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{{infobox class | <!--{{infobox class | ||
| name=Introduction to Exploring and Exploiting Wormhole Space | | name=Introduction to Exploring and Exploiting Wormhole Space | ||
| school=School of Warfare | | school=School of Warfare | ||
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| practical=No | | practical=No | ||
| overview=Basic information on wormholes. | | overview=Basic information on wormholes. | ||
}} | }}--> | ||
= Class Information = | = Class Information = | ||
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However, it will not tell you exactly how much those values have degraded since it was first spawned. | However, it will not tell you exactly how much those values have degraded since it was first spawned. | ||
The exit side of a wormhole is always named K162. It spawns when a player | The exit side of a wormhole is always named K162. It spawns when a player jumps through entrance wormhole. Therefore, you always know that if you find a K162, someone else has found the other side. The exit side will give all the same information as the entrance, with the exception of the name. You can still tell what type of space it goes to, what condition the hole is in, and whether or not larger ships can jump through it. | ||
By using the show info dialogue, you will see a rough estimate of the time and mass allowances remaining on a wormhole, as well as the size of ship that can jump through. | By using the show info dialogue, you will see a rough estimate of the time and mass allowances remaining on a wormhole, as well as the size of ship that can jump through. There is some variance, as a freshly spawned wormhole does not always have exactly the amount of mass listed. Allow for a 10% variance. Example show info dialogue boxes can be found here: http://wiki.eveuniversity.org/Wormholes#Example_Wormholes | ||
==== Mass allowances ==== | ==== Mass allowances ==== | ||
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The total transfer mass determines at what point a wormhole will collapse due to overuse. Each jump made through the wormhole will subtract that ship's mass from the beginning mass allowance. When the transfer exceeds the allowance, the wormhole will collapse. Even a single kilogram of mass remaining will allow any ship up to the max per jump to travel through the wormhole. | The total transfer mass determines at what point a wormhole will collapse due to overuse. Each jump made through the wormhole will subtract that ship's mass from the beginning mass allowance. When the transfer exceeds the allowance, the wormhole will collapse. Even a single kilogram of mass remaining will allow any ship up to the max per jump to travel through the wormhole. | ||
A third mass property is regeneration. This is an amount of mass that will regenerate over time, up to when the time limit expires. | A third mass property is regeneration. This is an amount of mass that will regenerate over time, up to when the time limit expires. As far as we know, frigate holes are the only wormholes that regenerate mass, to the point where they are impossible to collapse. | ||
Knowing your limits enables pilots to be ''mostly'' safe about not collapsing a hole they don't intend to. However, original wormhole mass can vary by up to 10%. Therefore you cannot be certain exactly how much mass it will take to collapse the wormhole. | Knowing your limits enables pilots to be ''mostly'' safe about not collapsing a hole they don't intend to. However, original wormhole mass can vary by up to 10%. Therefore you cannot be certain exactly how much mass it will take to collapse the wormhole. | ||
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Some modules will increase or decrease a ship's mass. Most notably: | Some modules will increase or decrease a ship's mass. Most notably: | ||
* Armor plates - | * Armor plates - These mass to your ship. They can be put offline to eliminate the effect, and then onlined again after jumping once 95% capacitor is available. | ||
* Propulsion modules - | * Propulsion modules - When active, prop mods add a certain amount of mass to your ship. If a prop mod is active as you enter a wormhole, that additional mass is subtracted from the mass of the wormhole. For instance a battleship running a 100mn microwarpdrive or 100mn afterburner will add 50 million kg when the module is running. | ||
* Warp Disruption Field Generators - When launched from a heavy interdiction cruiser, these bubbles reduce the mass of the ship. These reduce the mass of the HIC by 80% while active. These percentages stack so having 2 bubble online means a 96% reduction in mass. This allows a HIC to go through a hole with minimal mass on the way out, then turn off the bubbles and come back through with a prop mod on. This is typically done only when rolling a crit hole. | * Warp Disruption Field Generators - When launched from a heavy interdiction cruiser, these bubbles reduce the mass of the ship. These reduce the mass of the HIC by 80% while active. These percentages stack so having 2 bubble online means a 96% reduction in mass. This allows a HIC to go through a hole with minimal mass on the way out, then turn off the bubbles and come back through with a prop mod on. This is typically done only when rolling a crit hole. | ||
