31002508 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010569 ||class="class"| 1 ||class="effect"| Red Giant ||class="static"| N110 (H), J244 (L) ||class="id"| 31002509 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| One record claims system has no effect. Observer was in a covops, may not have noticed RG impact on ship. Needs verification.<br />
|-<br />
|class="name"| J012157 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002510 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002757 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002511 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004791 ||class="class"| 1 ||class="effect"| None ||class="static"| N110 (H), J244 (L) ||class="id"| 31002512 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004317 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002513 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002216 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002514 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005482 ||class="class"| 2 ||class="effect"| Black Hole ||class="static"| Z647 (C1), A239 (L), B274 (H) ||class="id"| 31002515 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005900 ||class="class"| 2 ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002516 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013070 ||class="class"| 2 ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002517 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001057 ||class="class"| 2 ||class="effect"| Pulsar ||class="static"| B274 (H), A239 (L), E545 (N), D382 (C2) ||class="id"| 31002518 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011321 ||class="class"| 2? ||class="effect"| Red Giant ||class="static"| B274(H), E545(N), Y683(C4) ||class="id"| 31002519 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"|Class Needs Verification <br />
|-<br />
|class="name"| J013123 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002520 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012735 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002521 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012635 ||class="class"| 2 ||class="effect"| None ||class="static"| B274 (H), A239 (L) ||class="id"| 31002522 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010000 ||class="class"| 2 ||class="effect"| None ||class="static"| D382 (C2), B274 (H), Z647 (C1) ||class="id"| 31002523 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001890 ||class="class"| 2 ||class="effect"| None ||class="static"| Z647 (C1), B274 (H), A239 (L) ||class="id"| 31002524 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through D382 (-> C2) and has outgoing Z647 (C2->C1) and A239 (C2->L). Spawns C3 anoms.<br />
|-<br />
|class="name"| J002964 ||class="class"| 2 ||class="effect"| None ||class="static"| A239 (L), N062 (C5), E545 (N) ||class="id"| 31002525 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004686 ||class="class"| 3 ||class="effect"| None ||class="static"| A239(L), O477(C3), E545(N) ||class="id"| 31002526 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011563 ||class="class"| 3 ||class="effect"| Black Hole ||class="static"| D845 (H), U210 (L) ||class="id"| 31002527 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001348 ||class="class"| 3 ||class="effect"| Cataclysmic Variable ||class="static"| U210 (L), D845 (H) ||class="id"| 31002528 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J002838 ||class="class"| 3 ||class="effect"| Magnetar ||class="static"| K346 (N), U210 (L) ||class="id"| 31002529 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001670 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002530 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J014348 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002531 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003789 ||class="class"| 3 ||class="effect"| None ||class="static"| D845 (H), U210 (L) ||class="id"| 31002532 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through a O477 (C2->C3), statics match a C3, but also spawns C4 anomalies.<br />
|-<br />
|class="name"| J012794 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002533 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005923 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002534 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001398 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), K346 (N) ||class="id"| 31002535 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Common statics gleaned from 2 reports.<br />
|-<br />
|class="name"| J011339 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), D845 (H) ||class="id"| 31002536 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004283 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002537 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002625 ||class="class"| ? ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002538 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004470 ||class="class"| 4 ||class="effect"| Black Hole ||class="static"| C247 (C3), X877 (C4), U210 (L) ||class="id"| 31002539 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011824 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002540 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010247 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002541 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002423 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002542 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001302 ||class="class"| 4 ||class="effect"| Magnetar ||class="static"| H900 (C5), U574 (C6), K346 (N) ||class="id"| 31002543 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Statics H900 and U574 suggest C4, but K346 is a C3->N static and the system spawns C3 sites.<br />
|-<br />
|class="name"| J010556 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), D845 (H), N766 (C2) ||class="id"| 31002544 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Sansha Occupied. no regular sleeper anoms.<br />
|-<br />
|class="name"| J011778 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), C247 (C3), D845 (H) ||class="id"| 31002545 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005259 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| X877 (C4), D845 (H), C247 (C3) ||class="id"| 31002546 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005969 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| U574 (C6), H900 (C5), K346 (N) ||class="id"| 31002547 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001769 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| X877 (C4) ||class="id"| 31002548 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004150 ||class="class"| 4 ||class="effect"| Wolf-Rayet ||class="static"| B274 (H) ||class="id"| 31002549 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| Not all statics known<br />
|-<br />
|class="name"| J005872 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002550 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011376 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002551 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005299 ||class="class"| 4 ||class="effect"| None ||class="static"| H900(C5),L005(C2), K346(N), C247(C3) ||class="id"| 31002552 ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"|I haven't visited the "Epicenter" of any of the other shattered WHs I've been in, but there were three Sansha Incursion ships at the Epicenter surrounded by "violent" wormholes. <br />
|-<br />
|class="name"| J011355 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002553 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011195 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002554 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005280 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002555 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010811 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), V753 (C6) ||class="id"| 31002556 ||class="frigonly"| No ||class="epicenter"| No ||class="notes"| Effect had potency appropriate for a C5 Black Hole and V753 is a C5->C6. K346 is a C3->N.<br />
|-<br />
|class="name"| J001694 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), H296 (C5) ||class="id"| 31002557 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J003941 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002558 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011790 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002559 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013146 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002560 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004998 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002561 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003382 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002562 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003546 ||class="class"| 5 ||class="effect"| Pulsar ||class="static"| U210 (L), M267 (C3), D792 (H) ||class="id"| 31002563 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001820 ||class="class"| 5 ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002564 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012578 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002565 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012773 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002566 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005223 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002567 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005663 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002568 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003793 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002569 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004128 ||class="class"| 5 ||class="effect"| None ||class="static"| U201 (L), H296 (C5) ||class="id"| 31002570 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005070 ||class="class"| 5 ||class="effect"| None ||class="static"| V753 (C6), K346 (N) ||class="id"| 31002571 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001025 ||class="class"| 5 ||class="effect"| None ||class="static"| M267 (C3), U210 (L) ||class="id"| 31002572 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| May have Z142 (N) as static as well.<br />
|-<br />
|class="name"| J005724 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002573 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004921 ||class="class"| 5 ||class="effect"| None ||class="static"| H296 (C5), K346 (N)||class="id"| 31002574 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Seems to also spawn C6-only anoms. Hybrid system?<br />
|-<br />
|class="name"| J012686 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), C391 (L), K346 (N), C248 (N) ||class="id"| 31002575 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010366 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002576 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012475 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (C3) ||class="id"| 31002577 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J015227 ||class="class"| 6 ||class="effect"| None ||class="static"| C248 (N), K346 (C3), W237 (C6) ||class="id"| 31002578 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010951 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (N) ||class="id"| 31002579 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000895 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002580 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000487 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002581 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000621 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002582 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000551 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002583 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000630 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N), M001 (C4) ||class="id"| 31002584 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Accessed via new wormhole type A009; Has a mix of C1/C2 combat anoms<br />
|-<br />
|class="name"| J000452 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002585 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000327 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), L005 (C2), Q003 (N) ||class="id"| 31002586 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000186 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002587 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Eve Eye lists it as Class 13 Wolf-Rayet, which is a small shattered.<br />
|-<br />
|class="name"| J000528 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| M001 (C4), Q003 (N), Z006 (C3) ||class="id"| 31002588 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| From 4 days of connections.<br />
|-<br />
|class="name"| J000353 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002589 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000461 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002590 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000522 ||class="class"| 1-2 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006(C3), L005(C2), Q003(N) ||class="id"| 31002591 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"|Ore anoms, Ice Fields <br />
|-<br />
|class="name"| J000965 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002592 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000304 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002593 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000595 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002594 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000685 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002595 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000844 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002596 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000719 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002597 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000726 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002598 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000214 ||class="class"| 3? ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), C008 (C5) ||class="id"| 31002599 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Sleeper Bioinformatics complex. Could be C3; sites were run by the time this info was entered.<br />
|-<br />
|class="name"| J000652 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| G008 (C6), Q003 (N) ||class="id"| 31002600 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000313 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002601 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000687 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N) ||class="id"| 31002602 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000427 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002603 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000102 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), Z006 (C3) ||class="id"| 31002604 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Wroxton_vee/Shattered_Wormhole&diff=80708User:Wroxton vee/Shattered Wormhole2015-02-18T15:17:17Z<p>Rurika tsuri: </p>
<hr />
<div>{{#css:<br />
tr td { padding-right: 5px !important; padding-left: 5px !important; white-space: nowrap; }<br />
td.name { font-weight: bold; }<br />
td.class { text-align: center; }<br />
td.effect { }<br />
td.static { font-size: 90%; }<br />
td.id { font-family: Monospace; font-size: 115%; text-align: right; }<br />
td.frigonly { text-align: center; }<br />
td.epicenter { text-align: center; }<br />
td.notes { overflow: auto; }<br />
}}<br />
{| class="wikitable sortable"<br />
|-<br />
! System name !! System class !! System effect !! System statics !! solarSystemID !! Frigate only? !! Epicenter? !! Other notes<br />
|-<br />
|class="name"| Thera ||class="class"| 12 ||class="effect"| None ||class="static"| Unknown ||class="id"| ? ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"| Thera <br />
|-<br />
|class="name"| J015092 ||class="class"| 1 ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002505 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005834 ||class="class"| 1 ||class="effect"| Cataclysmic Variable ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002506 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012402 ||class="class"| 1 ||class="effect"| Magnetar ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002507 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005926 ||class="class"| 1 ||class="effect"| Pulsar ||class="static"| N110 (H), J244 (L) ||class="id"| 31002508 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010569 ||class="class"| 1 ||class="effect"| Red Giant ||class="static"| N110 (H), J244 (L) ||class="id"| 31002509 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| One record claims system has no effect. Observer was in a covops, may not have noticed RG impact on ship. Needs verification.<br />
|-<br />
|class="name"| J012157 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002510 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002757 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002511 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004791 ||class="class"| 1 ||class="effect"| None ||class="static"| N110 (H), J244 (L) ||class="id"| 31002512 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004317 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002513 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002216 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002514 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005482 ||class="class"| 2 ||class="effect"| Black Hole ||class="static"| Z647 (C1), A239 (L), B274 (H) ||class="id"| 31002515 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005900 ||class="class"| 2 ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002516 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013070 ||class="class"| 2 ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002517 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001057 ||class="class"| 2 ||class="effect"| Pulsar ||class="static"| B274 (H), A239 (L), E545 (N), D382 (C2) ||class="id"| 31002518 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011321 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002519 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013123 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002520 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012735 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002521 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012635 ||class="class"| 2 ||class="effect"| None ||class="static"| B274 (H), A239 (L) ||class="id"| 31002522 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010000 ||class="class"| 2 ||class="effect"| None ||class="static"| D382 (C2), B274 (H), Z647 (C1) ||class="id"| 31002523 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001890 ||class="class"| 2 ||class="effect"| None ||class="static"| Z647 (C1), B274 (H), A239 (L) ||class="id"| 31002524 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through D382 (-> C2) and has outgoing Z647 (C2->C1) and A239 (C2->L). Spawns C3 anoms.<br />
|-<br />
|class="name"| J002964 ||class="class"| 2 ||class="effect"| None ||class="static"| A239 (L), N062 (C5), E545 (N) ||class="id"| 31002525 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004686 ||class="class"| 3 ||class="effect"| None ||class="static"| A239(L), O477(C3), E545(N) ||class="id"| 31002526 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011563 ||class="class"| 3 ||class="effect"| Black Hole ||class="static"| D845 (H), U210 (L) ||class="id"| 31002527 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001348 ||class="class"| 3 ||class="effect"| Cataclysmic Variable ||class="static"| U210 (L), D845 (H) ||class="id"| 31002528 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J002838 ||class="class"| 3 ||class="effect"| Magnetar ||class="static"| K346 (N), U210 (L) ||class="id"| 31002529 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001670 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002530 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J014348 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002531 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003789 ||class="class"| 3 ||class="effect"| None ||class="static"| D845 (H), U210 (L) ||class="id"| 31002532 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through a O477 (C2->C3), statics match a C3, but also spawns C4 anomalies.<br />
|-<br />
|class="name"| J012794 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002533 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005923 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002534 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001398 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), K346 (N) ||class="id"| 31002535 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Common statics gleaned from 2 reports.<br />
|-<br />
|class="name"| J011339 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), D845 (H) ||class="id"| 31002536 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004283 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002537 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002625 ||class="class"| ? ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002538 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004470 ||class="class"| 4 ||class="effect"| Black Hole ||class="static"| C247 (C3), X877 (C4), U210 (L) ||class="id"| 31002539 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011824 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002540 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010247 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002541 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002423 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002542 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001302 ||class="class"| 4 ||class="effect"| Magnetar ||class="static"| H900 (C5), U574 (C6), K346 (N) ||class="id"| 31002543 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Statics H900 and U574 suggest C4, but K346 is a C3->N static and the system spawns C3 sites.<br />
|-<br />
|class="name"| J010556 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), D845 (H), N766 (C2) ||class="id"| 31002544 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Sansha Occupied. no regular sleeper anoms.<br />
|-<br />
|class="name"| J011778 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), C247 (C3), D845 (H) ||class="id"| 31002545 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005259 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| X877 (C4), D845 (H), C247 (C3) ||class="id"| 31002546 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005969 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| U574 (C6), H900 (C5), K346 (N) ||class="id"| 31002547 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001769 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| X877 (C4) ||class="id"| 31002548 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004150 ||class="class"| 4 ||class="effect"| Wolf-Rayet ||class="static"| B274 (H) ||class="id"| 31002549 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| Not all statics known<br />
|-<br />
|class="name"| J005872 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002550 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011376 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002551 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005299 ||class="class"| 4 ||class="effect"| None ||class="static"| H900(C5),L005(C2), K346(N), C247(C3) ||class="id"| 31002552 ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"|I haven't visited the "Epicenter" of any of the other shattered WHs I've been in, but there were three Sansha Incursion ships at the Epicenter surrounded by "violent" wormholes. <br />
|-<br />
|class="name"| J011355 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002553 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011195 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002554 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005280 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002555 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010811 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), V753 (C6) ||class="id"| 31002556 ||class="frigonly"| No ||class="epicenter"| No ||class="notes"| Effect had potency appropriate for a C5 Black Hole and V753 is a C5->C6. K346 is a C3->N.<br />
|-<br />
|class="name"| J001694 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), H296 (C5) ||class="id"| 31002557 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J003941 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002558 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011790 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002559 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013146 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002560 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004998 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002561 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003382 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002562 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003546 ||class="class"| 5 ||class="effect"| Pulsar ||class="static"| U210 (L), M267 (C3), D792 (H) ||class="id"| 31002563 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001820 ||class="class"| 5 ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002564 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012578 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002565 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012773 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002566 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005223 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002567 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005663 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002568 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003793 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002569 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004128 ||class="class"| 5 ||class="effect"| None ||class="static"| U201 (L), H296 (C5) ||class="id"| 31002570 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005070 ||class="class"| 5 ||class="effect"| None ||class="static"| V753 (C6), K346 (N) ||class="id"| 31002571 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001025 ||class="class"| 5 ||class="effect"| None ||class="static"| M267 (C3), U210 (L) ||class="id"| 31002572 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| May have Z142 (N) as static as well.<br />
|-<br />
|class="name"| J005724 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002573 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004921 ||class="class"| 5 ||class="effect"| None ||class="static"| H296 (C5), K346 (N)||class="id"| 31002574 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Seems to also spawn C6-only anoms. Hybrid system?<br />
|-<br />
|class="name"| J012686 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), C391 (L), K346 (N), C248 (N) ||class="id"| 31002575 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010366 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002576 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012475 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (C3) ||class="id"| 31002577 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J015227 ||class="class"| 6 ||class="effect"| None ||class="static"| C248 (N), K346 (C3), W237 (C6) ||class="id"| 31002578 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010951 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (N) ||class="id"| 31002579 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000895 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002580 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000487 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002581 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000621 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002582 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000551 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002583 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000630 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N), M001 (C4) ||class="id"| 31002584 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Accessed via new wormhole type A009; Has a mix of C1/C2 combat anoms<br />
