Difference between revisions of "Travelling to the NSC"

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{{Work in Progress}}
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{{eunispecific}}
{{NullSec Campus links}}
 
  
==The Dangers of NullSec==
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{{Update| EVE University's Null Sec Community has moved! This wiki page references PC9-AY in the Syndicate region as the geographical home of the Null Sec Community. This is no longer true. Temporarily, the EVE University Nullsec Community are living out of X-7OMU in the Pure Blind region. This wiki page will be updated once NSC has chosen a new permanent home and relocated assets there. For now, the best place to find information and support for moving to NSC is by messaging the #nsc-general channel on E-Uni discord.}}
When it comes to travelling through [[NullSec]], Gates are very dangerous. Due to the mechanics of NullSec, or more accurately the lack of mechanics associated with NullSec, the majority of PvP occurs on Gates. The three main tactics that players will use to catch and kill you are Gate Camps, Bubbles and Smartbombs, likely using a combination of these. This page aims to describe these dangers in a little more depth, discuss how we can fit our ships and navigate NullSec to avoid them, and the best routes for players to make their way to the NSC.
 
  
====Gate Camps====
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{{Community Group Navbar}}
{{main|Gatecamps}}
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{{NullSec Community links}}
Gate Camps are basically players waiting on a Gate to catch anyone who jumps through into them. There are a number of variables that determine how effective they'll be, such as the number of players involved, the types of ships they are using and the actual size of the Gate itself, but we can negate all of these. What we are concerned with is the time to warp of our own ship. Due to the way [[Server tick|the server mechanics]] work, the fastest that anyone can get a [[Warp disruption|point]] on a ship is 2 seconds. Therefore, if we can get our time to warp to be less than 2 seconds we are, theoretically, impossible to catch without the use of a bubble. We say theoretically because there can be the odd times were this doesn't work, such as if you are lagging, but 99% of the time you will uncatchable. This is also true for HiSec and LowSec.  
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[[File:Syndicate PC9 v2.jpg|thumb|250px|A map of the Syndicate region. The system where the NSC resides, is highlighted in a white circle.]]
  
====Bubbles====
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{|
{{main|Interdiction 101}}
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[[File:NSClogo3bubblesv1.png|64px|link=]]
Bubbles or to give them their proper name, Warp Disruption Fields, are objects unique to NullSec and [[Wormhole Space|WH Space]]. The can be created either by deployable structures or specific T2 ships and their primary function is to create a large sphere that will prevent any ship inside it from warping. They are usually placed to catch people who warp directly from Gate to Gate, although they can be placed on top of the Gate itself. For the purpose of travelling through NullSec, there really is not much else you will need to know about them. Bubbles are most dangerous if you find yourself inside a bubble when you enter a system, you can either burn back towards the Gate and hope that you are not killed before you get there or you can attempt to burn out of the bubble and warp off the safety. The majority of bubbles are placed off from the gate though and can be avoided through simply warping to a celestial first before warping to the Gate. The NSC has public tactical [[bookmarks]] for Unistas to use on the common routes through Syndicate, which will also allow players to avoid the majority of bubbles.
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| style="vertical-align: top;" |
 +
|}
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This page contains a range of travel advice that first time visitors to the NSC might find useful to travel a bit more safely.
  
====Smartbombing====
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== The Dangers of Null-Sec ==
 +
When it comes to travelling through [[Null-Sec]], Gates are very dangerous. Due to the mechanics of Null-Sec, or more accurately the lack of mechanics associated with Null-Sec, the majority of PvP occurs on Gates. The three main tactics that players will use to catch and kill you are Gate Camps, Bubbles and Smartbombs, likely using a combination of these. This page aims to describe these dangers in a little more depth, discuss how we can fit our ships and navigate Null-Sec to avoid them, and the best routes for players to make their way to the NSC.
 +
 
