Difference between revisions of "Wormhole space"

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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.
*[[Supercapitals]] don't fit through wormholes. Don't try it.
+
*[[Supercap|Supercapitals]] don't fit through wormholes. Don't try it.
*[[EVE University]] has it's own [[Wormhole Campus]]!
+
*[[EVE University]] has its own [[Wormhole Campus]]!

Revision as of 17:34, 12 March 2014

Wormhole Space, also know as the Anoikis Galaxy, is a collection 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) is lawless and has no CONCORD presence, Empire oversight or Sovereign Alliances.

Wormhole Space Characteristics

Wormhole Space has roughly 2500 known systems, each classified as one of six levels. These are commonly referred to as C1, C2, C3, C4, C5 or C6. They represent how entrenched the Sleeper occupation is and how strong the system effects (see below) can be.

Wormhole Space has no Stargates or Stations. Anybody choosing to live in W-Space must do so out of a Player Owned Starbase and accept that Wormholes will be their sole means of interstellar transport.

Visually W-Space is surrounded with cloud-like nebulae, partially blocking vision into the reaches of space. It is believed that Anoikis resides in a dense Nebula, which in turn provides necessary physical criteria for the abundant resources which are considered rare or non-existent in New Eden.

Local chat in W-Space is different from K-Space. You or any other players will only show up in channel if you're actually chatting. Otherwise they simply won't show up. Therefore to see who's in system you need to use scouts and D-Scan. Even then a cloaky ship won't be noticeable until it decloaks or logs off.

Exploration Sites and Cosmic Anomalies

Exploration sites in W-Space are different from K-Space. They are inhabited by Sleepers, which provide the materials to build Tech 3 Ships (Strategic Cruiser). Bringing a Dreadnought or Carrier into anomalies, radar or magnetometric sites will spawn additional battleships in Class 5 and 6 W-Space systems. These spawns called Capital Escalations drop decent amounts of loot, allowing you to make ISK without completely finishing the site. Only two Capital Escalations can be triggered per capital type, totalling at four. All sites despawn three downtimes after they've been activated (initiated warp to). If a site isn't completed it will despawn on the fourth downtime after its activation. Escalation waves will regenerate after every downtime so it's possible to keep on farming a site for days.

Ore sites are anomalies that contain asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. An ore site can contain every known ore and is lightly guarded.

Cosmic Signatures

Cosmic Signatures need to be probed down. They come in 5 types:

  • Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for Tech 3 production and is lightly guarded. See Gas in W-space for more details on this.
  • Data - Data Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded and can be escalated by capitals, unlike their K-Space counterparts.
  • Relic - Those sites will contain ancient relics in containers, which have to be opened through Archaeology. Ancient relics are needed to generate T3 blueprints through reverse engineering. Relic Sites are heavily guarded and can be escalated by capitals unlike their K-Space counterparts.
  • Wormhole - Not guarded by Sleepers, though it may be guarded by players. Unknown sites always indicate a Wormhole location, said wormhole will not spawn in its destination system until a player warps to it. While it is by no means a guarantee, avoiding warping to wormhole signatures significantly reduces the chance that you will find yourself sharing the system with other players. It is worth noting that if a wormhole is opened towards you (your side is K162) the connection has been certainly established on both sides.

Other Activities

Production

W-Space has a structural advantage only in one area of production. This is unsurprisingly Tech 3 production. All the materials required for Tech 3 Cruiser (T3) hulls and subsystems originate from W-Space, giving W-Space a slight logistical advantage. It is also impossible to run a full T3 production line in systems with security status more than 0.3, further increasing this advantage.

For more information about Tech 3 Cruiser Production, you may start with the Tech 3 Manufacturing 101 syllabus.

In addition to T3 production, processes that aren't allowed in highsec space can be found in W-Space POSes. The most notable is 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

Statics

Statics are a system variable. Each system will have a static (two for C2s), which will always have the same wormhole ID and lead you to the same class of W-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space.

Class 1 Systems

C1 systems are not very popular for harvesting or site running purposes. 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. Some of these corporations will build one or two carriers which will make them very hard to evict due to POS reinforcement mechanics.