|-<br />
|class="name"| J000452 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002585 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000327 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), L005 (C2), Q003 (N) ||class="id"| 31002586 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000186 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002587 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Eve Eye lists it as Class 13 Wolf-Rayet, which is a small shattered.<br />
|-<br />
|class="name"| J000528 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| M001 (C4), Q003 (N), Z006 (C3) ||class="id"| 31002588 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| From 4 days of connections.<br />
|-<br />
|class="name"| J000353 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002589 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000461 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002590 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000522 ||class="class"| 1-2 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006(C3), L005(C2), Q003(N) ||class="id"| 31002591 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"|Ore anoms, Ice Fields <br />
|-<br />
|class="name"| J000965 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002592 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000304 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002593 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000595 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002594 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000685 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002595 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000844 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002596 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000719 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002597 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000726 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002598 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000214 ||class="class"| 3? ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), C008 (C5) ||class="id"| 31002599 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Sleeper Bioinformatics complex. Could be C3; sites were run by the time this info was entered.<br />
|-<br />
|class="name"| J000652 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| G008 (C6), Q003 (N) ||class="id"| 31002600 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000313 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002601 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000687 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N) ||class="id"| 31002602 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000427 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002603 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000102 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), Z006 (C3) ||class="id"| 31002604 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Wroxton_vee/Shattered_Wormhole&diff=80707User:Wroxton vee/Shattered Wormhole2015-02-18T15:14:40Z<p>Rurika tsuri: </p>
<hr />
<div>{{#css:<br />
tr td { padding-right: 5px !important; padding-left: 5px !important; white-space: nowrap; }<br />
td.name { font-weight: bold; }<br />
td.class { text-align: center; }<br />
td.effect { }<br />
td.static { font-size: 90%; }<br />
td.id { font-family: Monospace; font-size: 115%; text-align: right; }<br />
td.frigonly { text-align: center; }<br />
td.epicenter { text-align: center; }<br />
td.notes { overflow: auto; }<br />
}}<br />
{| class="wikitable sortable"<br />
|-<br />
! System name !! System class !! System effect !! System statics !! solarSystemID !! Frigate only? !! Epicenter? !! Other notes<br />
|-<br />
|class="name"| Thera ||class="class"| 12 ||class="effect"| None ||class="static"| Unknown ||class="id"| ? ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"| Thera <br />
|-<br />
|class="name"| J015092 ||class="class"| 1 ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002505 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005834 ||class="class"| 1 ||class="effect"| Cataclysmic Variable ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002506 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012402 ||class="class"| 1 ||class="effect"| Magnetar ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002507 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005926 ||class="class"| 1 ||class="effect"| Pulsar ||class="static"| N110 (H), J244 (L) ||class="id"| 31002508 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010569 ||class="class"| 1 ||class="effect"| Red Giant ||class="static"| N110 (H), J244 (L) ||class="id"| 31002509 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| One record claims system has no effect. Observer was in a covops, may not have noticed RG impact on ship. Needs verification.<br />
|-<br />
|class="name"| J012157 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002510 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002757 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002511 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004791 ||class="class"| 1 ||class="effect"| None ||class="static"| N110 (H), J244 (L) ||class="id"| 31002512 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004317 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002513 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002216 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002514 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005482 ||class="class"| 2 ||class="effect"| Black Hole ||class="static"| Z647 (C1), A239 (L), B274 (H) ||class="id"| 31002515 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005900 ||class="class"| 2 ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002516 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013070 ||class="class"| 2 ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002517 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001057 ||class="class"| 2 ||class="effect"| Pulsar ||class="static"| B274 (H), A239 (L), E545 (N), D382 (C2) ||class="id"| 31002518 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011321 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002519 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013123 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002520 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012735 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002521 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012635 ||class="class"| 2 ||class="effect"| None ||class="static"| B274 (H), A239 (L) ||class="id"| 31002522 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010000 ||class="class"| 2 ||class="effect"| None ||class="static"| D382 (C2), B274 (H), Z647 (C1) ||class="id"| 31002523 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001890 ||class="class"| 2 ||class="effect"| None ||class="static"| Z647 (C1), B274 (H), A239 (L) ||class="id"| 31002524 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through D382 (-> C2) and has outgoing Z647 (C2->C1) and A239 (C2->L). Spawns C3 anoms.<br />
|-<br />
|class="name"| J002964 ||class="class"| 2 ||class="effect"| None ||class="static"| A239 (L), N062 (C5), E545 (N) ||class="id"| 31002525 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004686 ||class="class"| 3 ||class="effect"| None ||class="static"| A239(L), O477(C3), E545(N) ||class="id"| 31002526 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011563 ||class="class"| 3 ||class="effect"| Black Hole ||class="static"| D845 (H), U210 (L) ||class="id"| 31002527 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001348 ||class="class"| 3 ||class="effect"| Cataclysmic Variable ||class="static"| U210 (L), D845 (H) ||class="id"| 31002528 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J002838 ||class="class"| 3 ||class="effect"| Magnetar ||class="static"| K346 (N), U210 (L) ||class="id"| 31002529 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001670 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002530 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J014348 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002531 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003789 ||class="class"| 3 ||class="effect"| None ||class="static"| D845 (H), U210 (L) ||class="id"| 31002532 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through a O477 (C2->C3), statics match a C3, but also spawns C4 anomalies.<br />
|-<br />
|class="name"| J012794 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002533 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005923 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002534 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001398 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), K346 (N) ||class="id"| 31002535 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Common statics gleaned from 2 reports.<br />
|-<br />
|class="name"| J011339 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), D845 (H) ||class="id"| 31002536 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004283 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002537 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002625 ||class="class"| ? ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002538 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004470 ||class="class"| 4 ||class="effect"| Black Hole ||class="static"| C247 (C3), X877 (C4), U210 (L) ||class="id"| 31002539 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011824 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002540 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010247 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002541 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002423 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002542 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001302 ||class="class"| 4 ||class="effect"| Magnetar ||class="static"| H900 (C5), U574 (C6), K346 (N) ||class="id"| 31002543 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Statics H900 and U574 suggest C4, but K346 is a C3->N static and the system spawns C3 sites.<br />
|-<br />
|class="name"| J010556 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), D845 (H), N766 (C2) ||class="id"| 31002544 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Sansha Occupied. no regular sleeper anoms.<br />
|-<br />
|class="name"| J011778 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), C247 (C3), D845 (H) ||class="id"| 31002545 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005259 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| X877 (C4), D845 (H), C247 (C3) ||class="id"| 31002546 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005969 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| U574 (C6), H900 (C5), K346 (N) ||class="id"| 31002547 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001769 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| X877 (C4) ||class="id"| 31002548 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004150 ||class="class"| 4 ||class="effect"| Wolf-Rayet ||class="static"| B274 (H) ||class="id"| 31002549 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| Not all statics known<br />
|-<br />
|class="name"| J005872 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002550 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011376 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002551 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005299 ||class="class"| 4 ||class="effect"| None ||class="static"| H900(C5),L005(C2), K346(N), C247(C3) ||class="id"| 31002552 ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"|I haven't visited the "Epicenter" of any of the other shattered WHs I've been in, but there were three Sansha Incursion ships at the Epicenter surrounded by "violent" wormholes. <br />
|-<br />
|class="name"| J011355 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002553 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011195 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002554 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005280 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002555 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010811 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), V753 (C6) ||class="id"| 31002556 ||class="frigonly"| No ||class="epicenter"| No ||class="notes"| Effect had potency appropriate for a C5 Black Hole and V753 is a C5->C6. K346 is a C3->N.<br />
|-<br />
|class="name"| J001694 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), H296 (C5) ||class="id"| 31002557 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J003941 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002558 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011790 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002559 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013146 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002560 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004998 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002561 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003382 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002562 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003546 ||class="class"| 5 ||class="effect"| Pulsar ||class="static"| U210 (L), M267 (C3), D792 (H) ||class="id"| 31002563 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001820 ||class="class"| 5 ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002564 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012578 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002565 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012773 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002566 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005223 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002567 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005663 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002568 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003793 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002569 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004128 ||class="class"| 5 ||class="effect"| None ||class="static"| U201 (L), H296 (C5) ||class="id"| 31002570 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005070 ||class="class"| 5 ||class="effect"| None ||class="static"| V753 (C6), K346 (N) ||class="id"| 31002571 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001025 ||class="class"| 5 ||class="effect"| None ||class="static"| M267 (C3), U210 (L) ||class="id"| 31002572 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| May have Z142 (N) as static as well.<br />
|-<br />
|class="name"| J005724 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002573 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004921 ||class="class"| 5 ||class="effect"| None ||class="static"| H296 (C5), K346 (N)||class="id"| 31002574 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Seems to also spawn C6-only anoms. Hybrid system?<br />
|-<br />
|class="name"| J012686 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), C391 (L), K346 (N), C248 (N) ||class="id"| 31002575 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010366 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002576 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012475 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (C3) ||class="id"| 31002577 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J015227 ||class="class"| 6 ||class="effect"| None ||class="static"| C248 (N), K346 (C3), W237 (C6) ||class="id"| 31002578 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010951 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (N) ||class="id"| 31002579 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000895 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002580 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000487 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002581 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000621 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002582 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000551 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002583 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000630 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N), M001 (C4) ||class="id"| 31002584 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Accessed via new wormhole type A009; Has a mix of C1/C2 combat anoms<br />
|-<br />
|class="name"| J000452 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002585 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000327 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), L005 (C2), Q003 (N) ||class="id"| 31002586 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000186 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002587 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Eve Eye lists it as Class 13 Wolf-Rayet, which is a small shattered.<br />
|-<br />
|class="name"| J000528 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| M001 (C4), Q003 (N), Z006 (C3) ||class="id"| 31002588 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| From 4 days of connections.<br />
|-<br />
|class="name"| J000353 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002589 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000461 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002590 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000522 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002591 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000965 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002592 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000304 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002593 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000595 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002594 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000685 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002595 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000844 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002596 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000719 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002597 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000726 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002598 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000214 ||class="class"| 3? ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), C008 (C5) ||class="id"| 31002599 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Sleeper Bioinformatics complex. Could be C3; sites were run by the time this info was entered.<br />
|-<br />
|class="name"| J000652 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| G008 (C6), Q003 (N) ||class="id"| 31002600 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000313 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002601 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000687 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N) ||class="id"| 31002602 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000427 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002603 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000102 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), Z006 (C3) ||class="id"| 31002604 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Wroxton_vee/Shattered_Wormhole&diff=80706User:Wroxton vee/Shattered Wormhole2015-02-18T15:12:19Z<p>Rurika tsuri: </p>
<hr />
<div>{{#css:<br />
tr td { padding-right: 5px !important; padding-left: 5px !important; white-space: nowrap; }<br />
td.name { font-weight: bold; }<br />
td.class { text-align: center; }<br />
td.effect { }<br />
td.static { font-size: 90%; }<br />
td.id { font-family: Monospace; font-size: 115%; text-align: right; }<br />
td.frigonly { text-align: center; }<br />
td.epicenter { text-align: center; }<br />
td.notes { overflow: auto; }<br />
}}<br />
{| class="wikitable sortable"<br />
|-<br />
! System name !! System class !! System effect !! System statics !! solarSystemID !! Frigate only? !! Epicenter? !! Other notes<br />
|-<br />
|class="name"| Thera ||class="class"| 12 ||class="effect"| None ||class="static"| Unknown ||class="id"| ? ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"| Thera <br />
|-<br />
|class="name"| J015092 ||class="class"| 1 ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002505 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005834 ||class="class"| 1 ||class="effect"| Cataclysmic Variable ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002506 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012402 ||class="class"| 1 ||class="effect"| Magnetar ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002507 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005926 ||class="class"| 1 ||class="effect"| Pulsar ||class="static"| N110 (H), J244 (L) ||class="id"| 31002508 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010569 ||class="class"| 1 ||class="effect"| Red Giant ||class="static"| N110 (H), J244 (L) ||class="id"| 31002509 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| One record claims system has no effect. Observer was in a covops, may not have noticed RG impact on ship. Needs verification.<br />
|-<br />
|class="name"| J012157 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002510 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002757 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002511 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004791 ||class="class"| 1 ||class="effect"| None ||class="static"| N110 (H), J244 (L) ||class="id"| 31002512 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004317 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002513 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002216 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002514 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005482 ||class="class"| 2 ||class="effect"| Black Hole ||class="static"| Z647 (C1), A239 (L), B274 (H) ||class="id"| 31002515 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005900 ||class="class"| 2 ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002516 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013070 ||class="class"| 2 ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002517 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001057 ||class="class"| 2 ||class="effect"| Pulsar ||class="static"| B274 (H), A239 (L), E545 (N), D382 (C2) ||class="id"| 31002518 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011321 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002519 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013123 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002520 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012735 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002521 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012635 ||class="class"| 2 ||class="effect"| None ||class="static"| B274 (H), A239 (L) ||class="id"| 31002522 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010000 ||class="class"| 2 ||class="effect"| None ||class="static"| D382 (C2), B274 (H), Z647 (C1) ||class="id"| 31002523 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001890 ||class="class"| 2 ||class="effect"| None ||class="static"| Z647 (C1), B274 (H), A239 (L) ||class="id"| 31002524 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through D382 (-> C2) and has outgoing Z647 (C2->C1) and A239 (C2->L). Spawns C3 anoms.<br />
|-<br />
|class="name"| J002964 ||class="class"| 2 ||class="effect"| None ||class="static"| A239 (L), N062 (C5), E545 (N) ||class="id"| 31002525 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004686 ||class="class"| 3 ||class="effect"| None ||class="static"| A239(L), O477(C3), E545(N) ||class="id"| 31002526 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011563 ||class="class"| 3 ||class="effect"| Black Hole ||class="static"| D845 (H), U210 (L) ||class="id"| 31002527 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001348 ||class="class"| 3 ||class="effect"| Cataclysmic Variable ||class="static"| U210 (L), D845 (H) ||class="id"| 31002528 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J002838 ||class="class"| 3 ||class="effect"| Magnetar ||class="static"| K346 (N), U210 (L) ||class="id"| 31002529 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001670 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002530 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J014348 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002531 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003789 ||class="class"| 3 ||class="effect"| None ||class="static"| D845 (H), U210 (L) ||class="id"| 31002532 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through a O477 (C2->C3), statics match a C3, but also spawns C4 anomalies.<br />
|-<br />
|class="name"| J012794 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002533 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005923 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002534 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001398 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), K346 (N) ||class="id"| 31002535 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Common statics gleaned from 2 reports.<br />
|-<br />
|class="name"| J011339 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), D845 (H) ||class="id"| 31002536 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004283 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002537 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002625 ||class="class"| ? ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002538 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004470 ||class="class"| 4 ||class="effect"| Black Hole ||class="static"| C247 (C3), X877 (C4), U210 (L) ||class="id"| 31002539 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011824 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002540 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010247 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002541 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002423 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002542 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001302 ||class="class"| 4 ||class="effect"| Magnetar ||class="static"| H900 (C5), U574 (C6), K346 (N) ||class="id"| 31002543 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Statics H900 and U574 suggest C4, but K346 is a C3->N static and the system spawns C3 sites.<br />
|-<br />
|class="name"| J010556 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), D845 (H), N766 (C2) ||class="id"| 31002544 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Sansha Occupied. no regular sleeper anoms.<br />
|-<br />
|class="name"| J011778 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), C247 (C3), D845 (H) ||class="id"| 31002545 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005259 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| X877 (C4), D845 (H), C247 (C3) ||class="id"| 31002546 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005969 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| U574 (C6), H900 (C5), K346 (N) ||class="id"| 31002547 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001769 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| X877 (C4) ||class="id"| 31002548 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004150 ||class="class"| 4 ||class="effect"| Wolf-Rayet ||class="static"| B274 (H) ||class="id"| 31002549 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| Not all statics known<br />
|-<br />
