Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Moving into Wormhole Space: Difference between revisions

From EVE University Wiki
m Remove link to outdated resource.
Apply QuillBot tips (https://quillbot.com/grammar-check). Add link.
 
(4 intermediate revisions by one other user not shown)
Line 1: Line 1:
{{Update|POS replacement by structures and scannable site name changes.}}
{{Wormhole Links}}
{{Wormhole Links}}
== Picking the Right System ==
== Picking the Right System ==
Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans.
Before you can even start thinking about moving into a W-space system, you need to pick the right one for your needs and plans.
 


There are about 2500 Systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs. You will have to decide if you are going to live there by yourself or with a couple of friends. You will have to know what activities are you going to perform there (manufacturing, harvesting gas and [[ore]], killing [[Sleepers]]) and if you are going to be able to do those things alone or will it require a fleet. You'll have to know if the activity you picked will require frequent logistic runs out to K-space.
There are 2604 systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs. You will have to decide if you are going to live there by yourself or with a couple of friends. You will have to know what activities you are going to perform there (manufacturing, harvesting gas and [[ore]], killing [[Sleepers]]) and if you are going to be able to do those things alone or if it will require a fleet. Your [[statics]] will determine what activities are easily available, as well as the feasibility of regular logistics runs. [[Shattered wormhole systems|Shattered wormholes]], [[Drifters|drifter wormholes]], and [[Thera]] all disallow anchoring of player-owned structures, but nonetheless some capsuleers call these systems home.  


=== Planning ===
=== Planning ===
Line 12: Line 9:
The following factors affect your choice of your home system.
The following factors affect your choice of your home system.


* Plan ahead on what kind of static you wish the system could have, look for that.
* Plan ahead on what kind of static you wish the system could have, and look for that.
** Since with continued site-clearing, the sites in your home system will spawn less and less often, the class of static wormhole is what determines your profit potential in the long run.
** HS statics are often high traffic but trivialize logistics runs.
* Keep in mind that [[Wormhole attributes|wormholes have mass restrictions]]. You won't be able to jump a [[capital ship]] through most of them, and there are wormholes that won't even allow [[battleship]] sized ships.
** C3 and C5 statics are perfect for constantly running combat anomalies.
* Look for a system with a variety of [[planets]] that will later be used for your [[Planetary Industry]] colonies.
** C2 and C4 systems have two statics rather than one.
 
* Keep in mind that [[Wormhole attributes|wormholes have mass restrictions]]. You won't be able to jump a [[capital ship]] through most of them, and there are wormholes that won't even allow [[battleship]]-sized ships.
* Decide what Class of the system you're looking for, take into consideration the kinds of exploration sites the system is likely to spawn.
* Look for a system with a variety of [[planets]] that will later be useful for your [[Planetary Industry]] colonies.
* Ask yourself if you want the system to have any Effects that would help you with your activities. (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.)
** Lava, storm, and temperate planets are big moneymakers.
* Decide what class of system you're looking for.
** Low-class WHs (C4 and below) do not have to deal with hostile caps, as they must be built in those systems due to wormhole size restrictions.
** High-class WHs (C5 and above) are less connected to kspace and much more hotly contested.
* Ask yourself if you want any system effects (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.)


=== Example ===
=== Example ===
Let's say you would like to harvest gas and ore, you won't do any [[manufacturing]], and you want to kill Sleepers, but you don't have any corporation members to help you with that.
Let’s say you want to live in wormhole space and aren’t sure which class fits your situation. Different setups favor different group sizes and goals:


* If ore and gas are your main priorities, you might want to consider a higher Class system, because they are more likely to spawn better Grav sites. You can now go look for a Class 4 wormhole with a static Class 2 connection. The reason for this is that the home system (Class 4) will provide you with the ore you want, and the Class 2 connection will most likely have a High Security K-space exit as well as anomalies with Sleepers that you can manage to kill by yourself.
Solo players generally thrive in Class 3 systems. C3s have a single static (making them less desirable for evicting groups), their combat sites are easy to run with low or moderate SP, and logistics are simple because many C3 statics lead to high-sec or low-sec. Gas and ore sites also appear regularly, making them good all-around solo homes.
* If, on the other hand, Sleepers are your main goal, and mining ore is what you want to do in your spare time, then the system you would be looking for would be a lower class. A Class 2 system with a static high sec exit would spawn anomalies with sleepers you can kill solo, and an occasional Grav and Ladar sites you can mine by yourself.


