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Moving into Wormhole Space: Difference between revisions

From EVE University Wiki
Added a section for citadels, cleaned up other paragraphs
Cleaned up POS section on account of changes
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=== POS defense ===
=== POS defense ===
This is the part many wormhole residents fail at. Every single day I come across POS's with poor or no defenses, with billions of ISK floating around the POS shields, just asking to be blown up, ripped apart, leaving the owners broke and depressed.
POSes are no longer used as primary homes or industrial centers in wormhole space. Their manufacturing bonuses are gone, and while they can technically build ships, the build times are so long that nobody uses them for industry anymore. However, POSes still matter strategically, and many groups continue to anchor them for one core reason:
 
A POS can be anchored and online in about 30 minutes, while a citadel requires a 24-hour anchoring period.
Because of this, wormhole residents often anchor a tower on every moon in their system. This denies attackers the ability to quickly place their own POS for staging. Instead, hostile groups must anchor a citadel—which leaves them vulnerable and without a place to dock while the structure onlines.
 
If you are trying to defend your home, forcing your would-be evictors to operate without a staging point can make the difference between holding the system or having to evacuate.


[[File:Posfail4.jpg|thumb|left|POS]]
[[File:Posfail4.jpg|thumb|left|POS]]
First thing you need to take care of when planning a POS are the defenses. Nothing attracts people like Torpedo or Cruise missile launchers, no Warp Disruptors and lack of any kind of [[EWAR]] or hardeners online at the POS.
Your main decision with POSes will be whether or not to fuel them. This is a large cost if your system has a lot of moons, but will give you an even longer window of advantage against attackers.  
 
Please check out this [https://web.archive.org/web/20220519153629/https://oldforums.eveonline.com/?a=topic&threadID=817184 EVE-O Forum Topic] before you even consider setting up your POS in the system.


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 defense 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.
{{Clear}}
==== That's no moon! ====
==== That's no moon! ====
[[File:DEATHSTAR.jpg|thumb|Deathstar]]
[[File:DEATHSTAR.jpg|thumb|Deathstar]]
If you are planning to leave your system for an extended period of time, consider using additional POS defense 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 'Death Star Mode', and will keep your assets safe when you are away. No one will even think of attacking a POS like that.
If you anticipate conflict, you can still configure a POS in the old “Death Star” style—offline unnecessary modules and anchor extra guns and ECM using the freed powergrid. A well-defended tower is still annoying enough that many groups won’t bother attacking it unless they are fully committed.
 
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.
 
 
Other than POS defences, you will need:
* Ship Maintenance Array to hold all your ships, as well as providing a fitting service for them.
* 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.
 
 
==== Setting up the POS ====
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.


[[File:Pos ships.jpg|thumb|left|Pos ships]]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. 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. Always have a spare scanning ship in the hangars — 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]].
A heavy-EWAR setup (“Dick Star”) can also be used to irritate and delay attackers, buying you precious time to regain hole control or call allies.


Don't, and I really cannot stress this enough, leave any ships floating out in space. It will only cause you trouble, provide intel to hostiles, and provide opportunities for a corp thief. There is no reason to leave ships floating in space. If you run out of space in your ship array, anchor a new one, or reconsider the usefulness of the ships you own, and take some of them out.
{{Clear}}
=== Ships You will need ===
=== 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
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


==== Must-Have's ====
==== Must-haves: ====
* [[probe scanning#Ships|Scanning ships]], T1 frigates, CovOps Frigates, Recons. You can't do anything without them in W-space. Keep spare ones. You will lose them.
* [[probe scanning#Ships|Scanning ships]], T1 frigates, CovOps Frigates, Recons. You can't do anything without them in W-space. Keep spare ones. You will lose them.


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* [[Capital Ship]]s, such as [[Dreadnoughts]] and [[Carrier]]s are used in Class 5 and 6 Systems mostly to spawn additional sleepers in anomalies. Normally combined with webbing ships (e.g. [[Loki]])
* [[Capital Ship]]s, such as [[Dreadnoughts]] and [[Carrier]]s are used in Class 5 and 6 Systems mostly to spawn additional sleepers in anomalies. Normally combined with webbing ships (e.g. [[Loki]])


==== Gravimetric Sites (Ore mining) ====
==== Ore Sites ====
* [[Mining Barges]], Retriever, Covetor, Procurer - they are cheap and effective at what they do.
* [[Mining Barges]], Retriever, Covetor, Procurer - they are cheap and effective at what they do.
* [[Exhumers]] - in most cases too expensive for being worth the risk. Use Mining Barges unless you exactly know what you are doing.
* [[Exhumers]] - in most cases too expensive for being worth the risk. Use Mining Barges unless you exactly know what you are doing.


==== Ladar Sites (Gas mining) ====
==== Gas Sites (need to be scanned) ====
* [[Venture]] cheap and the ship to choose in most cases
* [[Venture]] cheap and the ship to choose in most cases
* [[Prospect]] can warp cloaked  
* [[Prospect]] can warp cloaked  
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** If you can fit a cloaking device, fit a proto cloak on the salvager. Cloak up whenever you're not actively salvaging.
** If you can fit a cloaking device, fit a proto cloak on the salvager. Cloak up whenever you're not actively salvaging.
** Use a [[Mobile Tractor Unit]] to pull the wrecks.
** Use a [[Mobile Tractor Unit]] to pull the wrecks.
* 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. The main concern is cost - a Noctis costs far more than a salvage fit destroyer.
* The [[Noctis]] is sometimes used for high-class WH sites that have many more wrecks to deal with. These ships are more expensive, and easier targets.
* 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.
* 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.


==== Logistics ====
==== Logistics ====