|class="name"| J005872 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002550 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011376 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002551 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005299 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002552 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011355 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002553 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011195 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002554 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005280 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002555 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010811 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), V753 (C6) ||class="id"| 31002556 ||class="frigonly"| No ||class="epicenter"| No ||class="notes"| Effect had potency appropriate for a C5 Black Hole and V753 is a C5->C6. K346 is a C3->N.<br />
|-<br />
|class="name"| J001694 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), H296 (C5) ||class="id"| 31002557 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J003941 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002558 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011790 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002559 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013146 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002560 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004998 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002561 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003382 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002562 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003546 ||class="class"| 5 ||class="effect"| Pulsar ||class="static"| U210 (L), M267 (C3), D792 (H) ||class="id"| 31002563 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001820 ||class="class"| 5 ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002564 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012578 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002565 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012773 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002566 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005223 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002567 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005663 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002568 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003793 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002569 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004128 ||class="class"| 5 ||class="effect"| None ||class="static"| U201 (L), H296 (C5) ||class="id"| 31002570 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005070 ||class="class"| 5 ||class="effect"| None ||class="static"| V753 (C6), K346 (N) ||class="id"| 31002571 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001025 ||class="class"| 5 ||class="effect"| None ||class="static"| M267 (C3), U210 (L) ||class="id"| 31002572 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| May have Z142 (N) as static as well.<br />
|-<br />
|class="name"| J005724 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002573 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004921 ||class="class"| 5 ||class="effect"| None ||class="static"| H296 (C5), K346 (N)||class="id"| 31002574 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Seems to also spawn C6-only anoms. Hybrid system?<br />
|-<br />
|class="name"| J012686 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), C391 (L), K346 (N), C248 (N) ||class="id"| 31002575 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010366 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002576 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012475 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (C3) ||class="id"| 31002577 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J015227 ||class="class"| 6 ||class="effect"| None ||class="static"| C248 (N), K346 (C3), W237 (C6) ||class="id"| 31002578 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010951 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (N) ||class="id"| 31002579 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000895 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002580 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000487 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002581 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000621 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002582 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000551 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002583 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000630 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N), M001 (C4) ||class="id"| 31002584 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Accessed via new wormhole type A009; Has a mix of C1/C2 combat anoms<br />
|-<br />
|class="name"| J000452 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002585 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000327 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), L005 (C2), Q003 (N) ||class="id"| 31002586 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000186 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002587 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Eve Eye lists it as Class 13 Wolf-Rayet, which is a small shattered.<br />
|-<br />
|class="name"| J000528 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| M001 (C4), Q003 (N), Z006 (C3) ||class="id"| 31002588 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| From 4 days of connections.<br />
|-<br />
|class="name"| J000353 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002589 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000461 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002590 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000522 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002591 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000965 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002592 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000304 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002593 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000595 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002594 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000685 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002595 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000844 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002596 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000719 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002597 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000726 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002598 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000214 ||class="class"| 3? ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), C008 (C5) ||class="id"| 31002599 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Sleeper Bioinformatics complex. Could be C3; sites were run by the time this info was entered.<br />
|-<br />
|class="name"| J000652 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| G008 (C6), Q003 (N) ||class="id"| 31002600 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000313 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002601 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000687 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N) ||class="id"| 31002602 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000427 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002603 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000102 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), Z006 (C3) ||class="id"| 31002604 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Wroxton_vee/Shattered_Wormhole&diff=80499User:Wroxton vee/Shattered Wormhole2015-02-11T15:25:28Z<p>Rurika tsuri: Added Rows 74 to 77 to sheet</p>
<hr />
<div>{{#css:<br />
tr td { padding-right: 5px !important; padding-left: 5px !important; white-space: nowrap; }<br />
td.name { font-weight: bold; }<br />
td.class { }<br />
td.effect { }<br />
td.static { font-size: 90%; }<br />
td.id { font-family: Monospace; font-size: 115%; text-align: right; }<br />
td.frigonly { text-align: center; }<br />
td.epicenter { text-align: center; }<br />
td.notes { overflow: auto; }<br />
}}<br />
{| class="wikitable sortable"<br />
|-<br />
! System name !! System class !! System effect !! System statics !! solarSystemID !! Frigate only? !! Epicenter? !! Other notes<br />
|-<br />
|class="name"| Thera ||class="class"| 12 ||class="effect"| None ||class="static"| Unknown ||class="id"| ? ||class="frigonly"| No ||class="epicenter"| Y ||class="notes"| Thera <br />
|-<br />
|class="name"| J015092 ||class="class"| 1 ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002505 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005834 ||class="class"| 1 ||class="effect"| Cataclysmic Variable ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002506 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012402 ||class="class"| 1 ||class="effect"| Magnetar ||class="static"| N110 (H), Z060 (N) ||class="id"| 31002507 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005926 ||class="class"| 1 ||class="effect"| Pulsar ||class="static"| N110 (H), J244 (L) ||class="id"| 31002508 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010569 ||class="class"| 1 ||class="effect"| Red Giant ||class="static"| N110 (H), J244 (L) ||class="id"| 31002509 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| One record claims system has no effect. Observer was in a covops, may not have noticed RG impact on ship. Needs verification.<br />
|-<br />
|class="name"| J012157 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002510 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002757 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002511 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004791 ||class="class"| 1 ||class="effect"| None ||class="static"| N110 (H), J244 (L) ||class="id"| 31002512 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004317 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002513 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002216 ||class="class"| 1 ||class="effect"| None ||class="static"| ? ||class="id"| 31002514 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005482 ||class="class"| 2 ||class="effect"| Black Hole ||class="static"| Z647 (C1), A239 (L), B274 (H) ||class="id"| 31002515 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005900 ||class="class"| 2 ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002516 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013070 ||class="class"| 2 ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002517 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001057 ||class="class"| 2 ||class="effect"| Pulsar ||class="static"| B274 (H), A239 (L), E545 (N), D382 (C2) ||class="id"| 31002518 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J011321 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002519 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013123 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002520 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012735 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002521 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012635 ||class="class"| 2 ||class="effect"| None ||class="static"| B274 (H), A239 (L) ||class="id"| 31002522 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010000 ||class="class"| 2 ||class="effect"| None ||class="static"| D382 (C2), B274 (H), Z647 (C1) ||class="id"| 31002523 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001890 ||class="class"| 2 ||class="effect"| None ||class="static"| Z647 (C1), B274 (H), A239 (L) ||class="id"| 31002524 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through D382 (-> C2) and has outgoing Z647 (C2->C1) and A239 (C2->L). Spawns C3 anoms.<br />
|-<br />
|class="name"| J002964 ||class="class"| 2 ||class="effect"| None ||class="static"| A239 (L), N062 (C5), E545 (N) ||class="id"| 31002525 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004686 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002526 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011563 ||class="class"| 3 ||class="effect"| Black Hole ||class="static"| D845 (H), U210 (L) ||class="id"| 31002527 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001348 ||class="class"| 3 ||class="effect"| Cataclysmic Variable ||class="static"| U210 (L), D845 (H) ||class="id"| 31002528 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J002838 ||class="class"| 3 ||class="effect"| Magnetar ||class="static"| K346 (N), U210 (L) ||class="id"| 31002529 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001670 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002530 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J014348 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002531 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003789 ||class="class"| 3 ||class="effect"| None ||class="static"| D845 (H), U210 (L) ||class="id"| 31002532 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Accessed through a O477 (C2->C3), statics match a C3, but also spawns C4 anomalies.<br />
|-<br />
|class="name"| J012794 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002533 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005923 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002534 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001398 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), K346 (N) ||class="id"| 31002535 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Common statics gleaned from 2 reports.<br />
|-<br />
|class="name"| J011339 ||class="class"| 3 ||class="effect"| None ||class="static"| U210 (L), D845 (H) ||class="id"| 31002536 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004283 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002537 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002625 ||class="class"| ? ||class="effect"| Black Hole ||class="static"| ? ||class="id"| 31002538 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004470 ||class="class"| 4 ||class="effect"| Black Hole ||class="static"| C247 (C3), X877 (C4), U210 (L) ||class="id"| 31002539 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011824 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002540 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010247 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002541 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J002423 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002542 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001302 ||class="class"| 4 ||class="effect"| Magnetar ||class="static"| H900 (C5), U574 (C6), K346 (N) ||class="id"| 31002543 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Statics H900 and U574 suggest C4, but K346 is a C3->N static and the system spawns C3 sites.<br />
|-<br />
|class="name"| J010556 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), D845 (H), N766 (C2) ||class="id"| 31002544 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|Sansha Occupied. no regular sleeper anoms.<br />
|class="name"| J011778 ||class="class"| 4 ||class="effect"| Pulsar ||class="static"| P060 (C1), C247 (C3), D845 (H) ||class="id"| 31002545 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005259 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| X877 (C4), D845 (H), C247 (C3) ||class="id"| 31002546 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005969 ||class="class"| 4 ||class="effect"| Red Giant ||class="static"| U574 (C6), H900 (C5), K346 (N) ||class="id"| 31002547 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001769 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| X877 (C4) ||class="id"| 31002548 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J004150 ||class="class"| 4 ||class="effect"| Wolf-Rayet ||class="static"| B274 (H) ||class="id"| 31002549 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| Not all statics known<br />
|-<br />
|class="name"| J005872 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002550 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011376 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002551 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005299 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002552 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011355 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002553 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011195 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002554 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005280 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002555 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010811 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), V753 (C6) ||class="id"| 31002556 ||class="frigonly"| No ||class="epicenter"| No ||class="notes"| Effect had potency appropriate for a C5 Black Hole and V753 is a C5->C6. K346 is a C3->N.<br />
|-<br />
|class="name"| J001694 ||class="class"| 5 ||class="effect"| Black Hole ||class="static"| K346 (N), H296 (C5) ||class="id"| 31002557 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J003941 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002558 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J011790 ||class="class"| ? ||class="effect"| Cataclysmic Variable ||class="static"| ? ||class="id"| 31002559 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J013146 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002560 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004998 ||class="class"| ? ||class="effect"| Magnetar ||class="static"| ? ||class="id"| 31002561 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003382 ||class="class"| ? ||class="effect"| Pulsar ||class="static"| ? ||class="id"| 31002562 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003546 ||class="class"| 5 ||class="effect"| Pulsar ||class="static"| U210 (L), M267 (C3), D792 (H) ||class="id"| 31002563 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J001820 ||class="class"| 5 ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002564 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J012578 ||class="class"| ? ||class="effect"| Red Giant ||class="static"| ? ||class="id"| 31002565 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012773 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002566 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005223 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002567 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J005663 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002568 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J003793 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002569 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004128 ||class="class"| 5 ||class="effect"| None ||class="static"| U201 (L), H296 (C5) ||class="id"| 31002570 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J005070 ||class="class"| 5 ||class="effect"| None ||class="static"| V753 (C6), K346 (N) ||class="id"| 31002571 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J001025 ||class="class"| 5 ||class="effect"| None ||class="static"| M267 (C3), U210 (L) ||class="id"| 31002572 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| May have Z142 (N) as static as well.<br />
|-<br />
|class="name"| J005724 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002573 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J004921 ||class="class"| 5 ||class="effect"| None ||class="static"| H296 (C5), K346 (N)||class="id"| 31002574 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| Seems to also spawn C6-only anoms. Hybrid system?<br />
|-<br />
|class="name"| J012686 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), C391 (L), K346 (N), C248 (N) ||class="id"| 31002575 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J010366 ||class="class"| ? ||class="effect"| None ||class="static"| ? ||class="id"| 31002576 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J012475 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (C3) ||class="id"| 31002577 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J015227 ||class="class"| 6 ||class="effect"| None ||class="static"| C248 (N), K346 (C3), W237 (C6) ||class="id"| 31002578 ||class="frigonly"| No ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J010951 ||class="class"| 6 ||class="effect"| None ||class="static"| V911 (C5), K346 (N) ||class="id"| 31002579 ||class="frigonly"| No ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000895 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002580 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000487 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002581 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000621 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002582 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000551 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002583 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000630 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N), M001 (C4) ||class="id"| 31002584 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Accessed via new wormhole type A009; Has a mix of C1/C2 combat anoms<br />
|-<br />
|class="name"| J000452 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002585 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000327 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), L005 (C2), Q003 (N) ||class="id"| 31002586 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000186 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002587 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| Eve Eye lists it as Class 13 Wolf-Rayet, which is a small shattered.<br />
|-<br />
|class="name"| J000528 ||class="class"| 2 ||class="effect"| Wolf-Rayet Star ||class="static"| M001 (C4), Q003 (N), Z006 (C3) ||class="id"| 31002588 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| From 4 days of connections.<br />
|-<br />
|class="name"| J000353 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002589 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000461 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002590 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000522 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002591 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000965 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002592 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000304 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002593 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000595 ||class="class"| 1 ||class="effect"| Wolf-Rayet Star ||class="static"| L005 (C2), C008 (C5), Q003 (N) ||class="id"| 31002594 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000685 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002595 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000844 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002596 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000719 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002597 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000726 ||class="class"| ? ||class="effect"| Wolf-Rayet Star ||class="static"| ? ||class="id"| 31002598 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|-<br />
|class="name"| J000214 ||class="class"| 3 (Needs Verified) ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), C008 (C5) ||class="id"| 31002599 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|Sleeper Bioinformatics complex. Could be C3; sites were run by the time this info was entered.<br />
|class="name"| J000652 ||class="class"| 4 ||class="effect"| Wolf-Rayet Star ||class="static"| G008 (C6), Q003 (N) ||class="id"| 31002600 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000313 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| C008 (C5), Q003 (N) ||class="id"| 31002601 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000687 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| E004 (C1), Q003 (N) ||class="id"| 31002602 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000427 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Z006 (C3), Q003 (N) ||class="id"| 31002603 ||class="frigonly"| Yes ||class="epicenter"| Yes ||class="notes"| <br />
|-<br />
|class="name"| J000102 ||class="class"| 3 ||class="effect"| Wolf-Rayet Star ||class="static"| Q003 (N), Z006 (C3) ||class="id"| 31002604 ||class="frigonly"| Yes ||class="epicenter"| ? ||class="notes"| <br />
|}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80485POS Warfare2015-02-09T20:21:40Z<p>Rurika tsuri: /* Projectile Batteries (Autocannon) */ added table</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
Railguns are the long range variant of hybrid batteries. Their range is much larger than that of the blaster batteries, but the tracking speed is extremely slow.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Railgun Battery||align="center"|90,000||align="center"|0||align="center"|150km||align="center"|75km<br />
|-<br />
|Medium Railgun Battery||align="center"|180,000||align="center"|0||align="center"|225km||align="center"|112km<br />
|-<br />
|Large Railgun Battery||align="center"|360,000||align="center"|0||align="center"|300km||align="center"|150km<br />
|}<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
Artillery Batteries have longer range than AutoCannon Batteries, but poorer tracking.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Artillery Battery||align="center"|101,250||align="center"|0||align="center"|187.5km||align="center"|168km<br />
|-<br />
|Medium Artillery Battery||align="center"|202,500||align="center"|0||align="center"|280.5km||align="center"|246km<br />
|-<br />
|Large Artillery Battery||align="center"|405,000||align="center"|0||align="center"|300km||align="center"|327km<br />
|}<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small AutoCannon Battery||align="center"|67,500||align="center"|0||align="center"|10.5km||align="center"|42km<br />
|-<br />
|Medium AutoCannon Battery||align="center"|135,000||align="center"|0||align="center"|15km||align="center"|63km<br />
|-<br />
|Large AutoCannon Battery||align="center"|270,000||align="center"|0||align="center"|21km||align="center"|85.5km<br />
|}<br />
<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80484POS Warfare2015-02-09T20:21:17Z<p>Rurika tsuri: /* Projectile Batteries (Artillery) */ Start Table</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
Railguns are the long range variant of hybrid batteries. Their range is much larger than that of the blaster batteries, but the tracking speed is extremely slow.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Railgun Battery||align="center"|90,000||align="center"|0||align="center"|150km||align="center"|75km<br />
|-<br />
|Medium Railgun Battery||align="center"|180,000||align="center"|0||align="center"|225km||align="center"|112km<br />
|-<br />
|Large Railgun Battery||align="center"|360,000||align="center"|0||align="center"|300km||align="center"|150km<br />
|}<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
Artillery Batteries have longer range than AutoCannon Batteries, but poorer tracking.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Artillery Battery||align="center"|101,250||align="center"|0||align="center"|187.5km||align="center"|168km<br />
|-<br />
|Medium Artillery Battery||align="center"|202,500||align="center"|0||align="center"|280.5km||align="center"|246km<br />
|-<br />
|Large Artillery Battery||align="center"|405,000||align="center"|0||align="center"|300km||align="center"|327km<br />
|}<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80483POS Warfare2015-02-09T19:23:06Z<p>Rurika tsuri: /* Laser Batteries (Pulse) */</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
Railguns are the long range variant of hybrid batteries. Their range is much larger than that of the blaster batteries, but the tracking speed is extremely slow.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Railgun Battery||align="center"|90,000||align="center"|0||align="center"|150km||align="center"|75km<br />
|-<br />
|Medium Railgun Battery||align="center"|180,000||align="center"|0||align="center"|225km||align="center"|112km<br />
|-<br />
|Large Railgun Battery||align="center"|360,000||align="center"|0||align="center"|300km||align="center"|150km<br />
|}<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80482POS Warfare2015-02-09T19:21:22Z<p>Rurika tsuri: /* Hybrid Batteries (Rail) */ Finished Table</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
