Difference between revisions of "User:Uryence/sandbox"

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kiting
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Handy links for self:
  
- definition
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* [[UniWiki:Manual_of_Style|Manual of Style]]
- basic principles
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* [[UniWiki:To-Do_List|to-do list]]
- modules and mechanics
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* [[UniWiki:Editing_Guide|how-to-edit]]
- countermeasures
 
- include link to the 'kiting in sovereign nullsec' article
 
  
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Personal goals on the wiki:
  
checklists
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* 'Gate camps' needs to be rationalized and updated
RAPID
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* ditto the 'fitting a ship worked example' page.
 +
* The free-standing projectile ammo page needs TLC
 +
* Topology is good but should introduce general concepts (pipe, chokepoint, pocket, and nods to wormholes and filaments; jump distance vs gate distance; significance of in-system warp distances), and focuses on highsec (EVE's least interesting and weirdest kind of space)
 +
* [[Forming fleets in EVE University]] badly needs to be brought up to date with current practice.
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* [[User:Uryence/Kvasir|Kvasir]]
  
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Personal goals for the teaching dept:
  
=== Key points ===
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* Class library revitalised
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* Class taxonomy revised
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* Retool Careers class
 +
* Spool up reactions class
  
The following section describes the mathematical basis of the overheating mechanic in detail. Not all pilots will want the nitty-gritty, so here are the practical takeaway points that everyone should know:
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--------------
  
* Modules take heat damage from overheating in a '''chance-based''' mechanic. This means that sometimes a module will take no damage at all from a heated cycle.
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{| style="float:right; clear:right; margin-left:1em; margin-bottom:1em; border:1px solid #202020; padding:1px; border-collapse:collapse; text-align:center; font-size:11px; width: 15em;"
* The chance of heat damage increases based on '''the heat level of the whole rack''' (high, mid, or low slots), indicated by the three small dials directly above your capacitor icon in the circular ship status display.
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|-
* The chance of heat damage does not increase in a calmly linear way in proportion to the heat level of the rack. '''It ramps up dramatically at higher rack heat levels''' (imagine an exponential curve).
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| style="background-color:#000000; padding:0px;" | [[Image:teachinglogo.png|100px|link=]]
* This means that the rack heat level indicators above your capacitor indicator are at least as important as the heat damage indicators which creep around your module icons. If a rack has reached high heat, you should probably stop overheating it. If modules have existing heat damage but their rack has no heat in it, you can probably get away with overheating those modules for a few cycles again.
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|-
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! style="background:#000000; font-size:15px;" | '''Learning & teaching'''
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|-
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! style="background:#101010; font-size:12px;" | For students
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|-
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| style="background:#202020; font-size:11px;" | [[Classes]]
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|-
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| style="background:#202020; font-size:11px;" | [[Attending classes]]
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|-
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!style="background:#101010; font-size:12px;" | For teachers
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|-
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| style="background:#202020; font-size:11px;" | [[Teaching Classes at EVE University]]
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|-
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| style="background:#202020; font-size:11px;" | [[Good teaching guide]]
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|-
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| style="background:#202020; font-size:11px;" | [[Teaching Department]]
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|}<includeonly>[[Category:Teaching Resources]]</includeonly><noinclude>
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<!--{{documentation}}-->
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</noinclude>
  
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-----------
  
===Scanning===
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A '''pipe''' is a linear chain of systems each containing only two gates. The navigation of targets and hunters within a pipe is predictable, and pipes can be used to trap a fleet.
{{main|Living_in_Wormhole_Space}}
 
  
Players can use their onboard scanner together with a probe launcher to [[Probe_scanning|scan down]] cosmic anomalies and signatures. These will contain either groups of pirate NPCs, resources such as gas clouds or asteroid belts which can be mined, secure containers or ruins with loot in them, or wormholes.
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A '''chokepoint''' is a single system through which players must pass to make a desirable move between one area and another. Many of the links between different sorts of space (e.g. high security space to low security space, or low security space to nullsec) are chokepoints. From the perspective of high-sec [[Suicide ganking|suicide gankers]], there are also chokepoints on common trade routes within high-security space. [https://evemaps.dotlan.net/map/The_Citadel/Uedama Uedama] is one notorious chokepoint on high-security trade routes.
  
Ruins and secure containers can be opened using archaeology and hacking skills in a [[hacking]] minigame. Lower-security areas tend to yield the most valuable loot and resources.
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A '''pocket''' is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. It is possible to seal off a pocket for gate-to-gate travel using a [[Gate camps|gate camp]]. EVE University's [[Null-Sec Campus]] is based in a pocket within Syndicate, with [https://evemaps.dotlan.net/map/Syndicate/PC9-AY PC9-AY] as its only entrance.
  