 +
==== Gate Camps ====
 +
{{main|Gate camps}}
 +
Gate camps are usually set-up by players to catch you once you jump through a Gate. The main idea is that they are able to apply a warp disruption module on you before you are able to warp off. There are a number of variables that determine how effective the gate campers are in catching you. The number of players involved, the types of ships they are using and the actual size of the Gate itself will play a role. Our main concern when avoiding gate camps is thus the time to warp off our own ship. Due to the way [[Server tick|the server mechanics]] work, the fastest that anyone can get a [[Warp disruption|point]] on a ship is 2 seconds. Therefore, if we can get our ship to warp in less than 2 seconds we are, theoretically, impossible to catch without the use of a bubble. We say theoretically because there can be the odd times were this doesn't work, such as if you are lagging, but 99% of the time you will uncatchable.
 +
 
 +
==== Bubbles ====
 +
{{main|Tackling}}
 +
Warp Disruption Fields, commonly referred to as 'Bubbles' are unique to Null-Sec and [[Wormhole space|WH Space]]. They can be created either by deployable structures or specific T2 ships and their primary function is to create a large sphere that will prevent any ship inside it from warping. They are usually placed to catch people who warp directly from Gate to Gate, although they can be placed on top of the Gate itself. For the purpose of travelling through Null-Sec, there really is not much else you will need to know about them. Ships that are passively interdiction nullified (such as Shuttles) ignore the effects of Warp Disruption Fields. Additionally, ships equipped with an Interdiction Nullifier also ignore the effects of Warp Disruption Fields so long as the module is active when the ship enters warp. Bubbles are most dangerous if you find yourself inside one when you enter a system. If this happens (and you are not nullified), you can either burn back towards the gate and hope that you are not killed before you get there (don't forget to overheat AND activate your propulsion module!!!) or you can attempt to burn out of the bubble and warp off to safety (most risky option). The majority of bubbles are placed off from the gate though and can be avoided by simply warping to a celestial or tactical bookmark before warping to the actual Gate. The NSC has public tactical [[bookmarks]] for Unistas to use on the common routes through Syndicate, which will also allow players to avoid the majority of bubbles.
 +
 
 +
==== Smartbombing ====
 
{{main|Smartbombs}}
 
{{main|Smartbombs}}
Smartbombs are a high slot module, often fitted to Battleships, that deal an area of effect damage. The benefit that smartbombs provide to Gate Campers is that they do not need to lock a target to damage their target. A Gate Camper will often sit with their Battleship aligned between two Gates and use D-Scan to tell when a weaker target is in warp to them, such as a Shuttle or a Frigate. They are one of the main reasons why we do not recommend using a Shuttle to travel to the NSC as you can be killed instantly. Another benefit for Gate Campers is that Smartbombs will also kill the targets pod before they can warp out. The two main ways to avoid Smartbombing is to use tactical [[bookmarks]] so that you do not land in the area of effect, and to ensure that you have at least a little tank fitted to your ship to survive should you somehow still find yourself inside the damage area.  
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Smartbombs are a high slot module, often fitted to Battleships, that deal an area of effect damage. The benefit that Smartbombs provide to Gate Campers is that they do not need to lock a target to damage their target. A Gate Camper will often sit with their Battleship aligned between two Gates and use D-Scan to tell when a weaker target is in warp to them, such as a Shuttle or a Frigate. They are one of the main reasons why we do not recommend using a Shuttle to travel to the NSC as you can be killed instantly. Another benefit for Gate Campers is that Smartbombs will also kill the targets pod before they can warp out. The two main ways to avoid Smartbombing is to use tactical [[bookmarks]] so that you do not land in the area of effect, and to ensure that you have at least a little tank fitted to your ship to survive should you somehow still find yourself inside the damage area.
  