Railguns are the long range variant of hybrid batteries. Their range is much larger than that of the blaster batteries, but the tracking speed is extremely slow.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Railgun Battery||align="center"|90,000||align="center"|0||align="center"|150km||align="center"|75km<br />
|-<br />
|Medium Railgun Battery||align="center"|180,000||align="center"|0||align="center"|225km||align="center"|112km<br />
|-<br />
|Large Railgun Battery||align="center"|360,000||align="center"|0||align="center"|300km||align="center"|150km<br />
|}<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80481POS Warfare2015-02-09T19:17:06Z<p>Rurika tsuri: /* Hybrid Batteries (Blaster) */</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
* Small:<br />
* Medium:<br />
* Large:<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80480POS Warfare2015-02-09T19:15:01Z<p>Rurika tsuri: /* Laser Batteries (Beam) */</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
* Small:<br />
* Medium:<br />
* Large:<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|class="wikitable" align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=POS_Warfare&diff=80479POS Warfare2015-02-09T18:58:57Z<p>Rurika tsuri: /* Hybrid Batteries (Blaster) */ Completed Table</p>
<hr />
<div>[[Category:POS]] <br />
{{Work in Progress}}<br />
{{Template:Stub}}<br />
==Overview==<br />
[[File:POSWarfareTitleLong600.jpg]]<br />
<br />
- overview that explains the basic concepts behind attacking or defending a POS<br />
<br />
- general information about POS configuration belongs on a different page<br />
<br />
- specific POS setups should be put on a separate "Example POS Setups(?)" page to keep page length down<br />
<br />
- Configuration - we're only going to list very basic attributes for modules and only for the base version, so things like (m3, kg, powergrid used, CPU used, and hitpoints).<br />
<br />
- faction versions of POS towers/modules are not covered here<br />
<br />
- *briefly* describe a few of the different types of POS setups, with links to the [[Example POS Setups]] page for specifics, bulleted list will be plenty, mention only the major styles such as deathstar, etc<br />
<br />
- basic setup of a POS should be covered on a [[POS Setup]] page<br />
<br />
- null-sec POS tower elements like cyno jammers, etc are not covered at the moment<br />
<br />
==Defense==<br />
The primary form of defense for a POS is its force field (or shield bubble). If you are inside the shield bubble, you cannot be targeted or damaged, nor can you target/damage anyone outside it. You can either enter the bubble based on standings or be given the starbase password to slip through the shield. Even if your POS access is based on standings, you must set a password on the tower. The bubble will exist until the tower is destroyed (shield and structure of the control tower) or taken offline.<br />
<br />
There are two caveats to the invulnerability when you are inside the POS shield however. The first is that someone who is inside with you may decide to bump you out of the shield radius. The second is that the shield radius tends to warp and wobble, slowly moving inward and outward a few hundred meters. Therefore you should always stay at least 3-5 kilometers inside the bubble and not hang near the edges. Anyone else inside the bubble should be instructed to not move their ship around as it can bump pilots away from the tower. Use of the "keep at range" functionality of the selected item window may be useful for short AFKs to keep you within range of the tower or arrays.<br />
<br />
All towers have shield, armor and structure like normal ships, but during the initial phase of combat only the shield comes into play. In addition, each tower has a set of basic shield resists that vary according to the race/faction of the tower. One of the resists will be 50%, one will be 25%, and the other two resists will be at zero. You should add shield hardeners to shore up your weaker resists.<br />
<br />
As a general rule of thumb, "array" structures are mounted inside the POS bubble while "battery" structures are mounted outside the POS bubble. If the module targets enemy ships then it must be outside the POS bubble. This is enforced by the game when you attempt to anchor the structure at the POS location. Batteries should be evenly spaced around the POS bubble in order to avoid dead spots or weaknesses in coverage. In general, "battery" structures will need to be at least 5km away from the edge of the POS shield bubble. See the section on [[POS Warfare#Offense|offense]] for more discussion on this. <br />
<br />
===Shield Hardening===<br />
[[File:POSShieldResists1.jpg]]<br />
<br />
The correct way to harden the shields of the POS depends on the tower size, the tower location, and expected opposition. But you should probably use one of the following recommendations. You will need the most modules (highest number) for the two resists that start at 0%, with one fewer hardener for the resist that starts at 25%, and one fewer for the 50% resist. So if your tower starts with 0% EM, 0% THE, 25% KIN and 50% EXP (i.e. Amarr towers), you will need (4) EM, (4) THE, (3) KIN and (2) EXP shield hardeners to reach 68-72% resists across the board.<br />
<br />
# 1/1/0/0 results in 25%/25%/25%/50% resists<br />
# 2/2/1/0 results in 44%/44%/44%/50% resists<br />
# 3/3/2/1 results in 58%/58%/58%/63% resists<br />
# 4/4/3/2 results in 68%/68%/68%/72% resists<br />
<br />
Small towers in hi-sec should start with either no hardeners or a 1/1/0/0 hardener setup, lo-sec should use a minimum of a 2/2/1/0 setup. Medium towers should use a 2/2/1/0 normally, or a 3/3/2/1 setup in lo-sec or during wartime. Large towers should use a minimum of a 2/2/1/0 setup in hi-sec with an upgrade to 3/3/2/1 or 4/4/3/2 in situations where you are more likely to come under attack. In all cases, if you plan on leaving the tower anchored during attacks, you should have spare hardeners already anchored so that you can quickly online additional hardeners. This general means that you will have a setup with 5 or 9 hardeners always running with another 4 hardeners ready to be put online.<br />
<br />
A tower with high resists becomes very difficult to reinforce since you force the attackers to spend 1.8x to 3.1x more time then if you don't plug the two 0% resist holes. Trying to stack the resist modules beyond 4/4/3/2 is pointless (due to [[stacking penalties]]) and you'd be better off using that PG/CPU for other defensive modules.<br />
<br />
See [[POS Structures#Shield Hardening Arrays|Shield Hardening Arrays]] on the [[POS Structures]] page for more detailed information.<br />
<br />
===Sensor Dampening===<br />
[[POS Structures#Sensor Dampening Battery|Sensor Dampening Batteries]] are extremely useful because can force the enemy to move closer to the POS. Up to the optimal range of 150km, they cut the target's [[scan resolution]] and targeting range in half, with decreasing effects for the next 150km of falloff range. This prevents attackers from sitting at long range and sniping at your POS batteries or tower. Due to their minimal fitting requirements, all towers should mount at least a pair of these. Since they are designed to draw attackers closer, you should spread these around the tower to get full coverage instead of clumping them all together.<br />
<br />
Note: Dreads are immune to sensor dampening in siege mode and carriers are immune if in triage mode.<br />
<br />
===Electronic Countermeasures===<br />
The purpose of electronic countermeasueres (or [[ECM]]) is to break a target's locks on other ships/targets and to prevent them from reacquiring those locks for up to 30 seconds. In POS warfare, ECM is extremely useful for frustrating enemy pilots who are trying to do damage to batteries and the POS shield, for breaking up remote-repair gangs so that they cannot repair each other, or for making [[Logistics Ships 101|logistics]] ships ineffective. Some POS setups place a heavy emphasis on ECM.<br />
<br />
Relying on ECM alone to save your tower '''does not work'''. It only serves as a deterrent against attack and a way to slow down the attackers while your backup fleet comes to the rescue.<br />
<br />
The four types of [[POS Structures#ECM Batteries|ECM batteries]] are Ion Field Projection Battery (MAGNET, Gallente), Phase Inversion Battery (LADAR, Minmatar), Spatial Destabilization Battery (GRAV, Caldari) and White Noise Generation Battery (RADAR, Amarr). They have an optimal range of 200km, a falloff range of 100km, with a jam strength of 45.00 for their primary type and 15.00 for their secondary types. In comparision, ships like the Blackbird, Kitsune, Falcon, and Scorpion have jam strengths in the 6.00 to 12.00 range. These modules must be mounted '''outside''' the POS bubble.<br />
<br />
Faction ECM is recommended for large towers in hostile environments to ensure jamming on enemy ships, even on secondary types. At a minimum, a medium tower should have (2) of each type online and a large tower will probably want (4) of each type online. If a medium or large tower will be actively defended by players (POS gunners) taking control of the defenses, then you may wish to anchor spares of each type. Some POS setups mount as many as 72 ECM batteries anchored with some of them online at all times. For more details, see the [[Example POS Setups]] page. Small towers can be fitted with (1) of each type online, but in most cases you should take a small POS down if you are under threat of a [[wardec]] or attack.<br />
<br />
Note: Dreads are immune to ECM in siege mode and carriers are immune if in triage mode. Therefore you should not rely on ECM in low-security / null-security space where capital ships can be brought to the fight.<br />
<br />
===Strontium Clathrates===<br />
[[File:POSStrontBay1.jpg|right|Strontium Clathrates Fuel Bay]]<br />
<br />
POS towers have two bays, a fuel bay and a 'stront' bay. The stront bay holds [[Eve_Lexicon#Stront|Strontium Clathrates]] which determine how long the tower will remain in [[POS Warfare#Reinforced Mode|reinforced mode]] if attackers manage to reduce the POS shields to 25%. The more stront, the longer that reinforced mode will last which will enforce a delay before enemies can fully destroy your POS tower. This delay gives you time to rally defenders or evacuate assets before the POS is completely destroyed. See [[POS Warfare#Reinforced Mode|reinforced mode]] for a full discussion of this.<br />
<br />
Never online a tower without putting at least a few hours of Strontium Clathrates in the stront bay. Common recommendations are to put 8-16 hours worth in or 30-40 hours in. The goal is to shift the timer around so that it likely falls during your enemy's off-peak time. You should also have additional [[Eve_Lexicon#Stront|Strontium Clathrates]] available nearby that you can re-fill the bay after repairing the shields.<br />
<br />
* Small: 100/hr, 4166 max units for 41.7 hours<br />
* Medium: 200/hr, 8333 max units for 41.7 hours<br />
* Large: 400/hr, 16666 max units for 41.7 hours<br />
<br />
You can access the fuel/stront bays as long as you are within 2500m of the POS tower. Right-click on the tower and choose "Access Strontium Bay".<br />
<br />
===Tower Force Field Settings===<br />
[[File:POSForceFieldSettings2Online.jpg]]<br />
<br />
The tower force field settings tab controls your POS bubble and shows information about the tower and shield (hit point percentage and shield resists). In the above figure, the tower is online, the shield resists are the default of 0%/0%/25%/50% and the POS shield is at 50% strength. <br />
<br />
====Status====<br />
* Anchoring - Tower is being anchored and a timer will show how long remains.<br />
* Online - Tower is anchored, online and there is enough fuel for the next hour.<br />
* Offline - Tower has run out of fuel, but is still anchored.<br />
* Unanchoring - Tower is being unanchored.<br />
<br />
====Password====<br />
You '''must set a password''' on your POS shield in order for the POS bubble to function properly and keep people out of the bubble who aren't allowed in. There are two ways to set the POS bubble password. You can either right-click on the tower in space and choose "set password" or you can set the password in the tower management UI. Once set, you can use it as an "open" secret to allow non-corp/non-alliance pilots to shelter inside your POS bubble. This password only allows them to pass through the boundary, it does not protect them from offensive systems or grant them access to storage modules such as [[POS Structures#Corporate Hangar Array|corporate hangars]].<br />
<br />
Corp/Alliance members should be granted access to the POS via the [[POS Warfare#Restriction Masks|Restriction Masks]].<br />
<br />
Be aware that if a spy guesses or knows your password, they can enter the POS bubble and bump AFK pilots or empty ships outside the bubble. They can also board any empty ships within the bubble and simply warp off.<br />
<br />
If the tower manager changes the POS password and you were not granted access via the restriction masks, you will be immediately kicked outside of the POS bubble. Never go AFK in lo-sec or null-sec space at a POS.<br />
<br />
In order for a non-alliance/non-corp pilot to enter the POS bubble, they will need to right-click on their ship in space and choose "Enter Starbase Forcefield Password...". This setting is not sticky and gets cleared if you eject from the ship, logout, or at downtime. This means that their ship will be ejected from the POS bubble when the password gets cleared due to those conditions. <br />
<br />
- what about passwords getting cleared if you disconnect?<br />
<br />
====Restriction Masks====<br />
There are two restriction masks that can be checked on the "Force Field" tab.<br />
* Allow Corporation Members<br />
* Allow Alliance Members<br />
If either is checked, then people who fall into that category will be able to pass through the POS bubble without needing the password. If these are turned off while people are inside the shield, they will be kicked out of the POS bubble (true/false?).<br />
<br />
- explain what the various checkboxes are for<br />
- need to find out if there are more restriction masks in an alliance or lo/null sec space<br />
<br />
===Tower Defense Settings===<br />
[[File:POSWarSettingsDefense1.jpg]]<br />
<br />
There are several checkboxes in the POS tower management UI that allow you to configure automatic defense of the tower. POS batteries have built-in self-checks that prevent them from firing on targets that would summon CONCORD in hi-sec. These options are hidden if they are not applicable to the space the POS is anchored.<br />
<br />
- Attack if at War, applicable in all space<br />
<br />
- Attack if Other Security Status Dropping, applicable in all space<br />
<br />
- Are there more settings in lo-sec / null-sec? There are, need to document how to run NBSI and NRDS settings.<br />
<br />
====Attack if other security status is dropping====<br />
Your POS batteries will automatically attack anyone who's security status is dropping (has a criminal [or suspect? someone please edit] flagged) while on-grid. Such as someone shooting at your POS guns without declaring war first. '''In hi-sec, this checkbox should be turned off''' as CONCORD will deal with the offender much better then your POS batteries will. If you have a GCC flag, you should never approach a POS (even a normally friendly one) as this setting can cause it to fire on you as a valid target.<br />
<br />
====Attack if aggression====<br />
Your POS batteries will automatically fire on anyone who engages a corp/alliance member. This '''should be turned off in hi-sec''' as CONCORD will deal with the offenders and should generally be left off in lo-sec / null-sec. If you have an aggression timer, you should never approach a POS (even if normally friendly) as this setting can cause it to fire upon you. Never shoot or duel other corporation members near a POS. This setting (if turned on) can also cause problems for any logistics ships that are attempting to repair the tower's shield (and possibly modules).<br />
<br />
====Attack if at war====<br />
This is the '''only''' setting that should be checked normally in hi-sec space. It will ensure that your POS batteries automatically fire on valid '''war targets''', even if you are not around to control them.<br />
<br />
==Offense==<br />
<br />
There are two types of offense that a POS can engage in. One is acting as a tackler, using energy neutralizers, stasis webs and warp disruptors/scrambers in order to hold enemy ships in place for destruction by the POS weapons or support fleet. The second type of POS offense is weapon systems such as hybrid turrets, laser turrets, missile launchers or projectile batteries. Each race/faction POS tower gives different bonuses to weapons, but that must be balanced with the issue that once a tower enters reinforced mode all weapons that use CPU will go offline.<br />
<br />
All offensive systems that target enemy ships must be mounted '''outside''' the POS bubble. This is usually a minimum of 5km outside the POS bubble. Small setups will place clusters of systems at both the north and south pole for good coverage, medium/large setups should spread modules evenly around the entire sphere. A 4-point (pyramid corners), 5-point (north / south / 3 around equator), or 6-point (north / south / 4 around equator) setup around the POS are common configurations.<br />
<br />
Structures that are placed outside the POS are vulnerable to attack by the enemy even when the POS tower's bubble is intact. When placing defenses outside the POS bubble, you should spread them far enough apart that a battleship cannot easily attack all of them simultaneously with smartbombs. This generally means a 4-6km separation between elements (which is 4-6 "green boxes" apart as each step is 960m). While smartbombs are not very fast at killing batteries, it's an option in cases where there are no defenses other then ECM.<br />
<br />
===General notes===<br />
<br />
====What works best with what tower====<br />
* Amarr (including Blood/Sansha) towers should use laser batteries due to bonuses.<br />
* Minmatar (Angel/Domination) should use projectile batteries due to their bonuses.<br />
* Gallente (Serpentis/Shadow) can use rails, but should use projectile autocannons for short-range. Blaster batteries are not suitable due to range issues.<br />
* Caldari (Guristas) should never use Torpedo / Cruise Missile batteries. Instead, they should fit with projectile batteries (possibly with a few Hybrid Rail batteries).<br />
<br />
====Ammunition effects====<br />
* Damage type done by the battery is affected by the type of ammunition loaded.<br />
* Damage amount is also affected by the type of ammunition loaded.<br />
* The range bonus/penalty of ammunition affects range.<br />
* All distance calculations for optimal/falloff are calculated '''from the control tower'''.<br />
* All traversal calculations are calculated '''from the control tower'''.<br />
<br />
====Battery size====<br />
Lasers, Projectiles, and Rails come in three size flavors.<br />
* Small: Useful against frigates, cruisers and fighters<br />
* Medium: Better for cruisers, battlecruisers and battleships<br />
* Large: Only works well against capital ships and battleships<br />
<br />
===Weapon batteries===<br />
<br />
====Hybrid Batteries (Blaster) ====<br />
'''Never use small blaster batteries'''. Because of the incredibly short range of blasters and because range is calculated from the control tower (not the battery itself) you should never use small blaster batteries.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Blaster Battery||align="center"|56,250||align="center"|0||align="center"|10km||align="center"|17km<br />
|-<br />
|Medium Blaster Battery||align="center"|112,500||align="center"|0||align="center"|16km||align="center"|26km<br />
|-<br />
|Large Blaster Battery||align="center"|225,000||align="center"|0||align="center"|21km||align="center"|35km<br />
|}<br />
<br />
====Hybrid Batteries (Rail) ====<br />
* Small:<br />
* Medium:<br />
* Large:<br />
<br />
====Laser Batteries (Beam) ====<br />
The "beam" flavor of laser batteries are the long range version. They have higher alpha damage then the "pulse" batteries, but their lower rate of fire results in lower DPS.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Beam Laser||align="center"|112,500||align="center"|0||align="center"|187km||align="center"|50km<br />
|-<br />
|Medium Beam Laser||align="center"|225,000||align="center"|0||align="center"|280km||align="center"|75km<br />
|-<br />
|Large Beam Laser||align="center"|450,000||align="center"|0||align="center"|375km||align="center"|100km<br />
|}<br />
<br />
====Laser Batteries (Pulse) ====<br />
The "pulse" flavor of laser batteries are the short range variant. They have smaller alpha damage, but a higher rate of fire gives them more DPS.<br />
<br />
Laser batteries get bonuses from Amarr towers and come in two flavors, "beam" for long range and "pulse" for short range. Laser batteries use zero CPU and will continue to function after the tower is reinforced (if repaired and in working order). As with regular Amarr pulse/beam weapons, they use crystals, but the size of the crystals is always one larger then the laser battery. This means that large laser batteries use XL crystals, medium uses large crystals, and small batteries use medium crystals.<br />
<br />
{|align="center" width="60%"<br />
|-<br />
!width="50%"|Type!!width="20%"|Power!!width="10%"|CPU!!width="10%"|Optimal!!width="10%"|Falloff<br />
|-<br />
|Small Pulse Laser||align="center"|78,750||align="center"|0||align="center"|52km||align="center"|14km<br />
|-<br />
|Medium Pulse Laser||align="center"|157,500||align="center"|0||align="center"|79km||align="center"|21km<br />
|-<br />
|Large Pulse Laser||align="center"|315,000||align="center"|0||align="center"|106km||align="center"|28km<br />
|}<br />
<br />
One downside to using Laser Batteries is that the active crystal cannot be removed when you need to unanchor and move the battery. Inactive crystals can be removed before you unanchor.<br />
<br />
====Missile Batteries (Cruise) ====<br />
'''Never use Cruise Missile batteries'''. The cruise missile batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Missile Batteries (Torpedo) ====<br />
'''Never use Torpedo batteries'''. The torpedo batteries use CPU in order to function. This means that once the tower goes into reinforced mode, those batteries go offline and are useless.<br />
<br />
====Projectile Batteries (Artillery) ====<br />
<br />
====Projectile Batteries (Autocannon) ====<br />
The primary advantage of projectile batteries on a POS is that they do not require any CPU in order to operate. In addition, they can be fitted with different types of ammo in order to spread damage across multiple resists. Minmatar-based towers give bonuses to rate-of-fire, optimal range and fall-off ranges.<br />
<br />
- need ammo capacity, max ammo stored, estimated time to deplete ammo. should be around 13 hours for arty and 65 hours for autocannnons<br />
<br />
===Tackle batteries===<br />
<br />
====Energy Neutralizing Battery====<br />
* 4000 m3 4000 kg<br />
* 350,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The energy neutralizer has a 250km (50?) range and drains 1000 GJ (a heavy T2 neutralizer on a ship does 600 GJ). Compared to the other types of defensive modules, their fitting requirement is rather high. These are mostly used in lo-sec and null-sec.<br />
<br />
====Stasis Webification Battery====<br />
* 4000 m3 4000 kg<br />
* 50,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
These will cut an enemy's ship speed by 75% and have a range of 150km. A few of these makes speed-tanking the batteries a non-option as well as annoying any fleets that have to slow-boat from location to location around the tower.<br />
<br />
====Warp Disruption Battery====<br />
* 4000 m3 100 kg<br />
* 100,000 PG 50 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The disruption batteries have a 150km range, but higher fitting needs than the scramblers. They have a warp scrambling strength of 3 points.<br />
<br />
====Warp Scrambling Battery====<br />
* 4000 m3 100 kg<br />
* 25,000 PG 25 CPU<br />
* 100k shield HP, 1.5M armor HP, 100k structure HP<br />
The scrambling batteries only have a 75km range, but much lower fitting needs. They have a warp scramble strength of 6 points.<br />
<br />
===Anchoring of Spares===<br />
A recommended tactic is that you always anchor extra weapon and countermeasures outside the POS bubble, but leave them offline until needed. As existing weapons and countermeasures are incapacitated by damage, you can bring new weapons and countermeasures online. This tactic mostly only works if you will have people actively defending the POS during the initial or follow-up sieges who will need spare modules to continue fighting off the attackers. See the [[POS Warfare#Starbase Defense Management|Starbase Defense Management]] section for a discussion of actively defending a POS.<br />
<br />
The other theory behind anchoring offline spares is that it makes it more difficult for your enemy to know what modules will be active when they come to attack the POS. This is an effective tactic against enemies that are not specifically out to get you. If you have lots of electronic warfare batteries, weapon batteries and shield hardeners ready to go, smaller groups of opportunistic attackers may decide that you are too much trouble and go looking for easier POS towers. It is only an effective tactic on medium / large towers. Small towers are simply too easy to destroy and expensive modules / labs / contents should be evacuated at the first sign of trouble.<br />
<br />
===Starbase Defense Management===<br />
[[File:POSWarStructureControl1.jpg]]<br />
<br />
The [[Skills:Corporation Management#Starbase Defense Management|Starbase Defense Management]] skill allows a pilot with the Starbase Defense Operator role to control weapons and countermeasures mounted outside the POS bubble.<br />
<br />
- need explanations, what you can control<br />
<br />
- how to use the UI<br />
<br />
- how to control batteries<br />
<br />
- how to relinquish control of batteries<br />
<br />
==Initial Attack==<br />
[[File:POSWarDread_MerkusLetifer600.jpg]]<br />
<br />
- what do we bring, how long should it take<br />
<br />
- ammo types, range needed<br />
<br />
===Incapacitation of Modules===<br />
<br />
- order of modules to attack<br />
<br />
- modules inside the bubble cannot be attacked (such as shield hardeners)<br />
<br />
- how to keep ships from being popped<br />
<br />
- what ammo works best<br />
<br />
===Damage POS Shield===<br />
<br />
* Best Ammo<br />
**'' Based on type of faction tower. Each faction tower has 2 weaknesses with 0% base resistance. Any active [[POS_Warfare#Shield_Hardening_Arrays|shield hardening array]] may also play a factor.'' <br />
** Amarr EMP and Thermal<br />
** Caldari EMP and Explosive<br />
** Gallente EMP and Explosive<br />
** Minmatar Explosive and Kinetic <br />
<br />
* Shield Radii<br />
** 30km for a large POS <br />
** 21km for a medium POS<br />
** 15km for a small POS<br />
<br />
- taking down the shield <br />
<br />
Once the POS shield drops below 50%, the POS owner can no longer:<br />
* Add/Remove Strontium Clathrates to affect the timer<br />
* Unanchor any modules.<br />
<br />
===Reinforced Mode===<br />
<br />
Once the POS shields have been damaged down to 25%, the POS may enter reinforced mode. If there is at least one unit of Strontium Clathrates a timer will appear by the tower in space. This timer will say "reinforced" along with the length of time remaining before the tower comes out of reinforced mode. All towers can carry a maximum of around 41.7 hours worth of Strontium Clathrates in their "stront bay" (see the "Capacity2" field on a tower's attributes). If there is not enough Strontium Clathrates in the tower for at least one hour, you can continue straight to final destruction of the POS.<br />
<br />
''The math for the stront bay is 50,000 m3 (for a large tower) divided by 3.0 m3 per unit of Strontium Clathrates, give you 16666 units. A large tower goes through 400 per hour in reinforced mode, giving you 41.665 hours of reinforcement (1d 17h 39m 54s).''<br />
<br />
In addition, the following things will happen:<br />
