Difference between revisions of "Archive:Project Ascension"
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If required, the UNI will also provide secure hangar storage of items collected from Ghost Sites for experimentation and investigation. All knowledge gained from these experiments will be freely shared and posted on this wiki page. | If required, the UNI will also provide secure hangar storage of items collected from Ghost Sites for experimentation and investigation. All knowledge gained from these experiments will be freely shared and posted on this wiki page. | ||
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== Who runs the project? == | == Who runs the project? == |
Revision as of 17:46, 21 November 2013
E-Uni home system: Boystin
Regional Chat Channel and Mailing List: Solitude.E-Uni
E-Uni Home Station & Regional Trade Hub: Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant
Class syllabus: Solitude_101
Mission Statement
The mission of Project Ascension is to provide an "open source" repository for collecting information related to Star Gate construction. This information will be mostly about items collected from Ghost Sites, but other relevant sources may also be added.
The intent of this project is to encourage the free sharing of information about Star Gate development with all capsuleers, in order to accelerate the successful construction of such a device, and thereby gain the ability to access and explore the "New World" - a new star cluster or galaxy.
Project Ascension Background
With the release of the Rubicon expansion in November 2013, Ghost Sites were introduced. These exploration combat sites, established and defended by pirate factions, are reportedly investigating new technologies that could make possible the construction of a Star Gate capable of reaching as yet unexplored star clusters or galaxies.
The purposes of Ghost Sites, and the opportunity they represent for capsuleers, were explained in some detail in several interviews conducted by CCP Games personnel:
In response to this emerging direction in EVE Online, EVE University management decided to launch Project Ascension. The UNI established this dedicated section on the EVE University wiki, as well as a new open discussion forum, to encourage open and free discussion of all aspects of Ghost Sites and related Star Gate technology.
Overview of the Project Ascension Resources
This wiki page is available to all capsuleers to edit and amend, as new information becomes known. Please contribute to these pages, placing new information in the appropriate sections. Please create new sections if needed for additional categories of information, if required.
The UNI has established a dedicated forum for discussion in the public area of the EVE University forums: xxxxxxxxx Please contribute to this discussion if you have useful insights to share, or if you have questions about Star Gate development.
If required, the UNI will also provide secure hangar storage of items collected from Ghost Sites for experimentation and investigation. All knowledge gained from these experiments will be freely shared and posted on this wiki page.
Who runs the project?
Project Solitude is a consolidated effort of volunteers and pioneers with the aim to establish an area where people can flourish. Although there are no restrictions on venturing into low-sec and null-sec space, the project mainly revolves around the larger high-sec pocket in the region. Project: Solitude is subject to all EVE University rules, and is not exempt from the standard rules or the Wartime Standard Operating Procedure.
Programs Available in Solitude
There are a few programs available to Unistas in Solitude.
The Solitude Coordinated Scanning Endeavor is the life blood of our logistics. The high-sec to high-sec wormholes they find are key in moving goods in and out of the area safely.
The Solitude Ship Building Program builds t1 frigates, cruisers, and destroyers for University members in the Solitude region.
What do I need to become a 'Solidude'?
The only mandatory requirement for a life in Solitude is a healthy dose of pioneer/explorer spirit along with a determination to overcome the challenges of living in a confined high-sec area. All other skills are optional. Project Solitude is open to members of all levels: from people who only just started out in EVE and are new to the Uni, to advanced industrialists, explorers, PVP’ers, etc.
Daring and courageousness are also needed to handle the challenges of the Solitude frontier.
How to get to Solitude
One question to ask yourself before heading out to Solitude is, do you see yourself wanting to come back to contiguous Hi-Sec regularly? If so, it is highly recommended that you first obtain a Jump Clone and move it to Aldrat (or wherever you wish to return) before heading out to Solitude. Failure to do this may cause you to miss out on Corporate and Alliance events hosted at the University HQ since the route back can be time consuming and perilous.
Taking the 'Pod Express'
- As long as you don’t have any implants in your clone and your new medical clone is fairly cheap, traveling to Solitude by “Pod Express” may be the simplest route. Change your medical clone location to Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (located under the "Stations without Medical Facilities" tab) and then self-destruct your pod. It is highly recommended that you first set up a jump clone in Empire so that you can jump in and out of Solitude at your leisure. Once you arrive in Solitude it is important that you update your medical clone so as not to lose Skill Points upon death. You can update you medical clone at the neighboring station of Boystin V - Moon 7 - Sisters of EVE Bureau.
