Difference between revisions of "Wormholes"
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==Wormhole Sizes and Restrictions== | ==Wormhole Sizes and Restrictions== | ||
− | + | Wormholes come with [[Wormhole Information|different restrictions]]. Wormholes not only allow certain amounts of mass through them in their lifetime, but they may also have mass restrictions for each particular transfer. For example, wormholes from K-Space to C1 wormhole space will restrict ships going through to battlecruisers or smaller. | |
− | + | Capital ships with jump drives can go through wormholes, providing the wormhole can support the ship's mass. Cynosural fields can be opened in wormhole space, but ships with jump drives cannot lock on to these fields, nor can they lock on to cynosural fields outside of wormhole space to jump out. Supercapital ships such as Titans and Supercarriers cannot go through wormholes at all, as they are far too large for even the largest wormholes. | |
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− | Capital ships with jump drives can go through wormholes, | ||
=====Polarization===== | =====Polarization===== | ||
− | + | Additionally, there is a restriction on how often in a given time a pilot may jump through a particular wormhole. You may not jump through a wormhole in the same direction twice without waiting five minutes. For example, if you jump through a wormhole at 05:00 and then jump back through the wormhole at 05:03, you will be polarized until 05:05, five minutes after your last transit in that direction. When polarized the wormhole will prevent you from jumping through, and present you with a message informing you how much time is left on your polarization timer. Similarly, if you were to jump as soon as the timer was up, you would be polarized on the other side of the hole until 05:08, five minutes after your last transit in ''that'' direction. | |
− | . | ||
− | One way to manage your polarization timer is to check | + | One way to manage your polarization timer is to check local chat for time stamps (multiple wormhole jump time stamps are kept in the chat, unlike gate jumps in k-space) for your jumps and then plan accordingly. |
− | + | Keep in mind that this restriction applies to the pilot, not the ship or the account. The same ship can be swapped by ejection and boarding by different capsuleers for immediate transit through the same wormhole. This is very useful for [[Living_in_Wormhole_Space#Unwanted_Wormholes|mass reduction operations]] without need for multiple ships of same type. This is, however, a somewhat more dangerous way to roll a wormhole, as multiple pilots jumping from ship to ship are at least momentarily extremely vulnerable. | |
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=====Aggression===== | =====Aggression===== | ||
− | Aggression timers do not apply | + | [[Timers|Aggression timers]] do not apply in wormholes. You still get them when you aggress capsuleers or [[Sleeper]]s, but they don't have any effect. As long as you are not polarized you can jump through a wormhole immediately after aggressing any capsuleer in any manner. There is no CONCORD in W-Space, no stargate sentry guns, and no stations. For this reason many battles in W-Space take place very near wormholes. This can provide escape options even if you are webbed, scrammed, or bubbled. |
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==Wormhole Text== | ==Wormhole Text== |
Revision as of 00:21, 7 June 2014
Wormholes |
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Life in wormholes |
EVE University specific |
Reference |
NPCs |
External links |
Wormholes are rifts in space that connect two locations. Like stargates, they allow the travel of ships from one system to another. Unlike stargates, wormholes are not permanent. They connect two systems for only a short time and collapse when either their lifespan ends or too much mass has passed through them. Wormholes can connect any two systems regardless of distance from each other, providing temporary shortcuts to areas that would otherwise take many jumps to reach. Wormholes can also connect to uncharted space, or wormhole space. These systems are uncharted, and do not operate like normal systems.
Finding Wormholes
Wormholes can be found by scanning down cosmic signatures. Once a wormhole is probed down, it can be warped to and jumped through much like a stargate, though unlike gates they must be warped to and then jumped through as a two-step process.
You may refer to the Scanning & Probing and Exploration guides if you want to learn about finding wormholes.
Destinations
Wormholes lead to many different places. A subset of wormholes connect to New Eden systems (henceforth referred to as Known Space or K-Space) and some others connect from K-Space to the Anoikis (henceforth referred to as Wormhole Space or W-Space) galaxy. Most wormholes form within W-Space, providing the sole method for inter-system travel. There are no stargates in W-Space.
Known Space to Known Space Wormholes
These wormholes are used to quickly travel throughout New Eden, they're also used to access high-sec or low-sec islands without risk of travelling through potentially dangerous space. They're commonly named for the sec status on both ends. High-to-high, low-to-null, null-to-high, etc.
Known Space to Wormhole Space Wormholes
These connect K-Space to W-Space. Players that do exploration use them to access W-Space to run cosmic anomalies and signatures. W-Space inhabitants use them to shop, resupply, sell loot and products and go on K-Space PvP roams. Without these wormholes, W-Space would be a desolate wasteland and nobody in K-Space would have access to Strategic Cruisers.
Wormhole Space to Wormhole Space Wormholes
Since there are no gates available in W-Space systems these wormholes provide the sole means of interstellar transport. Their dynamic formation and dissolution define W-Space interactions, in the form of capsuleers killing sleepers or each other. W-Space to W-Space wormholes are very crucial to moving down system classes because higher class systems very rarely get a wormhole connection to K-Space.