* The POS shield will no longer regenerate when reinforced<br />
* All modules/structures that require CPU will go offline<br />
* Modules/guns that do not use CPU will stay online<br />
* Modules/structures inside the tower are still safe<br />
<br />
What the owner '''can do''' while the POS is reinforced:<br />
* Repair guns and modules outside the bubble<br />
* Anchor new guns that do not use CPU<br />
* Online already anchored guns/modules that do not use CPU<br />
* Can access the contents of a Ship Maintenance Array (uses no CPU)<br />
<br />
What the owner '''cannot do''' while the POS is reinforced:<br />
* Online anchored modules/guns that require CPU<br />
* Online repaired guns/modules that require CPU<br />
* Unanchor anything that uses CPU<br />
* Add Strontium Clathrates to the stront bay<br />
* Cannot repair the POS shields<br />
* Cannot access the contents of corporate hangar, labs or silos<br />
<br />
The POS will exit reinforced mode once the Strontium Clathrates run out. At that point in time the shields will start to regenerate on their own. The owner of the POS can bring the shields up to the 50% mark by using ships with shield transporter modules (such as Basilisks, Scimitars, Ospreys i.e. [http://eve.battleclinic.com/loadout/19084-Osprey-039-POSprey-039.html POSpreys], or any other ship that can fit them and stay cap-stable). Once the shield has been repaired to 50%, the owner may online any modules/structures that require CPU. They may also re-stront the tower so that it will enter reinforced mode again if the shields are lowered again to the 25% mark.<br />
<br />
If the attacking force wishes to completely destroy the POS after the reinforcement timer, they should leave a harassing force in place to prevent the repair of guns or other modules outside the POS bubble.<br />
<br />
==Final Takedown==<br />
<br />
- when do we come back, what do we bring, how long should it take<br />
<br />
===What to Shoot===<br />
<br />
- repaired modules<br />
<br />
- shields<br />
<br />
- other modules?<br />
<br />
===What to Loot===<br />
Once you have removed the tower, anybody can unanchor all modules that have no structure damage, but you can probaby use a remote Hull repairer to fix any structure damage and then unanchor it. As of 9th of November 2013 armor damage DOES allow unanchoring (tested on SiSi).<br />
<br />
* mobile labs retain their contents after being unanchored. they can either be anchored at another POS to retrieve the contents or can be repackaged which will extract the contents<br />
<br />
* corporate hangars and ship maint arrays must be destroyed (yes/no?) to obtain the contents, repacking these two modules will result in loss? can't unanchor if they have stuff in them?<br />
<br />
* silos and weapon batteries will destroy their contents when unanchored after the POS tower is destroyed, no way to obtain contents?<br />
<br />
* Ship mainatainance Arrays will produce a wreck after 19th of November 2013 which contains all ships inside. Since the ships are assembled, you need a Carrier or pilots to get them out of there.<br />
<br />
* modules? hangar contents?<br />
<br />
* link to IVY war loot policy<br />
<br />
==Hi-Sec War-Dec Defensive Preparations==<br />
<br />
You've setup your POS to discourage attackers, but that will not always be enough if your adversaries are determined. So what do you do with a hi-sec POS if you get a war-dec? The answers to that will depend on the expected strength of the opposition, whether or not you will be actively using the POS weapons against the opposition, and how much risk you are willing to tolerate.<br />
<br />
In general, hi-sec POSs with good setups are fairly immune to attacks unless the attacker is willing to bring 5-25 battleships and spend a few hours beating on it to put it into reinforced mode. During the 24h warm-up period for a hi-sec war-dec you need to make decisions about what modules you will leave in space and what modules you will tear down and store in a nearby station. <br />
<br />
Keep in mind that your future opponents may be watching your every move with their main characters (or an OOC alt) to see if they can find out where you have in-space assets.<br />
<br />
===Rip it all Down===<br />
<br />
If you are running a small tower, or a medium tower with few defenses in hi-sec then it's likely that your best plan of action is to rip it all down. Your assumption should be that as soon as the war-dec goes "hot" that the tower will be put into reinforced mode within 1-3 hours and then destroyed once it comes out of reinforced mode. Any jobs in the research / manufacturing slots will need to be cancelled. The contents of any arrays (labs, hangars, manufacturing lines) will need to be emptied and carted to safety (such as a nearby station). Arrays with contents cannot be unanchored.<br />
<br />
As a priority, you should focus on getting the labs, arrays, silos and other assets evacuated to safety before worrying about any defensive systems. As defensive systems are inexpensive, you minimize your potential loss. If you run out of time and the defensive modules are still present, turning them all on when the war goes active will make the attacker's job more difficult.<br />
<br />
The major downside of this strategy is that you may find that another corp will erect a POS tower at your moon while you are occupied with the war.<br />
<br />
===Bunker Down===<br />
<br />
The next option is a middle ground. You remove all high value options such as [[POS_Structures#S.2FM.2FL_Ship_Assembly_Array|assembly arrays]], [[POS_Structures#Mobile_Laboratory|lab slots]], [[POS_Structures#Ship_Maintenance_Array|ship maintenance arrays]] but you leave the tower and all defensive/offensive modules in place. If you have any spare defenses, you will want to bring them online as you take non-essential arrays offline. The primary goal here is to minimize losses while not giving up your place at the moon. The secondary goal is to make the attacker's life as difficult as possible for the least amount of ISK by putting additional ECM / damps / hardeners online.<br />
<br />
Small towers should generally be taken down, unless the attackers are few in number. In hi-sec wars, your primary defense is going to be ECM, but the enemy can still bring smart bombing battleships or drone boats to take out the batteries. If you absolutely must leave a small tower in place, anchor a few sensor damp batteries and up to (16) ECM batteries (4 of each type). They will still probably destroy the tower, but they will be forced to rely on smartbombs / drones and it will take a lot longer. You must be prepared to unanchor and remove any modules inside the POS tower such as Mobile Labs, Advanced Mobile Labs or Corporate Hangars. <br />
<br />
Medium towers can anchor and online around (24-30) ECM and large towers can do setups with as many as (48-72) ECM. Or you can simply go the shield hardener route and maximize your shield resists. The ECM method is generally preferred in hi-sec, combined with a few stasis webs, sensor damps, and small/medium weapons (projectiles, lasers, rails) for picking off stragglers or drones.<br />
<br />
===Active Defense===<br />
<br />
Active defense really only works if you have at least 2-3 POS gunners (players with the Starbase Defense Operator role). Each POS gunner will need to have Starbase Defense Management trained to level IV so that they can control a reasonable number of batteries. The goal here is that the POS gunners will coordinate tackling of ships with one of their control modules while the other gunners immediately bring focused fire to bear on the tackled ship. This needs to happen fast enough that the attacking forces cannot refocus their remote repair fast enough to save the target.<br />
<br />
As batteries get thinned out and you start running out of spares to bring online as replacements, you should start putting the shield hardeners online. With (9) hardeners you can do a 3/3/2/1 setup and it will make the attacker's job much more difficult. Large towers may even wish to run with a 4/4/3/2 (13) setup for maximum resists.<br />
<br />
==Reference Links==<br />
<br />
[http://wiki.eveonline.com/en/wiki/Starbase_Defense_Management Starbase Defense Management skill (plus warfare info)]<br><br />
[http://www.eve-search.com/thread/817184/page/all POS Death Star Setups: Jump Bridge, Cyno Jam, Reactions, Moon Mining (EVE Online forums)]<br><br />
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Alternate link to "POS Setups: Jump Bridge/Cyno Jam/Reactions, Moon Mine/Mining, Labs, WH"]<br><br />
[http://talocanunited.com/wordpress/?page_id=2417 Managing Your POS – If You’re Attacked (Talocan United)]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Rurika_tsuri&diff=80135User:Rurika tsuri2015-01-27T20:33:48Z<p>Rurika tsuri: </p>
<hr />
<div>== Current Info ==<br />
<br />
Capsuleer Currently at Large:<br />
Last seen fleeing from a Solitude Ranch with 5 large fedo specimens in a mining barge. Threat level: minimal, but will awox when threatened.</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=78711Archive:Solitude StarCraft Enterprise2014-12-12T15:13:53Z<p>Rurika tsuri: /* Ways to Contribute */</p>
<hr />
<div>{{New Work in Progress}}<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
The project includes joint and solo fleets that allow characters to mine, rat, and haul for a purpose other than missions or PvP. Additionally, it provides a paid output for minerals and ore in region to help local players from needing to run to major hubs for item sales.<br />
<br />
Contribution to the projects are as simple as dragging items to the named container in Boystin. Payments for contributions are calculated weekly during the collection stage of the project.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held periodically. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes running these quick and easy. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore but Mercoxit is accepted for this project, as well as any mineral other than Morphite. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores (minus Mercoxit) are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals (minus Morphite) are accepted. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
= History of the Project =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise Emerges =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
{{Solitude Navbar}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Coordinated_Scanning_Endeavour&diff=77061Archive:Solitude Coordinated Scanning Endeavour2014-11-03T17:39:26Z<p>Rurika tsuri: /* Bookmarking */</p>
<hr />
<div>=Introduction=<br />
There are only two possible routes to Solitude via known space. One goes via a low-sec pipe through Aridia, the other via a null-sec pipe through Syndicate. Although it is relatively easy to reach the high-sec pocket in a fast frigate (or even a shuttle), shipping stuff in and out poses more of a challenge. As such, an active scanning program is in place to find wormholes leading directly to Empire.<br />
<br />
Participating in the scanning endeavour is not mandatory, but is highly encouraged. There are very few requirements for members wanting to help out finding those precious wormholes: all that is needed to start out is a frigate and some training of the Astrometrics skill. Probe launchers and scanning probes may be freely available from the Uni hangar in Boystin for those who need them (supplies limited from donations, and based on the usage of others).<br />
<br />
So that members are not duplicating each others scanning efforts a Google Doc Spreadsheet has been created. (The link for this spreadsheet may be found in the MOTD of the Solitude.E-UNI chat channel.)<br />
<br />
=The Spreadsheet=<br />
<br />
The new version of the spreadsheet has two main sheets/tabs (plus a tab with a list of pilots).<br />
<br />
If you experience problems with the spreadsheet, please post your problem to the [http://forum.eveuniversity.org/viewtopic.php?f=218&t=80131 Forum Thread].<br />
<br />
==Input Sheet==<br />
This sheet is an optional shortcut way of collecting and entering the data from your scans.<br />
<br />
Instructions are included in the sheet - but in short, do the following '''in order''':<br />
#Select the system from the dropdown.<br />
#Select your name from the Pilot dropdown. (Add yourself to the Pilots tab, if this is your first time.)<br />
#Wait for the main area to blank itself, and then cut-and-paste the lines from your Probe Scanner window. (Regular Ctrl-C to Copy as usual.)<br />
#Add some notes if needed, such as the type of WH.<br />
#Then set the state to Finished.<br />
And it will (should!) auto-populate the appropriate row in the main sheet.<br />
<br />
==The Main sheet==<br />
<br />
===Instructions===<br />
If you use the Input Sheet, you should not need to edit this sheet manually at all.<br />
However, some people prefer to edit it directly - but if you do so, please use the format described below, and as should be evident in the rest of the sheet.<br />
<br />
If you do edit it directly, you should do the following:<br />
#Put yourself into column E.<br />
#Put your full name into column F.<br />
#Delete the contents of the date field in column G. It will auto-fill with the current time.<br />
#Enter the result of your scans into column I.<br />
#When you're done with that system, clear column E.<br />
<br />
'''NEVER SORT THE SPREADSHEET'''<br />
<br />
===Column/Data format===<br />
Columns A,B,C & D describe the Constellation / Security Status and System. Never edit these.<br />
<br />
Column E : Currently being scanned, if a system is actively being scanned you can see the initials of who is performing the current scan.<br />
<br />
Column F & G : shows you the who and what date/time the system was scanned.<br />
<br />
Column H : Automatically shows time since last Scan with a colour code Green (0-10hrs unlikely to have changed), Amber (10-24hrs may have changed), Red (24hrs+, definitely changed). Never edit this.<br />
<br />
Column I : Scan Results - Only record Cosmic Signatures, with format of the 3 digit ID, and very brief Description. Use // as a separator. <br><br />
e.g. A System with 2 Signatures: BQE-245 a K162 Wormhole to "unknown space" & HAP-812 a Gas Site; would be entered as:<br />
245-WH K162 C1-C3 // 812-GAS Calabash Nebula<br />
<br />
=Bookmarking=<br />
<br />
All H2H, H2L, L2H or H-WH-H should be Bookmarked in Project Solitude Folder of the Corp Bookmarks.<br />
<br />
Additionally, if there is an L2L where both ends are within just a few jumps of hisec, then it is worth bookmarking too (in other words, a useful L2L).<br />
<br />
Bookmarking other signatures clutters up the bookmarks, and causes lots of Admin work to clean up the Corp Bookmarks.<br />
Sometimes the better combat sites and gas sites (such as DED 3/10 or 4/10 and Phoenix Nebulas) are also bookmarked, so others in corp can go run/huff them. But please do not bookmark other random Signatures in the Corp folder.<br />
<br />
Note that everyone in Corp can add bookmarks to the Corp folder, and anyone can delete bookmarks that they ''personally'' added - but it '''requires at least [[Sophomore]] title to delete bookmarks that were added by others.'''<br />
<br />
When you find one of these WH's, please bookmark ''both'' sides of the WH.<br />
<br />
When one of the above wormholes are found, announcements are made via the Solitude.E-Uni chat channel and mailing list. Once both ends of the wormhole are bookmarked, a mail is distributed advising members which bookmarks to look for in the corporate bookmark folder "Project Solitude". (Note that the destination system is usually only referenced in the email, and not on the spreadsheet or in chat - to provide some modicum of [[OpSec]].<br />
<br />
=Links=<br />
*[[Scanning & Probing]]<br />
*[http://www.youtube.com/watch?v=xQPjvCYxcjs Scanning Mechanics]<br />
*[http://www.youtube.com/watch?v=rTf4ZYPAX1s 7-Probe Formation]<br />
*[http://forum.eveuniversity.org/viewtopic.php?f=218&t=76525 Discussion of development of new scanning spreadsheet]<br />
<br />
<br />
{{Solitude_Navbar}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Coordinated_Scanning_Endeavour&diff=77060Archive:Solitude Coordinated Scanning Endeavour2014-11-03T17:39:07Z<p>Rurika tsuri: /* Bookmarking */</p>
<hr />
<div>=Introduction=<br />
There are only two possible routes to Solitude via known space. One goes via a low-sec pipe through Aridia, the other via a null-sec pipe through Syndicate. Although it is relatively easy to reach the high-sec pocket in a fast frigate (or even a shuttle), shipping stuff in and out poses more of a challenge. As such, an active scanning program is in place to find wormholes leading directly to Empire.<br />
<br />
Participating in the scanning endeavour is not mandatory, but is highly encouraged. There are very few requirements for members wanting to help out finding those precious wormholes: all that is needed to start out is a frigate and some training of the Astrometrics skill. Probe launchers and scanning probes may be freely available from the Uni hangar in Boystin for those who need them (supplies limited from donations, and based on the usage of others).<br />
<br />
So that members are not duplicating each others scanning efforts a Google Doc Spreadsheet has been created. (The link for this spreadsheet may be found in the MOTD of the Solitude.E-UNI chat channel.)<br />
<br />
=The Spreadsheet=<br />
<br />
The new version of the spreadsheet has two main sheets/tabs (plus a tab with a list of pilots).<br />
<br />
If you experience problems with the spreadsheet, please post your problem to the [http://forum.eveuniversity.org/viewtopic.php?f=218&t=80131 Forum Thread].<br />
<br />
==Input Sheet==<br />
This sheet is an optional shortcut way of collecting and entering the data from your scans.<br />
<br />
Instructions are included in the sheet - but in short, do the following '''in order''':<br />
#Select the system from the dropdown.<br />
#Select your name from the Pilot dropdown. (Add yourself to the Pilots tab, if this is your first time.)<br />
#Wait for the main area to blank itself, and then cut-and-paste the lines from your Probe Scanner window. (Regular Ctrl-C to Copy as usual.)<br />
#Add some notes if needed, such as the type of WH.<br />
#Then set the state to Finished.<br />
And it will (should!) auto-populate the appropriate row in the main sheet.<br />
<br />
==The Main sheet==<br />
<br />
===Instructions===<br />
If you use the Input Sheet, you should not need to edit this sheet manually at all.<br />
However, some people prefer to edit it directly - but if you do so, please use the format described below, and as should be evident in the rest of the sheet.<br />
<br />
If you do edit it directly, you should do the following:<br />
#Put yourself into column E.<br />
#Put your full name into column F.<br />
#Delete the contents of the date field in column G. It will auto-fill with the current time.<br />
#Enter the result of your scans into column I.<br />
#When you're done with that system, clear column E.<br />
<br />
'''NEVER SORT THE SPREADSHEET'''<br />
<br />
===Column/Data format===<br />
Columns A,B,C & D describe the Constellation / Security Status and System. Never edit these.<br />
<br />
Column E : Currently being scanned, if a system is actively being scanned you can see the initials of who is performing the current scan.<br />
<br />
Column F & G : shows you the who and what date/time the system was scanned.<br />
<br />
Column H : Automatically shows time since last Scan with a colour code Green (0-10hrs unlikely to have changed), Amber (10-24hrs may have changed), Red (24hrs+, definitely changed). Never edit this.<br />
<br />
Column I : Scan Results - Only record Cosmic Signatures, with format of the 3 digit ID, and very brief Description. Use // as a separator. <br><br />
e.g. A System with 2 Signatures: BQE-245 a K162 Wormhole to "unknown space" & HAP-812 a Gas Site; would be entered as:<br />
245-WH K162 C1-C3 // 812-GAS Calabash Nebula<br />
<br />
=Bookmarking=<br />
<br />
All H2H, H2L, L2H or H-WH-H should be Bookmarked in Project Solitude Folder of the Corp Bookmarks.<br />
<br />
Additionally, if there is an L2L where both ends are within just a few jumps of hisec, then it is worth bookmarking too (in other words, a useful L2L).<br />
<br />
Bookmarking other signatures clutters up the bookmarks, and causes lots of Admin work to clean up the Corp Bookmarks.<br />
Sometimes the better combat sites and gas sites (such as DED 3/10 or 4/10 and Phoenix Nebulas) are also bookmarked, so others in corp can go run/huff them. But please do not bookmark other random Signatures in the Corp folder.<br />
<br />
Note that everyone in Corp can add bookmarks to the Corp folder, and anyone can delete bookmarks that they ''personally'' added - but it '''requires at least [[Sophomore]] title to delete bookmarks that were added by others.'''<br />
<br />
When you find one of these WH's, please bookmark ''both'' sides of the WH.<br />
<br />
When one of the above wormholes are found, announcements are made via the Solitude.E-Uni chat channel and mailing list. Once both ends of the wormhole are bookmarked, a mail is distributed advising members which bookmarks to look for in the corporate bookmark folder "Project Solitude". (Note that the destination system is usually only referenced in the email, and not on the spreadsheet or in chat - to provide some modicum of [[OpSec]].)<br />
<br />
=Links=<br />
*[[Scanning & Probing]]<br />
*[http://www.youtube.com/watch?v=xQPjvCYxcjs Scanning Mechanics]<br />
*[http://www.youtube.com/watch?v=rTf4ZYPAX1s 7-Probe Formation]<br />
*[http://forum.eveuniversity.org/viewtopic.php?f=218&t=76525 Discussion of development of new scanning spreadsheet]<br />
<br />
<br />
{{Solitude_Navbar}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Ship_Building_Program&diff=77059Archive:Solitude Ship Building Program2014-11-03T17:36:27Z<p>Rurika tsuri: </p>
<hr />
<div>{{note box|This page and the program it refers to may be outdated. Please view the Solitude forums for currently active ship programs.}}<br />
<br />
== About the Program ==<br />
<br />
The Solitude Ship Building Program is designed to make it easier for students to get ships built in the Solitude region. This program functions similarily to the BYOM/PYOS programs in Aldrat and allows students to request either a ship to be paid for in minerals or in ISK.<br />
<br />
The current program is Solitude Player run and informal. Before requesting a ship, be sure to check to see if the Hull is in the Alpha hangers, or if there is a premade BPC in the blueprint container in Boystin.<br />
<br />
== Requesting a Ship ==<br />
<br />
The best way to request a ship is to speak up and ask. Like many things in Solitude, and since it is player run, it is an informal and social program. Callouts for manufacturing can be made to the Solitude.E-Uni chat channel or the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums]. Regularly check the [http://forum.eveuniversity.org/viewtopic.php?f=218&t=84258 Sticky] on the forums for up to date information on the major manufacturers currently residing in Solitude.<br />
<br />
Please allow a few days for delivery.<br />
<br />
== Providing a Ship ==<br />
<br />
Anyone who can produce ships in Project Solitude can fulfill shipbuilding requests. Remember, that since this is not a University run project, price ranges will fluctuate and many Manufacturers will be working with near perfect BPOs instead of fully researched ones. <br />
<br />
{{Solitude Navbar}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=77058Archive:Solitude StarCraft Enterprise2014-11-03T17:34:49Z<p>Rurika tsuri: </p>
<hr />
<div>{{New Work in Progress}}<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
The project includes joint and solo fleets that allow characters to mine, rat, and haul for a purpose other than missions or PvP. Additionally, it provides a paid output for minerals and ore in region to help local players from needing to run to major hubs for item sales.<br />
<br />
Contribution to the projects are as simple as dragging items to the named container in Boystin. Payments for contributions are calculated weekly during the collection stage of the project.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held periodically. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore but Mercoxit is accepted for this project, as well as any mineral other than Morphite. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores (minus Mercoxit) are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals (minus Morphite) are accepted. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
= History of the Project =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise Emerges =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
{{Solitude Navbar}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Freshman_Hangar&diff=77057Archive:Solitude Freshman Hangar2014-11-03T17:26:44Z<p>Rurika tsuri: </p>
<hr />
<div>The '''Solitude Alpha Hanger''' is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
<br />
== Alpha Hangar ==<br />
<br />
*'''Alpha T1 Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Alpha T1 Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''Alpha T1 - (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Alpha BPC''' - Researched and donated BPCs for common modules and beginner manufacturers are available for any Freshman's use. Higher end BPCs will be kept in the Theta hangar BPC container.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
<br />
== Theta Hangar ==<br />
<br />
*'''Theta Rigs''' - This bin contains small T1 rigs for frigate sized vessels, as well as any donated rigs. Available to Sophomores, please only take what you need. if you are aiding a Freshman with a ship fitting, you are welcome to pull rigs from the container for them. <br />
<br />
*'''Theta Meta Modules''' - This bin contains meta modules that have been donated from mission runners. Open to all Sophomores, and can be distributed to Freshman when requested.<br />
<br />
== Donations ==<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Freshman_Hangar&diff=76900Archive:Solitude Freshman Hangar2014-10-29T14:52:30Z<p>Rurika tsuri: adding section titles</p>
<hr />
<div>The '''Solitude Alpha Hanger''' is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
<br />
== Alpha Hangar ==<br />
<br />
*'''Alpha T1 Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Alpha T1 Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''Alpha T1 - (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Alpha BPC''' - Researched and donated BPCs for common modules and beginner manufacturers are available for any Freshman's use. Higher end BPCs will be kept in the Theta hangar BPC container.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
<br />
== Theta Hangar ==<br />
<br />
*'''Theta Rigs''' - This bin contains small T1 rigs for frigate sized vessels, as well as any donated rigs. Available to Sophomores, please only take what you need. if you are aiding a Freshman with a ship fitting, you are welcome to pull rigs from the container for them. <br />
<br />
*'''Theta Meta Modules''' - This bin contains meta modules that have been donated from mission runners. Open to all Sophomores, and can be distributed to Freshman when requested.<br />
<br />
== Donations ==<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Freshman_Hangar&diff=76899Archive:Solitude Freshman Hangar2014-10-29T14:50:53Z<p>Rurika tsuri: Addition of the hangar page to the solitude wiki page.</p>
<hr />
<div>The '''Solitude Alpha Hanger''' is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
<br />
Within the '''Alpha hangar''' the following containers are available:<br />
<br />
*'''Alpha T1 Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Alpha T1 Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''Alpha T1 - (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Alpha BPC''' - Researched and donated BPCs for common modules and beginner manufacturers are available for any Freshman's use. Higher end BPCs will be kept in the Theta hangar BPC container.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
<br />
In the '''Theta hangar''', there are the inventory containers that open to Sophomores and higher.<br />
