Difference between revisions of "Living in Wormhole Space"

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{{Update|Aggression timer does not exist anymore since Rubicon. Convert POS to [[Upwell structures]].}}
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[[Wormholes|Wormhole]] Space (W-space) is unique and very different from [[Known Space]] (K-space) in many different ways. Lack of [[Local]] chat, randomness of exits coming out of a system, unique&nbsp;[[NPC]] ships ([[Sleepers]]), resources that are not available in high or low security space (High End [[Gas_Cloud_Mining | Gas]] and [[Ore]]), and lack of [[Timers#Aggression_Timer_.28AT.29 | Aggression timers]] are only few of the advantages. It is only natural that at some point short trips to W-space will seem less profitable then a long term operation from within a W-space System.&nbsp;This Guide is meant to explain how to set up and maintain that kind of operation, it will show you how to successfully live in W-space. But I have to warn you, once you start living there, you might never want to go back to K-space!<br>
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{{eunispecific}}
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{{Wormhole Links}}
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[[Wormholes|Wormhole Space]] (W-space) is unique and very different from [[Known Space]] (K-space) in many different ways. Lack of local chat, randomness of exits coming out of a system, unique&nbsp;[[NPC]] ships ([[Sleepers]]), resources that are not available in high or low security space (High End [[Gas cloud harvesting|Gas]] and [[Ore]]), and lack of [[Timers#Aggression Timer (AT)|Aggression timers]] are only few of the advantages. It is only natural that at some point short trips to W-space will seem less profitable than a long term operation from within a W-space System. Once you have [[Moving into Wormhole Space|set up your home]] (or if you're moving into someone else's) here are some tips on what you should do.
  
== Introduction to Wormhole Space  ==
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== General rules ==
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Like most things in EVE, feel free to break these rules if you know what you're doing. You should probably consider them closer to guidelines.
  
[[Image:Wormhole1024.jpg|border|right|400px|Wormhole1024.jpg]]
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=== Fly what you can afford to lose ===
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Any ship you bring into W-Space should be considered already lost, be it to theft or gank. Consider not flying that shiny HAC you just bought and sticking to battlecruiser hulls a little longer.
  
Wormhole Space, as mentioned above, is quite different from any environment&nbsp;You may have encountered before. These are a few things you will need to know.  
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=== Local chat ===
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Or the lack thereof. Local chat does not exist in wormholes. Therefore, enemies are virtually invisible until they decide to be seen. Whenever you are out of the Citadel, you should be mashing [[D-Scan]] every chance you get. You should also keep an eye on chat and an ear on [[Mumble]]. If somebody states that there is an emergency, get to safety to assess the situation and form a response. If you are not in Innuendo you can warp to a safe spot if you have a cloak or bounce between safe spots if you don't.
  
*There are no [[Stargates]] in W-space. Once inside w-space, wormholes are the only way to get from one system to another, never go into w-space without a scan probe launcher and probes.
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<em>Do not talk in Local</em>. Your name will show up and be visible to those in system at that time for ~15 minutes giving everybody in the system free intel. Your name will still be visible even if you leave system in this 15 minute window.
  
*There is no local chat in W-space. You cannot see if there's someone new jumping into your system.&nbsp;
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== Living out of a Citadel ==
*All W-Space solarsystems are treated as null sec (0.0) even ones you enter from empire.
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[[File:ALI_controls.png|border|right|ALI services]]
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The WHC provides a [[Fortizar]] citadel as a home for WHC members. A citadel is comparable to a normal station, with services, ship hangars, item hangars, corporation hangars and unlimited storage space. There are some important distinctions from a station that need to be considered before moving in.
  
*There are no [[Asteroid Belt]]s in W-space. The only sources of Ore in W-space are [[Gravimetric]] sites.  
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===== Access =====
*There are no 'Rats' in W-space, only Sleepers.
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Our citadel has an [[Access List]] that prevents non-accredited [[Wormhole Community#Joining the WHC|members]], and their approved alts, from docking. For special events and emergency situations this restriction can be waived to allow docking access. If you are visiting Innuendo and do not have docking rights, the common POS (planet 7 moon 2) is open to all university members.
  
*Wormhole Systems can have an 'Anomaly' or [http://wiki.eveonline.com/en/wiki/Wormhole_environment_effects Effects] inside them that affects attributes of every ship in the system ([[Sleepers]] included).
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===== Clones =====
*There is no Market available in W-Space. Contracts won't work either.
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The clone bay in a citadel allows you to store one [[jump clone]] and switch to and from that clone without triggering a cooldown.
  
*Wormhole Systems can have Static exit wormholes, which means that a certain system will always spawn a wormhole leading to a specific System type. Those can either be another W-space System or a K-space System. To determine the Systems Static connection go to [http://www.staticmapper.com Static Mapper], enter the [[Locus Signature]] of a system (i.e. J123450), and check for the probable static exit (i.e. a Class 3 System can have a static wormhole that will always lead to High Sec).
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===== Destructible =====
*There are different Class types of W-space Systems.&nbsp;The class of system indicates the difficulty of the sites that spawn in the system.&nbsp;The Class of a system also affects the types of likely static exits. A Class 2 System will more likely have a High Sec K-space exit than a Class 3 System.<br>
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A citadel is destructible. During a citadels vulnerability period a dedicated siege fleet can and will destroy an Astrahus, Fortizar or even a Keepstar after two 24 hour reinforcement cycles. In the wormhole your assets will not be safe; your ships, goods and other materiel can be lost or looted.
*There is no [[Ice]] anywhere in W-space. You will have to import some of the [[POS]] fuel from K-space (some of it can be made using [[Planetary Interaction]]).<br>
 
*There are no [[Stations]] or outposts in W-space. You won't be able to dock anywhere. Having and maintaining a POS is very important.
 
  
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===== Defense =====
Check out [http://forum.eveuniversity.org/viewtopic.php?f=159&t=56418 Wormhole Fundamentals], a video series explaining different W-space mechanics.
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A citadel has defenses. As a counter to its vulnerability a citadel can equip strong methods to deal damage, support fleets and project various means of electronic warfare on the enemy. Unlike passive station guns or auto-targeting POS mods a citadel will need a player in the control seat to activate and target its modules. Though the defense and tank of the WHC Fortizar is significant, an active response by a well commanded combat fleet is required to win a battle.
  
=== Rules of W-Space  ===
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===== Services =====
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A citadel can fit service modules. In the WHC you will have access to a clone bay, local market and reprocessing facility. Service modules require fuel to run which is funded by tax and donations. Other infrastructure in Innuendo provides industrialists, inventors and chemists the tools of the trade, though membership of a POS group might be required.
  
*First rule of W-Space is: You do not fly without a probe launcher.  
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===== Ship sharing =====
*Second rule of W-Space is: ''YOU <u>DO NOT</u> FLY WITHOUT A PROBE LAUNCHER!''
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The Wormhole Community has shared assets. If you live out of the citadel you can choose to make your ships available to other members by storing them in the Alpha hangar, and you can borrow other players ships in the same manner. Rule number one of ship sharing is that you replace any and all losses within a reasonable period. The WHC also has common assets. Any ship with the WHC 555 prefix belongs to the campus as a whole. These ships will often be utility vessels, like rolling battleships, transport ships, and mining boats. The Fortizar also has a store of (emergency) PvP fit ships, ready made fleets for WHC events and specialized PVE setups. The same 'replace what you lose' rule exists for common assets.
*Third rule of W-Space: If there's a hostile in system, you warp off, go to safety, stop what you are doing, investigate!
 
*Fourth rule: Do not talk in local, ever.&nbsp;
 
*Fifth rule: Always keep a scanning alt in your home system.  
 
*Sixth rule: Pay attention to directional scanner at all times!
 
*Seventh rule: If it's your first time in W-Space, you will get ganked.
 
  
== Picking the right System  ==
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===== Tethering =====
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When you are undocked but within range of the citadel your ship will automatically be tethered to the station. This provides you with immunity to incoming damage, and will allow the citadel to remote repair damage to your ship and drones. Though you are invulnerable, you can still be bumped out of tethering range. You will lose your tether as soon as you target other players, and if you activate offensive modules, warfare links, triage or siege modules. To be tethered by a citadel you need to have docking rights to the citadel.
  
Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans.  
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== Living out of a POS ==
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In a wormhole a [[Player-owned starbase]] (POS) can also be a main base of operations. These are quite different to living in stations or in a citadel.
  
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=== Ship Maintenance Array ===
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A [[POS Structures#Ship Maintenance Array|Ship Maintenance Array]] (SMA) can store 20 million{{m3}} worth of assembled ships. There are no divisions within the SMA, as such all ships stored are accessible by everyone who has access to the structure.
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* To store your ship in the SMA, right click the array and select '''Store Vessel'''.
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* The '''Access Vessel''' button lets you view ships that are currently stored.
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* To board a ship, right click and select '''Board Vessel'''. This will also store your current ship.
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* To launch a ship for an alt, right click and select '''Launch Vessel'''.
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* When boarding a new ship, the array will attempt to store your current ship which will fail if the cargohold contains assembled containers or the capacity of the array is surpassed leaving the ship floating in the field.
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* If you do not have the required skills to use modules on the ship (namely T2 weapon systems) they will be offline upon jumping in, just replace the ship in the SMA.
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'''NOTE:''' SMAs do not have restrictions on access further than the POS forcefield. In general if you are not okay with other people sitting in your ship, then - with the current mechanics - wormhole life is most likely not for you as "ownership" is a very relative term when living out of a POS.
  
There are about 2500 Systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs.&nbsp;You will have to decide if you are going to live there by yourself or with a couple of friends.&nbsp;You will have to know what activities are you going to perform there (manufacturing, harvesting Gas and [[Ore]], Killing [[Sleepers]]) and if you are going to be able to do those things alone or will it require a fleet. You'll have to know if the activity you picked will require frequent Logistic runs out to K-space.  
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=== Corporate Hangar Array ===
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The [[POS Structures#Corporate Hangar Array|Corporate Hangar Array]] (CHA) can store 1.4 million{{m3}} worth of items including un-assembled ships. There are 7 divisions within the CHA, each controlled in the same way as station corporate hangars. Within EVE University this is done according to [[titles]].
  
=== Planning[[Image:Staticmapper.jpg|border|right|300px|Staticmapper.jpg]] ===
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==== Containers ====
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* It requires elevated privileges to remove assembled containers from a corporate hangar. Within EVE University only [[directors]] are able to do this.
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* Even if you have privileges, you can't extract items from the containers without first removing the container from the Hangar into your ship's hold
  
The following factors affect&nbsp;your choice of your home system.  
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=== Personal Hangar Array ===
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The [[POS Structures#Personal Hangar Array|Personal Hangar Array]] (PHA) is 50k{{m3}} that only you can access. Directors can view but not take items from here.
  
*Plan ahead on what kind of static you wish the system could have, look for that.  
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== Daily Activities: how to keep them safe. ==
**Since with continued site-clearing, the sites in your home system will spawn less and less often, the class of static wormhole is what determines your profit potential in the long run. See 'Warning,' below.
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So, you've found your system, set up a POS, moved the ships in, you've done all required logistics, and you have supplies that will last for a while. You're ready for action. What now? Well, as I said already, there are number of activities you can do in your System, such as [[Mining]], Harvesting Gas, Killing [[Sleepers]], Running [[Planetary Industry]]. But first you need to learn how to keep yourself safe while doing those. You need to keep track of things, and you need to know your surroundings. First thing you'll always do from this day on, is:
*Keep in mind that the [http://evemaps.dotlan.net/wormholes wormholes have mass restrictions]. You won't be able to jump [[Capital Ships]] through most of them, and there are wormholes that won't even allow battleship sized ships.
 
*Look for a system with a variety of [[Planets]] that will later be used for your [[Planetary Interaction]] colonies.
 
  
*Decide what Class of the system you're looking for, take into consideration the kinds of exploration sites the system is likely to spawn.<br>
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=== Scanning ===
*Ask yourself if you want the system to have any Effects that would help you with your activities. (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.)
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[[File:Scanning - 9.PNG.png|border|right|300px|Scanning]]
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Each day new signatures and anomalies spawn in your system. Since the release of Hyperion, signature ID's are consistent over downtime. You will have to keep track of every single signature ID and anomaly. You will have to keep track of them to know what kind of sites are there and what your system has to offer that day. Here's how:
  
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* Scan your system as soon as you login into the game. Check the number of signatures, the number of anomalies.
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* Scan each and every signature. Record them all (you should probably have this feature in your mapper).
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* Bookmark the sites into corp bookmarks.
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* [[Wormhole scouting|Scout any connecting wormholes.]]
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* Ignore all sigs in your probe scanner
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* Check for new sigs appearing - the Agency icon in the Neocom bar will flash when a new site appears.
  
=== Example  ===
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{{Clear}}
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=== Running Anomalies ===
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Sleeper sites, also known as anomalies, are the most profitable sites in W-space. It's always worth running them and selling the salvage. If you decide to run them, make sure you know what the triggers are, what will spawn next, be ready. Use [https://eve-survival.org/wikka.php?wakka=WormholeSpace EVE-Survival] to determine that information. Class 1 and 2 anomalies are soloable in a well tanked Battlecruiser with good dps, for Class 3's you will want [[File:SleeperArtifact.png|border|left|250px|Sleeper Artifact]]to have a small gang of Battlecruisers - either dual T2 active tanked or with logi support, to kill the sleepers faster. For Class 4 anomalies and up you will want to use a fleet made of [[Remote Repair]] ships or gangs supported by logistics.
  
Let's say you would like to harvest gas and ore, you won't do any [[Manufacturing]], and you want to kill sleepers, but you don't have any corporation members to help you with that.  
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At the beginning of each site, launch a [[Mobile Tractor Unit]] (MTU), [[Bookmark]] the MTU (DON'T FORGET THIS), move on to next site. Come back later to pick up loot and salvage wrecks or have someone following you in a dedicated salvager. Always keep aligned when running sites, and always, for the love of [[Bob]], check the damn directional. It's very important, if you see any ship that is not supposed to be there, even for a split second, warp out, get to safety. Go to the POS and investigate. Don't start asking in Corp chat who that was, just leave. Believe me, I make a living from killing people like you, don't be stupid. Just warp off. There's no fleet that can't be ganked in W-space.
  
*If Ore and Gas are your main priorities, you might want to consider a higher Class System, because they are more likely to spawn better Grav sites. You can now go look for a Class 4 wormhole with a static Class 2 connection. The reason for this is that the home system (Class 4) will provide you with the Ore you want, and the Class 2 connection will most likely have a High Security K-space exit as well as anomalies with sleepers that you can manage to kill by Yourself.
 
  
*If, on the other hand, sleepers are your main goal, and mining ore is what you want to do in your spare time, then the System you would be looking for would be a lower class. A Class 2 System with a static high sec exit would spawn anomalies with sleepers you can kill solo, and an occasional Grav and Ladar sites you can mine by yourself.<br>
 
  
It's up to you what kind of system would be the best for your needs and activities you want to perform. All you need to do is find that system.  
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Even if you are running a Class 6 anomaly in battleships with logistics support you cannot feel safe. Someone can and will come to gank you, as shown here: [https://www.youtube.com/watch?v=_RBMK-dqqIc YouTube - Class 6 Wormhole Gank]
  
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== Moving into a Wormhole System  ==
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* '''Perimeter''' sites are generally Low difficulty.
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* '''Frontier''' sites are generally Medium difficulty.
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* '''Core '''sites are generally High difficulty.
  
So think you've found a system You like, and You would like to move in now, that's great! Let's see now..<br>
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* For Class 1-2 expect to see Perimeter sites.
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* For Class 3-4 expect to see Frontier sites.
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* For Class 5-6 expect to see Core sites.
  
=== Checklist  ===
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Ore, Gas and class 5 Data sites are exception from this; also named sites ([[The Line]] &amp; [[Solar Cell]] for example) do not fall under this convention.
  
*Does it meet your requirements?
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=== Mining ===
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Ore anomalies in W-space was updated in 2020 and now the once rare ores (Arkonor, Bistot, and Crokite) can be found in Null Sec, dropping their prices. Now the best ore to mine is Gneiss followed by Omber. There will be enemies when you first enter the site. Clear them up and they will not respawn. Use cheap mining barges such as Retrievers and Covetors (or Procurers for the biggest tank). Ventures are also great mining ships for W-space as they are very cost effective and designed for this role. They are affordable and won't ruin you if you lose them.
  
