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Living in Wormhole Space: Difference between revisions

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The clone bay in a citadel allows you to store one [[Jump_Clone|jump clone]] and switch to and from that clone without triggering a cooldown.
The clone bay in a citadel allows you to store one [[Jump_Clone|jump clone]] and switch to and from that clone without triggering a cooldown.


==== Destructible ====
===== Destructible =====
A citadel is destructible. During a citadels vulnerability period a dedicated siege fleet can and will destroy an Astrahus, Fortizar or even a Keepstar after two 24 hour reinforcement cycles. In the wormhole your assets will not be safe; your ships, goods and other materiel can be lost or looted.
A citadel is destructible. During a citadels vulnerability period a dedicated siege fleet can and will destroy an Astrahus, Fortizar or even a Keepstar after two 24 hour reinforcement cycles. In the wormhole your assets will not be safe; your ships, goods and other materiel can be lost or looted.


==== Defense ====
===== Defense =====
A citadel has defenses. As a counter to it's vulnerability a citadel can equip strong methods to deal damage, support fleets and project various means of electronic warfare on the enemy. Unlike passive station guns or auto-targeting POS mods a citadel will need a player in the control seat to activate and target its modules. Though the defense and tank of the WHC Fortizar is significant, an active response by a well commanded combat fleet is required to win a battle.
A citadel has defenses. As a counter to it's vulnerability a citadel can equip strong methods to deal damage, support fleets and project various means of electronic warfare on the enemy. Unlike passive station guns or auto-targeting POS mods a citadel will need a player in the control seat to activate and target its modules. Though the defense and tank of the WHC Fortizar is significant, an active response by a well commanded combat fleet is required to win a battle.


=== Services ===
===== Services =====
A citadel can fit service modules. In the WHC you will have access to a clone bay, local market and reprocessing facility. Service modules require fuel to run which is funded by tax and donations. Other infrastructure in Innuendo provides industrialists, inventors and chemists the tools of the trade, though membership of a POS group might be required.
A citadel can fit service modules. In the WHC you will have access to a clone bay, local market and reprocessing facility. Service modules require fuel to run which is funded by tax and donations. Other infrastructure in Innuendo provides industrialists, inventors and chemists the tools of the trade, though membership of a POS group might be required.


=== Ship sharing ===
===== Ship sharing =====
The Wormhole Campus has shared assets. If you live out of the citadel you can choose to make your ships available to other members by storing them in the Alpha hanger, and you can borrow other players ships in the same manner. Rule number one of ship sharing is that you replace any and all losses within a reasonable period. The WHC also has common assets. Any ship with the WHC 555 prefix belongs to the campus as a whole. These ships will often be utility vessels, like rolling battleships, transport ships, and mining boats. The Fortizar also has a store of (emergency) PVP fit ships, ready made fleets for WHC events and specialized PVE setups. The same 'replace what you lose' rule exists for common assets.
The Wormhole Campus has shared assets. If you live out of the citadel you can choose to make your ships available to other members by storing them in the Alpha hanger, and you can borrow other players ships in the same manner. Rule number one of ship sharing is that you replace any and all losses within a reasonable period. The WHC also has common assets. Any ship with the WHC 555 prefix belongs to the campus as a whole. These ships will often be utility vessels, like rolling battleships, transport ships, and mining boats. The Fortizar also has a store of (emergency) PVP fit ships, ready made fleets for WHC events and specialized PVE setups. The same 'replace what you lose' rule exists for common assets.


=== Tethering ===
===== Tethering =====
When you are undocked but within range of the citadel your ship will automatically be tethered to the station. This provides you with immunity to incoming damage, and will allow the citadel to remote repair damage to your ship and drones. Though you are invulnerable, you can still be bumped out of tethering range. You will lose your tether as soon as you target other players, and if you activate offensive modules, warfare links, triage or siege modules. To be tethered by a citadel you need to have docking rights to the citadel.
When you are undocked but within range of the citadel your ship will automatically be tethered to the station. This provides you with immunity to incoming damage, and will allow the citadel to remote repair damage to your ship and drones. Though you are invulnerable, you can still be bumped out of tethering range. You will lose your tether as soon as you target other players, and if you activate offensive modules, warfare links, triage or siege modules. To be tethered by a citadel you need to have docking rights to the citadel.