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==== Collapsing and respawning ==== | ==== Collapsing and respawning ==== | ||
Once a wormhole's lifetime has expired, or its mass limit reached, it will collapse. In k-space, this is the end of the story | Once a wormhole's lifetime has expired, or its mass limit reached, it will collapse. | ||
In k-space, this is the end of the story. The wormhole collapses and does not respawn. | |||
In w-space the story is different. This is explained in more detail in the section on static wormholes to follow. | |||
==== How are they different from stargates? ==== | ==== How are they different from stargates? ==== | ||
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* Unlike gates, you can be as much as 5km away to jump. | * Unlike gates, you can be as much as 5km away to jump. | ||
* When you jump through, you will spawn some distance from the wormhole. This depends on the mass of your ship and the amount of mass left on the wormhole, plus a random amount of variability. For instance a Covert Ops frigate will spawn anywhere from 7km to 10.5km, depending on the lifecycle of the hole. This means that a Covert Ops frigate will never land within decloaking range of the wormhole. A ship with much larger mass, such as a carrier or dreadnought, will land anywhere from 15km to 18km off the hole. | * When you jump through, you will spawn some distance from the wormhole. This depends on the mass of your ship and the amount of mass left on the wormhole, plus a random amount of variability. For instance a Covert Ops frigate will spawn anywhere from 7km to 10.5km, depending on the lifecycle of the hole. This means that a Covert Ops frigate will never land within decloaking range of the wormhole. A ship with much larger mass, such as a carrier or dreadnought, will land anywhere from 15km to 18km off the hole. | ||
* Each | * Each jump from system to system will generate a 5 minute timer preventing you from doing the same jump in the same direction for the duration of the timer. | ||
** If I jump from System A to System B, and then immediately jump back from System B to System A, I won't be able to jump A to B again until the polarization timer runs out. | |||
** If I jump from System X to System Y, wait 1 minute, then jump back, I have to wait out a 5 minute timer before jumping X to T again, and an addition 1 minute before jumping D to C again. Polarization times happen both ways! | |||
** This is a very important thing to keep in mind, especially if you need to quickly leave a wormhole. | |||
== What is w-space? == | == What is w-space? == | ||
W-space, is the collection of 2500 star systems reachable only through wormholes. Though they are technically arranged in regions and constellations, in practice this means nothing as connections are constantly changing. This space is all described as "unknown", as it does not appear on any map. The true security level is always -1.0 | W-space, is the collection of 2500 star systems reachable only through wormholes. Though they are technically arranged in regions and constellations, in practice this means nothing as connections are constantly changing. This space is all described as "unknown", as it does not appear on any map. The true security level is always -1.0. In addition, its sovereignty is "unclaimable", meaning that players are unable to claim space, build stations, upgrade, or any other benefits of typical 0.0 space. | ||
==== General system layout ==== | ==== General system layout ==== | ||
Although in general w-space has the same appearance as k-space, note that there are no NPC agents, no stations, and no place to dock up to repair or log off safely. Many w-systems are very large, sometimes over 100 AU across, so care should be taken when using | Although in general w-space has the same appearance as k-space, note that there are no NPC agents, no stations, and no place to dock up to repair or log off safely. Many w-systems are very large, sometimes over 100 AU across, so care should be taken when using d-scan to survey a system, and when making long warps. | ||
==== Locus signatures ==== | ==== Locus signatures ==== | ||
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==== Cosmic effects ==== | ==== Cosmic effects ==== | ||
Some wormholes have special effects such as | Some wormholes have special effects such as increasing small weapons damage or increasing shield capacity. There are many environments, each with multiple effects. These effects are stronger the higher class of wormhole space. | ||
The environments are: Black Hole, Cataclysmic Variable, Magnetar, Pulsar, Red Giant, and Wolf-Rayet. Each environment pairs with the class of wormhole to determine the effects. See more here [http://wiki.eveonline.com/en/wiki/Wormholes#Wormhole_Environments]. Note that these effects do not have any impact on POSes or NPCs. | |||
==== Static holes ==== | ==== Static holes ==== | ||