It's up to you what kind of system would be the best for your needs and activities you want to perform. All you need to do is find that system.
Small groups often prefer Class 2 or Class 4 systems because both offer dual statics. This provides steady content, exploration routes, and reliable logistics paths. Hostile capital ships cannot enter low-class wormholes and must be built inside the system, so the risk of surprise capital escalations is virtually nonexistent. C2s are flexible and easy to live in. C4s provide harder sites and better payouts, without the capital escalation gameplay found in C5/C6.


PvP-focused groups typically aim for Class 5 space, which is the center of wormhole combat. C5 systems support capital escalations, large-scale brawls, and easy carrier rolling for content. Most organized wormhole PvP either happens in or originates from C5 space.


It's up to you which type of system matches your goals and playstyle. Take the time to scout and find the one that fits.


== Moving In ==
== Moving In ==
So think you've found a system you like, and you would like to move in now, that's great! Let's see now.
So you think you've found a system you like, and you would like to move in now? That's great! Let's see now.


=== Checklist ===
=== Checklist ===
* Does it meet your requirements? Class? Effect? Static wormholes?
* Does it meet your requirements? Class? Effect? Static wormholes?
* Have you checked if there is someone already occupying it? Who owns structures, and are they active?
* Have you checked if there is someone already occupying it? Who owns the structures, and are they active?
* Have you checked [https://zkillboard.com/ ZKillboard] for activity in that system? Were there any player kills in that system in the last week/month/year? Are there pilots on killmails on several days?
* Have you checked [https://zkillboard.com/ zKillboard] for activity in that system? Do you see any patterns in the groups killing/dying there?
* Are logistic runs to K-space going to be easy/hard?
* Have you placed a scanner alt in the system? (very important, in case you get podded)
* Have you placed a scan-alt in the system? (very important, in case you get podded)
 
If you are satisfied with the system, it's not occupied (or is occupied by weak owners), and it has the exits you want, it's time to move in and get things started. Let's go shopping then. The single most important thing you need is a place to call home. A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at. You need a structure to live in (a [[Citadels|citadel]] or [[Engineering Complexes|engineering complex]]). [[POS]] are still present but used less often. Very few pilots live out of another ship like the [[Orca]] or [[Rorqual]], but these are the only options in [[Shattered wormhole systems|shattered wormholes]].
 
=== Citadels in Wormhole Space ===
Citadels have fully replaced POSes as the standard way to live in wormhole space. While POS guidance remains useful for niche cases, the vast majority of groups rely on Upwell structures as their primary home. Choosing the correct size and understanding reinforcement behavior is essential for survival.
 
==== Choosing the Right Citadel Size ====
Citadels behave differently in wormhole space than in K-space. Their reinforcement cycles are shorter, and the number of timers varies by structure size:
 
* '''Astrahus''' — The most common first structure, inexpensive, and easy to anchor. Has only one reinforcement timer. This makes Astrahuses relatively easy targets for roaming fleets or multiboxers during off-hours. Attackers can reinforce it quickly and decide later whether to commit to the final fight.
* '''Fortizar''' — Much more expensive, but significantly more defensible. Has two reinforcement timers, making evictions far more difficult. Groups aiming to stay long-term or invite friends into the system usually upgrade to a Fortizar as soon as practical.
* '''Athanor''' / '''Tatara''' — Common for indy-focused groups. Given that the moons in WH space are on par with HS, it's probably not worth the fuel cost to anchor these for moon pulls. They are still profitable for reactions.
* '''Raitaru''' / '''Azbel''' — Industry platforms that can serve as secondary bases. Typically not worth it unless you are building caps in-system.