Dodging pirates in low-sec
- This is the long route via Aridia , from Bherdasopt (high-sec) through Gonditsa, Otakod, Agaullores and Yveve to Yvelet (high-sec). The biggest risk of this particular route is a persistent gatecamp of the Bherdasopt gate in Gondista. When planning to take this route, it might be a good idea to scout ahead and check if the area is safe.
- Read the Safety Tips for Operating in Low Sec for additional information.
Facing the quiet dangers of null-sec
- For those brave enough to venture into null-sec, there are two possible routes through Syndicate to get to Solitude:
- Route 1 starts in Stacmon (0.6) and goes through two low-sec systems (Ostingele and Harroule) and enters Syndicate at MHC-R3. It then carries on via M2-CF1, Y9G-KS, Pertnineere (low-sec) and then Boystin (high-sec)
- Route 2 starts in Chesiette (0.6) and goes through one low-sec system (Reblier) and enters Syndicate at 6-CZ49. This route also ends up at M2-CF1 and follows the rest of the path to Solitude as mentioned above.
- Please visit the Solitude.E-Uni channel before travelling through Syndicate. The above mentioned pipes are frequently bring travelled by members already based in Solitude and some viable intel might be available.
Jumping down a Wormhole
- The ‘Solitude Co-ordinated Scanning Endeavour’ finds hisec-to-hisec wormholes on average two to three times a week. This makes it a lot easier for those wanting to move assets into the region without having to go through the dangerous low-sec or null-sec pipes. Entry and exit points for active WH’s can usually be found in the Project Solitude bookmarks folder. Notifications are being sent out via a mailing list that has been created specifically for this purpose. Please check the forum or ask in Solitude.E-Uni for further details.
Making use of courier services
- Wormholes have a limited time and mass. As such, it might not always be possible for members to make good use of them. An alternative is to use a courier to move assets into the region. Although there are many courier services around, Black Frog is probably the best known. Note though that using courier services can be a quite costly exercise. Black Frog for example, charges 100,000,000 ISK to move up to 320,000 m3 from Aldrat to Oerse.
- Several E-UNI members routinely move materials into Solitude and may be willing to accept courier contracts. Pricing is typically negotiable. New players needing small packages moved may find a courier willing to move the goods for a significant discount. Please see the following forum posts for details:
What to Bring and What NOT to Bring
Due to having limited access to the rest of Empire space, it is wise to bring as much of whatever you might need as possible. You will find that certain items are less expensive in Solitude while other items are far more expensive. Make sure to check out The Alpha Hanger if you have trouble obtaining equipment through the local market.
What to Bring
Modules Tech I & Tech II
Firstly, be ready to have spare modules, and try to bring equipment over in bulk whenever possible in order to limit risk.
Sometimes the prices can be double what they are in Empire for both Tech II and Meta 4 modules. Some modules are almost nonexistent on the Solitude marketplace. If you are curious about whether or not a specific item is stocked in Solitude and you do not have access to the area simply head over to EvE-Central, click on the advanced tab, select solitude from the drop-down list of Regions and enter the item that you're looking for. If EvE-Central doesn't have the information that you need you can always ask for a price check in the Solitude.E-Uni Chat channel.
Scanning Related
Some recommended modules to have spares of:
- Cloaking devices (Cov-Ops Cloak if you can fly a Cov-Ops frigate, T3 or Recon cruiser)
- Core Probe Launchers (Sisters Core Probe Launchers are a good idea as the price for these can be exorbitant in Solitude)
- Core Probes (Sisters Core Probes are recommended)
- Cov-Ops Frigates (If you can fly one of these the world is your oyster)
Skillbooks
There is a Federation Navy School two jumps into Low-Sec in the system of Elore. Note that not all skillbooks will be seeded here and that both this station and the route to it are often camped. It is recommended to do a little scouting or go as a group if you are unfamiliar with Low Security space.
General Supplies
Ammunition and scripts are generally not more expensive in Solitude than elsewhere in Empire. Nanopaste and cap boosters will usually need to be obtained outside of Solitude if large quantities are needed.
Tech I Industrial
It's a good idea to use a T1 Industrial when moving a medium amount of cargo (~5K m^3 - 30K m^3) as they carry enough for several packaged frigates or a couple cruisers and you can make multiple trips through a High-Sec to High-Sec Wormhole in a T1 Industrial without compromising the stability of the Wormhole.
An imicus is an ideal alternative if you don't have that much to cart over as it has a base 400 m^3 cargo that can be expanded up to 1,261 m^3 with Cargohold Expander modules and Cargohold Optimization Rigs.
What NOT to Bring
Certain Ships
Many T1 Sub-Capital ships are less expensive to obtain in Solitude due to the proximity to Null Security space and the risk involved in transporting ships back out to the rest of Empire.
