Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Wormholes: Difference between revisions

From EVE University Wiki
Wormhole Tactical Information: corrected typos, edited for clarity.
Wormhole Space Tactical Information: Edited for clarity; added color commentary here and there.
Line 50: Line 50:
=== Wormhole Space Tactical Information ===
=== Wormhole Space Tactical Information ===


All W-Space solarsystems are null sec (0.0), even the ones you enter from empire.  This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.
All W-Space solar systems are null sec (0.0), even the ones you enter from empire.  This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.


Every W-Space systems difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.
Every W-Space system's difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below.
Another way to identify the W-Space systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp
Another way to identify the W-Space system's class is to look up the Locus Signature of the system in a system database such as: http://www.ellatha.com/eve/WormholeSystemslist.asp


The only possibility to enter a W-Space system is through wormholes, it is not possible to cyno ships in or out, nor is it possible to clone jump into W-Space.
The only way to enter a W-Space system is through wormholes. It is not possible to cyno ships in or out, nor is it possible to clone jump into or out of W-Space.  


It is extremely possible to get stuck in W-space, if your Wormhole closes you will have to find another one via scanning, if your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.
It is entirely possible to get stuck in W-space. If your Wormhole closes you will have to find another one via scanning. If your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have two choices if you end up stuck and unable to scan down a Wormhole from within W-Space:
* Self destruct
* Self destruct both your ship and your pod.
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came in on.
* Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came through. This may take some time.
There are around 2500 W-Space systems, so there is plenty of space to get lost.
W-space can NOT be found in the EVE map, so you will not see where you are, you can however bookmark things the normal way.


Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.
Consider fitting a probe launcher to your combat ship -- there are around 2500 W-Space systems, so there is plenty of space to get lost in.
Those sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a better AI then normal NPCs and can prove to be very difficult opponents.


The sites can be broken down into cosmic anomalies and cosmic signatures.
W-space can NOT be found in the EVE map, so you will not see where you are. You can however bookmark things the normal way. (''And indeed, you should.  I have to remind myself that I don't need to bookmark stargates, these days.'')
Cosmic Anomalies are the equivialent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan, if you havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.


Cosmic Signatures are again broken down in 5 types:
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner.  These sites are guarded by the remnant drones of the now vanished [[Sleeper]] race, which have a much better AI then normal NPCs and can prove to be very difficult opponents.


*Ladar - Those Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.
The sites can be broken down into "cosmic anomalies" and "cosmic signatures".
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.
Cosmic Anomalies are the equivalent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan. if you don't find one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be careful if you warp to one. 
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer. Mag Sites are heavily guarded.
 
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded.
Cosmic Signatures need to be probed down.  They come in 5 types:
 
*Ladar - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in [[Tech_3_Production|Tech 3 production]] and is lightly guarded.
*Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through [[Hacking]]. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.
*Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer (see [[Archaeology]]). Mag Sites are heavily guarded.  Ancient relics are needed to generate T3 blueprints through [[reverse engineering]].
*Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded. (''Huge, huge rocks: Once, D6 worked one asteroid in shifts for 3 days.  Ask any of us about the Spud of Doom.'')
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).
*Unknown - A unknown site is always another Wormhole and is not guarded by [[Sleepers]] (though maybe by players).


In higher class wormholes it may happen that additional [[Sleeper]] reinforcements will spawn after you already are mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.
In higher class wormholes additional [[Sleeper]] reinforcements may spawn after you have been mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.
 
All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which has not been not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in another system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again will be nearly barren of signatures and anomalies because the sites will amass in other, unvisted systems.
 
Wormholes are the exception to this rule. Every W-Space system will have at least one wormhole at any time. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly be of the same type, i.e. the same mass and time limits, though the destination will be random.


All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which was not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in other system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again, will be nearly barren of signatures and anomalies because the sites will amass in other, not visted systems.
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called hubs, will rarely connect to K-Space and can be used for extended W-Space operations.


Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still be random.
You can anchor a POS in W-Space. However, there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import all POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space. In some classes (1 or 2) it would be nearly impossible since the mass limit of the wormholes does not allow enough large ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass.  
Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called Hubs, will rarely connect to K-Space and can be used for extended W-Space operations.


You can anchor a POS in W-Space, however there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.
Though unconfirmed, it is rumored a POS in a class 6 system can attract a [[Sleeper]] Dreadnought which will raze the POS (even a [[DeathStar]]) to the ground and is extremely tough to defeat. (''Who starts these rumors anyway?'')  The developers have hinted that occupying wormhole space may become more dangerous in future releases.


== Exploring/Exploiting Wormholes ==
== Exploring/Exploiting Wormholes ==