==== Recommended Strategy for New Residents ====


If you are satisfied with the system, it's not occupied, have the exits you want and it's fairly safe it's time to move in and get things started. Let's go shopping then. The single most important thing you need is a place to call home. A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at. You need need a structure to live in (a citadels or engineering complex). POS are still present but used less often. Very few pilots live out of another ship like the [[Orca]].
* Most new or small groups should anchor an Astrahus first and treat it as a beachhead.
* Once stable or profitable, upgrade to a Fortizar, which drastically reduces eviction risk.
* Always configure a sensible vulnerability window—one aligned with your actual active hours.
* Keep your fuel blocks stocked. An unfueled structure loses essential defensive capabilities.
* Set ACLs carefully so only trusted pilots have tethering, docking, and fitting permissions.


=== POS defense ===
==== Threats and Eviction Risk ====
This is the part many wormhole residents fail at. Every single day I come across POS's with poor or no defenses, with billions of ISK floating around the POS shields, just asking to be blown up, ripped apart, leaving the owners broke and depressed.
Because medium structures have only one reinforcement timer in wormholes, they attract opportunistic attackers:


[[File:Posfail4.jpg|thumb|left|POS]]
* Off-timezone multiboxers can ref an Astrahus at quiet hours.
First thing you need to take care of when planning a POS are the defenses. Nothing attracts people like Torpedo or Cruise missile launchers, no Warp Disruptors and lack of any kind of [[EWAR]] or hardeners online at the POS.
* Hostile groups may ignore the timer if defenders form.
* Third-party fleets may wander in and finish the job even if the original aggressors never return.


Please check out this [https://web.archive.org/web/20220519153629/https://oldforums.eveonline.com/?a=topic&threadID=817184 EVE-O Forum Topic] before you even consider setting up your POS in the system.
Larger citadels (especially Fortizars) discourage this behavior due to multiple timers, longer operations, and greater commitment required from attackers.


==== Why POS Mechanics Still Matter ====
Although seldom used as homes, POSes occasionally see niche use:


Large POS's are strongly recommended in W-space. Small ones or even medium ones are very easy to attack and take down. Most of people don't bother with large ones. It takes too much effort to bring a large POS down, it's a logistical nightmare, but that doesn't mean people don't do it. It is quite common for corporations to attack other people in W-Space for ISK and loot. Even the best defense won't keep people from destroying your POS, if they are ready to do what it takes. Having a good setup however will decrease the chance of getting invaded and will probably save your assets. This is EVE and you always need to be prepared for the worst. Keep that in mind.
* Temporarily storing capitals built inside the system
{{Clear}}
* Mass and rolling tricks
==== That's no moon! ====
* Off-grid hangar or safety storage
[[File:DEATHSTAR.jpg|thumb|Deathstar]]
* Bait and trap setups
If you are planning to leave your system for an extended period of time, consider using additional POS defense modules, put your laboratories and corp hangars offline to free up some powergrid and anchor more guns, ECM, and anything that you have handy. This setup is called 'Death Star Mode', and will keep your assets safe when you are away. No one will even think of attacking a POS like that.


Another possible method of setting up a wormhole POS for daily use involves the copious use of ECM, Warp Disruptors, and Sensor Dampeners, along with the requisite guns. This setup is in a play of words called a 'Dick Star', since the purpose is not necessarily to destroy invaders, but to sufficiently annoy and irritate them such that they decide blowing up your POS is not worth the effort.
However, POSes should no longer be considered primary bases of operation.


