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{{Wormhole Links}}<onlyinclude>'''Wormhole Space''', also known as the Anoikis | {{Wormhole Links}}<onlyinclude>'''Wormhole Space''', also known as the pseudo-galaxy Anoikis, is a collection of semi-charted systems full of opportunity and danger. The discovery of [[Sleepers]], an ancient Artificial Intelligence that dwells within Wormhole Space, led to groundbreaking new technology which in turn enabled the creation of [[Strategic Cruisers]]. Wormhole Space (W-Space, or J-Space because all wormhole system names consist of a J followed by 6 numbers) is lawless and has no CONCORD presence, Empire oversight, or Sovereign Alliances.</onlyinclude> | ||
== Wormhole Space Characteristics == | == Wormhole Space Characteristics == | ||
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=== Cosmic Signatures === | === Cosmic Signatures === | ||
Cosmic Signatures need to be probed down. They come in | Cosmic Signatures need to be probed down. They come in 4 types: | ||
* Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for [[Tech 3 Production|Tech 3 production]] and is lightly guarded. See [[Wormhole Gas Sites]] for more details on this. | * Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for [[Tech 3 Production|Tech 3 production]] and is lightly guarded. See [[Wormhole Gas Sites]] for more details on this. | ||
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For more information about Tech 3 Cruiser Production, you may start with the [[Tech 3 Production|Tech 3 production]] page. | For more information about Tech 3 Cruiser Production, you may start with the [[Tech 3 Production|Tech 3 production]] page. | ||
In addition to Tech 3 production, processes that aren't allowed in highsec space can be found in W-Space. The most notable is [[ | In addition to Tech 3 production, processes that aren't allowed in highsec space can be found in W-Space. The most notable is [[Medical boosters#Manufacturing|Drug manufacturing]], utilizing the often short travel times to trade hubs -assuming you aren't unlucky- to import the necessary materials and exporting or locally selling the manufactured end-goods. | ||
== Anoikis Systems == | == Anoikis Systems == | ||
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==== Class 1 Systems ==== | ==== Class 1 Systems ==== | ||
C1 systems are not very popular for harvesting or site running purposes. C1 statics only allow medium-sized ships, preventing anything larger than a | C1 systems are not very popular for harvesting or site running purposes. C1 statics only allow medium-sized ships, preventing anything larger than a battlecruiser to enter ([[Nestor]] is the only exception among battleships due to its low mass.) This makes rolling C1 holes fairly difficult. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently. | ||
C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. The low desirability of these locations and minimal assets make | C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. The low desirability of these locations and minimal assets make [[eviction]]s less likely, although not unheard of. While some C1 corporations have reportedly tried to ward off intruders by building carriers, changes such as the Surgical Strike update and the introduction of Triglavian ships have reduced the effectiveness of capitals against mid-sized fleets and made this strategy relatively uncommon. | ||
{{WHSystem | {{WHSystem | ||
|name=Class 1 Systems | |name=Class 1 Systems | ||
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{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
| rowspan=" | | rowspan="8" style="padding:0px;" | [[File:WH_Black_Hole.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
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|- style="background:#0A2A0A;" | |- style="background:#0A2A0A;" | ||
|'''Missile Explosion Velocity''' | |'''Missile Explosion Velocity''' | ||
| +30% | |||
| +44% | |||
| +58% | |||
| +72% | |||
| +86% | |||
| +100% | |||
|- style="background:#0A2A0A;" | |||
|'''Vorton Projectors Explosion Velocity''' | |||
| +30% | | +30% | ||
| +44% | | +44% | ||
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====Magnetar==== | ====Magnetar==== | ||
Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Ships, both NPC and Capsuleer, die very fast in Magnetars. | Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Ships, both NPC and Capsuleer, die very fast in Magnetars. Damage of Vorton Projectors are affected by this effect too. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
| rowspan=" | | rowspan="8" style="padding:0px;" | [[File:WH_Magnetar.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
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|'''Class 6''' | |'''Class 6''' | ||
|- style="background:#0A2A0A;" | |- style="background:#0A2A0A;" | ||
|'''Damage''' | |'''Weapon Damage''' | ||
| +30% | | +30% | ||
| +44% | | +44% | ||
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|- style="background:#3B0B0B;" | |- style="background:#3B0B0B;" | ||
|'''Missile Explosion Radius''' | |'''Missile Explosion Radius''' | ||
| + | | +30% | ||
| + | | +44% | ||
| + | | +58% | ||
| + | | +72% | ||
| + | | +86% | ||
| + | | +100% | ||
|- style="background:#3B0B0B;" | |||
|'''Vorton Projectors Explosion Radius''' | |||
| +30% | |||
| +44% | |||
| +58% | |||
| +72% | |||
| +86% | |||
| +100% | |||
|- style="background:#3B0B0B;" | |- style="background:#3B0B0B;" | ||
|'''Drone Tracking''' | |'''Drone Tracking''' | ||
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====Red Giant==== | ====Red Giant==== | ||
Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to [[Smartbomb]] damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, [[ | Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to [[Smartbomb]] damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, [[Overheat]] Effects and Overheat Damage, promote life on the edge (and training {{sk|Thermodynamics}}...), as overheated modules become far more powerful than they would be normally, but also far more likely to burn out. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
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====Wolf Rayet==== | ====Wolf Rayet==== | ||
Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to ''Small'' weapon damage. This damage bonus means that the rulers of Wolf Rayet combat are Frigates, [[Tactical Destroyers]], and Cruisers fitted with Rapid Light Missile Launchers (as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers). | Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to ''Small'' weapon damage. This damage bonus means that the rulers of Wolf Rayet combat are Frigates, [[Tactical Destroyers]], and Cruisers fitted with Rapid Light Missile Launchers (as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers). Damage of small Vorton Projectors are affected by this effect too. | ||
As an aside, Wolf Rayet systems in general are not to be confused with the so-called C13 [[Shattered wormhole systems#Small Ship Shattered Wormhole Systems|Small Ship Shattered wormholes]], which use C6-strength Wolf Rayet effects. | As an aside, Wolf Rayet systems in general are not to be confused with the so-called C13 [[Shattered wormhole systems#Small Ship Shattered Wormhole Systems|Small Ship Shattered wormholes]], which use C6-strength Wolf Rayet effects. | ||
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=== Drifter Wormholes === | === Drifter Wormholes === | ||
[[Drifters#Drifters Wormhole Systems|Drifter Wormhole systems]] are galactic portal hubs, with each generally having around 50-70 connections to known space, | [[Drifters#Drifters Wormhole Systems|Drifter Wormhole systems]] are galactic portal hubs, with each generally having around 50-70 connections to known space. Each Drifter wormhole also has 6 static wormholes leading to C1-6 J-space: Z647, D382, O477, Y683, N062, and R474. Every Cosmic Signature in a Drifter Wormhole is guaranteed to be a wormhole. The known space side of Drifter wormholes are special in that they have a beacon called "unidentified wormhole" on the known space side. They do not appear as a signature so they do not need to be scanned down from the k-space side. They have unique wormhole signatures in known space: | ||
* C414 leading to J200727 (Pulsar) - Conflux | * C414 leading to J200727 (Pulsar) - Conflux | ||
* V928 leading to J164710 (Magnetar) - Vidette | * V928 leading to J164710 (Magnetar) - Vidette | ||
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* S877 leading to J055520 (Red Giant) - Sentinel | * S877 leading to J055520 (Red Giant) - Sentinel | ||
* B735 leading to J110145 (Cataclysmic Variable) - Barbican | * B735 leading to J110145 (Cataclysmic Variable) - Barbican | ||
The incoming wormholes from these have a normal K162 signature when opened and need to be scanned down as usual. Both sides of Drifter womrholes are deadspaced, so warping to the wormhole will always land you ~80km of the hole. Warping to the wormhole at range can lead to landing close to the wormhole depending on alignment and orientation of the wormhole relative to the warp in location. Drifter battleships guard the k-space side of Drifter wormholes and attack anybody trying to pass them. They are capable of instalocking and can one shot an untanked exploration frigate. The Drifter battleships will warp between the unidentified wormholes of the system they spawn in if multiple exist. Otherwise they will slowly approach the Drifter hole and appear to jump, but will not actual transit the hole or appear on the other side. If a group of Drifter battleships jumps the hole like this a new group will spawn at the hole after a period of time. Drifters do not appear on the K162 side of Drifter wormholes. | |||
All five Drifter wormhole system effects are C2-strength. | All five Drifter wormhole system effects are C2-strength. | ||
Each of the Drifter wormholes | Each of the Drifter wormholes contain five multi-room Combat Sites (of different design in each system) which reset periodically and are patrolled by Sleepers and Drifters, and can be run (ideally with a small fleet) to obtain materials and produce the [[Medical boosters|Antipharmakon medical boosters]]. | ||
=== Other Unique Systems === | === Other Unique Systems === | ||
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* Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes. | * Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes. | ||
* An "eviction" is the act of an entity kicking another out of their home system. You might think of it as a SOV war, only in a single system instead of numerous regions. | * An "eviction" is the act of an entity kicking another out of their home system. You might think of it as a SOV war, only in a single system instead of numerous regions. | ||
* "Hole control" is a situation where an entity has taken control of wormhole traffic in a Wormhole system. This can be done defensively to protect corporation assets during times of vulnerability (anchoring structures, PvE, etc) or could be done offensively to prevent reinforcement of a defensive force in the system. | |||
* [[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it. | * [[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it. | ||
* [[EVE University]] has its own [[Wormhole Community]]! | * [[EVE University]] has its own [[Wormhole Community]]! | ||
[[Category:Wormholes]] | [[Category:Wormholes]] | ||