<br />
*'''Theta Rigs''' - This bin contains small T1 rigs for frigate sized vessels, as well as any donated rigs. Available to Sophomores, please only take what you need. if you are aiding a Freshman with a ship fitting, you are welcome to pull rigs from the container for them. <br />
<br />
*'''Theta Meta Modules''' - This bin contains meta modules that have been donated from mission runners. Open to all Sophomores, and can be distributed to Freshman when requested.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Freshman_Hangar&diff=76898Archive:Solitude Freshman Hangar2014-10-29T14:41:38Z<p>Rurika tsuri: Created page with "The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of ..."</p>
<hr />
<div>The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the Solitude Forums.</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Rurika_tsuri&diff=76317User:Rurika tsuri2014-10-13T16:20:20Z<p>Rurika tsuri: </p>
<hr />
<div>Capsuleer Currently at Large:<br />
Last seen fleeing from a Solitude Ranch with 5 large fedo specimens in a mining barge. Threat level: minimal, but will awox when threatened.</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=User:Rurika_tsuri&diff=76315User:Rurika tsuri2014-10-13T16:14:06Z<p>Rurika tsuri: Created page with "404: Page Not Found"</p>
<hr />
<div>404: Page Not Found</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Ship_Building_Program&diff=75749Archive:Solitude Ship Building Program2014-09-18T14:31:38Z<p>Rurika tsuri: Major update to reference updated sticky and clarify current manufacturing in region</p>
<hr />
<div>{{note box|This page and the program it refers to may be outdated. Please view the Solitude forums for currently active ship programs.}}<br />
<br />
== About the Program ==<br />
<br />
The Solitude Ship Building Program is designed to make it easier for students to get ships built in the Solitude region. This program functions similarily to the BYOM/PYOS programs in Aldrat and allows students to request either a ship to be paid for in minerals or in ISK.<br />
<br />
The current program is Solitude Player run and informal. Before requesting a ship, be sure to check to see if the Hull is in the Alpha hangers, or if there is a premade BPC in the blueprint container in Boystin.<br />
<br />
== Requesting a Ship ==<br />
<br />
The best way to request a ship is to speak up and ask. Like many things in Solitude, and since it is player run, it is an informal and social program. Callouts for manufacturing can be made to the Solitude.E-Uni chat channel or the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums]. Regularly check the [http://forum.eveuniversity.org/viewtopic.php?f=218&t=84258 Sticky] on the forums for up to date information on the major manufacturers currently residing in Solitude.<br />
<br />
Please allow a few days for delivery.<br />
<br />
== Providing a Ship ==<br />
<br />
Anyone who can produce ships in Project Solitude can fulfill shipbuilding requests. Remember, that since this is not a University run project, price ranges will fluctuate and many Manufacturers will be working with near perfect BPOs instead of fully researched ones. <br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_Ship_Building_Program&diff=75748Archive:Solitude Ship Building Program2014-09-18T14:22:09Z<p>Rurika tsuri: /* About the Program */ Updating contacts and clarifying PYOS and BYOM for solitude</p>
<hr />
<div>{{note box|This page and the program it refers to may be outdated. Please view the Solitude forums for currently active ship programs.}}<br />
<br />
== About the Program ==<br />
<br />
The Solitude Ship Building Program is designed to make it easier for students to get ships built in the Solitude region. This program functions similarily to the BYOM/PYOS programs in Aldrat and allows students to request either a ship to be paid for in minerals or in ISK.<br />
<br />
The current program is Solitude Player run and informal. If you are in need of a ship that is not stocked in the Alpha Hangars, requests can go out to Aren Tivianne, Rurika Tsuri, or the Solitdue Forums. There are many manufacturers in region who would be happy to help out.<br />
<br />
== Requesting a Ship ==<br />
<br />
In order to request a ship from the Solitude Ship Building Program, please review the material sheet first to see the required materials or ISK, depending on your preferred exchange.<br />
<br />
[https://docs.google.com/spreadsheet/pub?key=0Ar_LvD_vFF_vdHFtNHdGWkh6RTNqM0lkOU9jbU4wclE&output=html Solitude Ship Building Program material sheet]<br />
<br />
After you have selected your ship and have gathered the minerals contact Aren Tivianne by eve mail and place a want to buy contract to eve university for the isk or material requirements using the above material sheet as a guide.<br />
<br />
Please allow a few days for delivery.<br />
<br />
== Providing a Ship ==<br />
<br />
Anyone who can produce ships in Project Solitude can fulfill the request. Simply build the ship and accept the want to buy corporation contract.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=75619Archive:Project Solitude2014-09-12T13:47:30Z<p>Rurika tsuri: /* Ice Belts */</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly reduced cost for use of public research and manufacturing installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. Additionally, it provides details on signatures throughout the region, providing explorers, huffers, and PvE players additional sites and options. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers. It also provides an easier way to sell your minerals and ores than on the open market.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas in Solitude who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
* I-YGGI (-0.20 / 4 jumps from Boystin) out of the way null sec ice belt that has few visitors. Note: Will spawn BS rats, so make sure you have a good tank.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74916Archive:Project Solitude2014-08-20T12:59:16Z<p>Rurika tsuri: /* Programs Available in Solitude */</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly reduced cost for use of public research and manufacturing installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. Additionally, it provides details on signatures throughout the region, providing explorers, huffers, and PvE players additional sites and options. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers. It also provides an easier way to sell your minerals and ores than on the open market.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas in Solitude who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74915Archive:Project Solitude2014-08-20T12:58:57Z<p>Rurika tsuri: /* Programs Available in Solitude */</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly reduced cost for use of public research and manufacturing installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. Additionally, it provides details on signatures throughout the region, providing explorers, huffers, and PvE players additional sites and options. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers. It also provides an easier way to sell your minerals and ores than on the open market.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74914Archive:Project Solitude2014-08-20T12:55:08Z<p>Rurika tsuri: /* Advantages */ update for crius industry slot change</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly reduced cost for use of public research and manufacturing installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. Additionally, it provides details on signatures throughout the region, providing explorers, huffers, and PvE players additional sites and options. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=74236Archive:Solitude StarCraft Enterprise2014-07-22T19:49:17Z<p>Rurika tsuri: </p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
The project includes joint and solo fleets that allow characters to mine, rat, and haul for a purpose other than missions or PvP. Additionally, it provides a paid output for minerals and ore in region to help local players from needing to run to major hubs for item sales.<br />
<br />
Contribution to the projects are as simple as dragging items to the named container in Boystin. Payments for contributions are calculated weekly during the collection stage of the project.<br />
<br />
= The Beginnings =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held periodically. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore but Mercoxit is accepted for this project, as well as any mineral other than Morphite. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores (minus Mercoxit) are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals (minus Morphite) are accepted. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74233Archive:Project Solitude2014-07-22T19:36:53Z<p>Rurika tsuri: /* Programs Available in Solitude */</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly shorter waiting times and reduced cost for use of public research installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. Additionally, it provides details on signatures throughout the region, providing explorers, huffers, and PvE players additional sites and options. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, small rigs, and even researched BPCs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the [http://forum.eveuniversity.org/viewforum.php?f=218 Solitude Forums].<br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74231Archive:Project Solitude2014-07-22T19:34:36Z<p>Rurika tsuri: /* Programs Available in Solitude */</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly shorter waiting times and reduced cost for use of public research installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. Additionally, it provides details on signatures throughout the region, providing explorers, huffers, and PvE players additional sites and options. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, and small rigs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the Solitude Forums <br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74230Archive:Project Solitude2014-07-22T19:32:32Z<p>Rurika tsuri: /* Programs Available in Solitude */</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly shorter waiting times and reduced cost for use of public research installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of basic ships, T1 modules, ammo, skills, and small rigs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the Solitude Forums <br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=74229Archive:Project Solitude2014-07-22T19:29:54Z<p>Rurika tsuri: /* Regional Trade Hub & E-Uni Satellite HQ */ Adding and Editing current hanger setups</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''T1 Modules (High, Mid, Low)''' - These bins contain modules that Freshmen can access. Again, please only take what you will need. They are split by slot into three different containers.<br />
<br />
*'''T1 Rigs''' - This bin contains small T1 rigs for frigate sized vessels. Available to Freshman, please only take what you need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
*'''Starcraft Enterprises''' - This bin is used for contributions to the Solitude Carrier Project. It is audited to log all contributions to allow the leaders to reimburse the players for their materials.<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items. NOTE: Materials that are for the Archon build project that are placed in this container will be considered donations. <br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly shorter waiting times and reduced cost for use of public research installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of T1 modules, ammo, skills, and small rigs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the Solitude Forums <br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Project_Solitude&diff=73298Archive:Project Solitude2014-07-02T00:10:10Z<p>Rurika tsuri: /* Programs Available in Solitude */ Added Alpha hanger basics to programs.</p>
<hr />
<div>{{On-Going Events}} <br />
[[image:Solitude Logo.png|left|200px]]<br />
<div style="float: right; clear:right; margin-left: 1em; margin-bottom:1em; font-size:90%">__TOC__</div><br />
{{related class|Solitude 101}}<br />
'''Project Solitude''' aims to provide an isolated environment for EVE University students, where they require motivation and self-sufficiency to survive. The area provides easy access to low-sec and null-sec opportunities, and the focus is on exploration, missioning, and industrial endeavours.<br />
<br />
E-Uni home system: [http://evemaps.dotlan.net/system/Boystin Boystin]<br />
<br />
Regional Chat Channel and Mailing List: [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57868 Solitude.E-Uni]<br />
<br />
E-Uni Home Station & Trade Hub: [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant]<br />
<br />
== Project Solitude Background ==<br />
<br />
Toward the end of July 2012, the EVE University management decided to launch project Solitude. The initial [http://forum.eveuniversity.org/viewtopic.php?f=31&t=56961 announcement] by CEO Kelduum Revaan outlining a brief history of the Uni and putting this project in its context can be found here. <br />
<br />
In a nutshell, Solitude is an established University presence in a high-sec pocket surrounded by low-sec and 0.0 space with quick access to the [[Nullsec Campus]].<br />
<br />
== Overview of the Solitude Region ==<br />
[[File:Solitudemap.gif|thumb|left|alt=2D Evemap of the Solitude region.|2D map of [http://evemaps.dotlan.net/map/Solitude Solitude]]]<br />
[http://evemaps.dotlan.net/map/Solitude Solitude] is a smallish region consisting of only 43 systems under the sovereignty of the Gallente Federation. Wedged between [http://evemaps.dotlan.net/map/Aridia Aridia] and [http://evemaps.dotlan.net/map/Syndicate Syndicate], it is made up of two general regions. To the west of the region is a low-sec area bordering both Syndicate and Aridia with the home of the [[Nullsec Campus]] (NSC) only a few jumps away. To the east is a high-sec pocket consisting of 17 systems with a second entrance to Syndicate. This pocket also contains the system of [http://evemaps.dotlan.net/system/Boystin Boystin], home to the E-Uni regional HQ as well as the regional trade hub. A further high-sec pocket of 3 systems can be found to the north of the region. <br />
<br />
=== Regional Trade Hub & E-Uni Satellite HQ ===<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] is the regional trade hub, which sees more transaction volume than any other station in both the Solitude region and the neighboring region of Syndicate. In order to help achieve the goal of a centralized trading hub, it is advised to use this location for your trading activities.<br />
<br />
[http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] is also the Project: Solitude headquarters and contains a university office as well as shared university hangars. These hangars are organized similarly to the hangars in Aldrat. It should be noted that [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6] '''does not have medical facilities''' and is therefore not an ideal place to house a medical clone. However, just one moon away at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau] there are medical facilities and so it is recommended for Solitude Project members to set their medical clones to respawn at this station.<br />
<br />
Within the Alpha hangar the following containers are available:<br />
<br />
*'''Solitude Donations''' - items deposited into this container are considered to be donated to the Project: Solitude and will become University property. Items in this container can only be retrieved by certain personnel. Once this container is processed, items are generally moved to Alpha or Theta hangars depending on the items.<br />
<br />
*'''Ammo''' - This bin is used to store ammunition for frigate sized ships. Items in this container can be accessed by those with the Freshman title, and are freely available to take as needed. Please remember that other students also use this container, so please only take what will satisfy your immediate needs.<br />
<br />
*'''T1 Modules''' - This bin contains modules that Freshmen can access. Again, please only take what you will need.<br />
<br />
*'''Skill Books''' - This bin stores skill books for student use.<br />
<br />
*'''Ships''' - This bin contains frigate and industrial hulls for student use.<br />
<br />
*'''Meta Modules''' - This bin contains meta modules that have been donated from mission runners.<br />
<br />
In the Theta hangar, there are the inventory containers that are used to replenish the Alpha hanger stocks.<br />
<br />
''Please do not place items in any bins other than the Solitude Donations bin.'' Remember to lock the stacks when you are finished, otherwise another Unista could clean out the stacks you unlocked and you would be the one in the log files as having taken everything out.<br />
<br />
== What it means to live in Solitude ==<br />
<br />
Living in Solitude has certain advantages over the main high-sec Empire regions. Having said that, the confined nature of the area also has its challenges. Things to be considered before deciding whether to move or not are:<br />
<br />
==== Advantages ====<br />
<br />
*Far from Aldrat, making war target encounters less likely<br />
*Easier to organize awareness of WTs in the region and their location<br />
*A smaller community, which means you'll regularly see and potentially fly with familiar faces<br />
*Significantly shorter waiting times and reduced cost for use of public research installations<br />
*Easier access to low-sec PI while still living in the relative safety of high-sec<br />
*Easier access to low-sec ores in sparsely populated systems<br />
*Quick access to NPC null-sec space for PvP excursions<br />
*Project stocked hangers<br />
*E-uni customs office<br />
<br />
==== Disadvantages ====<br />
<br />
*Limited availability of items on the local market<br />
*Higher prices for items that are available on the market<br />
*Shipping stuff in and out of the region can be a challenge<br />
*Flying to Solitude requires extended travel through low or null sec (low sec route is recommended)<br />
<br />
==== What Can I Do ? ====<br />
<br />
*Explore - sharpen your scanning skills and run data & relic sites. Scanning down signatures and exploring sites is a big part of Solitude life.<br />
*Mission - Solitude is a great place to run missions and participate in PVE fleets with experienced players.<br />
*Mine - plenty of belts and opportunities to mine solo or in a fleet. Organize and run your first mining fleet!<br />
*PVP - be part of small gang PVP .. FC a small roam.<br />
*PI - Learn PI and then expand into the nearby Low Sec and Null Sec areas for maximum profit.<br />
*Industry - plenty of opportunity to build things. Take part in team efforts to build large capital ships. Learn research and invention with the advice of very experienced players.<br />
<br />
== Who runs the project? ==<br />
<br />
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.<br />
<br />
*[[EVE University Rules]]<br />
*[[Overview Guide]]<br />
<br />
== Programs Available in Solitude==<br />
<br />
There are a few programs available to Unistas in Solitude. <br />
<br />
* [[Solitude Coordinated Scanning Endeavour]]<br />
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely. <br />
<br />
* [[Solitude Alpha Hanger]]<br />
The Solitude Alpha Hanger is kept in stock with a large selection of T1 modules, ammo, skills, and small rigs available to those members of Solitude with hanger access. The supplies in this hanger are donated by the members of Solitude, and kept in stock by the volunteers managing the hanger. To get involved and learn about manufacturing these items, please visit the Solitude Forums <br />
<br />
* [[Solitude Ship Building Program]]<br />
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.<br />
<br />
* [[Solitude StarCraft Enterprise]]<br />
The StarCraft Enterprise is a Solitude member run project to create Carriers and similar large fitted ships for other Eve University campus, characters, and out of corp customers.<br />
<br />
* [[Solitude Standing Fleet]]<br />
The Solitude Standing Fleet is intended to be a permanent fleet of Unistas who aren't otherwise attached to another fleet. It provides a means for impromptu organization of the various activities regularly undertaken by Solitude residents, a way to share bonuses, and a quick reaction force.<br />
<br />
== What do I need to become a 'Solidude'? ==<br />
<br />
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc. <br />
<br />
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.<br />
<br />
== How to get to Solitude ==<br />
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a [[Jump Clone|Jump Clone]] and move it to [[Aldrat|Aldrat]] (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.<br />
<br />
==== Taking the 'Pod Express' ====<br />
<br />
*As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant] (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update your medical clone at the neighboring station of [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_7_-_Sisters_of_EVE_Bureau Boystin V - Moon 7 - Sisters of EVE Bureau].<br />
<br />
==== Dodging pirates in low-sec ====<br />
<br />
*This is the [http://evemaps.dotlan.net/route/Bherdasopt:Yvelet long route] via Aridia, from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gonditsa. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe. Once past Gonditsa, this tends to be the safer although longer route.<br />
*A somewhat safer but [http://evemaps.dotlan.net/route/Zinkon:Yvelet slightly longer route] through southern Aridia bypasses Gonditsa entirely, going instead through Vehan and Hier before meeting up with the northern Aridia route in Shirshocin. This route also provides easier access to the Amarr trade hub.<br />
*Read the [[Safety_Tips_for_Operating_in_Low_Sec|Safety Tips for Operating in Low Sec]] for additional information.<br />
<br />
==== Facing the quiet dangers of null-sec ====<br />
<br />
*For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:<br />
**[http://evemaps.dotlan.net/route/Stacmon:Boystin Route 1] starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule, since the Stacmon gate in Ostingele is often camped, you may go via Dastryns) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)<br />
**[http://evemaps.dotlan.net/route/Chesiette:Boystin Route 2] starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.<br />
<br />
*Please visit the Solitude.E-Uni and the NSC.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently being travelled by members already based in Solitude and the Null-Sec camp. Some viable intel might be available.<br />
<br />
==== Jumping down a Wormhole ====<br />
<br />
*The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.<br />
<br />
==== Making use of courier services ====<br />
<br />
*Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, [http://black-frog.red-frog.org/jumps.php Black Frog] is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.<br />
*Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=58527 CovOps Couriers]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57810 Kraven's dinky di ship supplies]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=57414 Getting stuff to Solitude - BTC services]<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=218&t=62106&p=579097#p579097 (also) BTC Service by Sara Steel]<br />
<br />
=== What to Bring and What NOT to Bring ===<br />
<br />
----<br />
<br />
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.<br />
<br />
==== What to Bring ====<br />
<br />
===== Modules Tech I & Tech II =====<br />
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk. Bring '''only''' the ones you need. Most modules you can steal off rats. <br />
<br />
'''Sometimes the prices can be double what they are in Empire''' for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to [http://http://eve-central.com/ EvE-Central], click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the [http://forum.eveuniversity.org/viewtopic.php?f=31&t=23156 Solitude.E-Uni] Chat channel.<br />
<br />
===== Scanning Related =====<br />
<br />
Some recommended modules to have spares of:<br />
* Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)<br />
* Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)<br />
* Core Probes (Sisters Core Probes are recommended)<br />
* Cov-Ops Frigates (If you can fly one of these the world is your oyster)<br />
<br />
===== Skillbooks =====<br />
<br />
There is a [http://evemaps.dotlan.net/station/Elore_VI_-_Moon_4_-_Federal_Navy_Academy_School Federation Navy School] two jumps into Low-Sec in the system of [http://evemaps.dotlan.net/system/Elore Elore]. <br />
Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.<br />
<br />
===== General Supplies =====<br />
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.<br />
<br />
===== Tech I Industrial =====<br />
<br />
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.<br />
<br />
An ''imicus'' is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.<br />
<br />
==== What NOT to Bring ====<br />
<br />
===== Certain Ships ===== <br />
<br />
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire. <br />
<br />
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.<br />
<br />
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.<br />
<br />
===== Ore / Salvage / Basic materials =====<br />
<br />
Consult ''Sen Starfire'' or some other resident insdustrialist for this matter.<br />
<br />
Most of the ores are in fact cheaper here (if they are available).<br />
<br />
If you want to trade stuff in bulk, e.g. bring bulk modules from the Empire, post in forum about your freighter (so we can also use your return trip).<br />
<br />
== Missioning in Solitude: ==<br />
<br />
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. <br />
While there are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize [[Mission_Fleet_(Spider)#Spider_Fleet_.2F_Standings_Fleet)|Spider]] and/or [[Mission_Fleet_(Spider)#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ====<br />
<br />
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents<br />
<br />
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''<br />
<br />
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''<br />
<br />
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent '''''(Regional Trade Hub)'''''<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ====<br />
<br />
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent<br />
<br />
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)<br />
<br />
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents<br />
<br />
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ====<br />
<br />
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents<br />
<br />
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent<br />
<br />
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ====<br />
<br />
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent<br />
<br />
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ====<br />
<br />
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent<br />
<br />
<br />
==== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ====<br />
<br />
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent<br />
<br />
== Industry in Solitude: ==<br />
<br />
==== Gas Sites ====<br />
<br />
The Low-Sec constellation of [http://evemaps.dotlan.net/map/Solitude/Elerelle#sec Elerelle], located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of [http://wiki.eveonline.com/en/wiki/Celadon_Mykoserocin Celadon], which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.<br />
<br />
Gas sites in Solitude occur very frequently in both High and Low Security areas.<br />
<br />
==== Ice Belts ====<br />
* Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.<br />
* Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.<br />
<br />
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.<br />
<br />
==== Regular Mining ====<br />
<br />
* Project Solitude has several members who run regular mining fleets with orca boosts. Both shared can and u-haul ops occur. For more information and fleet formation check the Solitude forum and ask in the Solitude.E-Uni chat. Mining loaners are available to campus members and Ventures are available in the Boystin hanger.<br />