==== POS defense ====
POSes are no longer used as primary homes or industrial centers in wormhole space. Their manufacturing bonuses are gone, and while they can technically build ships, the build times are so long that nobody uses them for industry anymore. However, POSes still matter strategically, and many groups continue to anchor them for one core reason:


Other than POS defences, you will need:
A POS can be anchored and online in about 30 minutes, while a citadel requires a 24-hour anchoring period.
* Ship Maintenance Array to hold all your ships, as well as providing a fitting service for them.
Because of this, wormhole residents often anchor a tower on every moon in their system. This denies attackers the ability to quickly place their own POS for staging. Instead, hostile groups must anchor a citadel—which leaves them vulnerable and without a place to dock while the structure comes online.
* Corporation Hangar Array to hold all your modules, loot, spare POS fuel, bookmarks, etc.
* Ship Building Array, in case you will want to build ships yourself
* Ore Reprocessing Modules
* Laboratories
* Mobile Warp Disruption Field Generators
** One possible tactic is to anchor a large Mobile Warp Disruptor, or "bubble", on the warp-in point to the moon that your POS is anchored at. This way, anyone warping to that moon will be caught in the bubble, leaving them unable to warp away and thus easy prey for your POS guns if decloaked.


If you are trying to defend your home, forcing your would-be evictors to operate without a staging point can make the difference between holding the system or having to evacuate.


==== Setting up the POS ====
[[File:Posfail4.jpg|thumb|left|POS]]
Once you've got all of this, scan your way out to K-space, get your [[hauler]] ready, scan your system multiple times to make sure there are no new incoming wormholes, and make sure that you are actually alone in the system. Move your hauler to the K-Space - W-Space connecting system, and double check if you have everything you need. Fuel, Modules, POS equipment, ammo, probes, etc.
Your main decision with POSes will be whether or not to fuel them. This is a large cost if your system has a lot of moons but will give you an even longer window of advantage against attackers.
 
==== That's no moon! ====
[[File:DEATHSTAR.jpg|thumb|Deathstar]]
If you anticipate conflict, you can still configure a POS in the old “Death Star” style—offline unnecessary modules and anchor extra guns and ECM using the freed powergrid. A well-defended tower is still annoying enough that many groups won’t bother attacking it unless they are fully committed.


[[File:Pos ships.jpg|thumb|left|Pos ships]]Once you are ready, jump in the hauler, anchor the POS, online it as soon as possible, make sure you have enough fuel to run it for at least a day and a significant amount of Strontium. Once the shields are up and running, you're fairly safe. Next thing you need to do is set up the guns, ECM, warp disruptors and everything else you've planned. Start moving in the rest of POS modules you wish to have there, and start moving in ships. Always have a spare scanning ship in the hangars — you never know when you'll need it. Take the time it takes to online the POS modules to set up off and on grid [[safe spots]].
A heavy-EWAR setup (“Dick Star”) can also be used to irritate and delay attackers, buying you precious time to regain hole control or call allies.


Don't, and I really cannot stress this enough, leave any ships floating out in space. It will only cause you trouble, provide intel to hostiles, and provide opportunities for a corp thief. There is no reason to leave ships floating in space. If you run out of space in your ship array, anchor a new one, or reconsider the usefulness of the ships you own, and take some of them out.
{{Clear}}
=== Ships You will need ===
=== Ships You will need ===
There are numbers of various activities you can do inside a Wormhole system. Most of them require specialized ships. There is no Jack of all Trades here, you will need at least a couple of hulls so you can be effective at what you do. You will lose ships in W-space, you will need to be able to replace them. Keep them cheap, affordable. Don't fly faction ships in W-space, they are simply not worth the risk. Here's a small list of recommended ship types
There are a number of various activities you can do inside a wormhole system. Most of them require specialized ships. There is no Jack of all trades here; you will need at least a couple of hulls so you can be effective at what you do. You will lose ships in W-space; you will need to be able to replace them. Keep them cheap and affordable. Don't fly faction ships in W-space; they are simply not worth the risk. Here's a small list of recommended ship types.


==== Must-Have's ====
==== Must-haves: ====
* [[probe scanning#Ships|Scanning ships]], T1 frigates, CovOps Frigates, Recons. You can't do anything without them in W-space. Keep spare ones. You will lose them.
* [[probe scanning#Ships|Scanning ships]], T1 frigates, CovOps frigates and Recons. You can't do anything without them in W-space. Keep spare ones. You will lose them.