For the same reason larger and more expensive ships (i.e. Freighters and Pirate Cruisers/Battleships) can be difficult to take back out of Solitude. Consideration should be given when bringing them into the area. Most High-Sec to High-Sec Wormholes can only handle a Freighter passing through twice before they are destabilized.
If you feel you must bring something shiny or large, make sure that it is something that you will use regularly as it may be very difficult and time-consuming to relocate such items back to the contiguous Empire.
Missioning in Solitude:
There are a number of good security mission corps in Solitude - Federation Customs, Federal Intelligence Office, Federation Navy, Poteque pharmaceuticals. While there are a number of other stations, agents, and offices (as found at Agent Range Finder); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time E-Uni members will even organize Spider and/or Locust fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.
Federation Customs
- L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant == 2 Security Agents
- L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent (4 jump missions into lowsec have been seen)
- L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents (Manufacturing/Refining Facility)
- L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent (Regional Trade Hub)
Federal Intelligence Office
- L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent
- L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)
- L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents
- L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent
- L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent
- L4-0.4 Pertnineere VI - Federal Intelligence Office Logistic Support (Low Security!) (4 jumps from Octanneve) == 1 Security Agent
- L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 2 Security Agents
- L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents
- L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent
- L4-0.4 - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent
Material Acquisition
- L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent
- L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent
- L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent
- L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent
- L4-0.2 - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents
Ducia Foundry (Amarr)
- L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent
Poteque Pharmaceuticals
- L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent
Industry in Solitude:
Gas Sites
The Low-Sec constellation of Elerelle, located in Solitude, is one of only two places in New Eden where Gas sites produce unusually large amounts of Celadon, which is the chief ingredient in the production of Exile, a Combat Booster used to increase a capsuleers armor repair amount by a certain percentage.
Gas sites in Solitude occur very frequently in both High and Low Security areas.
Ice Belts
- Niballe (0.6 / 3 jumps from Boystin) is the most popular ice belt in the area. Regulars are generally friendly and plenty of ice to go around.
- Cadelanne (0.1 / 9 jumps from Boystin) typically only has a few residents, often blue.
Note that it is not recommended to ice mine while away from the keyboard (AFK). There are local entities that have been known to suicide gank (using large groups of expendable destroyers) miners that are non-responsive.
Regular Mining
- The EVE University student organized Amarr Mining Campus, also known as "The AMC", has a satellite office located in Solitude, with many of its organizers and coordinators active in the region. The AMC helps support Unista and Alumni miners with several services: Access to corp hangers for mining supplies, assistance in organizing mining fleets, and with refining ore at no cost. For more information on the locations of these services, join the AMC chat channel "Amarr Mining Campus" (password: same as standard E-Uni channels) and the AMC mailing list (also "Amarr Mining Campus"). Also, visit the Amarr Mining Campus Forum for additional support.
- Harner (0.1 / 4 jumps) is a single asteroid belt location with some nice asteroids. It's generally empty aside from an occasional visit from ratters or explorers. That said, Sarline (the only way out of the dead end ring) semi-frequently has a pirate (typically solo) guarding the exit.
Research
There is a student owned and operated research POS in Solitude now! Several mobile laboratories are available for lease in their various capacities. More information is on the forums here.
Project Solitude Forum - Get in touch
I propose that the UNI sponsor an "open source" project for collecting information collected from Ghost Sites, with the intent of freely sharing that information wth all capsuleers, so that we can accelerate the development of a Star Gate to the "New World".
We can support this with dedicated pages on the EVE University wiki, and with a new open discussion forum, where people could freely discuss and debate aspects of Ghost Sites and Star Gate technology.
I think it is important to start an open source, free-sharing project like this, so that smaller corps and alliances in New Eden can remain competitive with the null-sec power blocs. Otherwise, the large 0.0 alliances will simply hoard whatever they learn and construct their own Star Gate first. We can at least try to keep the playing field even by collecting and sharing information for all corps and alliances, so that perhaps multiple Star Gates can be constructed near simultaneously.
This would be a sustained, multi-year project, which would reflect well on EVE University. I know that the lore experts out there, such as Mark726, Morwen Lagann and Rhavas, who where drivers of the faded Arek'Jalaan project, would help organize and curate information. And I think we could forge agreements with other learning corps, like RvB, Brave Newbies and OUCH, to participate in this effort - not to mention all the smaller empire and wormhole-based corps out there.
I'd be delighted to own this project - if you agree it would be worthwhile.