[[Exploration]] is easy to begin, requiring little ISK investment and only basic skills. There is an element of random chance in the contents of each site, but exploration sites can be a good source of income, especially for a new player. Exploring in dangerous systems or in [[wormholes]] teaches useful situational awareness skills, and the probing techniques used to scan sites down are transferable into combat probing for PvP. Seasoned explorers might want to try living permanently in wormhole space.
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An '''island''' is an area of one type of space wholly surrounded by another type of space. The region of [https://evemaps.dotlan.net/map/Solitude Solitude] contains several high-security islands surrounded by low-security and null-security space; these are harder to get to than the core of high-security empire space, but for that very reason they can be conveniently quiet. [https://evemaps.dotlan.net/map/Genesis/Ahbazon Ahbazon] is a notable single-system low-security island in high-security space, presenting a tempting and extremely dangerous short-cut for high-security trade.
  
{{euninote|Eve University members can practise exploration at any of the university's campuses. Exploration will be more lucrative, but potentially also more dangerous, at the [[Low-Sec Campus]] and the [[Null-Sec Campus]]. The [[Wormhole Campus]] revolves around long-term, advanced exploration-driven PvE and PvP.}}
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Since gate-to-gate travel is not the only kind of mobility in New Eden, players cannot ''wholly'' seal off a pocket or a pipe. [[Filaments]] and [[wormholes]] allow pilots to circumvent obstacles, randomness permitting, while [[jump drives]] mean that a pilot with a pre-prepared ally able to light a cyno can teleport into any low- or null-security known-space system which isn't cyno-jammed.
  
{{Color box|color=black|border=#888888| [[File:Wallet.png|32px|link=]]'''Average Income:'''
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=== Jumps versus gates ===
* Class 1 holes: 20-50 M ISK/hour
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* C2 holes: 30-60 M ISK/hour
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[[Jump drive]] range is calculated based on the straight-line distance between systems, in light-years. The gate network does not neatly map onto straight-line distances. Some systems which are close in gate-to-gate terms, being only a few jumps apart to a ship travelling by gate, might be relatively distant in light years; equally, some systems which are physical "close" to each other in straight-line light-year measurements might be rather more distant in gate-to-gate travel. Furthermore, a ship with a jump drive cannot jump ''into'' high security space, but can jump ''out of'' it. New Eden's topography therefore appears different, sometimes strikingly different, to a jump- or bridge-capable ship.
* C3 holes: 100-200 M ISK/hour
 
* C4 holes: {{co|lightblue|<no data>}}
 
* C5 holes: 50-150 M ISK/hour (Server Bank site only)
 
* C6 holes: {{co|lightblue|<no data>}}
 
* Ghost sites: 30-60 M ISK per site, reported cases with up to a few hundred million ISK per site
 
}}
 

Latest revision as of 18:45, 21 January 2023

Handy links for self:

Personal goals on the wiki:

  • 'Gate camps' needs to be rationalized and updated
  • ditto the 'fitting a ship worked example' page.
  • The free-standing projectile ammo page needs TLC
  • Topology is good but should introduce general concepts (pipe, chokepoint, pocket, and nods to wormholes and filaments; jump distance vs gate distance; significance of in-system warp distances), and focuses on highsec (EVE's least interesting and weirdest kind of space)
  • Forming fleets in EVE University badly needs to be brought up to date with current practice.
  • Kvasir

Personal goals for the teaching dept:

  • Class library revitalised
  • Class taxonomy revised
  • Retool Careers class
  • Spool up reactions class

Teachinglogo.png
Learning & teaching
For students
Classes
Attending classes
For teachers
Teaching Classes at EVE University
Good teaching guide
Teaching Department



A pipe is a linear chain of systems each containing only two gates. The navigation of targets and hunters within a pipe is predictable, and pipes can be used to trap a fleet.

A chokepoint is a single system through which players must pass to make a desirable move between one area and another. Many of the links between different sorts of space (e.g. high security space to low security space, or low security space to nullsec) are chokepoints. From the perspective of high-sec suicide gankers, there are also chokepoints on common trade routes within high-security space. Uedama is one notorious chokepoint on high-security trade routes.

A pocket is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. It is possible to seal off a pocket for gate-to-gate travel using a gate camp. EVE University's Null-Sec Campus is based in a pocket within Syndicate, with PC9-AY as its only entrance.

An island is an area of one type of space wholly surrounded by another type of space. The region of Solitude contains several high-security islands surrounded by low-security and null-security space; these are harder to get to than the core of high-security empire space, but for that very reason they can be conveniently quiet. Ahbazon is a notable single-system low-security island in high-security space, presenting a tempting and extremely dangerous short-cut for high-security trade.

Since gate-to-gate travel is not the only kind of mobility in New Eden, players cannot wholly seal off a pocket or a pipe. Filaments and wormholes allow pilots to circumvent obstacles, randomness permitting, while jump drives mean that a pilot with a pre-prepared ally able to light a cyno can teleport into any low- or null-security known-space system which isn't cyno-jammed.

Jumps versus gates

Jump drive range is calculated based on the straight-line distance between systems, in light-years. The gate network does not neatly map onto straight-line distances. Some systems which are close in gate-to-gate terms, being only a few jumps apart to a ship travelling by gate, might be relatively distant in light years; equally, some systems which are physical "close" to each other in straight-line light-year measurements might be rather more distant in gate-to-gate travel. Furthermore, a ship with a jump drive cannot jump into high security space, but can jump out of it. New Eden's topography therefore appears different, sometimes strikingly different, to a jump- or bridge-capable ship.