*Have you checked if there is someone already occupying it?
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[[File:Miningexample.jpg|border|left|250px|Mining example]]
  
*Have you checked [http://evemaps.dotlan.net/ Dotlan]&nbsp;for activity in that system?
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Everyone in W-space will gank a mining op if they see one, so when mining, always&nbsp;make sure that there are no incoming wormholes in your system, always watch directional, or even have a scout at any wormhole exit. You <s>cannot</s> can mine aligned (this does take a bit of planning, but if you spend a lot of time in the ore sites, this technique (to be added) might be useful), and you can make it a bit harder for someone to find you. As of the Odyssey update, asteroid fields are anomalies, showing up on normal scanner without probes. They can be warped to immediately upon arrival in system by a hostile ship. To be safe(r), do not mine without a picket on the WH entrances. Keep an eye out for new signatures that might be new WH connections. Try not to use jetcans for mining, as they can be bookmarked to provide warp-ins on you. Haul in a cheap hauler, as often as possible. Don't use an Orca for picking up ore. Orcas draw attention of gankers. Warp out at any sign of unknown ships and probes on directional. Better to be safe than dead.
  
*Does the system seem to have a high/low/no number of incoming wormholes?
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{{Clear}}
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=== Gas Huffing ===
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Gas sites in W-Space are relatively common and can be profitable to clear, averaging around 40 mil ISK/h from using T1 scoop solo. Unlike ore sites, gas sites remain signatures, and thus require any potential hostiles to probe down the site before they can engage huffers, giving you more of a safety margin as there's usually time to pick up the probes on D-scan.
  
*Were there any player kills in that system in the last week/month/year? (you can check that on dotlan and killboards)
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It's important to be careful with gas sites, as the Sleepers that guard them are not present initially, but spawn a short time (approx. 15-23 minutes) after the site is first warped to. Activate the sites first, and return in combat ships to clear the Sleeper guardians - once done it should be safe to huff without NPC intervention.
  
*Does it have a static exit to another w-space system?
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Ventures are an excellent choice for gas harvesting due to their cheapness, low SP requirements, sizeable mining bay and hull bonuses, all of which makes them an extremely efficient and cost-effective choice of ship.
*Are logistic runs to K-space going to be easy/hard?
 
*Have you placed a scan-alt in the system? (very important, in case you get podded)
 
  
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For more information, see [[Gas cloud harvesting]]
  
If you are satisfied with the system, it's not occupied, have the exits you want and it's fairly safe it's time to move in and get things started.&nbsp;Let's go shopping then.&nbsp;The single most important thing you need is a place to call home.&nbsp;A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at.&nbsp;You need a [[POS]].  
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=== Planetary Industry in W-Space ===
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Wormhole space, as already mentioned, is very similar to [[nullsec]]. In that matter, [[Planets]] that are present in W-space are mostly unoccupied, and far better then any highsec or lowsec planets. You will find various types of planets, and given that you took that into account when you chose your system, you can make quite a fortune from [[Planetary Industry]] (PI).
  
(''WARNING'': ''It's been reported occupying a W-Space System for an extended periods of time decrease the number and frequency of signatures spawns.'')
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The biggest advantage of PI in W-space is the ability to make some of the POS fuel on site, it saves you hauling that fuel in, less logistics stress. You can also make various items, that you can export to K-space and sell for profit.
  
=== POS Defence  ===
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[[File:PI YFC-28-ThreeMoreExtractors.png|border|right|250px|PI YFC-28 Three More Extractors]]
  
This is the part many wormhole residents fail at. Every single day I come across POS's with poor or no defences, with billions of ISK floating around the POS shields, just asking to be blown up, ripped apart, leaving the owners broke and depressed.  
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What's dangerous about PI, you ask? Well, managing PI itself doesn't involve any risk (yet), but hauling the goods can be tricky.
  
[[Image:Posfail4.jpg|border|left|300px|POS]]  
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Constantly use the Directional Scanner, You have to assume that you are never alone in W-space. Always watch for hostile ships. Be prepared to run for your life. Don't slow down your haulers by fitting cargo expanders, fit nanofibers instead. They will align faster. Fit Warp Core Stabs, they will get somewhat immune to Warp Disruptors, and if you can, use [[Hauling|transport ships]], fly cloaky, cloaky is safe. Never stay at the [[Colony Management#Interplanetary Logistics|Customs Office]] longer than you have to.
  
First thing you need to take care of when planning a POS are the defences. Nothing attracts people like Torpedo or Cruise missile launchers, no Warp Disruptors and lack of any kind of E-War or hardeners online at the POS.  
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{{Clear}}
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=== PvP in W-Space ===
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Wormhole Space is a unique environment to fight with other players in. The lack of local chat and mass restrictions on wormholes as well as nullsec-like mechanics allow to do things that would not work in Known Space. Players often scan down so called 'rabbit holes', chains of wormholes connecting multiple systems to find other players to kill. It's common to see multiple cloak-capable ships in one fleet, hunting down and killing pilots that are not paying attention to directional scanner.
  
Please check out this [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=817184 Eve-O Forum Topic]&nbsp;before you even consider setting up your POS in the system.[[Image:DEATHSTAR.jpg|border|right|300px|DEATHSTAR.jpg]]<br>
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[[File:Corpseimagefrozenpopsicle225.jpg|border|left|150px|Corpse image frozen popsicle]]
  
Large POS's are strongly recommended in W-space. Small ones or even Medium ones are very easy to attack and take down. Most of people don't bother with Large ones. It takes too much effort to bring a large POS down, it's a logistical nightmare, but that doesn't mean people don't do it. It is quite common for corporations to attack other people in W-Space for isk and loot. Even the best defence won't keep people from destroying your POS, if they are ready to do what it takes. Having a good setup however will decrease the chance of getting invaded and will probably save your assets. This is EvE and you always need to be prepared for the worst. Keep that in mind.  
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W-space is also full of dead POS's that ran out of fuel because their owners either didn't log into the game for a while, or just lost access to their home system. People often destroy those POS's for loot. There are many [[PvP]] opportunities in W-space. Wormhole corporations often compete with each other over the best systems, or just for the sake of killing each other. It's getting more common to see one corporation invading a home system of another. Some people even hire mercenary corporations to attack or defend wormhole systems.
  
==== That's no moon!  ====
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Directional scanning plays a huge role in W-space PvP, giving Intel and warning of hostiles. [[Directional scanner]] and CovOps ships are the most useful tools in W-space. PvP in W-space is also a source of ISK, simply because it's sometimes more profitable to kill that faction battleship running Sleeper sites in the wormhole next door than to run your own sites.
  
If you are planning to leave your system for an extended period of time, consider using additional POS defence modules, put your laboratories and corp hangars offline to free up some powergrid and anchor more guns, ECM, and anything that you have handy. This setup is called a 'Death Star Mode', and will keep your assets safe when you are away. No one will even think of attacking a POS like that.
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I won't give out any of our secrets about how to be successful in PvP in W-space, but be aware that it plays a major role in W-space, and no one can feel safe out there. If you want to see how PvP in Wormholes looks like, be sure to check out the link below and watch the PvP videos. Perhaps one day we will meet out in the unknown :)
  
Another possible method of setting up a wormhole POS for daily use involves the copious use of ECM, Warp Disruptors, and Sensor Dampeners, along with the requisite guns. This setup is in a play of words called a 'Dick Star', since the purpose is not necessarily to destroy invaders, but to sufficiently annoy and irritate them such that they decide blowing up your POS is not worth the effort.&nbsp;<br>
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{{Clear}}
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=== Rolling wormholes ===
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Rolling a wormhole is the act of intentionally collapsing a wormhole. This is done by sending large amounts of mass (in the form of either multiple Battleships with Higgs Anchor Rigs; Cruisers, Heavy Interdiction Cruisers, or Haulers with 100MN afterburners; or capital ships) through the wormhole.
  
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Static wormholes are often rolled in the hope that the wormhole replaces it is "better". What does better mean? It depends. It may be that the previous wormhole was "EOL" (End of Life) or "crit" (critical) and you are looking for a new wormhole that you can safely move ships through without getting stuck on the other side. It could be that you're looking for a K-space connection that is closer to a particular system. Or maybe you're just looking for a wormhole with a higher chance of PvP or PvE. Continuously rolling a wormhole to find one that matches certain criteria is known as "Rage Rolling".
  
