Difference between revisions of "User:Morra Deovindice/Sandbox/Wormhole Community"

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* <u>EVE University Corporate Skill Plan Name</u>: EUni - WHC Requirements
 
* <u>EVE University Corporate Skill Plan Name</u>: EUni - WHC Requirements
* <u>Corporate Skill Plan link:</u> <nowiki><url=skillPlan:TBD>EUni - WHC Requirements</url></nowiki><br>
+
* <u>Corporate Skill Plan link:</u> <nowiki><url=skillPlan:737e8a2d-04b0-4020-84e4-e216ccc62de2:917701062>EUni - WHC Requirements</url></nowiki><br>
 
<br>
 
<br>
 
{{SkillQueue
 
{{SkillQueue
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[[File:WHC_Moving_In_Draft.png|center|600px]]
 
[[File:WHC_Moving_In_Draft.png|center|600px]]
 +
 +
=== Community Rules and Etiquette ===
 +
Because members tend to interact and rely on each other more than other parts of the University, WHC has some of its own conventions and rules. While most of the community etiquette is easy to pick up as you interact with other players, our policies are covered in detail in [[https://forum.eveuniversity.org/viewtopic.php?f=236&t=126911 this forum post]]. New members are not expected to know everything, but many are important for day-to-day operations.
  
 
=== Alt Characters ===
 
=== Alt Characters ===
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=== Scanning ===
 
=== Scanning ===
{{Note box|TO DO}}
+
Scanning is the lifeblood of any wormhole group. Without it, we have no content, our ships are at risk, and we're isolated from known space. Every WHC member scans. It's just part of wormhole life, and it's one of the most fundamental contributions a member makes to the community. Scanning in a group is also a bit different than solo exploration: it requires discipline and standard practices to avoid the complete chaos that would come with everyone using their own idiosyncratic approach.
  
 
+
* We use EVE University's private [[Pathfinder]] server to map and navigate the chain.
* We use EVE University's private [[Pathfinder]] server.
 
 
* We use the [[WHC System Naming Scheme]] and [[WHC Bookmark Naming Scheme]] to keep navigation consistent.
 
* We use the [[WHC System Naming Scheme]] and [[WHC Bookmark Naming Scheme]] to keep navigation consistent.
  
While new members are not expected to know the intricacies of either, all members do learn and use these tools, as they are fundamental to the operation of the community.
+
While new members are not expected to know the intricacies of either, all members will inevitably learn them, as they are fundamental to the operation of the community.
  
 
=== PvP ===
 
=== PvP ===
{{Note box|TO DO}}
+
Wormholes are a hotbed of PvP activity, and PvP fights are considered a priority by most wormhole groups, including WHC. This mentality and the desire to seek out fights with other corps leads to a common culture across wormhole space. While nearly all pilots you will run into are bloodthirsty, most are also interested in fighting because it's fun. It's not unusual to have cordial discussion with an opponent, sometimes even leading to changes in the ships that a side is flying to ensure that the fight is more even---and thus more fun. On the flipside, wormhole groups that avoid conflict or are solely interested in ISK-making are generally shunned and often find themselves on the wrong end of an eviction. Wormhole space also has a reputation for smaller scale (but sometimes more expensive) fights. Fleet battles do happen, but most engagements that you will participate in are between 5 and 30 players. This means that your choices matter, and WHC members tend to rapidly gain a lot of first-hand experience fighting (and dying!) in PvP.
  
 
=== PvE ===
 
=== PvE ===
{{Note box|TO DO}}
+
Wormhole space can be lucrative. Combat sites, gas clouds, ore anomalies, and hacking sites are all some of the best in EVE. Consistent with EVE University's mission statement, WHC adopts an inclusive, group-focused approach to PvE. Members are encouraged (and in some cases, expected) to make an attempt to invite other members to participate. Luckily, due to the ability to roll new connections, there is literally never a lack of opportunity for new content.
 +
 
 +
====Combat Sites====
 +
WHC's C3 static is an efficient source of ISK. We use a fleet doctrine called [https://forum.eveuniversity.org/viewtopic.php?f=236&t=109793 Harvester] to ensure new players and vets alike have access to the most common source of ISK-making in wormhole space.
 +
 
 +
====Gas and Ore====
 +
[[Gas_cloud_harvesting#Fullerenes Fullerene gas clouds]] found in J-space are not found anywhere else, and they are critical to Tech 3 and capital production. Likewise, ore anomalies contain fairly valuable products, rivaling anything short of capital-assisted R64 moon mining.
 +
 
 +
====Hacking====
 +
As any daytripper knows, [[relic and data sites]] can be a healthy income source with a very low barrier to entry. Like null-sec, low-class (C1-C3) wormhole systems contain pirate-named data and relic sites, which are among the most profitable. In addition, if you get lucky, wormhole-specific [[Ghost_Sites superior ghost sites]] can occasionally drop items worth billions of ISK.
  