==== Anomalies (Sleeper sites) ====
==== Anomalies (Sleeper sites) ====
* [[Battlecruiser]]s are the most common ships people use to run anomalies in lower class w-space. A passive-tanked [[Drake]] can easily run any and every anomaly in a Class 1 and Class 2 systems solo.
* [[Battlecruiser]]s are the most common ships people use to run anomalies in lower class w-space. A passive-tanked [[Drake]] can easily run any and every anomaly in a Class 1 and Class 2 system solo.
* [[Strategic Cruiser]]s, especially the [[Tengu]] and [[Legion]]. They significantly speed up running anomalies, but are very expensive, so use them only if you really can afford to lose them.
* [[Strategic Cruiser]]s, especially the [[Tengu]] and [[Legion]]. They significantly speed up running anomalies but are very expensive, so use them only if you really can afford to lose them.
* [[Battleship]]s, with Remote Repair modules fitted are required for higher class wormholes anomalies, such as Class 4.
* [[Battleship]]s with Remote Repair modules fitted are required for higher class wormholes anomalies, such as Class 4.
* [[Capital Ship]]s, such as [[Dreadnoughts]] and [[Carrier]]s are used in Class 5 and 6 Systems mostly to spawn additional sleepers in anomalies. Normally combined with webbing ships (e.g. [[Loki]])
* [[Capital Ship]]s, such as [[Dreadnoughts]] and [[Carrier]]s are used in Class 5 and 6 Systems mostly to spawn additional sleepers in anomalies. Normally combined with webbing ships (e.g. [[Loki]])


==== Gravimetric Sites (Ore mining) ====
==== Ore Sites ====
* [[Mining Barges]], Retriever, Covetor, Procurer - they are cheap and effective at what they do.
* [[Mining Barges]], Retriever, Covetor, Procurer - they are cheap and effective at what they do.
* [[Exhumers]] - in most cases too expensive for being worth the risk. Use Mining Barges unless you exactly know what you are doing.
* [[Exhumers]] - in most cases too expensive for being worth the risk. Use mining barges unless you exactly know what you are doing.


==== Ladar Sites (Gas mining) ====
==== Gas Sites (need to be scanned) ====
* [[Venture]] cheap and the ship to choose in most cases
* [[Venture]] cheap and the ship to choose in most cases
* [[Prospect]] can warp cloaked  
* [[Prospect]] can warp cloaked  


==== Salvaging, Hacking and Analyzing ====
==== Salvaging, Hacking and Analyzing ====
* [[Destroyer]]s. You wont need anything bigger than Dessies in W-space. Sleeper loot is small in size. It will fit in the small cargo hold of a destroyer.
* [[Destroyer]]s. You won't need anything bigger than Dessies in W-space. Sleeper loot is small in size. It will fit in the small cargo hold of a destroyer.
** You did fit that destroyer with a probe launcher, right?
** You did fit that destroyer with a probe launcher, right?
** If you can fit a cloaking device, fit a proto cloak on the salvager. Cloak up whenever you're not actively salvaging.
** If you can fit a cloaking device, fit a proto cloak on the salvager. Cloak up whenever you're not actively salvaging.
** Use a [[Mobile Tractor Unit]] to pull the wrecks.
** Use a [[Mobile Tractor Unit]] to pull the wrecks.
* The [[Noctis]] has replaced salvage-fit destroyers and battlecruisers for the majority of K-space salvaging duties. It does very well in wormhole space as well. The main concern is cost - a Noctis costs far more than a salvage fit destroyer.
* The [[Noctis]] is sometimes used for high-class WH sites that have many more wrecks to deal with. These ships are more expensive and easier targets.
* You'll want to rig your salvager with at least 2 salvage rigs if you're in a Class 3 or higher WH -- many of the sleeper wrecks require either rigs or L4/L5 salvaging skill to salvage at all.
* You'll want to rig your salvager with at least 2 salvage rigs if you're in a Class 3 or higher WH; many of the sleeper wrecks require either rigs or L4/L5 salvaging skill to salvage at all.