Other then POS defences, you will need:
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Roaming wormholes are usually rolled because you just want it gone. Usually this is because you are worried about what is on the other side. But sometimes you may want to trap someone inside. Maybe some fool just jumped a nice ship into your system and you want to cut them off from backup or keep them from escaping.
  
*Ship Maintenance Array to hold all your ships, as well as providing a fitting service for them.
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== Unwanted wormholes ==
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Most of the time, your static exit(s) to either K-space or another W-space system will be the only exit, and that is what you count on. It keeps you safe, It keeps things predictable. But W-space is far from being predictable. Very often a wormhole will open up in the system, an incoming wormhole, that you wish wasn't there. It might give you some opportunities, but It might as well bring trouble. How to handle these wormholes, how to take control over the traffic in a system and how to close unwanted wormholes? Well, let me explain:
  
*Corporation Hangar Array to hold all your modules, loot, spare POS fuel, bookmarks, etc.
 
*Ship Building Array, in case you will want to build ships yourself
 
*Ore Reprocessing Modules
 
*Laboratories
 
*Mobile Warp Disruption Field Generators
 
**One possible tactic is to anchor a large Mobile Warp Disruptor, or "bubble", on the warp-in point to the moon that your POS is anchored at. This way, anyone warping to that moon will be caught in the bubble, leaving them unable to warp away and thus easy prey for your POS guns if decloaked.<br>
 
  
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'''Unwanted Wormholes'''<br>
  
==== Setting up the POS ====
+
Remember how I told you to keep track of the signature ID's in the system? Well, this is how you find out if there's a new incoming wormhole. You scan your system and find a signature ID that wasn't there before, it shows up as an unknown, and later it turns out to be a wormhole. We don't want that. We want it gone, and now. This is what you need to do to close it:
  
Once you've got all of this, scan your way out to K-space, get your hauler ready, scan your system multiple times to make sure there are no new incoming wormholes, and make sure that you are actually alone in the system. Move your hauler to the K-Space - W-Space connecting system, and double check if you have everything you need. Fuel, Modules, POS equipment, ammo, probes, etc.  
+
* Jump to the other side, check for hostiles, and check the ID of the wormhole on the other side. For example it might be C427.
 +
* Check the mass remaining on the wormhole (is it critical? what does the description say?). Jump back.
 +
* Check the Wormhole ID on [http://anoik.is/wormholes anoik.is], it will tell you its maximum mass restrictions.
 +
* Do the math.
  
[[Image:Pos ships.jpg|border|left|250px|Pos ships.jpg]]Once you are ready, jump in the hauler, anchor the POS, online it as soon as possible, make sure you have enough fuel to run it for at least a day and a significant amount of Strontium.&nbsp;Once the shields are up and running, you're fairly safe. Next thing you need to do is set up the guns, ECM, warp disruptors and everything else you've planned. Start moving in the rest of POS modules you wish to have there, and start moving in ships.&nbsp;Always have a spare scanning ship in the hangars &mdash; you never know when you'll need it. Take the time it takes to online the POS modules to set up off and on grid [[Safe spots]].
+
Now you know what kind of wormhole you are dealing with, and you know the max mass that can go through it before it crashes. Well, if the wormhole is not in critical mass stage yet, there's a good chance that you are able to close it. What you need to do is take some heavy ships, preferably battleships and/or battlecruisers, and start jumping them back and forward, keeping an eye on the status of mass of the wormhole. Keep one battleship on the far side while doing this. In this example it's a C427 Wormhole which, at it's critical state, (about 10% of total mass limit) allows to jump another 100,000 tons of mass. That's one battleship worth of mass. Keep track of the number of ships you've jumped through so far (jump one at a time), and as soon as it gets into Critical stage, jump back the battleship from the far side. If you've done everything right, the unwanted wormhole should close.
 
 
Don't, and I really cannot stress this enough, leave any ships floating out in space. It will only cause you trouble, provide intel&nbsp;to hostiles, and provide opportunities for a corp thief. There is no reason to leave ships floating in space. If you run out of&nbsp;space in your ship array, anchor a new one, or reconsider the usefulness of the ships you own, and take some of them out.
 
 
 
<br>
 
 
 
----
 
 
 
<br>
 
 
 
&nbsp;
 
 
 
=== Ships You will need  ===
 
 
 
There are numbers of various activities you can do inside a Wormhole system. Most of them require specialized ships. There is no Jack of all Trades here, you will need at least a couple of hulls so you can be effective at what you do. You will lose ships in W-space, you will need to be able to replace them. Keep them cheap, affordable. Don't fly faction ships in W-space, they are simply not worth the risk. Here's a small list of recommended ship types
 
 
 
<br>
 
 
 
==== Must-Have's  ====
 
 
 
*[[Scanning ships]], T1 frigates, CovOps Frigates, Recons. You can't do anything without them in W-space. Keep spare ones. You will lose them.<br>
 
 
 
<br>
 
 
 
==== Anomalies (Sleeper Sites)  ====
 
 
 
*[[Battlecruisers]], especially [[Drake]]s, are the most common ships people use to run anomalies in w-space. Drake can easily run any and every anomaly in a Class 1, Class 2 and Class 3 systems in a gang.
 
 
 
*[[Strategic Cruiser]]s, especially the Tengu and Legion. They significantly speed up running anomalies, but are very expensive, so use them only if you really can afford to lose them.
 
 
 
*[[Battleship]]s, with Remote Repair modules fitted are required for higher class wormholes anomalies, such as Class 4.
 
 
 
*[[Capital Ships]], such as Dreadnought and Carriers are used in Class 5 and 6 Systems mostly to spawn additional sleepers in anomalies.
 
 
 
<br>
 
 
 
==== Gravimetric Sites (Ore Mining)  ====
 
 
 
*[[Mining]] Cruisers, such as the Osprey
 
 
 
*[[Mining Barges]], such as Retriever, Covetor - they are cheap and effective at what they do.&nbsp;
 
 
 
*[[Exhumers]] - If you can risk and afford losing one, they are the best, but you already know that.
 
 
 
see: [http://www.eve-wiki.net/index.php?title=Haladas_Mining_Guide Halada's Mining Guide]
 
 
 
==== Ladar Sites (Gas mining)  ====
 
 
 
*Battlecruisers, especially the Ferox. They can field a decent tank and fit number of cargo expanders. For more info see [[Gas in W-space]]<br>
 
 
 
<br>
 
 
 
==== Salvaging, Hacking and Analyzing  ====
 
 
 
*[[Destroyers]]. You wont need anything bigger than Dessies in W-space. Sleeper loot is small in size. It will fit in the small cargo hold of a destroyer.
 
**You did fit that destroyer with a probe launcher, right? 
 
**If you can fit a cloaking device, fit a proto cloak on the salvager.  Cloak up whenever you're not actively salvaging.
 
 
 
* The [[Noctis]] has replaced salvage-fit destroyers and battlecruisers for the majority of K-space salvaging duties. It does very well in wormhole space as well. However, with only 2 mid slots, it cannot fit a full complement of MWD, analyzer, and codebreaker. (This is not a problem if you run mostly anomalies, and you can refit your Noctis to deal with radar and mag sites as required.) The other concern is cost - a Noctis costs far more than an equivalently fit salvager or destroyer (approx. 90 million ISK at time of writing).
 
 
 
* You'll want to rig your salvager with at least 2 salvage rigs if you're in a Class 3 or higher WH -- many of the sleeper wrecks require either rigs or L4/L5 salvaging skill to salvage at all.
 
<br>
 
 
 
==== Logistics  ====
 
 
 
*[[Haulers]], T1 or T2, Badgers, Bestowers, anything that you would use in K-space is used in W-space, and often. You will need them to run to K-space for supplies, to pick up PI products, can't live without them. 
 
 
 
*[[Capital Industrial Ships]], the [[Orca]] and the [[Rorqual]]. First one is very useful for moving large amounts of cargo in and out of a W-space system, as well as providing mining bonuses for mining Fleets (even from inside of the POS Force Field). The Rorqual, if you can afford it, will compress Ore, making it smaller and easier to transport to K-space.  This sounds stupid until the first time you have six or seven million m^3 of ore in the hangars.
 