====Travel Advisory====
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==== Travel Advisory ====
Please do not attempt to move to the campus unless you are already accepted into Eve University, blue to the Ivy League alliance or you understand the risk of losing your ship and your pod to pilots from the Ivy League and/or other threats in the area, as we are a Not Blue Shoot It community. It is highly recommended that you come to the campus with an [[Introduction to the NullSec Campus|Intro to the NSC]] fleet if you find one being run, although everyone is free to travel by themselves if they choose to. The Introduction Fleet will explain in detail, as part of the lesson, how to travel safely in NullSec. When in doubt, please ask in NSC Standing Fleet chat, the NSC.E-Uni [[Chat Channels and Mailing Lists|chat channel]], or in [[Mumble]] for advice or an escort. We will help you get to us.
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Please do not attempt to move to the NSC unless you are already accepted into EVE University, blue to the Ivy League alliance or you understand the risk of losing your ship and your pod to pilots from the Ivy League and/or other threats in the area, as we are a Not Blue Shoot It community. It is highly recommended that you come to the NSC with an [[Introduction to the NullSec Campus|Intro to the NSC]] fleet if you find one being run, although everyone is free to travel by themselves if they choose to. The Introduction Fleet will explain in detail, as part of the lesson, how to travel safely in Null-Sec. When in doubt, please ask in NSC Standing Fleet chat, the 'Nullsec (EVE Uni)' [[EVE University Chat Channels|chat channel]], or in [[Mumble]] for advice or an escort. We will help you get to us.
  
Due to the dangers of travelling in NullSec, it is '''recommended that new pilots only bring themselves to the NSC''' initially. Without experience, players who try to move their own ships and assets to Syndicate are highly likely to lose them. The NSC offers [[instant reshipping]] contracts for new members to quickly buy a range of ships that fit within the NSC fleet Doctrines. The NSC also offers free [[NSC_Sponsored_Shipping|Jump Freighter Transport]] to move assets from a number of different stations to Syndicate.  
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Due to the dangers of travelling in Null-Sec, it is '''recommended that new pilots only bring themselves to the NSC''' initially. Without experience, players who try to move their own ships and assets to Syndicate are highly likely to lose them. The NSC offers [[NSC Instant Reshipping|instant reshipping]] contracts for new members to quickly buy a range of ships that fit within [https://auth.eveuniversity.org/fittings/ EVE University's fleet Doctrines] (external link only accessible to EVE University members). The NSC is also served by [http://eveuni.org/haulingservice EVE University's Sponsored Community Shipping Service] (external link only accessible to EVE University members) to move assets from a number of different stations to Syndicate for free.
  
==Ship Travel Fitting==
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== Ship Travel Fitting ==
 
{{main|Travel fits}}
 
{{main|Travel fits}}
  
Due to the dangers associated with NullSec, there are limited options for moving quickly and safely between systems. The main [[Travel fits]] page has a wealth of information regarding fitting principles and it is highly recommended that new members to NSC read it however, for the purpose of your first trip into Syndicate, we have three options.
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Due to the dangers associated with NullSec, there are limited options for moving quickly and safely between systems. For the purpose of your first trip into Syndicate, we have three options.
 +
 
 +
==== Shuttles ====
 +
The cheapest, near safest, and most accessible option is the Shuttle. No skills are required to fly the shuttle, and shuttles are very cheap. They provide passive nullification to warp disruption fields (bubbles), and have an align time of less than 2 seconds. Additionally, they fly at 5 AU/s, which while not *extremely* fast, is significantly faster than many other options. Shuttles are most vulnerable to smart bombs, which can be avoided by not flying directly from gate to gate. Bouncing off celestials or flying to a gate tactical bookmark makes the Shuttle an extremely difficult target to kill, and makes your commute to NSC fast and (relatively) safe.
 +
 
 +
==== Interceptors ====
 +
 
 +
In May 2021, Fleet Interceptors lost their innate passive interdiction nullification. While this change didn't entirely kill the "travelceptor" (A travelceptor is an interceptor fit to achieve a less than 2 second align time, with warp disruption nullification), a new and separate module is now required to be fitted to achieve the same functionality. This new Interdiction Nullifier must be activated when the ship enters warp. The advantages of a Travelceptor over a Shuttle is increased cargo capacity, and significantly more tank (in the case of flying into smart bombs). Travelceptors used to be a near requirement to live in Null-Sec space comfortably, but with the addition of passive interdiction nullification to Shuttles, the uses of Travelceptors are much more limited, now.
 +
 