==== Logistics ====
==== Logistics ====
* [[Hauling|Haulers]], T1 or T2, [[Badger]]s, [[Bestower]]s, anything that you would use in K-space is used in W-space, and often. You will need them to run to K-space for supplies, to pick up PI products, can't live without them.
* [[Hauling|Haulers]], T1 or T2, [[Badger]]s, [[Bestower]]s, and anything that you would use in K-space is used in W-space, and often. You will need them to run to K-space for supplies and to pick up PI products; can't live without them.
* Capital Industrial Ships, the [[Orca]] and the [[Rorqual]]. First one is very useful for moving large amounts of cargo in and out of a W-space system, as well as providing mining bonuses for mining fleets, but you have to risk the ship in the mining site. The Rorqual, if you can afford it, will compress ore, making it smaller and easier to transport to K-space. This sounds stupid until the first time you have six or seven million {{m3}} of ore in the hangars.
* Capital Industrial Ships, the [[Orca]] and the [[Rorqual]]. The first one is very useful for moving large amounts of cargo in and out of a W-space system, as well as providing mining bonuses for mining fleets, but you have to risk the ship in the mining site. The Rorqual, if you can afford it, will compress ore, making it smaller and easier to transport to K-space. This sounds stupid until the first time you have six or seven million{{m3}} of ore in the hangars.


==== PvP Ships ====
==== PvP Ships ====
* T2 Cruisers, [[Heavy Interdictors]], [[Heavy Assault Cruisers]], [[Recon Ships]], [[Cruiser#Logistics|Logistics]], any kind is very useful, as they are small in size, and huge in potential. Sooner or later you will have to face other players in W-space, and these are the bread and butter of W-space PvP.
* T2 Cruisers, [[Heavy Interdictors]], [[Heavy Assault Cruisers]], [[Recon Ships]], [[Cruiser#Logistics|Logistics]], any kind is very useful, as they are small in size and huge in potential. Sooner or later you will have to face other players in W-space, and these are the bread and butter of W-space PvP.
* [[Stealth Bombers]], W-space mechanics are the same as nullsec space. You can use Bombs, and they are very effective. A small gang of Bombers can really ruin a day for your enemies. See: [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Stealth Bomber Guide].
* [[Stealth Bombers]], W-space mechanics are the same as nullsec space. You can use [[bombs]], and they are very effective. A small gang of Bombers can really ruin a day for your enemies. See: [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Guide: Stealth Bomber] (By: Hallan Turek, 11 August 2010).
* Battleships, they are rarely used in PvP in W-space, but they are very useful in taking down POS's where you cannot use capital ships, and for defense fleets. They are also useful for crashing wormholes due to their mass.
* Battleships, they are rarely used in PvP in W-space, but they are very useful in taking down POS's where you cannot use capital ships and for defense fleets. They are also useful for crashing wormholes due to their mass.
* [[Interceptor#Interceptors|Interceptors]], useful for catching CovOps frigates jumping through wormholes.
* [[Interceptor#Interceptors|Interceptors]], useful for catching CovOps frigates jumping through wormholes.
* Battlecruisers, any kind, they are very popular in PvP in W-space, because of their mass/DPS ratio. They are easy on the wormholes, and can deal a significant amount of DPS.
* Battlecruisers, any kind. They are very popular in PvP in W-space because of their mass/DPS ratio. They are easy on the wormholes and can deal a significant amount of DPS.


== External links ==
== External links ==
* [https://evemaps.dotlan.net/wormholes Dotlan wormhole stats]
* [https://anoik.is/ Anoik.is]
* Old EVE forums post about [https://forums-archive.eveonline.com/topic/67527 Halada's Mining Guide], 2012
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vSaCHnBRDw8Ki6nuamMzQv3InN978Zh7F6RcwlYdJHnlQkDrrdz5zrG3Of_8eoyxeqJimMHt9-7GjLn/pubhtml# Grubu's Maintained Nolak's Updated Karr's Modified Rykki's Guide 1.5]


[[Category:Wormholes]]
[[Category:Wormholes]]
[[Category:Guides]]
[[Category:Guides]]