 
 
<br>
 
 
 
==== PVP Ships  ====
 
 
 
*T2 Cruisers, [[Heavy Interdictors]], [[Heavy Assault Cruisers]], [[Recon Ships]], [[Logistics]], any kind is very useful, as they are small in size, and huge in potential. Sooner or later You will have to face other players in W-space, and these are the bread and butter of W-space PVP.
 
 
 
*[[Stealth Bombers]], W-space mechanics are the same as nullsec space. You can use Bombs, and they are very effective. A small gang of Bombers can really ruin a day for your enemies. See: [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Stealth Bomber Guide].
 
 
 
*Battleships, they are rarely used in PVP in W-space, but they are very useful in taking down POS's where you cannot use capital ships, and for defence fleets. They are also useful for crashing wormholes due to their mass.
 
 
 
*[[Interceptors]], useful for catching CovOps frigates jumping through wormholes.&nbsp;
 
 
 
*Battlecruisers, any kind, they are very popular in PVP in W-space, because of their mass/dps ratio. They are easy on the wormholes, and can deal a significant amount of DPS.
 
 
 
<br>
 
 
 
<br>
 
 
 
== Daily Activities: how to keep them safe.  ==
 
 
 
So, you've found your system, set up a POS, moved the ships in, you've done all required logistics, and you have supplies that will last for a while. You're ready for action. What now? Well, as I said already, there are number of activities you can do in your System, such as [[Mining]], Harvesting Gas, Killing [[Sleepers]], Running PI. But first you need to learn how to keep yourself safe while doing those. You need to keep track of things, and you need to know your surroundings. First thing you'll always do from this day on, is:
 
 
 
<br>
 
 
 
=== Scanning[[Image:Scanning - 9.PNG.png|border|right|300px|Scanning - 9.PNG.png]]  ===
 
 
 
Each day new signatures and anomalies spawn in your System. Each day they die. There's always something going on and you need to know what that is. You will have to keep track of every single signature ID and anomaly. Each day after Downtime signature ID's change. You will have to keep track of them to know what kind of sites are there and what your system has to offer that day. Here's how:<br>
 
 
 
*Scan your system as soon as you login into the game. Check the number of signatures, the number of anomalies.
 
 
 
*Scan each and every signature. Write down their ID's and types (is it a grav? radar site? wormhole?). Keep that list handy.
 
 
 
*Bookmark the Sites and keep the bookmarks at a container at the POS, or in the Corp Hangar.
 
 
 
*See if there are any wormholes in the system, scan them down, warp to them and bookmark them. See where they lead to.
 
 
 
*Check for incoming wormholes, check where they lead, get to know your neighbours.&nbsp;
 
*Write down the time the signatures were found. This way you will be able to tell when they die.
 
*Scan your system every now and then, preferably each hour, check for new signatures.
 
*Check for new incoming wormholes, they can open at any given time.
 
*Check what your K-space exit is, if you have one.
 
*Close unfriendly wormholes as soon as possible. See "Unwanted Wormholes," below.
 
 
 
<br>
 
 
 
<br>
 
 
 
Once you're done [[Scanning]], you know the number and ID's of signatures in your system, you know where each wormhole leads to and you made sure it's safe you can start doing sites. Remember that a wormhole incoming to your system can open up at any time, keep checking directional at all times. If you fail to do so, you will get killed faster then you can say OMGPROTEUS.
 
 
 
<br>
 
 
 
<br>
 
 
 
=== Running Anomalies  ===
 
 
 
Sleeper sites, also known as anomalies, are the most profitable sites in W-space. It's always worth running them and selling the salvage. If you decide to run them, make sure you know what the triggers are, what will spawn next, be ready. Use [http://eve-survival.org/wikka.php?wakka=WormholeSpace Eve-Survival]&nbsp;to determine that information. Class 1 and 2 anomalies are soloable in a Drake, for Class 3's you will want [[Image:SleeperArtifact.png|border|left|250px|SleeperArtifact.png]]to have a small gang of drakes to kill the sleepers faster. For Class 4 anomalies and up You will want to use a fleet made of [[Remote Repair]] Battleships with [[ECM]] support.
 
 
 
After you are done with each site, [[Bookmark]] the wrecks as you would do with mission wrecks. Come back later to salvage them or have someone following you in a dedicated salvager. Always keep aligned when running sites, and always, for the love of god, check the damn directional. It's very important, if you see any ship that is not supposed to be there, even for a split second, warp out, get to safety. Go to the POS and investigate. Don't start asking in Corp chat who that was, just leave. Believe me, I make a living from killing people like you, don't be stupid. Just warp off. There's no fleet that can't be ganked in W-space.
 
 
 
<br>
 
 
 
Even if you are running a Class 6 anomaly in battleships with logistics support you cannot feel safe. Someone can and will come to gank you, as shown here: [http://www.youtube.com/watch?v=_RBMK-dqqIc Youtube - Class 6 Wormhole Gank]
 
 
 
<br>
 
 
 
*'''Perimeter''' sites are generally Low difficulty.
 
*'''Frontier''' sites are generally Medium difficulty.
 
*'''Core '''sites are generally High difficulty.
 
 
 
*For Class 1-2 expect to see Perimeter sites.
 
*For Class 3-4 expect to see Frontier sites.
 
*For Class 5-6 expect to see Core sites.
 
 
 
Gravimetric, Ladar and class 5 Radar sites are exception from this; also named sites (The Line &amp; Solar Cell for example) do not fall under this convention.
 
 
 
<br>
 
 
 
=== Mining&nbsp;  ===
 
 
 
Gravimetric sites in W-space often spawn rare Ore that cannot be found in [[Highsec]] or even [[Lowsec]]. Those are Arknor, Bistot and&nbsp;Crokite. Always mine those first. They are the most profitable. Use cheap mining barges such as Retrievers and Covetors. They are affordable and won't ruin you if you lose them.&nbsp;
 
 
 
[[Image:Miningexample.jpg|border|left|250px|Miningexample.jpg]]
 
 
 
Everyone in W-space will gank a mining op if they see one, so when mining, always&nbsp;make sure that there are no incoming wormholes in Your system, always watch directional, or even have a scout at any wormhole exit. You cannot mine aligned, but you can make it a bit harder for someone to find you. Unlike anomalies, that can be scanned down without use of probes, Grav sites have to be probed down. Keep an eye out for probes. Combat probes especially. Try not to use jetcans for mining, as they can be bookmarked to provide warpins on you. Haul in a cheap industrial ships, as often as possible. Don't use an Orca for picking up ore. Orcas draw attention of gankers. Warp out at any sign of unknown ships and probes on directional. Better to be safe then dead.
 
 
 
Ladar sites are no exception here, same rules apply.
 
 
 
<br>
 
 
 
=== Planetary Interaction in W-Space  ===
 
 
 
Wormhole space, as already mentioned, is very similar to [[Nullsec]]. In that matter, [[Planets]] that are present in W-space are mostly unoccupied, and far better then any highsec or lowsec planets. You will find various types of planets, and given that you took that into account when you chose your system, you can make quite a fortune from [[Planetary Interaction]].<br>
 
 
 
The biggest advantage of PI in W-space is the ability to make some of the POS fuel on the site, it saves you hauling that fuel in, less logistics stress. See [http://forum.eveuniversity.org/viewtopic.php?f=159&t=33117&p=307554#p307541 this forum post by Seamus Donohue]. You can also make various items, that you can export to K-space and sell for profit.&nbsp;
 
 
 
[[Image:PI YFC-28-ThreeMoreExtractors.png|border|right|250px|PI YFC-28-ThreeMoreExtractors.png]]
 
 
 
What's dangerous about PI, you ask? Well, managing PI itself doesn't involve any risk (yet), but hauling the goods can be tricky.
 
 
 
Personally I've ganked multiple industrial ships that were not paying attention to directional, and just went off to pick up their goods, getting killed in the process. You have to assume that you are never alone in W-space. Always watch for hostile ships. Be prepared to run for your life. Don't slow down your industrial ships by fitting cargo expanders, fit nanofibers instead. They will align faster. Fit Warp Core Stabs, they will get somewhat immune to Warp Disruptors, and if you can, use [[Transport ships]], fly cloaky, cloaky is safe. Never stay at the [[Customs office]] longer then you have to.
 