 +
==== Covert Ops ====
 +
 
 +
Covert Ops ships have the opportunity to equip interdiction nullifiers. This module allows the Covert Ops ship to ignore bubble mechanics, so long as the new module is active. Covert Ops ships have slightly larger cargo holds than travelceptors, but are unable to achieve a below 2 second align time. This drawback is negligible, however, because the covert ops ship can make use of the covert ops cloaking device, which if used properly makes it impossible to target. The biggest risks to the covert ops ship is smart bombs, or getting bumped and decloaked while aligning. The lower the align time, the more difficult the ship becomes to bump and decloak. This makes the covert ops ships the safest option for transiting in and around NSC, and null sec in general.
 +
 
 +
The main [[Travel fits]] page has a wealth of information regarding fitting principles and it is highly recommended that new members to NSC read it as well.
 +
 
 +
== Routes to the NSC ==
  
====Frigates====
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==== From Main staging in Stacmon to X-7OMU  ====
  
Attack Frigates, such as the Atron below, have the ability to align in less that 2 seconds and can be fitted with just enough tank to survive a Smartbomber. This is a great, low-skill method for travelling around not only NullSec, but HiSec and LowSec too. What this ship lacks though is an immunity to Bubbles and, because we are forced to use Mid-Slots for tank, it also lacks a prop mod for burning out of any Bubbles should you be caught. It is vitally important that players using Frigates make use of the NSC Public Tactical [[Bookmarks]] to avoid Bubbles at all costs.
+
Traveling from Stacmon to X-7OMU takes 32 safe and 22 shortest route jumps. Follow these simple steps
{{ShipFitting
+
* Get in a ship of your choice (as per the prior suggestions, ideally a Shuttle, Travelceptor or CovOps ship)
| ship=Atron
+
* Join the NSC standing fleet and Mumble channel.
| shipTypeID=608
+
* Ask for intel on the route
| fitName=Runner (low skilled)
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* Ask for a scout; in many cases, someone will be able to go to your Null-Sec entry system to let you know the best time to enter and provide a guide the rest of the way.
| fitID=Runner-(low-skilled)
+
* Set your autopilot destination to X-7OMU II - Moon 7 - The Sanctuary School.
| low1name=Type-D Restrained Inertial Stabilizers
+
* On arrival dock at the NSC home station - called X-7OMU II - Moon 7 - The Sanctuary School '''(***Use the Public Instadock BookMark and not the standard station mark.***)''' and set your jump clone.
| low1typeID=5533
 
| low2name=Type-D Restrained Inertial Stabilizers
 
| low2typeID=5533
 
| low3name=Type-D Restrained Inertial Stabilizers
 
| low3typeID=5533
 
| mid1name=Medium Shield Extender I
 
| mid1typeID=3829
 
| mid2name=Small Shield Extender I
 
| mid2typeID=377
 
| mid3name=Upgraded EM Ward Amplifier I
 
| mid3typeID=9580
 
| rig1name=Small Hyperspatial Velocity Optimizer I
 
| rig1typeID=31159
 
| rig2name=Small Hyperspatial Velocity Optimizer I
 
| rig2typeID=31159
 
| rig3name=Small Hyperspatial Velocity Optimizer I
 
| rig3typeID=31159
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| high4name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes='''Relevant information:'''</li>{{icon|warp speed|24|Warp speed}} 7,85 AU/s warp speed.<br>{{icon|inertia|24|Align time}} < 2 sec align time<br>{{icon|hull|24|Effective hit points}} 3,670 effective hit points.<br>{{icon|capacity|24|Cargo capacity}} 145 m3 cargo capacity<br>{{icon|money|24|ISK}} 1 - 2 million ISK cost
 