Each | Each w-space system has at least 1 static wormhole. The name "static" can be misleading. It doesn't mean that the wormhole is always in the same place, or always goes to the same place, or that the wormhole lives forever. | ||
Other wormholes may appear in the system, but the static wormhole will always be present. | Instead, it means that at any given time, a w-space system will always have a wormhole connection. This wormhole will always be of the same type, thus it will have the same mass, lifetime, and lead to the same type of space. | ||
Let's assume you are in a w-space system that has a O477 static. There will always be a wormhole in that system that leads to a C3 w-space system, that has a 2 billion kg mass limit, and a lifetime of 16 hours. When that particular wormhole collapses from overuse or old age, another signature spawns after about a minute, and must be probed down. It won't spawn in the same place, it won't lead to the same C3 system as the old one, but the new wormhole will be an O477 wormhole. | |||
Practically this means: | |||
* If you have probes, you can't get stuck in a particular w-space system. | |||
* The neighborhood is constantly changing. Your neighbors one day will be completely different the next. | |||
Each system in w-space has at least one static wormhole, leading to k-space if it's a C1 or C3, or to w-space if it's a C4, C5 or C6. | |||
Other wormholes may appear in the system as well, but the static wormhole will always be present. | |||
== What's in w-space? == | == What's in w-space? == | ||
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==== Ore Anomalies==== | ==== Ore Anomalies==== | ||
Ore sites are asteroid belts. Since w-space is null security, you will find all | Ore sites are asteroid belts. Since w-space is technically null security, you will find all types of unbonused ore present. Higher class wormholes and more advanced sites will yield greater quantities of rare ore such as Arkonor and Mercoxit. [This needs to be confirmed.] | ||
There will be sleepers present, but only a single wave. They are not present on first warp in, instead spawning 15-20 minutes after a player has first initiated warp to the site (called "activating" a site). The sleeper spawn timer will start even if the player cancels warp and never actually arrives at the site. This mechanic can be taken advantage of to activate all ore sites in the system and come back later to clear the sleepers. The asteroids are often very large, and even a modest Arkonor roid will be 5,000 units. At 16m^3 per unit, that's 80,000 m^3 in a single asteroid. | |||
The following three sites are Cosmic Signatures and must be probed down to access. | The following three sites are Cosmic Signatures and must be probed down to access. | ||
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==== Gas Signatures==== | ==== Gas Signatures==== | ||
Gas sites contain two gas clouds which at can be harvested using gas cloud harvesters. | Gas sites contain two gas clouds which at can be harvested using gas cloud harvesters. They always contain the same gas regardless of wormhole system class. They all appear in every class of w-space except for the [[Instrumental Core Reservoir]] and [[Vital Core Reservoir]] which only appear in C5 & C6 space. | ||
Harvesting this gas is also referred to as huffing. Unlike k-space gas which is used in the manufacture of mostly illegal boosters, w-space gas is used in [[Tech 3 Production]] to manufacture Strategic Cruisers and sub systems. Like Ore sites, they are guarded by a single wave of sleepers (with the exception of the [[Vast Frontier Reservoir]] which spawns in 2 timed waves). | |||
The sleepers are not present on first warp in, instead spawning 15 - 25 minutes after a player has first initiated warp to the site. The sleeper spawn timer will start even if the player cancels warp and never actually arrives at the site. | The sleepers are not present on first warp in, instead spawning 15 - 25 minutes after a player has first initiated warp to the site. The sleeper spawn timer will start even if the player cancels warp and never actually arrives at the site. | ||
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==== Relic Signatures ==== | ==== Relic Signatures ==== | ||
Relic sites are similiar to Data sites, except that they require the Relic Analyzer module to access the containers. Relic loot will be components from which T3 blueprints can be [http://wiki.eveuniversity.org/Tech_3_Production#Reverse_Engineering Reverse Engineered]. These components will be wrecked, malfunctioning, or intact; the qualities will produce either 1, 2, or 3 run blueprint copies. Relic sites are | Relic sites are similiar to Data sites, except that they require the Relic Analyzer module to access the containers. Relic loot will be components from which T3 blueprints can be [http://wiki.eveuniversity.org/Tech_3_Production#Reverse_Engineering Reverse Engineered]. These components will be wrecked, malfunctioning, or intact; the qualities will produce either 1, 2, or 3 run blueprint copies. Relic sites are guarded by four waves of sleepers. | ||
==== Ghost Sites ==== | |||
W-space also contains rare [[Ghost Site]]s. These are the only place in w-space where you will see faction rats. W-space Ghost Sites drop the most valuable loot if run correctly. They do not contain sleeper rats and behave differently than normal w-space exploration sites. | |||