 
=== Industry ===
 
=== Industry ===
{{Note box|TO DO}}
+
WHC offers a variety of industrial opportunities, including some that are unique to wormhole space.
 +
 
 +
====Planetary Industry====
 +
J105433 contains 10 planets and is capable of producing all T2 PI products, three P4 products, and fuel blocks from the planets available. PI is popular at WHC, and experienced members are usually happy to share tips specific to our home system.
 +
 
 +
====Structures====
 +
WHC's industrial park is designed to support efficient end-to-end production of [[Tech 3 Production|T3 ships and subsystems]] as well as refining of common wormhole resources.
 +
 
 +
{| class="wikitable" style="margin-left: 0px; margin-right: auto;"
 +
|+ Structures at WHC
 +
|-
 +
! Name !! Type !! Services || Rigs
 +
|-
 +
| '''''Vicennial Hall''''' || Fortizar || Clone Bay || N/A
 +
|-
 +
| '''''The Crucible''''' || Athanor || Moon drill, Hybrid Reactions, Composite Reactions || Hybrid Reaction ME I, Composite Reaction ME I
 +
|-
 +
| '''''Salt Mines''''' || Athanor || Reprocessing || Asteroid Ore Grading I, Ice Grading I, Moon Ore Grading I
 +
|-
 +
| '''''WHC Labs''''' || Raitaru || Manufacturing, Invention, Research || Structure ME I, Advanced Component ME I, Equipment Manufacturing ME I
 +
|-
 +
| '''''Utopia Planitia''''' || Raitaru || Manufacturing || Advanced Small Ship ME I, Basic Medium Ship ME I, Basic Large Ship ME I
 +
|}
 +
 
 +
 
 +
====Services====
 +
In addition to infrastructure, several members of the wormhole community are [[Perfect Refine List|Perfect Refiners]], which gives members access to refining efficiency better than or equal to anywhere else in the University.
 +
 
 +
The hybrid polymer outputs of WHC's [[https://wiki.eveuniversity.org/Wormhole_Community_Services#Gas_Upgrade_Program|Gas Upgrade Program]] are available weekly for sale to members looking to focus on T3 manufacturing at a discounted price.
  
 
=== WHC Culture ===
 
=== WHC Culture ===
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| Maesma Starhunter
 
| Maesma Starhunter
 
| NeedsNames
 
| NeedsNames
| Tarkin Karn
 
 
| Tealson Darkstar
 
| Tealson Darkstar
 
| Torg Navatin
 
| Torg Navatin
 
|}
 
|}
 
----
 
 
==Old Content==
 
{{Important note box|Old content}}
 
Living in wormhole space is demanding and requires a curious combination of self-reliance and cooperation. WHC is a close-knit community where individuals have a lot of freedom to create and guide group content and where communication and teamwork are central to our lifestyle. Our goal is for every pilot to be able to join and contribute in as many of our day-to-day activities as possible. In order to achieve that end, we ask pilots to train a set of core skills that are vital for flying in wormhole space.
 
 
{| class="wikitable"
 
!Required Skills
 
!Required Titles
 
!Required Ships
 
!Recommended Knowledge
 
|-
 
|
 
* {{sk|Cloaking|IV|icon=yes}}
 
* {{sk|Hull Upgrades|IV|icon=yes}}
 
* {{sk|Tactical Shield Manipulation|IV|icon=yes}}
 
* {{sk|Shield Upgrades|IV|icon=yes}}
 
|
 
* [[Freshman]] (The title must be showing in-game)
 
|
 
* One DD (damage) ship from the [https://auth.eveuniversity.org/fittings/doctrine/16/ Armor Assault Frigates] doctrine
 
* One DD (damage) and a logistics ship from the [https://auth.eveuniversity.org/fittings/doctrine/14/ Shield Battlecruisers] doctrine
 
* One Covert Ops Cloak capable ship, e.g., [[Astero]], a [[Covert Ops Frigate]], etc.
 
|
 
* [[Wormholes|Basic wormhole mechanics]]
 
* [[Directional Scanner Guide|Use of D-scan]]
 
* [[Scanning|Using scan probes]]
 
|}
 
 
Please note that there are new-player-friendly meta fittings for faction frigates in the Armor Assault Frigate doctrine above. You can find those fits in the doctrine listing in [https://auth.eveuniversity.org/fittings/doctrine/16/ EVE University's Alliance Auth system].
 
 
If you move to WHC as a new, low-skill pilot, there will be a ships you cannot yet fly and some activities you cannot yet do, but with the entry skills listed, you can join us on some fights, scan down the chain, act as a picket for a PVE fleet, and otherwise get used to living in a wormhole. It can take a long time to be able to fly every ship in every doctrine, but it never takes too long to get off the ground. While you are getting those skills, you’ll be well on your way to getting “Patience V,” which is one of the most important out-of-game skills for a wormholer.
 
 
=== Apply Here ===
 
Once you've met these requirements and are ready to give wormhole life a try, '''[https://auth.eveuniversity.org/group/request/join/111/ apply here]''' in Alliance Auth.
 
 
== Recommended Skills & Ships ==
 
Wormhole life is dangerous. As always, don't fly what you can't afford to lose.
 
 
This section lists skills and ships that, while not required, increase the number of roles you can fill in the WHC.
 
