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Wormholes: Difference between revisions

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Wormhole Tactical Information: corrected typos, edited for clarity.
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=== Wormhole Tactical Information ===
=== Wormhole Tactical Information ===
Any new wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole").  There are often several wormholes into and out of the same w-space solarsystem.
Any new wormhole you find in WH space may lead to ANYWHERE (even deep 0.0) in Eve. It may also lead to another pocket deeper into w-space ([[Division 6|D6]] calls this "going deeper down the rabbit hole").  There are often several wormholes into and out of the same w-space solar system, which may be a combination of low-sec, high-sec, 0.0, and other wormhole spaces. If you're lucky, you can occasionally find a wormhole pairing that will let you go between two interesting systems in a couple of jumps. 


A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.
A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever.
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the wormhole.
Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be subtracted from the remaining mass limit of the wormhole.
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.
The type of wormhole can be looked up and will tell some basic attributes of the wormhole.


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One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.
One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.


There are three stages or states in a wormholes life:
There are three stages or states in a wormhole's life, which you can get with a 'show info' on the wormhole:
* Not Yet Disrupted (aka Pristine)
* Not Yet Disrupted (aka Pristine)
* Disrupted But Not Critcally (aka Intermediate)
* Disrupted But Not Critically (aka Intermediate)
* Critcial.
* Critical.
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info".  A pristine wormhole has not yet had 60% of its alotted mass pass through it.  An Intermediate wormhole has between 40% and 10% of its alotted mass left.  A Critical wormhole has less than 10% of its alotted mass left.  Be very sure you want to jump through any Critical wormhole.


Some spawn mechanics of a wormhole follow some rules, while other are completly random.
There is a fourth relevant status, which may be displayed below the stage information:  "reaching the end of its natural lifetime".  This means the wormhole will collapse of old age within two hours or less.
When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 systems is established. This can be used to some advantage in gathering information.
 
You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info".  A pristine wormhole has not yet had 60% of its allotted mass pass through it.  An Intermediate wormhole has between 40% and 10% of its allotted mass left.  A Critical wormhole has less than 10% of its allotted mass left.  Be very sure you want to jump through any Critical wormhole.
 
When a wormhole spawns, the wormhole is only an entry in your scanner. The destination of that wormhole is not set. The destination is determined randomly the moment the first player lands on grid with the wormhole. When that happens, the corresponding "exit" of the wormhole is spawned in another system and the link between the two systems is established. This can be used to some advantage in gathering information.
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.
If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side.
This is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors.
This can be tactically important -- you know that someone else has visited a K162 wormhole.  That means some mass has probably been used, and also that you may have company.
On the other end, if you just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the system is never established. However be aware that this will not be a safe procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.
 
On the other end, if you have just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but '''not warp to it'''. The link between the systems is never established. However be aware that this will not completely lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.


You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat.
There are no aggression timers on wormholes. This means that, unlike stargates, you can jump through a wormhole even if you have just initiated combat.  However, there is a time limit on sequential jumps through one wormhole.


You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.
You can make a maximum of 2 jumps through a wormhole in 4 minutes. If you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message informing you how long you have to wait before you can jump again. Be extremely careful with this if you initiate combat and try to outmaneuver your opponent by jumping repeatedly through a wormhole -- you don't want to end up trapped for four minutes in an unfriendly place.


=== Wormhole Space Tactical Information ===
=== Wormhole Space Tactical Information ===