| showNOTES=Y
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=YC118 1.0
 
| showTOC=N
 
| shipDNA=608:5533;3:3829;1:377;1:9580;1:31159;3::
 
| fleetup=
 
}}
 
====Interceptors====
 
  
Interceptors are the preferred method of fast travel through NullSec for one, simple reason- Interdiction Immunity. An Interceptor is not affected by Bubbles at all. For players new to Eve, the skill requirements to fly Interceptors (Racial Frigate V and Evasive Maneuvering V) might appear long at first but the benefits gained are huge. The Raptor fit below is an excellent example of how a Interceptor can be fit to align in under 2 seconds, have enough tank to survive a Smartbomb or two, and have immunity to Bubbles basically allowing it to move freely through any hostile space. 
 
{{ShipFitting
 
| ship=Raptor
 
| shipTypeID=11178
 
| fitName=Runner (tank)
 
| fitID=Runner-(tank)
 
| low1name=Inertial Stabilizers II
 
| low1typeID=1405
 
| low2name=Inertial Stabilizers II
 
| low2typeID=1405
 
| low3name=Inertial Stabilizers II
 
| low3typeID=1405
 
| mid1name=Medium Shield Extender II
 
| mid1typeID=3831
 
| mid2name=Medium F-S9 Regolith Compact Shield Extender
 
| mid2typeID=8517
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| mid4name=EM Ward Amplifier II
 
| mid4typeID=2553
 
| high1name=Improved Cloaking Device II
 
| high1typeID=11577
 
| rig1name=Small Hyperspatial Velocity Optimizer II
 
| rig1typeID=31165
 
| rig2name=Small Hyperspatial Velocity Optimizer II
 
| rig2typeID=31165
 
| high2name=open
 
| high3name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes='''Relevant information:'''</li>{{icon|warp speed|24|Warp speed}} 12,17 AU/s warp speed.<br>{{icon|inertia|24|Align time}} < 2 sec align time<br>{{icon|hull|24|Effective hit points}} 11,014 effective hit points.<br>{{icon|capacity|24|Cargo capacity}} 92 m3 cargo capacity<li>The '''Adaptive Invulnerability Field II''' module is there to add to your buffer landing on a gate with smartbombers on it, for travel through low and null security space.</li><li>The '''Improved Cloaking Device II''' is just a utility module for giving you the option to cloak up and reassess your situation if need be.</li>
 
| showNOTES=Y
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=YC118 1.0
 
| showTOC=N
 
| shipDNA=11178:1405;3:3831;1:8517;1:2281;1:2553;1:11577;1:31165;2::
 
| fleetup=
 
}}
 
  
==Routes to the NSC==
 
====From HQ (Slays), HSC (Amygnon), LSC (Uphallant)====
 
* There are two main routes into the NSC's area of null security space from these locations:
 
** Through Harroule (low sec) and MHC-R3 (null sec)
 
** Through Reblier (low sec) and 6-CZ49 (null sec)
 
** Other routes should be avoided unless you know the area very well. In particular, avoid Orvolle/PF-346.
 
*Both of the low sec/null sec gates are frequently camped and for your first trip to the NSC you are strongly advised not to attempt to reach the campus unassisted.
 
*Join the NSC standing fleet and Mumble channel. Ask for intel on the route, and decide whether to use the Harroule or Reblier routes based on that intel.
 
*Ask for a scout; in many cases, someone will be able to go to your null sec entry system (MHC-R3 or 6-CZ40) to let you know the best time to enter, and provide a guide the rest of the way.
 
*Set your autopilot destination to your chosen entry system, then "add waypoint" to [http://evemaps.dotlan.net/system/PC9-AY PC9-AY].
 
*Be aware that the gates may be bubbled with mobile warp disruptors, and that every neutral in Local is probably actively trying to find and kill you. See the advice below on "Traveling Safely".
 