 
{| class="wikitable"
 
!Skill
 
!Basic level
 
!Advanced level
 
!Why?
 
|-
 
|{{sk|Astrometrics|icon=yes}}
 
|3
 
|4
 
|Each level improves your ability to [[Scanning|scan]].
 
|-
 
|{{sk|Astrometric Rangefinding|icon=yes}}
 
|0
 
|3
 
|Each level increases scan strength.
 
|-
 
|{{sk|Astrometric Acquisition|icon=yes}}
 
|0
 
|3
 
|Each level increases scan speed.
 
|-
 
|{{sk|Astrometric Pinpointing|icon=yes}}
 
|0
 
|3
 
|Each level reduces scan deviation on results.
 
|-
 
|<Racial> Battlecruiser
 
|3
 
|4
 
|Apart from [[Cruiser#Heavy Assault Cruisers|Heavy Assault Cruisers]] and [[Strategic Cruiser|T3 Strategic Cruisers]], [[Battlecruiser]]s are the best ships to fly in WHC.
 
|-
 
|<Racial> Cruiser
 
|3
 
|5
 
|Cruisers are a crucial stepping stone toward T3 Strategic Cruisers, Heavy Assault Cruisers, and [[Heavy Interdictors#Heavy Interdiction Cruisers|Heavy Interdictor Cruisers]]. They're also cheap.
 
|-
 
|{{sk|Salvaging|icon=yes}}
 
|1
 
|4
 
|Sleeper Battleship wrecks require IV to salvage however the use of 3 salvage rigs allow them to be salvaged with Salvaging I.
 
|-
 
|{{sk|Hacking|icon=yes}}
 
|3
 
|4
 
|Data Analyzers are used in Data sites. The skill increases the HP [hit points] of your virus.
 
|-
 
|{{sk|Archaeology|icon=yes}}
 
|3
 
|4
 
|Relic Analyzers are used in Relic sites. The skill increases the HP [hit points] of your virus.
 
|-
 
|{{sk|Covert Ops|icon=yes}}
 
|4
 
|5
 
|Cloaking while scanning and reduction of CPU requirements.
 
|-
 
|<x> Armor Compensation
 
|3
 
|4
 
|All four of the armor compensation skills improve the effectiveness of passive armor tanking.
 
|}
 
 
{| class="wikitable"
 
!Ship
 
!Role
 
!Support skills
 
|-
 
|[[Frigate#Exploration|T1 Exploration Frigate]]
 
|Scanning/picketing
 
|<Racial> frigate 3; {{sk|Cloaking|I|icon=yes}}
 
|-
 
|[[Frigate#Covert Ops|Covert Operations Frigate]]
 
|Scanning/scouting
 
|{{sk|Covert Ops|IV|icon=yes}}; {{sk|Cloaking|IV|icon=yes}}
 
|-
 
|<Racial> [[Battlecruiser]]
 
|Combat
 
|<Racial> Battlecruiser 3; Varies
 
|}
 
 
The above are merely suggestions for being useful during your first few weeks in the system without investing too many resources in the endeavor. Once you are more comfortable with day-to-day operations and better understand the risks involved, you may consider bringing in more specialized or expensive ships and equipment.
 
 
=== Wormhole Community Ship Fittings ===
 
The WHC Forum includes our current [https://forum.eveuniversity.org/viewtopic.php?f=236&t=110926 doctrine fittings]. Those fittings are also available in the Corporation Fittings window in-game, as are some utility fits such as rolling and scanning ships. Please note that the forum post contains the most current doctrine fittings; updates to the in-game window may occasionally be delayed.
 
 
 
 
== Beyond Skills: The Wormhole Mindset ==
 
If you're looking to stay in the WHC for a while, you'll need more than just a good base of skills. While skills are great, living in a wormhole requires a different mindset. There are realities to w-space that you might have never thought about before, and there are things that you might find useful or commonplace in k-space that no longer apply.
 
 
# Scanning is mandatory.
 
#* A T1 Scanning Frigate is a good starting point for beginner explorers, but for J-space, clandestine scanning in a [[Covert Ops Frigate|T2 CovOps Frigate]] is one of the most important contributions a player can make to WHC operations. Nearly everything we do is scanned down. Scanning and especially scouting in secret is safer and much more useful.
 
# Battleships are too big for most of what we do.
 
#* Wormholes have mass limits. Battleships have a lot of mass. They can only pass through a wormhole a few times before that wormhole starts to collapse.
 
#* As you familiarize yourself with not just ''what'', but also ''how'' things are done in a wormhole, you'll see that Tech 3 Strategic Cruisers, Logistics Cruisers (especially Tech 2 Logistics Cruisers), Heavy Assault Cruisers, Heavy Interdiction Cruisers, and Battlecruisers are the most used ship types. To maximize the roles you can fill over time, you should be willing to adjust your skill plan.
 
#* The wormhole endgame, at least for C2/3/4 wormholes, is all about packing as much offense and defense into the smallest ship size possible, which most of the time means battlecruisers and below.
 
# The space you're living in is no longer well-defined. It is ever-changing.
 
#* The wormhole you call home may seem constant, but just about everything else is quite dynamic as connecting wormholes form and collapse. What you think of as the neighborhood (and thus the neighbors) changes all the time.
 
#* Things you may take for granted will vary over time. Access to trade hubs fluctuates day-to-day and hauling stuff can be both dangerous and inconvenient.
 
#* Your home station cannot be set to a location in J-space. If you die, you'll have to respawn in a K-Space station.
 
# You're going to be trapped in here with us.
 
#* You won't always feel like you have a lot of choice in what you can do at any given moment. What we are connected to dictates what content is available.
 
#* You might log in to run sites and find PvP happening instead. That's life and that's what you'll be doing that day.
 
# You need to be <em>self-motivated</em>. This can not be stressed enough. If you are not a self-starter you will be spinning in structures and asking "Is there anything going on" quite frequently and that isn't any fun unless you're odd and think it is.
 