 
 
<br>
 
 
 
=== PvP in W-Space  ===
 
 
 
Wormhole Space is an unique environment to fight with other players in. The lack of local chat and mass restrictions on wormholes as well as nullsec-like mechanics allow to do things that would not work in Known Space. Players often scan down so called 'rabbit holes', chains of wormholes connecting multiple systems to find other players to kill. It's common to see multiple cloak-capable ships in one fleet, hunting down and killing pilots that are not paying attention to directional scanner.&nbsp;
 
 
 
[[Image:Corpseimagefrozenpopsicle225.jpg|border|left|150px|Corpseimagefrozenpopsicle225.jpg]]
 
 
 
W-space is also full of dead POS's that ran out of fuel because their owners either didn't log into the game for a while, or just lost access to their home system.&nbsp;People often destroy those POS's for loot. There are many [[PvP]] opportunities in W-space. Wormhole corporations often compete with each other over the best systems, or just for the sake of killing each other. It's getting more common to see one corporation invading a home system of another. Some people even hire mercenary corporations to attack or defend wormhole systems.&nbsp;
 
 
 
Directional scanning plays a huge role in W-space PvP, giving Intel and warning of hostiles. [[Directional Scanner]] and CovOps ships are the most useful tools in W-space. PvP in W-space is also a source of ISK, simply because it's sometimes more profitable to kill that faction battleship running sleeper sites in the wormhole next door then to run your own sites.
 
 
 
I won't give out any of our secrets about how to be successful in PvP in W-space, but be aware that it plays a major role in W-space, and no one can feel safe out there.&nbsp;If you want to see how PvP in Wormholes looks like, be sure to check out the link below and watch the PvP videos. Perhaps one day we will meet out in the unknown&nbsp;:)
 
 
 
== Unwanted Wormholes  ==
 
 
 
Most of the time, your static exit to either K-space or another W-space system will be the only exit, and that is what you count on. It keeps you safe, It keeps things predictable. But W-space is far from being predictable. Very often a wormhole will open up in the system, an incoming wormhole, that you wish wasn't there. It might give you some opportunities, but It might as well bring trouble. How to handle these wormholes, how to take control over the traffic in a system and how to close unwanted wormholes? Well, let me explain:
 
 
 
<br>
 
 
 
'''Unwanted K162's'''<br>
 
 
 
Remember how I told you to keep track of the signature ID's in the system? Well, this is how you find out if there's a new incoming wormhole. You scan your system and find a signature ID that wasn't there before, it shows up as an unknown, and later it turns out to be a K162 incoming wormhole. We don't want that. We want it gone, and now. This is what you need to do to close it:
 
 
 
*Jump to the other side, check for hostiles, and check the ID of the wormhole on the other side. For example it might be C427.
 
 
 
*Check the mass remaining on the wormhole (is it critical? what does the description say?). Jump back.
 
 
 
*Check the Wormhole ID on [http://www.eve-metrics.com/wormholes/C247 Eve Metrics], it will tell you it's maximum mass restrictions.&nbsp;
 
*Do the math.
 
 
 
Now you know what kind of wormhole you are dealing with, and you know the max mass that can go through it before it crashes. Well, if the wormhole is not in critical mass stage yet, there's a good chance that you are able to close it. What you need to do is take some heavy ships, preferably Battleships and/or Battlecruisers, and start jumping them back and forward, keeping an eye on the status of mass of the wormhole. Keep one battleship on the far side while doing this. In this example it's a C427 Wormhole which, at it's critical state, (about 5% of total mass limit) allows to jump another 100.000 tons of mass. That's one battleship worth of mass. Keep track of the number of ships you've jumped trough so far (jump one at a time), and as soon as it gets into Critical stage, jump back the battleship from the far side. If you've done everything right, the unwanted wormhole should close.  
 
  
 
Taking control over the exits, maintaining the system clear of incoming wormholes by successfully closing each unwanted wormhole is the key to safety in W-Space. You need to be aware that each wormhole that you leave opened, and not use yourself, is a potential threat, and might eventually get you (and your corp members) killed.
 
Taking control over the exits, maintaining the system clear of incoming wormholes by successfully closing each unwanted wormhole is the key to safety in W-Space. You need to be aware that each wormhole that you leave opened, and not use yourself, is a potential threat, and might eventually get you (and your corp members) killed.
  
<br>
+
== Keeping wormhole system sealed ==
 
+
Wormhole exit (K162) does not exist until somebody initiated warp to signature of wormhole entrance. This makes it possible for small disciplined collective to fully seal a wormhole system in which they live. If
<br>
+
# All signatures are scanned and the list is constantly updated
 
+
# All non-static wormholes are rolled
== Long Term Wormhole Operations and Eve University  ==
+
# Static wormholes are identified, but nobody initiated jump to any of them
 +
# There is no trace of non-friendly pilot present in the system
 +
then no new hostile capsuleer can find the system until new WH exit emerged.
  
As of now, [[Eve University]]'s rules do NOT allow it's members to maintain a personal POS,&nbsp;whether it's in Known Space or Wormhole Space. This Guide is for people wanting to set up an operation like this outside of Eve University. The only long term Operation in W-space that was maintained by Eve University was [[D6]], but it doesn't exist anymore. You are however, as a member of the Uni, allowed to take part in Wormhole operations based out of Known Space. You are allowed to take a Fleet into W-space, run the sites there, and take all the loot and/or anything else back out, provided that you follow the [[ROE]] and University's Rules. This Guide was written by a University Graduate, ex-member.  
+
When goods are needed to be transferred to/from the WH system, a capsuleer warps to static wormhole, after good exchange happened, the static route is rolled.
  
<br>
+
Of course, any newbie doing stupid things will ruin the whole concept in no-time, so only organized group can control connections of its system.
  
== Related Links  ==
+
Such sealed system provides better security for PvE activities including mining and planetary industry. It also won't be spotted quickly by groups who specialize in [[eviction]]s.
  
[http://www.tetrr.com/wormhole/ http://www.tetrr.com/wormhole/]
 
  
[http://www.staticmapper.com http://www.staticmapper.com]
+
== Related Links ==
  
[http://evemaps.dotlan.net http://evemaps.dotlan.net]  
+
[https://evemaps.dotlan.net DOTLAN::EveMaps]
  
[http://www.ellatha.com/eve/wormholelist.asp http://www.ellatha.com/eve/wormholelist.asp]  
+
[https://www.ellatha.com/eve/wormholelist.asp Wormhole Database]
  
[http://eve.allakhazam.com/wiki/Wormholes http://eve.allakhazam.com/wiki/Wormholes]  
+
[https://www.youtube.com/playlist?list=PLBD59459E625C2A27 YouTube: What is Wormhole Space]
  
[http://forum.eveuniversity.org/viewtopic.php?f=30&t=32628 Asayanami Dei's Wormhole PvP Videos]  
+
<!-- [http://www.wormholefundamentals.com WormholeFundamentals.com] 20211101 - Domain expired -->
  
<br>
+
[https://pathfinder.eveuniversity.org EVE University Pathfinder]
  
[[Category:Wormholes]] [[Category:Guides]]
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[[Category:Wormholes]]
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[[Category:Guides]]

Latest revision as of 13:47, 28 July 2024

This page should be updated due to game changes.
Reason: Aggression timer does not exist anymore since Rubicon. Convert POS to Upwell structures.
This article should be cleaned up or improved.
The reason is: This page needs updating with current WHC home system information


E-UNI Emblem.png This page is specific to EVE University. Other corporations or groups in the game may operate differently.
For a summary of EVE University's rules and code of conduct, see EVE University Rules.

Wormhole Space (W-space) is unique and very different from Known Space (K-space) in many different ways. Lack of local chat, randomness of exits coming out of a system, unique NPC ships (Sleepers), resources that are not available in high or low security space (High End Gas and Ore), and lack of Aggression timers are only few of the advantages. It is only natural that at some point short trips to W-space will seem less profitable than a long term operation from within a W-space System. Once you have set up your home (or if you're moving into someone else's) here are some tips on what you should do.

General rules

Like most things in EVE, feel free to break these rules if you know what you're doing. You should probably consider them closer to guidelines.