*On arrival in [http://evemaps.dotlan.net/system/PC9-AY PC9-AY], dock at the NSC home station ([http://evemaps.dotlan.net/station/PC9-AY_III_-_Intaki_Commerce_Trading_Post Intaki Commerce Trading Post]) and set your jump clone.
 
*Welcome to the NSC!
 
  
====From Boystin (Solitude)====
+
* '''Welcome to the NSC!'''
*Set your autopilot destination for [http://evemaps.dotlan.net/system/PC9-AY PC9-AY].
 
*Join the NSC standing fleet and Mumble channel. Ask for intel on the route.
 
*Ask for a scout; in many cases, someone will be able to go to your null sec entry system (Y9G-KS) to let you know the best time to enter, and provide a guide the rest of the way.
 
*Set your autopilot destination to your chosen entry system, then "add waypoint" to [http://evemaps.dotlan.net/system/PC9-AY PC9-AY].
 
*Be aware that the gates may be bubbled with mobile warp disruptors, and that every neutral in Local is probably actively trying to find and kill you. See the advice below on "Traveling Safely".
 
*On arrival in [http://evemaps.dotlan.net/system/PC9-AY PC9-AY], dock at the NSC home station ([http://evemaps.dotlan.net/station/PC9-AY_III_-_Intaki_Commerce_Trading_Post Intaki Commerce Trading Post]) and set your jump clone.
 
*Welcome to the NSC!
 
  
====Taking the Pod Express====
+
==== Taking the Pod Express ====
 
{{important note box|This can only be done once per year, and so it is recommended to use the other methods.}}
 
{{important note box|This can only be done once per year, and so it is recommended to use the other methods.}}
This method will cost you a new [[Clone#Medical_Clones|medical clone]], but it's safer and faster than traveling.  
+
 
*Jump into a clean clone (you will lose your implants) and dock in any station with medical/cloning facilities.
+
This method will cost you a new [[Clone#Medical Clones|medical clone]], but it's safer and faster than traveling.
*Make sure your clone is up to date.
+
* Jump into a clean clone (you will lose your implants) and dock in any station with medical/cloning facilities.
*Right click your ship and select Leave ship.
+
* Right click your ship and select Leave ship.
*Open the Medical window from the station interface and click Change Station at the bottom.
+
* Open the Medical window from the station interface and click Change Station at the bottom.
*A list of available stations will pop up, select PC9-AY. (this list only shows stations where EUNI has an office as well as your starting NPC corp)
+
* A list of available stations will pop up, select X-7OMU II - Moon 7 - The Sanctuary School. (This list only shows stations where E-UNI has an office as well as your starting NPC corp)
*Self destruct by selecting the option in the station menu
+
* Self destruct by selecting the option in the station menu
*Once the countdown is over, you'll wake up in PC9, and welcome to the NSC.
+
* Once the countdown is over, you'll wake up in X-7OMU
 +
* '''Welcome to the NSC!'''
 +
 
 +
[[Category:NSC]]

Latest revision as of 20:52, 22 November 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.
This page should be updated due to game changes.
Reason: EVE University's Null Sec Community has moved! This wiki page references PC9-AY in the Syndicate region as the geographical home of the Null Sec Community. This is no longer true. Temporarily, the EVE University Nullsec Community are living out of X-7OMU in the Pure Blind region. This wiki page will be updated once NSC has chosen a new permanent home and relocated assets there. For now, the best place to find information and support for moving to NSC is by messaging the #nsc-general channel on E-Uni discord.



A map of the Syndicate region. The system where the NSC resides, is highlighted in a white circle.
NSClogo3bubblesv1.png

This page contains a range of travel advice that first time visitors to the NSC might find useful to travel a bit more safely.

The Dangers of Null-Sec

When it comes to travelling through Null-Sec, Gates are very dangerous. Due to the mechanics of Null-Sec, or more accurately the lack of mechanics associated with Null-Sec, the majority of PvP occurs on Gates. The three main tactics that players will use to catch and kill you are Gate Camps, Bubbles and Smartbombs, likely using a combination of these. This page aims to describe these dangers in a little more depth, discuss how we can fit our ships and navigate Null-Sec to avoid them, and the best routes for players to make their way to the NSC.