#* <em>W-space is perhaps the most player-driven space in EVE.</em> If you're not making it happen, it probably isn't happening. Passive players will find things boring before long. Of course, newbros will always have a period to figure out what's going on, but in the end, you need to be a self-starter who can independently do what needs doing.
 
#* If you don't have anything to do, make something to do. Scan down the wormhole chain. Scout systems, looking for PvP opportunities or ganks. Find a low-sec connection and lead a roam. Go to null-sec and point a carrier. This is the most exciting thing about the WHC: You get to make it happen!
 
 
Wormhole life isn't everyone's cup of tea, but for a certain kind of player, nothing beats it. The WHC is an amazing opportunity for players to experience wormhole life firsthand. Come on a Noob Night In The Hole class, or join for a week and see if it sticks! Just be aware that beyond a minimal set of skills to join the community, you can expect a few play-style changes.
 
 
== What can I do in WHC? ==
 
* <span style="font-size:1.5em;">'''Scan, scan, scan!'''</span> Everything in W-space needs to be [[Scanning|scanned down]]. Probe the chain, scout new connections, observe our neighbors, and picket a hole if you are not doing anything. Do not sit in a citadel and wait for stuff to happen; content, whether PvP or PvE, is created by you!
 
** It is especially important to keep note of all new signatures so we don't get surprised by unexpected neighbors. Compare the signatures in the mapper with those in your scan window and right-click ->ignore all the known ones. This way you will immediately see if a new signature spawns.
 
* Rolling
 
** You can [[Wormhole Community Static Rolling Guide|roll]] the wormhole connections if you scanned down the chain already and can not find any content.
 
* PvE
 
** Practice scouting using the [[Wormhole Community Scouting Guide]]
 
*** Also check out the more general: [[Wormhole Scouting|Wormhole Scouting Guide]]
 
** Earn ISK by running [[Sleeper]] sites with fellow Unistas. Be aware that the Sleeper site running is a little different from the site running in K-space, as there are no bounties and no module drops. Instead, Sleepers drop [[Sleeper#Sleeper Loot|Sleeper Components]] (referred to as blue loot due to its icon color), as well as valuable salvage.
 
*** ''Please do not run Combat Sites in our home system Elysium - we save these as content and ISK for a rainy day. You can, however, mine Gas Sites and Ore Anomalies.''
 
* PvP
 
** [[Baiting]]
 
** Practice combat probing
 
** Ganking clueless daytrippers
 
** Experiencing what the lack of local chat or static gates does to PvP
 
** Use K-space exits as covert bridges to engage in sudden ambushes
 
* Industry
 
** [[Gas cloud harvesting]]
 
** [[Mining|Conventional Mining]]
 
** [[Planetary Industry]]
 
** Mining in W-Space
 
** Tech 2 / Tech 3 Research and Production
 
* Experience lawless and uncharted space
 
** [[Living in Wormhole Space|Learn how to live without stations]]
 
** [[Bubble]]s
 
** Lack of gate mechanics
 
** Lack of other pilot's names in local chat
 
** Wormhole manipulation (e.g. using wormhole mass limits to [[Living in Wormhole Space#Rolling Wormholes|collapse wormholes]])
 
*** Detailed [[Wormhole Community Static Rolling Guide]]
 
 
== Community Rules, Procedures and Etiquette ==
 
Community etiquette is covered in detail in [https://forum.eveuniversity.org/viewtopic.php?f=236&t=120439|this forum post].
 
=== General ===
 
* Always join the WHC standing fleet if you're active in space. If there's no fleet, make one and put up an advert so others may join. See [https://forum.eveuniversity.org/viewtopic.php?f=236&t=82645 this detailed guide].
 
* Always join the WHC mumble channel if you're active in space. Quick communication is essential, and if you can't talk, you can at least listen. If you're hearing impaired let a WHC staff member know.
 
** Wormhole Community Mumble is an event chat. You may join the channel even if you're not actively participating in the fleet. Follow combat comms when active, regardless.
 
* Help your fellow pilots learn. EVE University and the Wormhole Community are educational institutions. Learning opportunities are our primary goal and reason for existence.
 
* Adhere to all [[EVE University Rules]].
 
* Fly what you can afford to lose.
 
 
=== POS ===
 
{{expansion past|How much you can bring in
 
* The Communal POS has limits to the number and mass of ships it can hold. Don't bring an Orca or a Battleship and expect to store it in an SMA.
 
* The hard-coded limit of the number of items (ships) that can be stored in the SMA (Ship Maintenance Array) is 1000. Please keep that in mind and don't put 20 shuttles (for example) in there. Instead, some small ships such as shuttles and frigates that you don't use often can be repackaged and stored in your PHA (Personal Hangar Array). The bottom line is: remember that you are sharing space with others so please be considerate.
 
* Once you have been accepted into a POS group, you can bring in as much as your POS group allows.
 
** Getting into a POS Group can be difficult. Because of the value of ships and modules within each POS, each POS group wants to know you before they will accept you. Expect it to take you 2 to 3 months to be accepted into a POS group. Be active, participate in fleets and the forums and you will become well known.
 
* Don't put cans in the CHA - '''Very important as only a director can take them out!'''
 
 
Assembling Ships
 
*Ensure that the CHA and the SMA have space for the assembled hull.
 
*Drag ship from the hauler into an accessible tab within the CHA.
 