Fly what you can afford to lose

Any ship you bring into W-Space should be considered already lost, be it to theft or gank. Consider not flying that shiny HAC you just bought and sticking to battlecruiser hulls a little longer.

Local chat

Or the lack thereof. Local chat does not exist in wormholes. Therefore, enemies are virtually invisible until they decide to be seen. Whenever you are out of the Citadel, you should be mashing D-Scan every chance you get. You should also keep an eye on chat and an ear on Mumble. If somebody states that there is an emergency, get to safety to assess the situation and form a response. If you are not in Innuendo you can warp to a safe spot if you have a cloak or bounce between safe spots if you don't.

Do not talk in Local. Your name will show up and be visible to those in system at that time for ~15 minutes giving everybody in the system free intel. Your name will still be visible even if you leave system in this 15 minute window.

Living out of a Citadel

ALI services

The WHC provides a Fortizar citadel as a home for WHC members. A citadel is comparable to a normal station, with services, ship hangars, item hangars, corporation hangars and unlimited storage space. There are some important distinctions from a station that need to be considered before moving in.

Access

Our citadel has an Access List that prevents non-accredited members, and their approved alts, from docking. For special events and emergency situations this restriction can be waived to allow docking access. If you are visiting Innuendo and do not have docking rights, the common POS (planet 7 moon 2) is open to all university members.

Clones

The clone bay in a citadel allows you to store one jump clone and switch to and from that clone without triggering a cooldown.

Destructible

A citadel is destructible. During a citadels vulnerability period a dedicated siege fleet can and will destroy an Astrahus, Fortizar or even a Keepstar after two 24 hour reinforcement cycles. In the wormhole your assets will not be safe; your ships, goods and other materiel can be lost or looted.

Defense

A citadel has defenses. As a counter to its vulnerability a citadel can equip strong methods to deal damage, support fleets and project various means of electronic warfare on the enemy. Unlike passive station guns or auto-targeting POS mods a citadel will need a player in the control seat to activate and target its modules. Though the defense and tank of the WHC Fortizar is significant, an active response by a well commanded combat fleet is required to win a battle.

Services

A citadel can fit service modules. In the WHC you will have access to a clone bay, local market and reprocessing facility. Service modules require fuel to run which is funded by tax and donations. Other infrastructure in Innuendo provides industrialists, inventors and chemists the tools of the trade, though membership of a POS group might be required.

Ship sharing

The Wormhole Community has shared assets. If you live out of the citadel you can choose to make your ships available to other members by storing them in the Alpha hangar, and you can borrow other players ships in the same manner. Rule number one of ship sharing is that you replace any and all losses within a reasonable period. The WHC also has common assets. Any ship with the WHC 555 prefix belongs to the campus as a whole. These ships will often be utility vessels, like rolling battleships, transport ships, and mining boats. The Fortizar also has a store of (emergency) PvP fit ships, ready made fleets for WHC events and specialized PVE setups. The same 'replace what you lose' rule exists for common assets.

Tethering

When you are undocked but within range of the citadel your ship will automatically be tethered to the station. This provides you with immunity to incoming damage, and will allow the citadel to remote repair damage to your ship and drones. Though you are invulnerable, you can still be bumped out of tethering range. You will lose your tether as soon as you target other players, and if you activate offensive modules, warfare links, triage or siege modules. To be tethered by a citadel you need to have docking rights to the citadel.

Living out of a POS

In a wormhole a Player-owned starbase (POS) can also be a main base of operations. These are quite different to living in stations or in a citadel.

Ship Maintenance Array

A Ship Maintenance Array (SMA) can store 20 million m3 worth of assembled ships. There are no divisions within the SMA, as such all ships stored are accessible by everyone who has access to the structure.

  • To store your ship in the SMA, right click the array and select Store Vessel.
  • The Access Vessel button lets you view ships that are currently stored.
  • To board a ship, right click and select Board Vessel. This will also store your current ship.
  • To launch a ship for an alt, right click and select Launch Vessel.
  • When boarding a new ship, the array will attempt to store your current ship which will fail if the cargohold contains assembled containers or the capacity of the array is surpassed leaving the ship floating in the field.
  • If you do not have the required skills to use modules on the ship (namely T2 weapon systems) they will be offline upon jumping in, just replace the ship in the SMA.

NOTE: SMAs do not have restrictions on access further than the POS forcefield. In general if you are not okay with other people sitting in your ship, then - with the current mechanics - wormhole life is most likely not for you as "ownership" is a very relative term when living out of a POS.

Corporate Hangar Array

The Corporate Hangar Array (CHA) can store 1.4 million m3 worth of items including un-assembled ships. There are 7 divisions within the CHA, each controlled in the same way as station corporate hangars. Within EVE University this is done according to titles.

Containers

  • It requires elevated privileges to remove assembled containers from a corporate hangar. Within EVE University only directors are able to do this.
  • Even if you have privileges, you can't extract items from the containers without first removing the container from the Hangar into your ship's hold

Personal Hangar Array

The Personal Hangar Array (PHA) is 50k m3 that only you can access. Directors can view but not take items from here.

Daily Activities: how to keep them safe.

So, you've found your system, set up a POS, moved the ships in, you've done all required logistics, and you have supplies that will last for a while. You're ready for action. What now? Well, as I said already, there are number of activities you can do in your System, such as Mining, Harvesting Gas, Killing Sleepers, Running Planetary Industry. But first you need to learn how to keep yourself safe while doing those. You need to keep track of things, and you need to know your surroundings. First thing you'll always do from this day on, is:

Scanning

Scanning

Each day new signatures and anomalies spawn in your system. Since the release of Hyperion, signature ID's are consistent over downtime. You will have to keep track of every single signature ID and anomaly. You will have to keep track of them to know what kind of sites are there and what your system has to offer that day. Here's how:

  • Scan your system as soon as you login into the game. Check the number of signatures, the number of anomalies.
  • Scan each and every signature. Record them all (you should probably have this feature in your mapper).
  • Bookmark the sites into corp bookmarks.
  • Scout any connecting wormholes.
  • Ignore all sigs in your probe scanner
  • Check for new sigs appearing - the Agency icon in the Neocom bar will flash when a new site appears.

Running Anomalies

Sleeper sites, also known as anomalies, are the most profitable sites in W-space. It's always worth running them and selling the salvage. If you decide to run them, make sure you know what the triggers are, what will spawn next, be ready. Use EVE-Survival to determine that information. Class 1 and 2 anomalies are soloable in a well tanked Battlecruiser with good dps, for Class 3's you will want

Sleeper Artifact

to have a small gang of Battlecruisers - either dual T2 active tanked or with logi support, to kill the sleepers faster. For Class 4 anomalies and up you will want to use a fleet made of Remote Repair ships or gangs supported by logistics.

At the beginning of each site, launch a Mobile Tractor Unit (MTU), Bookmark the MTU (DON'T FORGET THIS), move on to next site. Come back later to pick up loot and salvage wrecks or have someone following you in a dedicated salvager. Always keep aligned when running sites, and always, for the love of Bob, check the damn directional. It's very important, if you see any ship that is not supposed to be there, even for a split second, warp out, get to safety. Go to the POS and investigate. Don't start asking in Corp chat who that was, just leave. Believe me, I make a living from killing people like you, don't be stupid. Just warp off. There's no fleet that can't be ganked in W-space.


Even if you are running a Class 6 anomaly in battleships with logistics support you cannot feel safe. Someone can and will come to gank you, as shown here: YouTube - Class 6 Wormhole Gank


  • Perimeter sites are generally Low difficulty.
  • Frontier sites are generally Medium difficulty.
  • Core sites are generally High difficulty.
  • For Class 1-2 expect to see Perimeter sites.
  • For Class 3-4 expect to see Frontier sites.
  • For Class 5-6 expect to see Core sites.

Ore, Gas and class 5 Data sites are exception from this; also named sites (The Line & Solar Cell for example) do not fall under this convention.

Mining

Ore anomalies in W-space was updated in 2020 and now the once rare ores (Arkonor, Bistot, and Crokite) can be found in Null Sec, dropping their prices. Now the best ore to mine is Gneiss followed by Omber. There will be enemies when you first enter the site. Clear them up and they will not respawn. Use cheap mining barges such as Retrievers and Covetors (or Procurers for the biggest tank). Ventures are also great mining ships for W-space as they are very cost effective and designed for this role. They are affordable and won't ruin you if you lose them.