<br />
==== Research ====<br />
<br />
There are several student owned and operated research POS in Solitude. Several mobile laboratories are available for lease in their various capacities. More information is on the forums [http://forum.eveuniversity.org/viewtopic.php?f=218&t=64799 here]. Ask in chat for more details.<br />
<br />
== [http://forum.eveuniversity.org/viewforum.php?f=218 Project Solitude Forum - Get in touch] ==<br />
<br />
[[file:Projsol.jpg]]<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=73297Archive:Solitude StarCraft Enterprise2014-07-02T00:03:48Z<p>Rurika tsuri: /* What to Contribute */</p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
= The Beginnings =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held periodically. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore but Mercoxit is accepted for this project, as well as any mineral other than Morphite. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores (minus Mercoxit) are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals (minus Morphite) are accepted. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=73296Archive:Solitude StarCraft Enterprise2014-07-02T00:02:36Z<p>Rurika tsuri: /* Ways to Contribute */</p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
= The Beginnings =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held periodically. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore but Mercoxit is accepted for this project, as well as any mineral other than Morphite. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals are accepted, but Morphite is not required for the current project. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=73295Archive:Solitude StarCraft Enterprise2014-07-02T00:01:16Z<p>Rurika tsuri: /* Ways to Contribute */</p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
= The Beginnings =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held periodically. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore is accepted for this project, as well as any mineral. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals are accepted, but Morphite is not required for the current project. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=73294Archive:Solitude StarCraft Enterprise2014-07-01T23:59:07Z<p>Rurika tsuri: /* The first Archon */</p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
= The Beginnings =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 weeks, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held weekly. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore is accepted for this project, as well as any mineral. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals are accepted, but Morphite is not required for the current project. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=73293Archive:Solitude StarCraft Enterprise2014-07-01T23:58:32Z<p>Rurika tsuri: </p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a reasonable profit. <br />
<br />
= The Beginnings =<br />
<br />
== Origins of the Idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 days, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held weekly. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore is accepted for this project, as well as any mineral. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Console is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals are accepted, but Morphite is not required for the current project. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.<br />
<br />
{{Solitude Links}}</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Scanning:Scan_Results&diff=73087Scanning:Scan Results2014-06-27T17:41:24Z<p>Rurika tsuri: /* Nebulas */ Location from eve wiki</p>
<hr />
<div>{{Cleanup}}<br />
This page lists various exploration sites that have been found and catalogued. There are also some more sites detailed on [http://wiki.eveonline.com/en/wiki/Exploration Evelopedia].<br />
<br />
== General Exploration Points ==<br />
*The more difficult a site is to scan down, the better the site will be.<br />
*There is a specific, constant amount of each type of site.<br />
*When a site is completed it spawns somewhere else almost immediately.<br />
*Sites have a 3 day timer, if they are not completed within that time they despawn at the next server downtime and will spawn somewhere else.<br />
*Sites are given a 3 letter - 3 number identification tag, for example ILN-883. This identification tag is changed each day at sever downtime.<br />
*The Group normally shows at around 30% signal strength; and the Type around 70%.<br />
*You are normally prevented from opening cans when defenders are near, so combat skills will be needed for sites where NPCs are spawned at the start - cloaked ships especially won't be able to sneak in and take the loot.<br />
*Site quality is also tied to system security, with greater risks come greater rewards<br />
<br />
<br />
== Ore Sites ==<br />
*Pre-Odyssey these were called Gravimetric Sites, they now no-longer require scanning and will show up when you enter a system or undock.<br />
*This site will despawn when it is completely mined or when its 3 day timer expires.<br />
*The Asteroids will be those that are found in the security level below the current level of the solar system and/or will be larger than normal. <br />
*When spawned each site will have all flavors of each type of asteroid. For example a Small Omber Deposit will have Golden, Silvery, and regular Omber Asteroids in the site.<br />
*NPC Pirates can and do spawn in these asteroid fields. <br />
*As these sites now appear without scanning they can be as busy as normal asteroid belts.<br />
*There is an emote given in local when you complete (mine out) the site.<br />
*When a site is first found, all the asteroids of that particular site may not be spawned initially. Some spawn over time. This has given rise to an old myth of gravimetric asteroid fields "refilling"; if at least one asteroid is left and not mined in the field. <Has this be verified post Odyssey?><br />
<br />
<br />
=== Specific Ore Sites found in High Security Systems ===<br />
<br />
*[[Small Omber Deposit]] <br />
*[[Average Omber Deposit]] <br />
*[[Large Omber Deposit|Large Omber Deposit]] <br />
*[[Small Kernite and Omber Deposit]]<br />
*Average Kernite and Omber Deposit <br />
*[[Large_Kernite_and_Omber_Deposit|Large Kernite and Omber Deposit]] <br />
*[[Media:Small_Jaspet,_Kernite,_Ombre.jpg]] <br />
*Average Jaspet, Kernite and Omber Deposit <br />
*[[Large Jaspet, Kernite and Omber Deposit]] <br />
*Small Hemorphite, Jaspet, and Kernite Deposit <br />
*Average Hemorphite, Jaspet, and Kernite Deposit <br />
*Large Hemorphite, Jaspet, and Kernite Deposit <br />
*Small Hedbergite and Hemorphite (Needs Confirmation) <br />
*Average Hedbergite and Hemorphite (Needs Confirmation) <br />
*Large Hedbergite and Hemorphite (Needs Confirmation) <br />
*[[Small Hedbergite, Hemorphite, and Jaspet Deposit]] <br />
*Average Hedbergite, Hemorphite, and Jaspet Deposit <br />
*Large Hedbergite, Hemorphite, and Jaspet Deposit (Needs Confirmation)<br />
<br />
=== Specific Ore Sites found in Low Security Systems ===<br />
*[[Small Gneiss Deposit]]<br />
*[[Average Gneiss Deposit]]<br />
*Large Gneiss Deposit<br />
*[[Small Dark Ochre and Gneiss Deposit]]<br />
*[[Average Dark Ochre and Gneiss Deposit]]<br />
*[[Large Dark Ochre and Gneiss Deposit]]<br />
*[[Small Spodumain Crokite and Dark Ochre Deposit]]<br />
*[[Average Spodumain Crokite and Dark Ochre Deposit]]<br />
*Large Spodumain Crokite and Dark Ochre Deposit<br />
<br />
=== Specific Gravimetric Sites found in Null Security Systems ===<br />
<br />
== Gas Sites (Known Space)==<br />
<br />
*This site will despawn when fully mined or when the 3 day timer expires.<br />
*Some sites may have loot cans with Blueprints and skillbooks that are associated with drug manufacturing.<br />
*Also see [[Mining:Gas Clouds]]<br />
<br />
===Nebulas===<br />
<br />
*Nebulas in known space contain mykoserocin and cytoserocin gases, which are used in booster production.<br />
*Mykoserocin gases are the least profitable (so unprofitable that they are generally not worth the effort of mining), and the only gases found in high security space. They are also found in low security space. These gases are used in the production of synth boosters, which are very weak but legal in empire space.<br />
*Cytoserocin gases are usually worth mining, but are only found in low and null security space. These gases are used in the production of more powerful, illegal boosters.<br />
*Nebulas in nullsec space will often have pirate spawns; the gas clouds in nullsec are also unstable, and will periodically deal approximately 1,000 damage to a mining ship.<br />
<br />
{| class=wikitable style="width:100%"<br />
|-<br />
! style="background:#222222" | Nebula Type<br />
! style="background:#222222" | Region(s)<br />
! style="background:#222222" | Security Level<br />
! style="background:#222222" | Contents<br />
|-<br />
| [[Blackeye Nebula]]<br />
| Aridia<br />
| High/low<br />
| 3,000 units of malachite mykoserocin (verified).<br />
|-<br />
| [[Boisterous Nebula]]<br />
| Feythabolis<br />
| Null<br />
| 1,000 units of vermilion cytoserocin (unverified).<br />
|-<br />
| [[Bright Nebula]]<br />
| Placid<br />
| High/low?<br />
| 2 clouds of viridian mykoserocin (quantity unknown).<br />
|-<br />
| [[Calabash Nebula]]<br />
| Solitude<br />
| High/low<br />
| 1,000 units of celadon mykoserocin.<br />
|-<br />
| [[Cobra Nebula]]<br />
| Delve<br />
| Null<br />
| 250 units of malachite cytoserocin (unverified).<br />
|-<br />
| [[Crab Spider Nebula]]<br />
| Delve<br />
| Null<br />
| 750 units of malachite cytoserocin (unverified). 3 pirate battleships.<br />
|-<br />
| [[Crimson Nebula]]<br />
| Aridia<br />
| Low<br />
| 500 units of malachite cytoserocin (minimum; full quantity unknown).<br />
|-<br />
| [[Crystal Nebula]]<br />
| Wicked Creek<br />
| Null<br />
| 5,000 units of azure cytoserocin (unverified).<br />
|-<br />
| [[Diablo Nebula]]<br />
| The Forge<br />
| High/low<br />
| 3,000 units of amber mykoserocin (unverified).<br />
|-<br />
| [[Flame Nebula]]<br />
| Heimatar (unverified)<br />
| High/Low (Unverfied)<br />
| 2 clouds of vermilion mykoserocin (quantity unknown).<br />
|-<br />
| [[Ghost Nebula]]<br />
| Molden Heath (Unverified)<br />
| High/low<br />
| 2 clouds of azure mykoserocin (quantity unknown).<br />
|-<br />
| [[Glass Nebula]]<br />
| Solitude<br />
| High/low<br />
| 3,000 units of celadon mykoserocin.<br />
|-<br />
| [[Phoenix Nebula]]<br />
| Solitude<br />
| Low<br />
| 500 units of celadon cytoserocin.<br />
|-<br />
| [[Pipe Nebula]] <br />
| Unknown<br />
| High/low?<br />
| Unknown.<br />
|-<br />
| [[Sister Nebula]]<br />
| Derelik (Unverified)<br />
| High/low?<br />
| Unknown<br />
|-<br />
| [[Sparkling Nebula]]<br />
| Placid<br />
| High/low?<br />
| 3,000 units of viridian mykoserocin.<br />
|-<br />
| [[Sunspark Nebula]]<br />
| The Forge<br />
| High/low?<br />
| 1,000 units of amber mykoserocin (unverified).<br />
|-<br />
| [[Wild Nebula]]<br />
| Aridia<br />
| High/low<br />
| 1,000 units of malachite mykoserocin.<br />
|}<br />
<br />
===Chemical Labs===<br />
<br />
*Chemical labs are illegal drug processing facilities run by NPC pirate factions.<br />
*These are combat sites, and also have hackable data containers. They do not contain minable gas.<br />
<br />
{| class=wikitable style="width:100%"<br />
|-<br />
! style="background:#222222" | Nebula Type<br />
! style="background:#222222" | Region(s)<br />
! style="background:#222222" | Security Level<br />
! style="background:#222222" | Contents<br />
|-<br />
| [[Blood Raider Chemical Lab]]<br />
| Aridia<br />
| Low<br />
| Unknown.<br />
|-<br />
| [[Elohim Sooth Sayer Distribution Base]]<br />
| Unknown<br />
| Low<br />
| Combat/data site.<br />
|-<br />
| [[Serpentis Chemical Lab]]<br />
| Solitude<br />
| Low<br />
| Combat/data site.<br />
|}<br />
<br />
== Relic Sites==<br />
<br />
*This site will despawn when someone attempts to open a can and everyone leaves the site (whether successful or not) or the 3 day timer expires.<br />
*The loot from these sites usually consist of T2 Rig BPCs, normal salvaged materials (sometimes even rare salvaged materials), salvaging and rigging skillbooks.<br />
*Usually the loot corresponds to the specific region, for example Alloyed Tritanium Bars from Angel sites in Minmatar space.<br />
<br />
=== Specific Relic Sites found in High Security Systems ===<br />
<br />
*[[Looted Angel Abandoned Station]]<br />
*[[Looted angel battle remnants]]<br />
*[[Looted Angel Ruined Station]]<br />
*[[Looted Angel Pod Cluster]]<br />
*[[Looted Angel Lone Vessel]]<br />
*[[Looted Angel Excavation]]<br />
*[[Looted Angel Explosive Debris]]<br />
*[[Looted Angel Collision Site]]<br />
*[[Looted Angel Ship Graveyard]]<br />
*[[Looted Serpentis Abandoned Station]]<br />
*[[Looted Serpentis Collision Site]]<br />
*[[Looted Serpentis Ship Graveyard]]<br />
*[[Crumbling Angel Excavation]]<br />
*[[Crumbling Angel Explosive Debris]]<br />
*[[Crumbling Angel Crystal Quarry]]<br />
*[[Crumbling Angel Antiquated Outpost]]<br />
*[[Crumbling Angel Abandoned Colony]]<br />
*[[Crumbling Angel Solar Harvesters]]<br />
*[[Crumbling Angel Mining Installation]]<br />
*[[Crumbling angel stone formation]]<br />
*[[Crumbling Serpentis Abandoned Colony]]<br />
*[[Crumbling Serpentis Crystal Quarry]]<br />
*[[Crumbling Serpentis Mining Installation]]<br />
<br />
=== Specific Relic Sites found in Low Security Systems ===<br />
<br />
*[[Decayed Angel mining Installation]]<br />
*[[Decayed Angel Collision Site]]<br />
*[[Decayed Angel Particle Accelerator]]<br />
*[[Decayed Blood Raider Collision Site]]<br />
*[[Decayed Blood Raider Mass Grave]]<br />
*[[Decayed Serpentis Mass Grave]]<br />
*[[Decayed Serpentis Mining Installation]]<br />
*[[Decayed Serpentis Quarry]]<br />
*[[Ransacked Angel Collision Site]]<br />
*[[Ransacked Angel Explosive Debris]]<br />
*[[Ransacked Angel Ruined Station]]<br />
*[[Ransacked Angel Demolished Station]]<br />
*[[Ransacked Angel Dumped Cargo]]<br />
*[[Ransacked Angel Ship Graveyard]]<br />
*[[Ransacked Angel Ship Remnants]]<br />
*[[Ransacked Serpentis Abandoned Station]]<br />
*[[Ransacked Serpentis Dumped Cargo]]<br />
*[[Ransacked Serpentis Explosive Debris]]<br />
*[[Ransacked Serpentis Ruined Station]]<br />
<br />
=== Specific Relic Sites found in Null Security Systems ===<br />
<br />
*[[Pristine Serpentis Dumped Cargo]]<br />
*[[Pristine Serpentis Ship Remnants]]<br />
*[[Ruined Serpentis Monument Site]]<br />
<br />
== Data Sites==<br />
<br />
*This site will despawn after someone attempts to open a can and everyone leaves the site (whether successful or not) or the 3 day timer expires.<br />
*The loot from the containers normally has to do with invention such as decryptors, data cores, interface BPCs, other things used in T2 manufacturing, or skillbooks.<br />
*Usually the loot corresponds to the specific region, for example Minmatar Encryption Methods skillbook from Angel sites in Minmatar space.<br />
<br />
=== Specific Data Sites found in High Security Systems ===<br />
<br />
*[[Local Angel Data Terminal]]<br />
*[[Local Angel Mainframe]]<br />
*[[Local Angel Backup Server]]<br />
*[[Local Angel Minor Shipyard]]<br />
*[[Local Angel Shattered Life-Support Unit]]<br />
*[[Local Angel Virus Test Site]]<br />
*[[Local Angel Data Processing Center]]<br />
*[[Local Angel Production Installation]]<br />
*[[Local Serpentis Backup Server]]<br />
*[[Local Serpentis Mainframe]]<br />
*[[Local Serpentis Production Installation]]<br />
*[[Local Serpentis Virus Test Site]]<br />
<br />
=== Specific Data Sites found in Low Security Systems ===<br />
<br />
*[[Decayed Blood Raider Rock Formations]]<br />
*[[Regional Angel Mainframe]]<br />
*[[Regional Angel Data Processing Center]]<br />
*[[Regional Angel Data Fortress]]<br />
*[[Regional Angel Data Terminal]]<br />
*[[Regional Angel Data Mining Site]]<br />
*[[Regional Angel Command Center]]<br />
*[[Regional Angel Secure Server]]<br />
*[[Regional Blood Raider Data Fortress]]<br />
*[[Regional Blood Raider Data Terminal]]<br />
*[[Regional Blood Raider Mainframe]]<br />
*[[Regional Serpentis Command Center]]<br />
*[[Regional Serpentis Mainframe]]<br />
<br />
=== Specific Data Sites found in Null Security Systems ===<br />
<br />
*[[Central Serpentis Sparking Transmitter]]<br />
*[[Central Serpentis Survey Site]]<br />
<br />
== Combat==<br />
*Combat sites will despawn when the "trigger" is activated and everyone leaves the site, or the 3 day timer expires.<br />
*Normally the "trigger" when activated can (maybe 5% of the time) lead to an escalation (another site that shows up in the journal under expeditions)<br />
*These escalations often can have better loot or even lead to further escalations (if a further escalation is available, there is usually a much higher chance for the site to escalate)<br />
*Most of the sites listed have been found in or near Aldrat: other sites exist that are similar in composition and name, but adjusted for different regions and pirate factions.<br />
<br />
=== Specific Combat Sites found in High Security Systems ===<br />
<br />
*[[Angel Hideout]]<br />
*[[Angel Vigil]]<br />
*[[Angel Watch]]<br />
*[[Angel Lookout]]<br />
*[[Chemical Yard]]<br />
*[[Rogue Drone Asteroid Infestation]]<br />
*[[Haunted Yard]]<br />
*[[Desolate Site]]<br />
<br />
=== Specific Combat Sites found in Low Security Systems ===<br />
*[[Angel Outpost]]<br />
<br />
=== Specific Combat Sites found in Null Security Systems ===<br />
<br />
[[Category:Exploration]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Blackeye_Nebula&diff=73086Blackeye Nebula2014-06-27T17:37:04Z<p>Rurika tsuri: Adding Category</p>
<hr />
<div>[[Category:Exploration:Gas]]<br />
Blackeye Nebula is a gas exploration site containing gas used in the production of [[Boosters]].<br />
<br />
==Defenders==<br />
None<br />
<br />
<br />
==Minable Gas Clouds==<br />
<br />
3 Malachite Mykoserocin (1000 units each)<br />
<br />
<br />
===Malachite Mykoserocin===<br />
Malachite Mykoserocin is used in the production of the Synth Mindflood Booster.<br />
<br />
==Location==<br />
Aridia high and low sec<br />
<br />
<br />
==See Also==<br />
[[Scanning:Scan Results#Gas Sites|Gas Sites]]<br />
<br />
[[Boosters]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Phoenix_Nebula&diff=73085Phoenix Nebula2014-06-27T17:36:14Z<p>Rurika tsuri: /* Celadon Mykoserocin */ Typo</p>
<hr />
<div>[[Category:Exploration:Gas]]<br />
Phoenix Nebula is a gas exploration site containing gas used in the production of [[Boosters]].<br />
<br />
==Defenders==<br />
None<br />
<br />
<br />
==Minable Gas Clouds==<br />
<br />
2 Celadon Cytoserocin (1 of 200 units, 1 of 300 units)<br />
<br />
<br />
===Celadon Cytoserocin===<br />
Celadon Cytoserocin is used in the production of the Synth Exile Booster.<br />
<br />
==Location==<br />
Solitude Low Sec<br />
<br />
<br />
==See Also==<br />
[[Scanning:Scan Results#Gas Sites|Gas Sites]]<br />
<br />
[[Boosters]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Phoenix_Nebula&diff=73084Phoenix Nebula2014-06-27T17:35:48Z<p>Rurika tsuri: Details from verified findings</p>
<hr />
<div>[[Category:Exploration:Gas]]<br />
Phoenix Nebula is a gas exploration site containing gas used in the production of [[Boosters]].<br />
<br />
==Defenders==<br />
None<br />
<br />
<br />
==Minable Gas Clouds==<br />
<br />
2 Celadon Cytoserocin (1 of 200 units, 1 of 300 units)<br />
<br />
<br />
===Celadon Mykoserocin===<br />
Celadon Cytoserocin is used in the production of the Synth Exile Booster.<br />
<br />
==Location==<br />
Solitude Low Sec<br />
<br />
<br />
==See Also==<br />
[[Scanning:Scan Results#Gas Sites|Gas Sites]]<br />
<br />
[[Boosters]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Blackeye_Nebula&diff=73083Blackeye Nebula2014-06-27T17:33:02Z<p>Rurika tsuri: Adding details to Blackeye Nebula after verification with ZZYYZZXX</p>
<hr />
<div>Blackeye Nebula is a gas exploration site containing gas used in the production of [[Boosters]].<br />
<br />
==Defenders==<br />
None<br />
<br />
<br />
==Minable Gas Clouds==<br />
<br />
3 Malachite Mykoserocin (1000 units each)<br />
<br />
<br />
===Malachite Mykoserocin===<br />
Malachite Mykoserocin is used in the production of the Synth Mindflood Booster.<br />
<br />
==Location==<br />
Aridia high and low sec<br />
<br />
<br />
==See Also==<br />
[[Scanning:Scan Results#Gas Sites|Gas Sites]]<br />
<br />
[[Boosters]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Scanning:Scan_Results&diff=73073Scanning:Scan Results2014-06-27T06:19:11Z<p>Rurika tsuri: Blackeye Verified to have 3000 always.</p>
<hr />
<div>{{Cleanup}}<br />
This page lists various exploration sites that have been found and catalogued. There are also some more sites detailed on [http://wiki.eveonline.com/en/wiki/Exploration Evelopedia].<br />
<br />
== General Exploration Points ==<br />
*The more difficult a site is to scan down, the better the site will be.<br />
*There is a specific, constant amount of each type of site.<br />
*When a site is completed it spawns somewhere else almost immediately.<br />
*Sites have a 3 day timer, if they are not completed within that time they despawn at the next server downtime and will spawn somewhere else.<br />
*Sites are given a 3 letter - 3 number identification tag, for example ILN-883. This identification tag is changed each day at sever downtime.<br />
*The Group normally shows at around 30% signal strength; and the Type around 70%.<br />
*You are normally prevented from opening cans when defenders are near, so combat skills will be needed for sites where NPCs are spawned at the start - cloaked ships especially won't be able to sneak in and take the loot.<br />
*Site quality is also tied to system security, with greater risks come greater rewards<br />
<br />
<br />
== Ore Sites ==<br />
*Pre-Odyssey these were called Gravimetric Sites, they now no-longer require scanning and will show up when you enter a system or undock.<br />
*This site will despawn when it is completely mined or when its 3 day timer expires.<br />
*The Asteroids will be those that are found in the security level below the current level of the solar system and/or will be larger than normal. <br />
*When spawned each site will have all flavors of each type of asteroid. For example a Small Omber Deposit will have Golden, Silvery, and regular Omber Asteroids in the site.<br />
*NPC Pirates can and do spawn in these asteroid fields. <br />
*As these sites now appear without scanning they can be as busy as normal asteroid belts.<br />
*There is an emote given in local when you complete (mine out) the site.<br />
*When a site is first found, all the asteroids of that particular site may not be spawned initially. Some spawn over time. This has given rise to an old myth of gravimetric asteroid fields "refilling"; if at least one asteroid is left and not mined in the field. <Has this be verified post Odyssey?><br />
<br />
<br />
=== Specific Ore Sites found in High Security Systems ===<br />
<br />
*[[Small Omber Deposit]] <br />
*[[Average Omber Deposit]] <br />
*[[Large Omber Deposit|Large Omber Deposit]] <br />
*[[Small Kernite and Omber Deposit]]<br />
*Average Kernite and Omber Deposit <br />
*[[Large_Kernite_and_Omber_Deposit|Large Kernite and Omber Deposit]] <br />
*[[Media:Small_Jaspet,_Kernite,_Ombre.jpg]] <br />
*Average Jaspet, Kernite and Omber Deposit <br />
*[[Large Jaspet, Kernite and Omber Deposit]] <br />
*Small Hemorphite, Jaspet, and Kernite Deposit <br />
*Average Hemorphite, Jaspet, and Kernite Deposit <br />
*Large Hemorphite, Jaspet, and Kernite Deposit <br />
*Small Hedbergite and Hemorphite (Needs Confirmation) <br />
*Average Hedbergite and Hemorphite (Needs Confirmation) <br />
*Large Hedbergite and Hemorphite (Needs Confirmation) <br />
*[[Small Hedbergite, Hemorphite, and Jaspet Deposit]] <br />
*Average Hedbergite, Hemorphite, and Jaspet Deposit <br />
*Large Hedbergite, Hemorphite, and Jaspet Deposit (Needs Confirmation)<br />
<br />
=== Specific Ore Sites found in Low Security Systems ===<br />
*[[Small Gneiss Deposit]]<br />
*[[Average Gneiss Deposit]]<br />
*Large Gneiss Deposit<br />
*[[Small Dark Ochre and Gneiss Deposit]]<br />
*[[Average Dark Ochre and Gneiss Deposit]]<br />
*[[Large Dark Ochre and Gneiss Deposit]]<br />
*[[Small Spodumain Crokite and Dark Ochre Deposit]]<br />
*[[Average Spodumain Crokite and Dark Ochre Deposit]]<br />
*Large Spodumain Crokite and Dark Ochre Deposit<br />
<br />
=== Specific Gravimetric Sites found in Null Security Systems ===<br />
<br />
== Gas Sites (Known Space)==<br />
<br />
*This site will despawn when fully mined or when the 3 day timer expires.<br />
*Some sites may have loot cans with Blueprints and skillbooks that are associated with drug manufacturing.<br />
*Also see [[Mining:Gas Clouds]]<br />
<br />
===Nebulas===<br />
<br />
*Nebulas in known space contain mykoserocin and cytoserocin gases, which are used in booster production.<br />
*Mykoserocin gases are the least profitable (so unprofitable that they are generally not worth the effort of mining), and the only gases found in high security space. They are also found in low security space. These gases are used in the production of synth boosters, which are very weak but legal in empire space.<br />
*Cytoserocin gases are usually worth mining, but are only found in low and null security space. These gases are used in the production of more powerful, illegal boosters.<br />
*Nebulas in nullsec space will often have pirate spawns; the gas clouds in nullsec are also unstable, and will periodically deal approximately 1,000 damage to a mining ship.<br />
<br />
{| class=wikitable style="width:100%"<br />
|-<br />
! style="background:#222222" | Nebula Type<br />
! style="background:#222222" | Region(s)<br />
! style="background:#222222" | Security Level<br />
! style="background:#222222" | Contents<br />
|-<br />
| [[Blackeye Nebula]]<br />
| Aridia<br />
| High/low<br />
| 3,000 units of malachite mykoserocin (verified).<br />
|-<br />
| [[Boisterous Nebula]]<br />
| Feythabolis<br />
| Null<br />
| 1,000 units of vermilion cytoserocin (unverified).<br />
|-<br />
| [[Bright Nebula]]<br />
| Placid<br />
| High/low?<br />
| 2 clouds of viridian mykoserocin (quantity unknown).<br />
|-<br />
| [[Calabash Nebula]]<br />
| Solitude<br />
| High/low<br />
| 1,000 units of celadon mykoserocin.<br />
|-<br />
| [[Cobra Nebula]]<br />
| Delve<br />
| Null<br />
| 250 units of malachite cytoserocin (unverified).<br />
|-<br />
| [[Crab Spider Nebula]]<br />
| Delve<br />
| Null<br />
| 750 units of malachite cytoserocin (unverified). 3 pirate battleships.<br />
|-<br />
| [[Crimson Nebula]]<br />
| Aridia<br />
| Low<br />
| 500 units of malachite cytoserocin (minimum; full quantity unknown).<br />
|-<br />
| [[Crystal Nebula]]<br />
| Wicked Creek<br />
| Null<br />
| 5,000 units of azure cytoserocin (unverified).<br />
|-<br />
| [[Diablo Nebula]]<br />
| The Forge<br />
| High/low<br />
| 3,000 units of amber mykoserocin (unverified).<br />
|-<br />
| [[Flame Nebula]]<br />
| Unknown<br />
| High?<br />
| 2 clouds of vermilion mykoserocin (quantity unknown).<br />
|-<br />
| [[Ghost Nebula]]<br />
| Unknown<br />
| High/low<br />
| 2 clouds of azure mykoserocin (quantity unknown).<br />
|-<br />
| [[Glass Nebula]]<br />
| Solitude<br />
| High/low<br />
| 3,000 units of celadon mykoserocin.<br />
|-<br />
| [[Phoenix Nebula]]<br />
| Solitude<br />
| Low<br />
| 500 units of celadon cytoserocin.<br />
|-<br />
| [[Pipe Nebula]] <br />
| Unknown<br />
| High/low?<br />
| Unknown.<br />
|-<br />
| [[Sister Nebula]]<br />
| Unknown<br />
| High/low?<br />
| Unknown<br />
|-<br />
| [[Sparkling Nebula]]<br />
| Placid<br />
| High/low?<br />
| 3,000 units of viridian mykoserocin.<br />
|-<br />
| [[Sunspark Nebula]]<br />
| The Forge<br />
| High/low?<br />
| 1,000 units of amber mykoserocin (unverified).<br />
|-<br />
| [[Wild Nebula]]<br />
| Aridia<br />
| High/low<br />
| 1,000 units of malachite mykoserocin.<br />
|}<br />
<br />
===Chemical Labs===<br />
<br />
*Chemical labs are illegal drug processing facilities run by NPC pirate factions.<br />