*Right-click and select assemble
 
*Drag ship from the CHA into the SMA|width=90%}}
 
 
=== Citadel ===
 
* Stay logged out or cloaked in a [[safe spot]] when you are not doing anything. The Citadel shows the number of people that are online in the Citadel in a small bracket beside the name when on-grid. If you are not in a combat recon you will show on d-scan outside the citadel. If our numbers look larger than they are, we might miss out on fights or, even worse, we might look like we are docking up to avoid a fight.
 
* We appreciate it if you store expendable ships in the freshman hangar for common access in the spirit of sharing. Feel free to take ships out of the freshman hangar yourself. '''If it blows up, you replace it.''' If the person who owns the ship is around you should ask.
 
* There are usually a few rolling battleships in the hangar but we expect all community members to buy their own when they are able. Praxises are cheap, owning your own rolling ship is good community citizenship, and in a hole-control situation we may need to have a large fleet of rolling ships available.
 
 
=== PvE ===
 
* PvE loot is the property of the group who agree to rat or run sites together.
 
* The community offers a loot hauling and selling service at a 15% cut which goes to fuel and other operational needs. See below for more info.
 
* Don't run the Combat Anomalies located in the home system without talking with a community coordinator first; these are limited spawns that we generally reserve for community events. You are allowed to run Gas Sites, Ore Anomalies, and Ghost Sites. Any sites outside of the home system are fair game, as long as you're following WHC etiquette.
 
 
=== Etiquette ===
 
* Announce activations.
 
* Announce PvP to the WHC mumble.
 
* PVE ad-hoc Harvester Fleets and PvP events should be advertised via Discord Pings; see [https://forum.eveuniversity.org/viewtopic.php?f=236&t=93185 guidelines for pinging].
 
* It is against EVE University's [[Neutrality]] stance to conduct PVE in holes occupied by corps that are Blue to the Ivy League without asking for their permission first.
 
 
=== Comms ===
 
* Community communications default to open comms. This may change if something is happening. For instance, if there is an imminent threat or a quick response fleet forming, the channel may be restricted to essential communication only, guided by an active FC (commonly called "Combat Comms").
 
* Unless urgent, please wait a minute before speaking when entering the channel. This will allow you to get your bearings and not interrupt something important in progress.
 
* You may enter the WHC mumble channel without being a community member or [[Staff|EVE University Staff]]. Please keep in mind that community members may be engaged in other activities and may not be able to answer your questions immediately.
 
* Groups of students operating in the W-Space chain may remain in the WHC mumble without making a separate fleet and can use the WHC Overflow mumble subchannel to coordinate their activities.
 
* Prolonged operations in K-Space can move to a separate mumble channel. Moving to a separate fleet from the community is also an option.
 
* Please follow our [[Communications Policy]] when on comms.
 
 
 
== Naming Conventions ==
 
 
==== What Are Alpha, Bravo, and Cake? ====
 
Cake is our home system, the one with all our structures.<br>
 
Alpha is what we call the C2 static in our wormhole.<br>
 
Bravo is what we call the C3 static in our wormhole.<br>
 
 
==== Mapper & Bookmark Naming Scheme ====
 
Wormhole space is dynamic. Navigation is challenging. Coordinating an entire community is more challenging still. To do this we:
 
 
* [[EVE UNI Mapper|Share a wormhole map]] allowing WHC campers to see the surrounding space and get a sense of what is where.
 
* [[WHC Mapping Scheme|Share a wormhole mapping scheme]] which gives each wormhole a useful and meaningful name on the mapper.
 
* [[Bookmarks|Create community bookmarks]] that all members can see and use.
 
* [[WHC Bookmarking Scheme|Share a wormhole bookmarking scheme]] which gives each wormhole a useful and meaningful name in the corporation bookmarks, and helps members navigate even if the mapper is malfunctioning.
 
 
==== Personal Bookmarks ====
 
It is also recommended that you make and maintain certain personal bookmarks:
 
* Make [[safe spots]]
 
** In the home system, but also in systems you visit
 
* Make tactical bookmarks
 
** On grid yet outside minimum warp distance (150km) of the citadel
 
 
== Living in Wormhole Space ==
 
See [[Living in Wormhole Space]] for additional information. <br>
 
 
== Newbro advice ==
 
As a new player looking to join the WHC, the amount of information can be overwhelming. EVE has existed for over twenty years. There is a plethora of links, threads, and videos which sometimes can lead to more questions than they answer. One of the reasons why some newbros lose ships is that they were not prepared for the change of gameplay and demands of wormhole life.
 
 
The good news is that you don't need to have all the answers right now. That's why the Wormhole Community exists!
 
 
As long as you have the [[Wormhole Community#Joining the WHC|required skills to join]], currently hold the [[Freshman#Freshman|freshman title]], and have read and understood this page, you are welcome to apply. The WHC community welcomes newcomers and lets them develop inside the WHC. With the guidance of existing members, you get to make your choices after you've arrived.
 
 
While this should lower the threshold to apply for some, you should also be aware that life in a wormhole is diverse and your choices will dictate your participation in the different activities.
 