Wormhole Identification
The color of a wormhole will give you an impression on where it leads. The outline will be the color of your current system and the center will be colored based on where it leads. See Visually Identifying Wormholes (and also below).
For a table of wormhole type identification, visit the Wormhole Types page.
Wormholes will also have a description about where they lead and their stability status.
Wormhole Classification
Leading to Known Space
Wormholes leading to K-Space take the image and color of the region on the other side. A red K-Space highsec or lowsec wormhole will most likely take you to Metropolis or Heimatar(Minmatar Space).
Leading to Wormhole Space
Wormholes leading to W-Space take the image and color of the class of W-Space system on the other side. A white W-Space wormhole will take you to a Class 3 W-Space system.
Here is a table of W-Space connections imported from here.
Wormholes/W-Space Wormhole Colors
Wormhole Sizes and Restrictions
Wormholes come with different restrictions. Wormholes not only allow certain amounts of mass through them in their lifetime, but they may also have mass restrictions for each particular transfer. For example, wormholes from K-Space to C1 wormhole space will restrict ships going through to battlecruisers or smaller.
Capital ships with jump drives can go through wormholes, providing the wormhole can support the ship's mass. Cynosural fields can be opened in wormhole space, but ships with jump drives cannot lock on to these fields, nor can they lock on to cynosural fields outside of wormhole space to jump out. Supercapital ships such as Titans and Supercarriers cannot go through wormholes at all, as they are far too large for even the largest wormholes.
Polarization
Additionally, there is a restriction on how often in a given time a pilot may jump through a particular wormhole. You may not jump through a wormhole in the same direction twice without waiting five minutes. For example, if you jump through a wormhole at 05:00 and then jump back through the wormhole at 05:03, you will be polarized until 05:05, five minutes after your last transit in that direction. When polarized the wormhole will prevent you from jumping through, and present you with a message informing you how much time is left on your polarization timer. Similarly, if you were to jump as soon as the timer was up, you would be polarized on the other side of the hole until 05:08, five minutes after your last transit in that direction.
One way to manage your polarization timer is to check local chat for time stamps (multiple wormhole jump time stamps are kept in the chat, unlike gate jumps in k-space) for your jumps and then plan accordingly.
Keep in mind that this restriction applies to the pilot, not the ship or the account. The same ship can be swapped by ejection and boarding by different capsuleers for immediate transit through the same wormhole. This is very useful for mass reduction operations without need for multiple ships of same type. This is, however, a somewhat more dangerous way to roll a wormhole, as multiple pilots jumping from ship to ship are at least momentarily extremely vulnerable.
Aggression
Aggression timers do not apply in wormholes. You still get them when you aggress capsuleers or Sleepers, but they don't have any effect. As long as you are not polarized you can jump through a wormhole immediately after aggressing any capsuleer in any manner. There is no CONCORD in W-Space, no stargate sentry guns, and no stations. For this reason many battles in W-Space take place very near wormholes. This can provide escape options even if you are webbed, scrammed, or bubbled.
Wormhole Text
System Type
What type of system will the wormhole lead. These will be of the following format:
- This wormhole seems to lead into {important part} parts of space.
Text | Meaning |
Unknown | C1/C2/C3 |
Dangerous Unknown | C4/C5 |
Deadly Unknown | C6 |
High Security | Hisec |
Low Security | Lowsec |
Zero Security | Nullsec |
- If the wormhole is named (anything other than K162) you can look up the location using this table.
- If the wormhole is a K162, you can tell what type of system it leads to by color.
Life
How long will the wormhole last before collapse? Show Info on the wormhole will list one of the following:
- This wormhole has not yet begun its natural cycle of decay and should last at least another day
- This wormhole is beginning to decay, and probably won't last another day
- This wormhole is reaching the end of its natural lifetime
- This wormhole is on the verge of dissipating into the ether
Text | Meaning |
not yet begun | more than 24 hours |
beginning to decay | between 24 and 4 hours |
reaching the end | less than 4 hours |
on the verge | minutes |
Mass
How much mass can be transported through the wormhole before collapse? Show Info on the wormhole will list one of the following:
- This wormhole has not yet had its stability significantly disrupted by ships passing through it
- This wormhole has had its stability reduced by ships passing through it, but not to a critical degree yet
- This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse
Text | Meaning | Slang |
not yet | over 50% | |
not to a critical degree | between 50% and 10% | First Shrink |
stability critically disrupted | less than 10% | Crit |
The Death of a Wormhole
After a certain amount of mass is transported through or after some time the wormhole will disappear. While most wormholes only last for 24 hours, there are some variations to this rule. When a static wormhole collapses a new one with the same properties will spawn. You can read more on static wormholes in the Wormhole Space article.
You can artificially induce "premature" death of a wormhole (Living_in_Wormhole_Space#Unwanted_Wormholes).