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User:Dama arishe/Wormholes 100: Difference between revisions

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==== Mass allowances  ====
==== Mass allowances  ====


Every wormhole has at least two mass values associated with it. These are the maximum mass allowed per jump, and total transfer mass. The max per jump determines what class of ship can be brought through the wormhole. For example, a 300m limit wormhole would easily allow any battleship, but a 20m limit would allow only battle cruisers, heavy assault cruisers, or strategic cruisers as a maximum size. 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, very uncommon mass property is regeneration. This is an amount of mass that will regenerate over time, up to when the time limit expires.
Every wormhole has at two very important mass values associated with it:


Knowing your limits enables pilots to be ''mostly'' safe about not collapsing a hole they don't intend to. However, original WH mass can vary by up to 10% therefore you cannot be certain exactly how much mass it will take to collapse the wormhole.  
* Maximum mass allowed per jump, and total transfer mass.
* The max per jump determines what class of ship can be brought through the wormhole.  


Some modules will increase a ship's mass, notable armor plates and propulsion modules. Afterburners and Microwarpdrives, when active, can add as much as 50m kg for a battleship 100mn size. Armor plates will also increase mass, and must be put fully offline to eliminate the effect. After jumping, the plates can be onlined again once 95% capacitor is available.
For mass per jump, a hypothetical 300 million kg mass limit wormhole would easily allow any battleship, but a 20 million kg limit would allow only battlecruisers, heavy assault cruisers, strategic cruisers, or small through. There is one class of wormhole commonly referred to as a "frigate hole" that allows only frigates, destroyers, and specially fit Heavy Interdictors through.
 
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.
 
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.
 
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.
* 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.


==== Time limits  ====
==== Time limits  ====