Gate Camps

Main article: Gate camps

Gate camps are usually set-up by players to catch you once you jump through a Gate. The main idea is that they are able to apply a warp disruption module on you before you are able to warp off. There are a number of variables that determine how effective the gate campers are in catching you. The number of players involved, the types of ships they are using and the actual size of the Gate itself will play a role. Our main concern when avoiding gate camps is thus the time to warp off our own ship. Due to the way the server mechanics work, the fastest that anyone can get a point on a ship is 2 seconds. Therefore, if we can get our ship to warp in less than 2 seconds we are, theoretically, impossible to catch without the use of a bubble. We say theoretically because there can be the odd times were this doesn't work, such as if you are lagging, but 99% of the time you will uncatchable.

Bubbles

Main article: Tackling

Warp Disruption Fields, commonly referred to as 'Bubbles' are unique to Null-Sec and WH Space. They can be created either by deployable structures or specific T2 ships and their primary function is to create a large sphere that will prevent any ship inside it from warping. They are usually placed to catch people who warp directly from Gate to Gate, although they can be placed on top of the Gate itself. For the purpose of travelling through Null-Sec, there really is not much else you will need to know about them. Ships that are passively interdiction nullified (such as Shuttles) ignore the effects of Warp Disruption Fields. Additionally, ships equipped with an Interdiction Nullifier also ignore the effects of Warp Disruption Fields so long as the module is active when the ship enters warp. Bubbles are most dangerous if you find yourself inside one when you enter a system. If this happens (and you are not nullified), you can either burn back towards the gate and hope that you are not killed before you get there (don't forget to overheat AND activate your propulsion module!!!) or you can attempt to burn out of the bubble and warp off to safety (most risky option). The majority of bubbles are placed off from the gate though and can be avoided by simply warping to a celestial or tactical bookmark before warping to the actual Gate. The NSC has public tactical bookmarks for Unistas to use on the common routes through Syndicate, which will also allow players to avoid the majority of bubbles.

Smartbombing

Main article: Smartbombs

Smartbombs are a high slot module, often fitted to Battleships, that deal an area of effect damage. The benefit that Smartbombs provide to Gate Campers is that they do not need to lock a target to damage their target. A Gate Camper will often sit with their Battleship aligned between two Gates and use D-Scan to tell when a weaker target is in warp to them, such as a Shuttle or a Frigate. They are one of the main reasons why we do not recommend using a Shuttle to travel to the NSC as you can be killed instantly. Another benefit for Gate Campers is that Smartbombs will also kill the targets pod before they can warp out. The two main ways to avoid Smartbombing is to use tactical bookmarks so that you do not land in the area of effect, and to ensure that you have at least a little tank fitted to your ship to survive should you somehow still find yourself inside the damage area.

Travel Advisory

Please do not attempt to move to the NSC unless you are already accepted into EVE University, blue to the Ivy League alliance or you understand the risk of losing your ship and your pod to pilots from the Ivy League and/or other threats in the area, as we are a Not Blue Shoot It community. It is highly recommended that you come to the NSC with an Intro to the NSC fleet if you find one being run, although everyone is free to travel by themselves if they choose to. The Introduction Fleet will explain in detail, as part of the lesson, how to travel safely in Null-Sec. When in doubt, please ask in NSC Standing Fleet chat, the 'Nullsec (EVE Uni)' chat channel, or in Mumble for advice or an escort. We will help you get to us.

Due to the dangers of travelling in Null-Sec, it is recommended that new pilots only bring themselves to the NSC initially. Without experience, players who try to move their own ships and assets to Syndicate are highly likely to lose them. The NSC offers instant reshipping contracts for new members to quickly buy a range of ships that fit within EVE University's fleet Doctrines (external link only accessible to EVE University members). The NSC is also served by EVE University's Sponsored Community Shipping Service (external link only accessible to EVE University members) to move assets from a number of different stations to Syndicate for free.