 
To participate in the most common activities you'll need skills for a combat frigate, a racial battlecruiser, and a scanning frigate (Astero or Cov Ops). This will get you started and will let you get a grasp of what is going on and what to focus your training on by engaging in a range of different activities. For example, an Astero or Cov Ops frigate can map out the wormhole chain, act as a picket, scout out wormholes for potential PvP, and even act as a hero tackle on occasion. Just like the rest of EVE Uni, [https://forum.eveuniversity.org/viewtopic.php?f=236&t=110926 the community uses evolving doctrines]. AAFs and SBCs are currently frequent PvP doctrines, and Harvesters and the C3 Wolf-Rayet Kikimoras undock almost daily for PvE.
 
 
[https://en.wikipedia.org/wiki/NATO_phonetic_alphabet#Tables Nato Alphabet] - Using a phonetic alphabet helps you to be understood when communicating letters. We use this to say the signature IDs or system names. It reduces the possibility of people mishearing the letters you are saying. For example, someone could hear <em>V</em> instead of <em>B</em>. But with the Nato Alphabet, <em>Bravo</em> sounds very different from <em>Victor</em>. Use of the NATO Alphabet is recommended even if you have the clearest, least-accented voice as audio issues can still happen.
 
 
If you have any further questions, please reach out to current WHC members in Mumble, WHC Community Chat, or via the EVE Uni Forums.
 
  
  

Latest revision as of 09:37, 18 August 2024

E-UNI Emblem.png This page is specific to EVE University. Other corporations or groups in the game may operate differently.
For a summary of EVE University's rules and code of conduct, see EVE University Rules.


WHClogo.png

What is the Wormhole Community?

The Wormhole Community is one of the four recognized communities of EVE University, dedicated to teaching students about wormhole life through immersion. It was born in late November 2012 and relocated in March 2024 on EVE University's 20th birthday. WHC is currently based out of a C4 wormhole with a C2 and a C3 static.

WHC is a group-focused, PvP-first community. Every member is encouraged and given room to participate, and due to the ever-changing nature of wormhole space, WHC tends to fly as a single cohesive group in whatever is going on. Like the rest of EVE's wormhole players, PvP is central to life in J-space, and WHC prioritizes PvP fights while still encouraging and supporting all types of PvE activity.

Location: J105433 (Anoik.is)

In-Game Chat Channel: Wormhole (Eve Uni)

Contact Us

For questions, information, or assistance regarding WHC, please contact a Wormhole Community Coordinator. On Discord, they can be reached by pinging @Community Officer - WHC.

For EVE University diplomatic matters, please contact the Diplomacy Directorate. On Discord, they can be reached by pinging @Diplomat.

For general questions about wormholes or WHC, EVE University members can also join the #whc-public channel in Discord.

Joining WHC

Requirements

In order to join the Wormhole Community, you must have the Freshman title and meet certain skill point requirements. Broadly, we require two things:

  • You are able to use a cloaking device. Because of the lack of local chat, cloaking is a necessity in wormhole space. While WHC strives for inclusivity, it is ultimately not practical to achieve our teaching mission without this fundamental ability.
  • You are able to fly at least one damage and logistics ship from our core PvP doctrines: AAF and SBC. Wormhole groups like WHC tend to live and die together. We want everyone in WHC to be able to participate from the minute they step foot into the our home hole.

In order to make this easy, WHC provides a corporate skill plan that contains only the bare minimum skills needed to meet these requirements. The entire plan is under a month of training time for even a zero-day-old character. You can find it by searching for it in-game in the EVE University corporate skill plans or by copying the URL link below into the in-game notepad and clicking it.

  • EVE University Corporate Skill Plan Name: EUni - WHC Requirements
  • Corporate Skill Plan link: <url=skillPlan:737e8a2d-04b0-4020-84e4-e216ccc62de2:917701062>EUni - WHC Requirements</url>


EUni - WHC Requirements
Entry requirements for WHC
Expand this box to view a Skill queue to use in-game

Spaceship Command 1
Spaceship Command 1
Amarr Frigate 1
Caldari Frigate 1
Mechanics 1
Power Grid Management 1
CPU Management 1
Capacitor Systems Operation 1
Power Grid Management 2
CPU Management 2
Power Grid Management 3
CPU Management 3
Capacitor Systems Operation 2
Science 1
Science 2
Science 3
Astrometrics 1
Hull Upgrades 1
Hull Upgrades 2
Navigation 1
Navigation 2
Navigation 3
Afterburner 1
Afterburner 2
Afterburner 3
High Speed Maneuvering 1
CPU Management 4
Astrometrics 2
Astrometrics 3
Cloaking 1
Cloaking 2
Cloaking 3
Cloaking 4
Gunnery 1
Gunnery 2
Weapon Upgrades 1
Propulsion Jamming 1
Propulsion Jamming 2
Spaceship Command 2
Mechanics 2
Weapon Upgrades 2
Energy Grid Upgrades 1
Energy Grid Upgrades 2
Capacitor Systems Operation 3
Hull Upgrades 3
Hull Upgrades 4
Spaceship Command 3
Mechanics 3
Power Grid Management 4
Weapon Upgrades 3
Weapon Upgrades 4
Capacitor Emission Systems 1
Small Energy Turret 1
Drones 1
Light Drone Operation 1
Biology 1
Sensor Linking 1
Target Painting 1
Tactical Shield Manipulation 1
Tactical Shield Manipulation 2
Shield Upgrades 1
Shield Upgrades 2
Tactical Shield Manipulation 3
Tactical Shield Manipulation 4
Shield Emission Systems 1
Shield Upgrades 3
Shield Upgrades 4
Caldari Frigate 2
Caldari Frigate 3
Caldari Destroyer 1
Caldari Destroyer 2
Caldari Destroyer 3
Caldari Cruiser 1
Caldari Cruiser 2
Caldari Cruiser 3
Missile Launcher Operation 1
Missile Launcher Operation 2
Light Missiles 1
Missile Launcher Operation 3
Light Missiles 2
Light Missiles 3
Heavy Assault Missiles 1
Caldari Battlecruiser 1
Repair Systems 1
Repair Systems 2
Remote Armor Repair Systems 1
Hull Upgrades 5


