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User:Dama arishe/Wormholes 100: Difference between revisions

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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.
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= 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 initiates warp to the 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.
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. Many players believe there is some variance, as a freshly spawned wormhole does not always seem to have exactly the amount of mass listed. For safety's sake, allow for a 10% variance. Example show infos can be found here: http://wiki.eveuniversity.org/Wormholes#Example_Wormholes
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. Frigate holes have the most aggressive mass regeneration, to the point where they are impossible (as far as we know) to collapse.
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 - these add a lot of mass to your ship. They can be put offline to eliminate the effect, and then onlined again after jumping once 95% capacitor is available.
* 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 - 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.
* 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, but in w-space this may trigger a new wormhole to spawn. All w-systems must always have a wormhole present to prevent capsuleers from being stranded, although there can be several minutes delay for a respawn. All w-space systems 1 or 2 static wormholes, where a certain named wormhole is always present. This wormhole will always reappear when collapsed, and will always lead to the same type of space and have the same characteristics as the collapsed hole. It will, however, lead to a different system.
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 wormhole can only be jumped once every five minutes in each direction due to a game mechanic called polarization. Thus, if you were to jump X702 to K162, then 1 minute later jump back through the K162 to X702, then you would have to wait four ''more'' minutes prior to make another jump from X702 to K162. This is a very important thing to keep in mind, especially if you need to quickly leave a wormhole.
* 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 (however the EVE client tells you its 0.0). 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.  
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  ====
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==== Cosmic effects  ====
==== Cosmic effects  ====


Some wormholes have special effects such as reducing shield boosting, or decreasing velocity. There are many environments, each with multiple effects. 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.
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 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. C2 systems have both a static to k-space and another to w-space. This wormhole doesn't always lead to the same system, but it always leads to the same ''class'' of system -- for example, a class 4 w-space system might have a static wormhole that leads to a class 6. C4 wormhole systems also have 2 statics. Once the wormhole closes, the signature for a new one will appear usually within a minute and a new wormhole will appear (once probed down and warped to), connected to a different system of the same class. This means you cannot be trapped inside a wormhole system with no way out (unless of course you neglected to bring a probe launcher &amp; probes).  
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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*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
[[Category:Syllabi]] [[Category:Tier_3_Classes]] [[Category:Classes]] [[Category:Work_in_progress]] [[Category:Wormholes]] [[Category:Exploration]]