== Risk vs. Reward == | == Risk vs. Reward == | ||
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[[Image:BlueLoot.png|thumb|right|BlueLoot.png]] Unlike k-space NPCs, killing sleepers doesn't provide a bounty or any module drops. Instead, each wreck will contain Blue Loot, which is sold to NPC buy orders in hisec (it has no other use). NPC orders will always have a duration of 364 days. These items can be very valuable, being worth 50k, 200k, 1.5m, or 5m ISK. | [[Image:BlueLoot.png|thumb|right|BlueLoot.png]] Unlike k-space NPCs, killing sleepers doesn't provide a bounty or any module drops. Instead, each wreck will contain Blue Loot, which is sold to NPC buy orders in hisec (it has no other use). NPC orders will always have a duration of 364 days. These items can be very valuable, being worth 50k, 200k, 1.5m, or 5m ISK. | ||
Salvage, on the other hand, is used by players | Salvage, on the other hand, is used by players in [[Tech 3 Production]]. Battleship wrecks [is this correct?] require a salvaging skill of 4 or higher, although a salvage tackle may be used in place of a rank in the skill. One item of salvage in particular, Melted Nanoribbons, far exceeds the ISK value of all others. | ||
==== Strategic Cruisers ==== | ==== Strategic Cruisers ==== | ||
[[Strategic Cruiser]] | Tech 3 [[Strategic Cruiser]]s are the bread and butter of w-space. They have very high resistances, are modular and customizable, are the only ship that can fit an interdiction nullifier (other than naturally bubble-immune [[Interceptors]]), but still fit in a package the size of a cruiser. As such, they are tailor made for w-space, being able to adapt to new situations while having great survivability, firepower, and low mass as to not destabilize wormholes. However, beware the price tag. The hull alone will run you over 100 million ISK, and each of the five subsytems will cost you anywhere from 20 to 100 million, or more, making for a very expensive ship once fitted out. A "cheap fit" T3 will be 300 - 400 million ISK. A T3 ship must have all subsystems filled to undock but subsystems can now also be swapped in space using a mobile depot. | ||
==== Ganking ==== | ==== Ganking ==== | ||
Because there is no list of those in local like in K-Space, players are always at great risk of being attacked without | Because there is no list of those in local like in K-Space, players are always at great risk of being attacked without warning. The terms of an engagement are almost always set by the aggressing party, and thus it's not a fight, but a gank. Players are ganked for profit, fun, or control of space. Despite the seemingly vast stretches of empty w-space, a happenstance connecting wormhole can link an empty system to a highly active, aggressive, residential wormhole corporation. | ||
Unfortunately, there is little that can be done to prevent getting ganked. Instead, do what you can to mitigate any potential losses. "Only fly what you can afford to lose." Although daytripping in w-space is usually undertaken as a PvE venture, you cannot choose to avoid PvP. If you fly a faction ship with deadspace mods for racing through level four missions, keep it docked. If you deal with w-space enough, you will be ganked, but don't worry, it's still worth it. Most w-space corps love PvP and will jump at a chance to kill you and your pod. | Unfortunately, there is little that can be done to prevent getting ganked. Instead, do what you can to mitigate any potential losses. "Only fly what you can afford to lose." Although daytripping in w-space is usually undertaken as a PvE venture, you cannot choose to avoid PvP. If you fly a faction ship with deadspace mods for racing through level four missions, keep it docked. If you deal with w-space enough, you will be ganked, but don't worry, it's still worth it. Most w-space corps love PvP and will jump at a chance to kill you and your pod. | ||
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==== Dscan ==== | ==== Dscan ==== | ||
The Directional Scanner is often your primary source of intelligence regarding what else is in system with you. When jumping into a w-space system, you should always, always, always check your | The Directional Scanner is often your primary source of intelligence regarding what else is in system with you. When jumping into a w-space system, you should always, always, always check your d-Scan while holding your jump cloak (after bookmarking the hole, of course!). No matter how recently you were in the same system, or if you have a friend in system, check your d-Scan. Things can change very quickly, and any warning at all will help. | ||
Many pilots will use certain overview filters to aid them in determining what is in system with them. These filters are often personalized, and can be added gradually as a user becomes adept at using | Many pilots will use certain overview filters to aid them in determining what is in system with them. These filters are often personalized, and can be added gradually as a user becomes adept at using d-Scan. | ||