*These are combat sites, and also have hackable data containers. They do not contain minable gas.<br />
<br />
{| class=wikitable style="width:100%"<br />
|-<br />
! style="background:#222222" | Nebula Type<br />
! style="background:#222222" | Region(s)<br />
! style="background:#222222" | Security Level<br />
! style="background:#222222" | Contents<br />
|-<br />
| [[Blood Raider Chemical Lab]]<br />
| Aridia<br />
| Low<br />
| Unknown.<br />
|-<br />
| [[Elohim Sooth Sayer Distribution Base]]<br />
| Unknown<br />
| Low<br />
| Combat/data site.<br />
|-<br />
| [[Serpentis Chemical Lab]]<br />
| Solitude<br />
| Low<br />
| Combat/data site.<br />
|}<br />
<br />
== Relic Sites==<br />
<br />
*This site will despawn when someone attempts to open a can and everyone leaves the site (whether successful or not) or the 3 day timer expires.<br />
*The loot from these sites usually consist of T2 Rig BPCs, normal salvaged materials (sometimes even rare salvaged materials), salvaging and rigging skillbooks.<br />
*Usually the loot corresponds to the specific region, for example Alloyed Tritanium Bars from Angel sites in Minmatar space.<br />
<br />
=== Specific Relic Sites found in High Security Systems ===<br />
<br />
*[[Looted Angel Abandoned Station]]<br />
*[[Looted angel battle remnants]]<br />
*[[Looted Angel Ruined Station]]<br />
*[[Looted Angel Pod Cluster]]<br />
*[[Looted Angel Lone Vessel]]<br />
*[[Looted Angel Excavation]]<br />
*[[Looted Angel Explosive Debris]]<br />
*[[Looted Angel Collision Site]]<br />
*[[Looted Angel Ship Graveyard]]<br />
*[[Looted Serpentis Abandoned Station]]<br />
*[[Looted Serpentis Collision Site]]<br />
*[[Looted Serpentis Ship Graveyard]]<br />
*[[Crumbling Angel Excavation]]<br />
*[[Crumbling Angel Explosive Debris]]<br />
*[[Crumbling Angel Crystal Quarry]]<br />
*[[Crumbling Angel Antiquated Outpost]]<br />
*[[Crumbling Angel Abandoned Colony]]<br />
*[[Crumbling Angel Solar Harvesters]]<br />
*[[Crumbling Angel Mining Installation]]<br />
*[[Crumbling angel stone formation]]<br />
*[[Crumbling Serpentis Abandoned Colony]]<br />
*[[Crumbling Serpentis Crystal Quarry]]<br />
*[[Crumbling Serpentis Mining Installation]]<br />
<br />
=== Specific Relic Sites found in Low Security Systems ===<br />
<br />
*[[Decayed Angel mining Installation]]<br />
*[[Decayed Angel Collision Site]]<br />
*[[Decayed Angel Particle Accelerator]]<br />
*[[Decayed Blood Raider Collision Site]]<br />
*[[Decayed Blood Raider Mass Grave]]<br />
*[[Decayed Serpentis Mass Grave]]<br />
*[[Decayed Serpentis Mining Installation]]<br />
*[[Decayed Serpentis Quarry]]<br />
*[[Ransacked Angel Collision Site]]<br />
*[[Ransacked Angel Explosive Debris]]<br />
*[[Ransacked Angel Ruined Station]]<br />
*[[Ransacked Angel Demolished Station]]<br />
*[[Ransacked Angel Dumped Cargo]]<br />
*[[Ransacked Angel Ship Graveyard]]<br />
*[[Ransacked Angel Ship Remnants]]<br />
*[[Ransacked Serpentis Abandoned Station]]<br />
*[[Ransacked Serpentis Dumped Cargo]]<br />
*[[Ransacked Serpentis Explosive Debris]]<br />
*[[Ransacked Serpentis Ruined Station]]<br />
<br />
=== Specific Relic Sites found in Null Security Systems ===<br />
<br />
*[[Pristine Serpentis Dumped Cargo]]<br />
*[[Pristine Serpentis Ship Remnants]]<br />
*[[Ruined Serpentis Monument Site]]<br />
<br />
== Data Sites==<br />
<br />
*This site will despawn after someone attempts to open a can and everyone leaves the site (whether successful or not) or the 3 day timer expires.<br />
*The loot from the containers normally has to do with invention such as decryptors, data cores, interface BPCs, other things used in T2 manufacturing, or skillbooks.<br />
*Usually the loot corresponds to the specific region, for example Minmatar Encryption Methods skillbook from Angel sites in Minmatar space.<br />
<br />
=== Specific Data Sites found in High Security Systems ===<br />
<br />
*[[Local Angel Data Terminal]]<br />
*[[Local Angel Mainframe]]<br />
*[[Local Angel Backup Server]]<br />
*[[Local Angel Minor Shipyard]]<br />
*[[Local Angel Shattered Life-Support Unit]]<br />
*[[Local Angel Virus Test Site]]<br />
*[[Local Angel Data Processing Center]]<br />
*[[Local Angel Production Installation]]<br />
*[[Local Serpentis Backup Server]]<br />
*[[Local Serpentis Mainframe]]<br />
*[[Local Serpentis Production Installation]]<br />
*[[Local Serpentis Virus Test Site]]<br />
<br />
=== Specific Data Sites found in Low Security Systems ===<br />
<br />
*[[Decayed Blood Raider Rock Formations]]<br />
*[[Regional Angel Mainframe]]<br />
*[[Regional Angel Data Processing Center]]<br />
*[[Regional Angel Data Fortress]]<br />
*[[Regional Angel Data Terminal]]<br />
*[[Regional Angel Data Mining Site]]<br />
*[[Regional Angel Command Center]]<br />
*[[Regional Angel Secure Server]]<br />
*[[Regional Blood Raider Data Fortress]]<br />
*[[Regional Blood Raider Data Terminal]]<br />
*[[Regional Blood Raider Mainframe]]<br />
*[[Regional Serpentis Command Center]]<br />
*[[Regional Serpentis Mainframe]]<br />
<br />
=== Specific Data Sites found in Null Security Systems ===<br />
<br />
*[[Central Serpentis Sparking Transmitter]]<br />
*[[Central Serpentis Survey Site]]<br />
<br />
== Combat==<br />
*Combat sites will despawn when the "trigger" is activated and everyone leaves the site, or the 3 day timer expires.<br />
*Normally the "trigger" when activated can (maybe 5% of the time) lead to an escalation (another site that shows up in the journal under expeditions)<br />
*These escalations often can have better loot or even lead to further escalations (if a further escalation is available, there is usually a much higher chance for the site to escalate)<br />
*Most of the sites listed have been found in or near Aldrat: other sites exist that are similar in composition and name, but adjusted for different regions and pirate factions.<br />
<br />
=== Specific Combat Sites found in High Security Systems ===<br />
<br />
*[[Angel Hideout]]<br />
*[[Angel Vigil]]<br />
*[[Angel Watch]]<br />
*[[Angel Lookout]]<br />
*[[Chemical Yard]]<br />
*[[Rogue Drone Asteroid Infestation]]<br />
*[[Haunted Yard]]<br />
*[[Desolate Site]]<br />
<br />
=== Specific Combat Sites found in Low Security Systems ===<br />
*[[Angel Outpost]]<br />
<br />
=== Specific Combat Sites found in Null Security Systems ===<br />
<br />
[[Category:Exploration]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Scanning:Scan_Results&diff=64478Scanning:Scan Results2014-02-07T16:08:30Z<p>Rurika tsuri: /* Specific Gas Sites found in Low Security Systems */ Added Phoenix Nebula as option</p>
<hr />
<div>{{Cleanup}}<br />
This page lists various exploration sites that have been found and catalogued. There are also some more sites detailed on [http://wiki.eveonline.com/en/wiki/Exploration Evelopedia].<br />
<br />
== General Exploration Points ==<br />
*The more difficult a site is to scan down, the better the site will be.<br />
*There is a specific, constant amount of each type of site.<br />
*When a site is completed it spawns somewhere else almost immediately.<br />
*Sites have a 3 day timer, if they are not completed within that time they despawn at the next server downtime and will spawn somewhere else.<br />
*Sites are given a 3 letter - 3 number identification tag, for example ILN-883. This identification tag is changed each day at sever downtime.<br />
*The Group normally shows at around 30% signal strength; and the Type around 70%.<br />
*You are normally prevented from opening cans when defenders are near, so combat skills will be needed for sites where NPCs are spawned at the start - cloaked ships especially won't be able to sneak in and take the loot.<br />
*Site quality is also tied to system security, with greater risks come greater rewards<br />
<br />
<br />
== Ore Sites ==<br />
*Pre-Odyssey these were called Gravimetric Sites, they now no-longer require scanning and will show up when you enter a system or undock.<br />
*This site will despawn when it is completely mined or when its 3 day timer expires.<br />
*The Asteroids will be those that are found in the security level below the current level of the solar system and/or will be larger than normal. <br />
*When spawned each site will have all flavors of each type of asteroid. For example a Small Omber Deposit will have Golden, Silvery, and regular Omber Asteroids in the site.<br />
*NPC Pirates can and do spawn in these asteroid fields. <br />
*As these sites now appear without scanning they can be as busy as normal asteroid belts.<br />
*There is an emote given in local when you complete (mine out) the site.<br />
*When a site is first found, all the asteroids of that particular site may not be spawned initially. Some spawn over time. This has given rise to an old myth of gravimetric asteroid fields "refilling"; if at least one asteroid is left and not mined in the field. <Has this be verified post Odyssey?><br />
<br />
<br />
=== Specific Ore Sites found in High Security Systems ===<br />
<br />
*[[Small Omber Deposit]] <br />
*[[Average Omber Deposit]] <br />
*[[Large Omber Deposit|Large Omber Deposit]] <br />
*[[Small Kernite and Omber Deposit]]<br />
*Average Kernite and Omber Deposit <br />
*[[Large_Kernite_and_Omber_Deposit|Large Kernite and Omber Deposit]] <br />
*[[Media:Small_Jaspet,_Kernite,_Ombre.jpg]] <br />
*Average Jaspet, Kernite and Omber Deposit <br />
*[[Large Jaspet, Kernite and Omber Deposit]] <br />
*Small Hemorphite, Jaspet, and Kernite Deposit <br />
*Average Hemorphite, Jaspet, and Kernite Deposit <br />
*Large Hemorphite, Jaspet, and Kernite Deposit <br />
*Small Hedbergite and Hemorphite (Needs Confirmation) <br />
*Average Hedbergite and Hemorphite (Needs Confirmation) <br />
*Large Hedbergite and Hemorphite (Needs Confirmation) <br />
*[[Small Hedbergite, Hemorphite, and Jaspet Deposit]] <br />
*Average Hedbergite, Hemorphite, and Jaspet Deposit <br />
*Large Hedbergite, Hemorphite, and Jaspet Deposit (Needs Confirmation)<br />
<br />
=== Specific Ore Sites found in Low Security Systems ===<br />
*[[Small Gneiss Deposit]]<br />
*[[Average Gneiss Deposit]]<br />
*Large Gneiss Deposit<br />
*[[Small Dark Ochre and Gneiss Deposit]]<br />
*[[Average Dark Ochre and Gneiss Deposit]]<br />
*[[Large Dark Ochre and Gneiss Deposit]]<br />
*[[Small Spodumain Crokite and Dark Ochre Deposit]]<br />
*[[Average Spodumain Crokite and Dark Ochre Deposit]]<br />
*Large Spodumain Crokite and Dark Ochre Deposit<br />
<br />
=== Specific Gravimetric Sites found in Null Security Systems ===<br />
<br />
== Gas Sites==<br />
<br />
*This site will despawn when fully mined or when the 3 day timer expires.<br />
*Some sites may have loot cans with Blueprints and skillbooks that are associated with drug manufacturing.<br />
*Also see [[Mining:Gas Clouds]]<br />
<br />
=== Specific Gas Sites found in High Security Systems ===<br />
*High Sec Gas clouds Gas sites are always one of the 8 Mykoserocin varieties (Amber, Azure, Celadon, Golden, Lime, Malachite, Vermillion, or Viridian)<br />
*High Sec Gas cloud sites appear to be very time consuming and not currently profitable.<br />
<br />
*[[Calabash Nebula]]<br />
*[[Diablo Nebula]]<br />
*[[Flame Nebula]]<br />
*[[Ghost Nebula]]<br />
*[[Glass Nebula]]<br />
*[[Pipe Nebula]]<br />
*[[Sister Nebula]]<br />
*[[Sparkling Nebula]]<br />
*[[Sunspark Nebula]]<br />
*[[Wild Nebula]]<br />
<br />
=== Specific Gas Sites found in Low Security Systems ===<br />
<br />
*[[Phoenix Nebula]]<br />
*[[Serpentis Chemical Lab]]<br />
*[[Elohim Sooth Sayer Distribution Base]]<br />
<br />
=== Specific Gas Sites found in Null Security Systems ===<br />
<br />
== Relic Sites==<br />
<br />
*This site will despawn when someone attempts to open a can and everyone leaves the site (whether successful or not) or the 3 day timer expires.<br />
*The loot from these sites usually consist of T2 Rig BPCs, normal salvaged materials (sometimes even rare salvaged materials), salvaging and rigging skillbooks.<br />
*Usually the loot corresponds to the specific region, for example Alloyed Tritanium Bars from Angel sites in Minmatar space.<br />
<br />
=== Specific Relic Sites found in High Security Systems ===<br />
<br />
*[[Looted Angel Abandoned Station]]<br />
*[[Looted angel battle remnants]]<br />
*[[Looted Angel Ruined Station]]<br />
*[[Looted Angel Pod Cluster]]<br />
*[[Looted Angel Lone Vessel]]<br />
*[[Looted Angel Excavation]]<br />
*[[Looted Angel Explosive Debris]]<br />
*[[Looted Angel Collision Site]]<br />
*[[Looted Angel Ship Graveyard]]<br />
*[[Looted Serpentis Abandoned Station]]<br />
*[[Looted Serpentis Collision Site]]<br />
*[[Looted Serpentis Ship Graveyard]]<br />
*[[Crumbling Angel Excavation]]<br />
*[[Crumbling Angel Explosive Debris]]<br />
*[[Crumbling Angel Crystal Quarry]]<br />
*[[Crumbling Angel Antiquated Outpost]]<br />
*[[Crumbling Angel Abandoned Colony]]<br />
*[[Crumbling Angel Solar Harvesters]]<br />
*[[Crumbling Angel Mining Installation]]<br />
*[[Crumbling angel stone formation]]<br />
*[[Crumbling Serpentis Abandoned Colony]]<br />
*[[Crumbling Serpentis Crystal Quarry]]<br />
*[[Crumbling Serpentis Mining Installation]]<br />
<br />
=== Specific Relic Sites found in Low Security Systems ===<br />
<br />
*[[Decayed Angel mining Installation]]<br />
*[[Decayed Angel Collision Site]]<br />
*[[Decayed Angel Particle Accelerator]]<br />
*[[Decayed Blood Raider Collision Site]]<br />
*[[Decayed Blood Raider Mass Grave]]<br />
*[[Decayed Serpentis Mass Grave]]<br />
*[[Decayed Serpentis Mining Installation]]<br />
*[[Decayed Serpentis Quarry]]<br />
*[[Ransacked Angel Collision Site]]<br />
*[[Ransacked Angel Explosive Debris]]<br />
*[[Ransacked Angel Ruined Station]]<br />
*[[Ransacked Angel Demolished Station]]<br />
*[[Ransacked Angel Dumped Cargo]]<br />
*[[Ransacked Angel Ship Graveyard]]<br />
*[[Ransacked Angel Ship Remnants]]<br />
*[[Ransacked Serpentis Abandoned Station]]<br />
*[[Ransacked Serpentis Dumped Cargo]]<br />
*[[Ransacked Serpentis Explosive Debris]]<br />
*[[Ransacked Serpentis Ruined Station]]<br />
<br />
=== Specific Relic Sites found in Null Security Systems ===<br />
<br />
*[[Pristine Serpentis Dumped Cargo]]<br />
*[[Pristine Serpentis Ship Remnants]]<br />
*[[Ruined Serpentis Monument Site]]<br />
<br />
== Data Sites==<br />
<br />
*This site will despawn after someone attempts to open a can and everyone leaves the site (whether successful or not) or the 3 day timer expires.<br />
*The loot from the containers normally has to do with invention such as decryptors, data cores, interface BPCs, other things used in T2 manufacturing, or skillbooks.<br />
*Usually the loot corresponds to the specific region, for example Minmatar Encryption Methods skillbook from Angel sites in Minmatar space.<br />
<br />
=== Specific Data Sites found in High Security Systems ===<br />
<br />
*[[Local Angel Data Terminal]]<br />
*[[Local Angel Mainframe]]<br />
*[[Local Angel Backup Server]]<br />
*[[Local Angel Minor Shipyard]]<br />
*[[Local Angel Shattered Life-Support Unit]]<br />
*[[Local Angel Virus Test Site]]<br />
*[[Local Angel Data Processing Center]]<br />
*[[Local Angel Production Installation]]<br />
*[[Local Serpentis Backup Server]]<br />
*[[Local Serpentis Mainframe]]<br />
*[[Local Serpentis Production Installation]]<br />
*[[Local Serpentis Virus Test Site]]<br />
<br />
=== Specific Data Sites found in Low Security Systems ===<br />
<br />
*[[Decayed Blood Raider Rock Formations]]<br />
*[[Regional Angel Mainframe]]<br />
*[[Regional Angel Data Processing Center]]<br />
*[[Regional Angel Data Fortress]]<br />
*[[Regional Angel Data Terminal]]<br />
*[[Regional Angel Data Mining Site]]<br />
*[[Regional Angel Command Center]]<br />
*[[Regional Angel Secure Server]]<br />
*[[Regional Blood Raider Data Fortress]]<br />
*[[Regional Blood Raider Data Terminal]]<br />
*[[Regional Blood Raider Mainframe]]<br />
*[[Regional Serpentis Command Center]]<br />
*[[Regional Serpentis Mainframe]]<br />
<br />
=== Specific Data Sites found in Null Security Systems ===<br />
<br />
*[[Central Serpentis Sparking Transmitter]]<br />
*[[Central Serpentis Survey Site]]<br />
<br />
== Unknown==<br />
*Scan results with the scan group listed as "unknown" are usually one of 3 types of sites.<br />
*Often it is an [[Wormholes|Unstable Wormhole]].<br />
*If the Group and Type both show Unknown this usually indicates a COSMOS site.<br />
*The third possibility is a combat site or complex.<br />
*Combat sites will despawn when the "trigger" is activated and everyone leaves the site, or the 3 day timer expires.<br />
*Normally the "trigger" when activated can (maybe 5% of the time) lead to an escalation (another site that shows up in the journal under expeditions)<br />
*These escalations often can have better loot or even lead to further escalations (if a further escalation is available, there is usually a much higher chance for the site to escalate)<br />
*Most of the sites listed have been found in or near Aldrat: other sites exist that are similar in composition and name, but adjusted for different regions and pirate factions.<br />
<br />
=== Specific Combat Sites found in High Security Systems ===<br />
<br />
*[[Angel Hideout]]<br />
*[[Angel Vigil]]<br />
*[[Angel Watch]]<br />
*[[Angel Lookout]]<br />
*[[Chemical Yard]]<br />
*[[Rogue Drone Asteroid Infestation]]<br />
*[[Haunted Yard]]<br />
*[[Desolate Site]]<br />
<br />
=== Specific Combat Sites found in Low Security Systems ===<br />
*[[Angel Outpost]]<br />
<br />
=== Specific Combat Sites found in Null Security Systems ===<br />
<br />
[[Category:Exploration]]</div>Rurika tsurihttps://wiki.eveuniversity.org/index.php?title=Archive:Solitude_StarCraft_Enterprise&diff=64186Archive:Solitude StarCraft Enterprise2014-01-31T14:25:23Z<p>Rurika tsuri: /* What to Contribute */</p>
<hr />
<div>{{New Work in Progress}}<br />
The '''StarCraft Enterprise''' is a [[Project Solitude|Solitude]] member run project to create [[Capital Ship#Carriers|Carriers]] and similar [[Capital Ship|large fitted ships]] for other Eve University campuses, characters, and out of corp customers. It is a joint venture that is designed to give newer and older players the chance to work together and enjoy various aspects of the game while making a slight profit. <br />
<br />
= The Beginnings =<br />
<br />
== Origins of the idea ==<br />
This project originally began under the name of ''[http://forum.eveuniversity.org/viewtopic.php?f=218&t=73670 Lets Build a Carrier, TOGETHER ~]'' when MMan Themen and Aren Tivianne came up with the idea to unify Solitude under a common project and accomplish something that individual players cannot effectively complete alone.<br />
<br />
== The first [[Archon]] ==<br />
After launching the project, and in conjunction with a large influx of new players, the first Carrier began material collection on 12 November 2013 and was finished and launched by 20 December 2013. The first carrier built was sold to a member of the LSC and he had requested modules be built for it as well. The members collected the materials and manufactured the requested modules in a record time of 3 days, including some of the rarer salvage items required for the rigs.<br />
<br />
== Continuing the Trend ==<br />
After this project gained visibility on the [[Nullsec Campus]] and [[Low-Sec Campus]] forums, additional requests and orders were hinted at, and the team sat down to try and make the process more streamlined and improve the logistics behind it.<br />
<br />
== Known issues with the first run ==<br />
Some of this issues found in the first project included: <br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture. <br />
#Share system that needed some balancing to fairly distribute the profit. <br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75294 calculating if this project actually made a profit].<br />
#The difficult logistics situation in tracking donations and managing shares <br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete. <br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials. <br />
<br />
Aren Tivianne and Mman Themen then [http://forum.eveuniversity.org/viewtopic.php?f=218&t=73748 put these issues to the forums], and out of the discussions and debates, the project was [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75537 replanned] and [http://forum.eveuniversity.org/viewtopic.php?f=218&t=75791 reborn] as The StarCraft Enterprise.<br />
<br />
= StarCraft Enterprise =<br />
== Addressing the Issues ==<br />
#Lack of ISK incentive for the haulers and the manufacturers involved in the venture:<br />
#*Preproject planning was simplified with a series of spreadsheets that handle all of the market and efficiency calculations for the project as a whole.<br />
#*The hauling aspect of the project was broken into a series of hauling contracts.<br />
#*Manufacturing jobs were given a value based on the total ISK generated by this step, and either payments or contracts will be used to compensate the characters for their time.<br />
#Share system that needed some balancing to fairly distribute the profit:<br />
#*Eliminated the shares system, instead performing weekly counts of the contributed material, and paying the contributors immediately for the value of what they donated. Instead the shares system will be used to determine the recipients of the end of project prizes.<br />
#The Archon market dropping over the course of the project, and the inflated sale price to the LSC customer brought up issues with calculating if this project actually made a profit:<br />
#*New planning spreadsheets take into account the market fluctuations and track the progress of the project in real time, with updated market values. This allows the managers to monitor the profitability of building a carrier, and stop the manufacturing if the members will make more by selling the materials.<br />
#The difficult logistics situation in tracking donations and managing shares:<br />
#*Audit templates and Station Container log sorting spreadsheets can automatically pull out the contributions of any character, and generate a payment list based on current prices, simplifying the previously manual process of determining shares.<br />
#All of the ISK generated was not distributed to the contributors until the final sale was complete:<br />
#*Payments for contributions are processed every week on Saturdays to give the members of the project a shorter term profit.<br />
#Lack of project security in its current state, making it easy to have flown off with over 300 million in materials:<br />
#* Access to the storage container is protected, and the password is only known to those that have repeatedly demonstrated that they are trustworthy and long term members of campus. The hauling is now done with equivalent collateral for all goods, so if any theft occurs, the collateral will cover the loss. Manufacturing will only be performed by vetted builders, and the final build only by the Master Builder.<br />
<br />
== Project Goals ==<br />
#To build from scratch, a Amarr Archon with basic fittings for the purpose of selling it, with primary rights going to fellow E-UNI members.<br />
#To bring together the members of Solitude and facilitate fleet operations, interactions and community activities.<br />
#To provide easy to join opportunities to those in Solitude looking for a way to generate ISK, try out new activities, and become familiar with fleet and game mechanics.<br />
<br />
== How to Get Involved==<br />
<br />
There are many ways to join in and contribute to the project. It was designed to make it easy for both the managers and the members to run. The easiest way to get involved is to drop into Solitude.E-Uni chat and ask if anyone is running an "Archon" Fleet. Additionally, the Solitude Project has began the [[Solitude Standing Fleet]], a fleet designed along the lines of [[Operation: Fortress]], to provide operational security, quick response, and ease the task of finding fleet members for any aspect of the game.<br />
<br />
However, even if fleet activities aren't for you, individual work is still rewarded, and all contributions are tracked.<br />
<br />
=== Ways to Contribute ===<br />
<br />
* Fleet Events to Contribute:<br />
<br />
# The Solitude Standing Fleet has an easy to use mining squad, and a booster is never far away in region. There are at least 3 [[Orca]] pilots in the Solitude Community willing to boost.<br />
# [[Mining Fleet#Mining Fleets|Shared Can Mining Fleets]] are held weekly. These fleets are designed to help the newer players make ISK and contribute to the project. The tracking sheet is a custom edition of the [[Scrapyard's Mining Op Worksheet|standard AMC Shared Can Spreadsheet]], so anyone with practice using that will know the basics of [[Mining Op#Running an Op|running an op]]. These fleets can be in High, Low, Null or WH space and not only do they include mining, but also any loot from running combat or exploration sites nearby, and payments for the [[Mining Op#Picket|scouts]], fleet security detail, [[Mining Op#Hauler|haulers]] and salvagers.<br />
#[[Mission Fleet#Locust Fleet|Locust]] and [[Mission Fleet#Spider Fleet / Standings Fleet|Spider]] Fleets: Since salvage components are required to manufacture the rigs, even mission runners can collect and contribute. Running a few missions with a [[Guide To Salvaging|salvager]] along can generate salvage, and with the help of reprocessing, even the modules can be donated when broken down into minerals.<br />
# [[Odyssey Exploration|Exploration]] Fleets: With high sec relic sites being full of T1 salvage, getting a group of exploration frigates together makes scooping up cans much easier. 3 ships can easily get all of the loot from a canister when working together. While not all of the salvage is needed for the project, some of the higher value salvage can only be obtained this way due to the rats seen in Solitude Space.<br />
<br />
* Individual Methods to Contribute:<br />
<br />
# Solo Mining: Any ore is accepted for this project, as well as any mineral. <br />
# Mission Running: As mentioned above, certain salvage is needed for this project. And modules can be reprocessed into minerals.<br />
# Exploration Sites: Again, salvage is the primary reason to run sites. The required Melted Capacitor Circuit is not common in the Solitude area.<br />
# [[Hauling]]: All of the required material hauling will be done by contract inside the EUNI. Contracts will be sized and split based on total collateral, with a minimum collateral of 10 million ISK. <br />
# [[Manufacturing]]: If you wish to become a manufacturer for the project, please contact the contract manager via forum or in game to be added to the trusted builder list.<br />
<br />
=== What to Contribute ===<br />
*The project is currently accepting the following materials<br />
**Ores : All ores are accepted, and the status of collected minerals can be found on the tracking sheet for the current project.<br />
**Minerals : All minerals are accepted, but Morphite is not required for the current project. <br />
**Salvage : Currently the project only requires 3 specific salvage materials<br />
***Burned Logic Circuit<br />
***Melted Capacitor Console<br />
***Tripped Power Circuit<br />
Currently, anything else that is contributed will be returned to the owner via contract. So please limit contributions to items of the above type.<br />
*Other Actions to get involved<br />
** Hauling: Once the collection phase of the project is done, Courier contracts to haul the materials to the manufacturing station will be issued to EUNI members. Contract Collateral ranges between 10 and 50 million. With the hauler earning a percentage of the isk they put up for collateral. <br />
** Manufacturing: After the Hauling phase is complete, registered builders will be using the materials and provided BPCs to make the capital parts. Each part gets an isk amount based on the Value added during the manufacturing process. These will either be managed by the master builder, or made into contracts.<br />
<br />
=== How to Contribute ===<br />
Contributing is easy. All materials going toward the project just have to be dropped in the station container titled "StarCraft Enterprise" in the home station [http://evemaps.dotlan.net/station/Boystin_V_-_Moon_6_-_Federal_Intelligence_Office_Assembly_Plant Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant].<br />
The contributions will be counted on Saturdays, with the weeks payments going out shortly after.</div>Rurika tsuri