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Wormholes: Difference between revisions

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There is a fourth relevant status, which may be displayed below the stage information:  "reaching the end of its natural lifetime".  This means the wormhole will collapse of old age within four hours or less.
There is a fourth relevant status, which may be displayed below the stage information:  "reaching the end of its natural lifetime".  This means the wormhole will collapse of old age within four hours or less.


You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info".  A pristine wormhole has not yet had 60% of its allotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its allotted mass left. A Critical wormhole has less than 10% of its allotted mass left.  Be very sure you want to jump through any Critical wormhole.
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info".  A wormhole that has the message "This wormhole has not yet had its stability significantly disrupted by ships passing through it." has not yet had 50% of its allotted mass pass through it. A wormhole that has the message "This wormhole has had its stability reduced by ships passing through it, but not to a critical degree yet." has between 50% and 10% of its allotted mass left. A Critical wormhole has less than 10% of its allotted mass left.  Be certain you know the risk you are taking before jumping through any Critical wormhole.


When a wormhole spawns, the wormhole is only an entry in your scanner. The destination of that wormhole is not set. The destination is determined randomly the moment the first player warps to the wormhole. When that happens, the corresponding "exit" of the wormhole is spawned in another system and the link between the two systems is established. This can be used to some advantage in gathering information.
When a wormhole spawns, the wormhole is only an entry in your scanner. The destination of that wormhole is not set. The destination is determined randomly the moment the first player warps to the wormhole. When that happens, the corresponding "exit" of the wormhole is spawned in another system and the link between the two systems is established. This can be used to some advantage in gathering information.
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'''There are no aggression timers on wormholes.''' This means that, unlike stargates, you can jump through a wormhole even if you have just initiated combat.  However, there is a time limit on sequential jumps through one wormhole.
'''There are no aggression timers on wormholes.''' This means that, unlike stargates, you can jump through a wormhole even if you have just initiated combat.  However, there is a time limit on sequential jumps through one wormhole.


'''You can make a maximum of 2 jumps through a wormhole in 4 minutes.''' If you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message informing you how long you have to wait before you can jump again. Be extremely careful with this if you initiate combat and try to outmaneuver your opponent by jumping repeatedly through a wormhole -- you don't want to end up trapped for four minutes in an unfriendly place.
'''You can make a maximum of 2 jumps through a specific wormhole in 5 minutes.''' If you try to jump a third time through the same wormhole inside those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again. Be extremely careful with this if you initiate combat and try to outmaneuver your opponent by jumping repeatedly through a wormhole -- you don't want to end up trapped for five minutes in an unfriendly place.


It's important to note that traditional gatecamps are less effective on a wormhole gate.  When jumping through a wormhole gate players will land within jump range (5000m for wormholes) upon reaching the other side.  This allows explorers to decloak and bug out of a system after the session change timer should any hostiles appear on d-scan or grid.
It's important to note that traditional gatecamps are less effective on a wormhole gate.  When jumping through a wormhole gate players will land within jump range (5000m for wormholes) upon reaching the other side.  This allows explorers to decloak and bug out of a system after the session change timer should any hostiles appear on d-scan or grid.