This is not a class on | This is not a class on d-Scan, however it's worth mentioning that d-scan can be used in a variety of creative ways, including roughly locating things, telling if a ship is in a certain place (at an anomaly for instance), or telling if multiple ships are in the same fleet (if they use the same naming convention). It can be used to covertly locate things whilst you are cloaked, by changing the range and narrowing the angle and pointing your ship camera or solar system view camera at things. This is useful in combat scanning particularly, as you want to have your probes visible for as short a time as possible. | ||
==== Ship Naming Convention ==== | ==== Ship Naming Convention ==== | ||
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In addition, although it is impossible to warp to a wormhole via the right click contextual menu, you can bookmark it, then warp to the bookmark. | In addition, although it is impossible to warp to a wormhole via the right click contextual menu, you can bookmark it, then warp to the bookmark. | ||
In addition to the basic bookmarks such as an entrance or exit wormhole, other points such as a hostile control tower, observation points, group safe spots, or bombing points can be very useful. This has been a great update for W-Space since prior to that the only way to share bookmarks was through the use of a jet-can. While any corporate member may create corp bookmarks, and edit/delete his own bookmarks, only those that have the Corp role "Communication Officer" may edit/delete corp bookmarks that are not his own. In EVE University that role is assigned to the Sophomore title. Copying Bookmarks is still required however if you are part of a group that is not all in the same corp | In addition to the basic bookmarks such as an entrance or exit wormhole, other points such as a hostile control tower, observation points, group safe spots, or bombing points can be very useful. This has been a great update for W-Space since prior to that the only way to share bookmarks was through the use of a jet-can. While any corporate member may create corp bookmarks, and edit/delete his own bookmarks, only those that have the Corp role "Communication Officer" may edit/delete corp bookmarks that are not his own. In EVE University that role is assigned to the Sophomore title. Copying Bookmarks is still required however if you are part of a group that is not all in the same corp. | ||
==== System Occupancy and POS Intel ==== | ==== System Occupancy and POS Intel ==== | ||
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Although everything has to be scanned down, not everything needs probes to find. While in a cosmic signature you have reasonable expectation that there will be probes in space before any unfriendlies arrive, although they may only be out for under a minute before company arrives. Also be aware that hostiles may have visited your system earlier and already have bookmarks for all the signatures, making it unnecessary for them to launch probes to find you. | Although everything has to be scanned down, not everything needs probes to find. While in a cosmic signature you have reasonable expectation that there will be probes in space before any unfriendlies arrive, although they may only be out for under a minute before company arrives. Also be aware that hostiles may have visited your system earlier and already have bookmarks for all the signatures, making it unnecessary for them to launch probes to find you. | ||
In an anomaly, hostiles can enter through a wormhole out of | In an anomaly, hostiles can enter through a wormhole out of d-Scan range, cloak, warp to your nearby planet, on board scan, d-scan to narrow down your anomaly, warp in at range, and position themselves next to you.... and there's no way you can see them coming. The only way to detect this intrusion is to be constantly probing for new signatures... and to remember that every ship can find your site while you're in an anomaly. | ||
==== Expecting the Unexpected.. which actually makes it expected ==== | ==== Expecting the Unexpected.. which actually makes it expected ==== | ||
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*For auditory learners and commuters: [http://www.lostineve.net/2011/02/09/lost-in-eve-%E2%80%93-season-3-%E2%80%93-episode-7/ Lost in Eve podcast – Season 3 – Episode 7] answering a half hour [http://www.lostineve.net/forum/viewtopic.php?f=18&t=323 long list of wormhole beginner questions] in the segment starting at 1:24:00 (hours:minutes:seconds) | *For auditory learners and commuters: [http://www.lostineve.net/2011/02/09/lost-in-eve-%E2%80%93-season-3-%E2%80%93-episode-7/ Lost in Eve podcast – Season 3 – Episode 7] answering a half hour [http://www.lostineve.net/forum/viewtopic.php?f=18&t=323 long list of wormhole beginner questions] in the segment starting at 1:24:00 (hours:minutes:seconds) | ||
*[http://www.youtube.com/watch?v=hXiqpglBw_s http://www.youtube.com/watch?v=hXiqpglBw_s] "Introduction to Wormholes" video on youtube, by Seamus Donohue | *[http://www.youtube.com/watch?v=hXiqpglBw_s http://www.youtube.com/watch?v=hXiqpglBw_s] "Introduction to Wormholes" video on youtube, by Seamus Donohue | ||