Applying to WHC

We use EVE University's Alliance Auth system for applications. Once you have your Freshman title and met the skill requirements above, you can use the WHC tool here:

Apply to WHC:
WHC Application (Alliance Auth)

Once you've applied, a Community Coordinator will review the application and approve it, giving you access to our structures and our discord channels. This can take anywhere from hours to a couple of days depending on how swamped our staff is. If you've been waiting close to a week, feel free to reach out on discord to a WHC Community Coordinator.

Moving In

Our goal is to make getting started as easy as possible. To achieve this, WHC runs a number of programs designed to let new players hit the ground running without worrying about preparations. Moving in is just three steps:

  1. Jump into a scanning ship with a Covert Ops cloak.
  2. Join our voice comms and the WHC standing fleet.
  3. Open up Pathfinder to find a route in. Any WHC member will be happy to help you find the closest way in if you're unfamiliar.

That's it. You're home!

The most common question new players ask when they join is "which ships should I bring?" Our answer is J.B.Y.S.: Just Bring Your Scanner.

It can be hard for new players to know ahead of time what activities they're going to like and which ships they want to hold. We want new players to be able to experience a bit of wormhole life before having to make decisions about what to haul in. So we ensure that standard PvP doctrine ships are always available on contract in our home station for below-Jita prices and PvE loaner ships for running sites, harvesting gas clouds, or mining asteroids as well as rolling ships are available in the general hangar for anyone to borrow. Once you get a sense for what activities you want to pursue and what your goals are, then you can worry about buying new ships and getting them in. Until then, WHC has you covered.

WHC Moving In Draft.png

Community Rules and Etiquette

Because members tend to interact and rely on each other more than other parts of the University, WHC has some of its own conventions and rules. While most of the community etiquette is easy to pick up as you interact with other players, our policies are covered in detail in [this forum post]. New members are not expected to know everything, but many are important for day-to-day operations.

Alt Characters

Alternate characters are widespread and useful in wormhole space, and players are welcome to bring them to WHC. Alts receive docking rights to all structures and access to our shared bookmarks folder. The requirements are simple:

  • A player must have a main character accepted to WHC.
  • Alts must be a member of a corporation in either the Ivy League or the Ivy League Alt Alliance.

Alts do NOT need to meet the WHC entry requirements, and there is no limit on the number a player may have, within reason (WHC Community Coordinators hold final judgement on this). Alts may be either Omega or Alpha accounts.

Use the same WHC Application (Alliance Auth) to apply with an alt. The process works just like a normal application.


Life at WHC

Unlike most other areas of space in EVE, the shifting connections between wormholes mean that the content available to you is always different and highly unpredictable. This requires a certain mindset: only when you log in will you find out whether there is PvP conflict afoot, PvE opportunities nearby, or just the vast unknown waiting to be charted. Staying flexible and being willing to adapt to the current environment around our home is key to succeeding and enjoying wormhole life.

Scanning

Scanning is the lifeblood of any wormhole group. Without it, we have no content, our ships are at risk, and we're isolated from known space. Every WHC member scans. It's just part of wormhole life, and it's one of the most fundamental contributions a member makes to the community. Scanning in a group is also a bit different than solo exploration: it requires discipline and standard practices to avoid the complete chaos that would come with everyone using their own idiosyncratic approach.

While new members are not expected to know the intricacies of either, all members will inevitably learn them, as they are fundamental to the operation of the community.

PvP

Wormholes are a hotbed of PvP activity, and PvP fights are considered a priority by most wormhole groups, including WHC. This mentality and the desire to seek out fights with other corps leads to a common culture across wormhole space. While nearly all pilots you will run into are bloodthirsty, most are also interested in fighting because it's fun. It's not unusual to have cordial discussion with an opponent, sometimes even leading to changes in the ships that a side is flying to ensure that the fight is more even---and thus more fun. On the flipside, wormhole groups that avoid conflict or are solely interested in ISK-making are generally shunned and often find themselves on the wrong end of an eviction. Wormhole space also has a reputation for smaller scale (but sometimes more expensive) fights. Fleet battles do happen, but most engagements that you will participate in are between 5 and 30 players. This means that your choices matter, and WHC members tend to rapidly gain a lot of first-hand experience fighting (and dying!) in PvP.

PvE

Wormhole space can be lucrative. Combat sites, gas clouds, ore anomalies, and hacking sites are all some of the best in EVE. Consistent with EVE University's mission statement, WHC adopts an inclusive, group-focused approach to PvE. Members are encouraged (and in some cases, expected) to make an attempt to invite other members to participate. Luckily, due to the ability to roll new connections, there is literally never a lack of opportunity for new content.

Combat Sites

WHC's C3 static is an efficient source of ISK. We use a fleet doctrine called Harvester to ensure new players and vets alike have access to the most common source of ISK-making in wormhole space.