Class 2 System.jpg
Class 1 Systems
Maximum Mass 20,000 t Number 348
Minimum Mass 20,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
Nullsec (Z060)
Lowsec (J224)
Hisec (N110)
Perimeter Ambush Point
Perimeter Camp
Phase Catalyst Node
The Line
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Perimeter Coronation Platform
Forgotten Perimeter Power Array
Unsecured Perimeter Amplifier
Unsecured Perimeter Information Center


Class 2 Systems

C2 wormhole systems have a special role in low-class Wormhole Space systems. They offer slightly more ISK than C1's and can be soloed by low skillpoint Battlecruiser pilots. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space.

Class 2 System.jpg
Class 2 Systems
Maximum Mass 300,000 t Number 525
Minimum Mass 20,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
Hisec (B274) & C1 (Z647)
Hisec (B274) & C3 (O477)
Hisec (B274) & C4 (Y683)
Lowsec (A239) & C2 (D382)
Nullsec (E545) & C5 (N062)
Nullsec (E545) & C6 (R474)
Perimeter Checkpoint
Perimeter Hangar
The Ruins of Enclave Cohort 27
Sleeper Data Sanctuary
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Perimeter Gateway
Forgotten Perimeter Habitation Coils
Unsecured Perimeter Comms Relay
Unsecured Perimeter Transponder Farm


Class 3 Systems

C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.

Class 3 System.jpg
Class 3 Systems
Maximum Mass 300,000 t Number 495
Minimum Mass 300,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
Hisec (D845)
Lowsec (U210)
Nullsec (K346)
Fortification Frontier Stronghold
Outpost Frontier Stronghold
Solar Cell
The Oruze Construct
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Frontier Quarantine Outpost
Forgotten Frontier Recursive Depot
Unsecured Frontier Database
Unsecured Frontier Receiver


Class 4 Systems

C4 Systems are not very loved. They represent the step between being a small W-Space corporation to being a hardcore one. A step most corporations or players jump over. C4's provide little more ISK than a C3 but require quite a bit more effort. C4's, much like their older brothers don't have statics to K-Space, but unlike any other class, they never have any incoming wormholes from K-space either. This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4's are lower maintenance both on the capital and active player front. C4's also grant access to frequent PvP.

Class 3 System.jpg
Class 4 Systems
Maximum Mass 300,000 t Number 505
Minimum Mass 300,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
C1 (P060)
C2 (N766)
C3 (C247)
C4 (X877)
C5 (H900)
C6 (U574)
Frontier Barracks
Frontier Command Post
Integrated Terminus
Sleeper Information Sanctum
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Frontier Conversion Module
Forgotten Frontier Evacuation Center
Unsecured Frontier Digital Nexus
Unsecured Frontier Trinary Hub


Class 5 Systems

C5 systems are the premium choice for most hardcore wormhole corporations. The sites have Capital Escalations and provide good income for any well organized group. C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.

Class 5 System.jpg
Class 5 Systems
Maximum Mass 1,350,000 t Number 512
Minimum Mass 300,000 t Escalations Yes

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
C1 (Y790)
C2 (D394)
C3 (M267)
C4 (E175)
C5 (H296)
C6 (V753)
Core Garrison
Core Stronghold
Oruze Osobnyk
Quarantine Area
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Core Data Field
Forgotten Core Information Pen
Unsecured Frontier Enclave Relay
Unsecured Frontier Server Bank


Class 6 Systems

The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes. The sites have Capital Escalations like C5 sites and they spawn more frequently.

Class 3 System.jpg
Class 6 Systems
Maximum Mass 1,350,000 t Number 113
Minimum Mass 300,000 t Escalations Yes

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
C1 (Q317)
C2 (G024)
C3 (L477)
C4 (Z457)
C5 (V911)
C6 (W237)
Core Citadel
Core Bastion
Strange Energy Readings
The Mirror
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Core Assembly Hall
Forgotten Core Circuitry Disassembler
Unsecured Core Backup Array
Unsecured Core Emergence


System Effects

Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only effect capsuleer ships, so Sleepers or structures won't be effected. The only in-game ways of telling what type of system you're in are the visual markers on the horizon or checking your fitting window for statistics changes, such as armor resists in a Wolf-Rayet. Generally players use third-party websites to check systems for effects.