Ship Travel Fitting

Main article: Travel fits

Due to the dangers associated with NullSec, there are limited options for moving quickly and safely between systems. For the purpose of your first trip into Syndicate, we have three options.

Shuttles

The cheapest, near safest, and most accessible option is the Shuttle. No skills are required to fly the shuttle, and shuttles are very cheap. They provide passive nullification to warp disruption fields (bubbles), and have an align time of less than 2 seconds. Additionally, they fly at 5 AU/s, which while not *extremely* fast, is significantly faster than many other options. Shuttles are most vulnerable to smart bombs, which can be avoided by not flying directly from gate to gate. Bouncing off celestials or flying to a gate tactical bookmark makes the Shuttle an extremely difficult target to kill, and makes your commute to NSC fast and (relatively) safe.

Interceptors

In May 2021, Fleet Interceptors lost their innate passive interdiction nullification. While this change didn't entirely kill the "travelceptor" (A travelceptor is an interceptor fit to achieve a less than 2 second align time, with warp disruption nullification), a new and separate module is now required to be fitted to achieve the same functionality. This new Interdiction Nullifier must be activated when the ship enters warp. The advantages of a Travelceptor over a Shuttle is increased cargo capacity, and significantly more tank (in the case of flying into smart bombs). Travelceptors used to be a near requirement to live in Null-Sec space comfortably, but with the addition of passive interdiction nullification to Shuttles, the uses of Travelceptors are much more limited, now.

Covert Ops

Covert Ops ships have the opportunity to equip interdiction nullifiers. This module allows the Covert Ops ship to ignore bubble mechanics, so long as the new module is active. Covert Ops ships have slightly larger cargo holds than travelceptors, but are unable to achieve a below 2 second align time. This drawback is negligible, however, because the covert ops ship can make use of the covert ops cloaking device, which if used properly makes it impossible to target. The biggest risks to the covert ops ship is smart bombs, or getting bumped and decloaked while aligning. The lower the align time, the more difficult the ship becomes to bump and decloak. This makes the covert ops ships the safest option for transiting in and around NSC, and null sec in general.

The main Travel fits page has a wealth of information regarding fitting principles and it is highly recommended that new members to NSC read it as well.

Routes to the NSC

From Main staging in Stacmon to X-7OMU

Traveling from Stacmon to X-7OMU takes 32 safe and 22 shortest route jumps. Follow these simple steps

  • Get in a ship of your choice (as per the prior suggestions, ideally a Shuttle, Travelceptor or CovOps ship)
  • Join the NSC standing fleet and Mumble channel.
  • Ask for intel on the route
  • Ask for a scout; in many cases, someone will be able to go to your Null-Sec entry system to let you know the best time to enter and provide a guide the rest of the way.
  • Set your autopilot destination to X-7OMU II - Moon 7 - The Sanctuary School.
  • On arrival dock at the NSC home station - called X-7OMU II - Moon 7 - The Sanctuary School (***Use the Public Instadock BookMark and not the standard station mark.***) and set your jump clone.


  • Welcome to the NSC!

Taking the Pod Express

This can only be done once per year, and so it is recommended to use the other methods.

This method will cost you a new medical clone, but it's safer and faster than traveling.

  • Jump into a clean clone (you will lose your implants) and dock in any station with medical/cloning facilities.
  • Right click your ship and select Leave ship.
  • Open the Medical window from the station interface and click Change Station at the bottom.
  • A list of available stations will pop up, select X-7OMU II - Moon 7 - The Sanctuary School. (This list only shows stations where E-UNI has an office as well as your starting NPC corp)
  • Self destruct by selecting the option in the station menu
  • Once the countdown is over, you'll wake up in X-7OMU
  • Welcome to the NSC!