Gas and Ore

Gas_cloud_harvesting#Fullerenes Fullerene gas clouds found in J-space are not found anywhere else, and they are critical to Tech 3 and capital production. Likewise, ore anomalies contain fairly valuable products, rivaling anything short of capital-assisted R64 moon mining.

Hacking

As any daytripper knows, relic and data sites can be a healthy income source with a very low barrier to entry. Like null-sec, low-class (C1-C3) wormhole systems contain pirate-named data and relic sites, which are among the most profitable. In addition, if you get lucky, wormhole-specific Ghost_Sites superior ghost sites can occasionally drop items worth billions of ISK.

Industry

WHC offers a variety of industrial opportunities, including some that are unique to wormhole space.

Planetary Industry

J105433 contains 10 planets and is capable of producing all T2 PI products, three P4 products, and fuel blocks from the planets available. PI is popular at WHC, and experienced members are usually happy to share tips specific to our home system.

Structures

WHC's industrial park is designed to support efficient end-to-end production of T3 ships and subsystems as well as refining of common wormhole resources.

Structures at WHC
Name Type Services Rigs
Vicennial Hall Fortizar Clone Bay N/A
The Crucible Athanor Moon drill, Hybrid Reactions, Composite Reactions Hybrid Reaction ME I, Composite Reaction ME I
Salt Mines Athanor Reprocessing Asteroid Ore Grading I, Ice Grading I, Moon Ore Grading I
WHC Labs Raitaru Manufacturing, Invention, Research Structure ME I, Advanced Component ME I, Equipment Manufacturing ME I
Utopia Planitia Raitaru Manufacturing Advanced Small Ship ME I, Basic Medium Ship ME I, Basic Large Ship ME I


Services

In addition to infrastructure, several members of the wormhole community are Perfect Refiners, which gives members access to refining efficiency better than or equal to anywhere else in the University.

The hybrid polymer outputs of WHC's [Upgrade Program] are available weekly for sale to members looking to focus on T3 manufacturing at a discounted price.

WHC Culture

Living in wormhole space is demanding and requires a curious combination of self-reliance and cooperation. WHC is a close-knit community where individuals have a lot of freedom to create and guide group content and where communication and teamwork are central to our lifestyle. This unique blend has led to a strong sense of identity and culture, not unlike that of the larger wormhole community in EVE. When you arrive, you become one of us and a part of both those identities.

  • Comradery

WHC operates as a single, cohesive group, whether that means forming an attack fleet to hunt down an enemy, sharing tricks for efficient scouting, or hauling a ship in for a new member. We live and die by the strength of our allies, and empowering them forges a stronger group. These bonds often last well beyond our time in the University, and it is not uncommon to meet, fight, or learn from former Unistas in J-space.

  • Boldness

Wormhole life instills a strong sense of self-motivation and risk-taking. You never know what is lurking in the next system, and nearly every activity requires someone to take a risk to make it happen. WHC members are willing to make things happen, whether it's leading a harvester fleet for the first time, ambushing a stronger enemy target, or just flying something outside of their comfort zone. This mentality is rewarded by patience and understanding from the community: we encourage members to stretch themselves knowing that they will make mistakes. That's how we learn to be better.

  • Willingness to Act

The Wormhole Community is an icon of EVE University. It historically has some of the best pilots the Uni has to offer, it is one of the most active subgroups, and its members are well-respected. This perception has been earned through years of heeding the call of action, but it is ultimately built upon the same foundation of cooperation and teamwork. When the Uni needs combat pilots for stratops, you will find WHC pilots flying key roles; when the Uni needs experienced teachers, you will find WHC members preparing material; and when the Uni needs leadership, you will find WHC members in staff roles, keeping the lights on.

Resources

WHC's mission as an immersion program includes creating an environment suitable for learning. This means providing the essential infrastructure, learning material, and guidance that players need. The sections below outline some of these resources.

Community Services

Life in a wormhole comes with additional complexities. While the University provides a variety of services to its members, WHC also runs a number of its own programs that cater to the unique demands of J-space.

Learn about WHC services:
Wormhole Community Services

PvP Doctrines

EVE University maintains a full list of all its combat doctrines in Alliance Auth. WHC relies heavily on three in particular:

The WHC entrance requirements enable all pilots to fly the first two. KSG has a much broader range of ships and tends to be a more personal choice. Members are encouraged to try out various fits and find what they like.

Home Defense

J-space is lawless and does not offer Asset Safety, which means you and your belongings are always at risk. The responsibility of any wormhole denizen, of course, is to defend their home, and WHC is no exception. Briefly, our broad strategy for home defense is three-fold:

  1. Be Ready to Fight: WHC has a home defense doctrine, and all WHC members are eventually expected to train into and own a home defense ship.
  2. Pack Light and Share: The best way to avoid losing something is never to have it in the first place. Only bring what you need and take advantage of communal resources.
  3. Safeguard Your Assets: If the worst case comes to pass, ensure that your belongings don't end up floating in space.
Learn about Home Defense:
Wormhole Community Home Defense

Community Coordinators

Community Coordinators (CCs) help guide the Wormhole Community. They are content creators, custodians, teachers, and the point of contact for community members who don't know who to ask. They are here to help you, so if you have questions about WHC or issues that need to get sored out, please do not be afraid to contact them.

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Morra Deovindice
(Community Lead)
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