Pulsar

Pulsar systems are very powerful when utilized correctly. They provide bonuses to shield amount and capacitor regeneration, effectively doubling the your shield hitpoints and halving your capacitor regeneration in C6s. Armor ships will suffer a resistance debuff, and should be used carefully or not at all.

WH Pulsar.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Shield Capacity +25% +44% +55% +68% +85% +100%
Armor Resists -10% -19% -27% -34% -41% -50%
Capacitor Recharge Time -10% -19% -27% -34% -41% -50%
Targeting Range +25% +44% +55% +68% +85% +100%
Signature Radius +25% +44% +55% +68% +85% +100%

Black Hole

Black Hole systems are unloved. While some extreme doctrines may work, the nerf to effective damage of all types and align times discourage most players to run sites or settle these systems. The velocity bonus however opens the possibility of reaching amazing speeds.

WH Black Hole.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Missile Velocity -10% -19% -27% -34% -41% -50%
Ship Velocity +25% +44% +55% +68% +85% +100
Drone Control Range -10% -19% -27% -34% -41% -50%
Inertia +25% +44% +55% +68% +85% +100%
Lock Range -10% -19% -27% -34% -41% -50%
Falloff -10% -19% -27% -34% -41% -50%

Cataclysmic Variable

Cataclysmic Variable systems basically increase the logistics capabilities of your fleet. Self-repping won't be as viable, which might be a problem for triaging Carriers or sieging Dreadnoughts. These systems also have a bonus to capacitor amount. Don't let the capacitor recharge debuff fool you, your recharge amount stays the same so your cap stability won't be affected.

WH Cataclysmic Variable.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Local Armor Repair Amount -10% -19% -27% -34% -41% -50%
Remote Armor Repair Amount +25% +44% +55% +68% +85% +100%
Local Shield Repair Amount -10% -19% -27% -34% -41% -50%
Remote Shield Transfer Amount +25% +44% +55% +68% +85% +100%
Capacitor Capacity +25% +44% +55% +68% +85% +100%
Capacitor Recharge Time +25% +44% +55% +68% +85% +100%

Magnetar

While Magnetars suffer from similar damage application reductions as black holes, they come with a massive straight-out damage bonus. Magnetars are generally liked. Running sites in them is faster.

WH Magnetar.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Damage +25% +44% +55% +68% +85% +100%
Missile AOE Velocity -10% -19% -27% -34% -41% -50%
Drone Velocity -10% -19% -27% -34% -41% -50%
Targeting Range -10% -19% -27% -34% -41% -50%
Tracking Speed -10% -19% -27% -34% -41% -50%

Red Giant

Red Giants are very specialized. They're not sought after, not because they're bad but because they don't have much to offer. The bonus to smartbomb range and damage can be useful, especially when camping holes. The overheating bonus will allow your overheated modules to be even more effective, but they will burn out quicker.

WH Red Giant.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Heat Damage +10% +19% +27% +34% +41% +50%
Overload Bonus +25% +44% +55% +68% +85% +100%
Smart Bomb Range +25% +44% +55% +68% +85% +100%
Smart Bomb Damage +25% +44% +55% +68% +85% +100%

Wolf Rayet

Wolf Rayets are partially opposite to Pulsars. The obvious differences are the bonus to armor resists and the debuff to shield resists. There is also a bonus to signature radius which further enforces the armor doctrine fleets. The small gun damage bonus is largely ignored but opens interesting possibilities for gangs consisting of smaller sized ships.

WH Wolf Rayet.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Armor Resist +10% +19% +27% +34% +41% +50%
Shield Resist -10% -19% -27% -34% -41% -50%
Small Weapon Damage +25% +44% +55% +68% +85% +100%
Signature Radius -10% -19% -27% -34% -41% -50%

Misc

  • 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.
  • Supercapitals don't fit through wormholes. Don't try it.
  • EVE University has its own Wormhole Campus!