Mining example

Everyone in W-space will gank a mining op if they see one, so when mining, always make sure that there are no incoming wormholes in your system, always watch directional, or even have a scout at any wormhole exit. You cannot can mine aligned (this does take a bit of planning, but if you spend a lot of time in the ore sites, this technique (to be added) might be useful), and you can make it a bit harder for someone to find you. As of the Odyssey update, asteroid fields are anomalies, showing up on normal scanner without probes. They can be warped to immediately upon arrival in system by a hostile ship. To be safe(r), do not mine without a picket on the WH entrances. Keep an eye out for new signatures that might be new WH connections. Try not to use jetcans for mining, as they can be bookmarked to provide warp-ins on you. Haul in a cheap hauler, as often as possible. Don't use an Orca for picking up ore. Orcas draw attention of gankers. Warp out at any sign of unknown ships and probes on directional. Better to be safe than dead.

Gas Huffing

Gas sites in W-Space are relatively common and can be profitable to clear, averaging around 40 mil ISK/h from using T1 scoop solo. Unlike ore sites, gas sites remain signatures, and thus require any potential hostiles to probe down the site before they can engage huffers, giving you more of a safety margin as there's usually time to pick up the probes on D-scan.

It's important to be careful with gas sites, as the Sleepers that guard them are not present initially, but spawn a short time (approx. 15-23 minutes) after the site is first warped to. Activate the sites first, and return in combat ships to clear the Sleeper guardians - once done it should be safe to huff without NPC intervention.

Ventures are an excellent choice for gas harvesting due to their cheapness, low SP requirements, sizeable mining bay and hull bonuses, all of which makes them an extremely efficient and cost-effective choice of ship.

For more information, see Gas cloud harvesting

Planetary Industry in W-Space

Wormhole space, as already mentioned, is very similar to nullsec. In that matter, Planets that are present in W-space are mostly unoccupied, and far better then any highsec or lowsec planets. You will find various types of planets, and given that you took that into account when you chose your system, you can make quite a fortune from Planetary Industry (PI).

The biggest advantage of PI in W-space is the ability to make some of the POS fuel on site, it saves you hauling that fuel in, less logistics stress. You can also make various items, that you can export to K-space and sell for profit.

PI YFC-28 Three More Extractors

What's dangerous about PI, you ask? Well, managing PI itself doesn't involve any risk (yet), but hauling the goods can be tricky.

Constantly use the Directional Scanner, You have to assume that you are never alone in W-space. Always watch for hostile ships. Be prepared to run for your life. Don't slow down your haulers by fitting cargo expanders, fit nanofibers instead. They will align faster. Fit Warp Core Stabs, they will get somewhat immune to Warp Disruptors, and if you can, use transport ships, fly cloaky, cloaky is safe. Never stay at the Customs Office longer than you have to.

PvP in W-Space

Wormhole Space is a unique environment to fight with other players in. The lack of local chat and mass restrictions on wormholes as well as nullsec-like mechanics allow to do things that would not work in Known Space. Players often scan down so called 'rabbit holes', chains of wormholes connecting multiple systems to find other players to kill. It's common to see multiple cloak-capable ships in one fleet, hunting down and killing pilots that are not paying attention to directional scanner.

Corpse image frozen popsicle

W-space is also full of dead POS's that ran out of fuel because their owners either didn't log into the game for a while, or just lost access to their home system. People often destroy those POS's for loot. There are many PvP opportunities in W-space. Wormhole corporations often compete with each other over the best systems, or just for the sake of killing each other. It's getting more common to see one corporation invading a home system of another. Some people even hire mercenary corporations to attack or defend wormhole systems.

Directional scanning plays a huge role in W-space PvP, giving Intel and warning of hostiles. Directional scanner and CovOps ships are the most useful tools in W-space. PvP in W-space is also a source of ISK, simply because it's sometimes more profitable to kill that faction battleship running Sleeper sites in the wormhole next door than to run your own sites.

I won't give out any of our secrets about how to be successful in PvP in W-space, but be aware that it plays a major role in W-space, and no one can feel safe out there. If you want to see how PvP in Wormholes looks like, be sure to check out the link below and watch the PvP videos. Perhaps one day we will meet out in the unknown :)

Rolling wormholes

Rolling a wormhole is the act of intentionally collapsing a wormhole. This is done by sending large amounts of mass (in the form of either multiple Battleships with Higgs Anchor Rigs; Cruisers, Heavy Interdiction Cruisers, or Haulers with 100MN afterburners; or capital ships) through the wormhole.

Static wormholes are often rolled in the hope that the wormhole replaces it is "better". What does better mean? It depends. It may be that the previous wormhole was "EOL" (End of Life) or "crit" (critical) and you are looking for a new wormhole that you can safely move ships through without getting stuck on the other side. It could be that you're looking for a K-space connection that is closer to a particular system. Or maybe you're just looking for a wormhole with a higher chance of PvP or PvE. Continuously rolling a wormhole to find one that matches certain criteria is known as "Rage Rolling".

Roaming wormholes are usually rolled because you just want it gone. Usually this is because you are worried about what is on the other side. But sometimes you may want to trap someone inside. Maybe some fool just jumped a nice ship into your system and you want to cut them off from backup or keep them from escaping.

Unwanted wormholes

Most of the time, your static exit(s) to either K-space or another W-space system will be the only exit, and that is what you count on. It keeps you safe, It keeps things predictable. But W-space is far from being predictable. Very often a wormhole will open up in the system, an incoming wormhole, that you wish wasn't there. It might give you some opportunities, but It might as well bring trouble. How to handle these wormholes, how to take control over the traffic in a system and how to close unwanted wormholes? Well, let me explain:


Unwanted Wormholes

Remember how I told you to keep track of the signature ID's in the system? Well, this is how you find out if there's a new incoming wormhole. You scan your system and find a signature ID that wasn't there before, it shows up as an unknown, and later it turns out to be a wormhole. We don't want that. We want it gone, and now. This is what you need to do to close it:

  • Jump to the other side, check for hostiles, and check the ID of the wormhole on the other side. For example it might be C427.
  • Check the mass remaining on the wormhole (is it critical? what does the description say?). Jump back.
  • Check the Wormhole ID on anoik.is, it will tell you its maximum mass restrictions.
  • Do the math.

Now you know what kind of wormhole you are dealing with, and you know the max mass that can go through it before it crashes. Well, if the wormhole is not in critical mass stage yet, there's a good chance that you are able to close it. What you need to do is take some heavy ships, preferably battleships and/or battlecruisers, and start jumping them back and forward, keeping an eye on the status of mass of the wormhole. Keep one battleship on the far side while doing this. In this example it's a C427 Wormhole which, at it's critical state, (about 10% of total mass limit) allows to jump another 100,000 tons of mass. That's one battleship worth of mass. Keep track of the number of ships you've jumped through so far (jump one at a time), and as soon as it gets into Critical stage, jump back the battleship from the far side. If you've done everything right, the unwanted wormhole should close.

Taking control over the exits, maintaining the system clear of incoming wormholes by successfully closing each unwanted wormhole is the key to safety in W-Space. You need to be aware that each wormhole that you leave opened, and not use yourself, is a potential threat, and might eventually get you (and your corp members) killed.

Keeping wormhole system sealed

Wormhole exit (K162) does not exist until somebody initiated warp to signature of wormhole entrance. This makes it possible for small disciplined collective to fully seal a wormhole system in which they live. If

  1. All signatures are scanned and the list is constantly updated
  2. All non-static wormholes are rolled
  3. Static wormholes are identified, but nobody initiated jump to any of them
  4. There is no trace of non-friendly pilot present in the system

then no new hostile capsuleer can find the system until new WH exit emerged.

When goods are needed to be transferred to/from the WH system, a capsuleer warps to static wormhole, after good exchange happened, the static route is rolled.

Of course, any newbie doing stupid things will ruin the whole concept in no-time, so only organized group can control connections of its system.

Such sealed system provides better security for PvE activities including mining and planetary industry. It also won't be spotted quickly by groups who specialize in evictions.


Related Links

DOTLAN::EveMaps

Wormhole Database

YouTube: What is Wormhole Space


EVE University Pathfinder