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Moving into Wormhole Space: Difference between revisions

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Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans.
Before you can even start thinking about moving into a W-space system you need to pick the right one for your needs and plans.


There are 2604 Systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs. You will have to decide if you are going to live there by yourself or with a couple of friends. You will have to know what activities are you going to perform there (manufacturing, harvesting gas and [[ore]], killing [[Sleepers]]) and if you are going to be able to do those things alone or will it require a fleet. Your statics will determine what activities are easily available, as well as the feasibility of regular logistics runs. Shattered wormholes, drifter wormholes, and Thera all disallow anchoring of player-owned structures, but nonetheless some capsuleers call these systems home.  
There are 2604 Systems in W-space, each different and unique. Choosing the one you will like will take time and lots of effort. You will probably spend days or even weeks scouting before you find a system that suits your needs. You will have to decide if you are going to live there by yourself or with a couple of friends. You will have to know what activities are you going to perform there (manufacturing, harvesting gas and [[ore]], killing [[Sleepers]]) and if you are going to be able to do those things alone or will it require a fleet. Your [[statics]] will determine what activities are easily available, as well as the feasibility of regular logistics runs. [[Shattered wormhole systems|Shattered wormholes]], [[Drifters|drifter wormholes]], and [[Thera]] all disallow anchoring of player-owned structures, but nonetheless some capsuleers call these systems home.  


=== Planning ===
=== Planning ===
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* Plan ahead on what kind of static you wish the system could have, and look for that.
* Plan ahead on what kind of static you wish the system could have, and look for that.
** HS statics are often high traffic, but trivialize logistics runs
** HS statics are often high traffic, but trivialize logistics runs
** C3 and C5 statics are perfect for running combat anomalies at all levels of play
** C3 and C5 statics are perfect for constantly running combat anomalies
** C2 and C4 systems have two statics rather than one
** C2 and C4 systems have two statics rather than one
* Keep in mind that [[Wormhole attributes|wormholes have mass restrictions]]. You won't be able to jump a [[capital ship]] through most of them, and there are wormholes that won't even allow [[battleship]] sized ships.
* Keep in mind that [[Wormhole attributes|wormholes have mass restrictions]]. You won't be able to jump a [[capital ship]] through most of them, and there are wormholes that won't even allow [[battleship]] sized ships.
* Look for a system with a variety of [[planets]] that will later be used for your [[Planetary Industry]] colonies.
* Look for a system with a variety of [[planets]] that will later be useful for your [[Planetary Industry]] colonies.
 
** Lava, storm, and temperate planets are big moneymakers
* Decide what class of the system you're looking for, take into consideration the unique factors for each
* Decide what class of system you're looking for
** Low-class WHs (C4 and below) do not have to deal with hostile caps, as they must be built in those systems due to wormhole size restrictions
** Low-class WHs (C4 and below) do not have to deal with hostile caps, as they must be built in those systems due to wormhole size restrictions
** High-class WHs (C5 and above) are less connected to kspace, and much more hotly contested
** High-class WHs (C5 and above) are less connected to kspace, and much more hotly contested
* Ask yourself if you want the system to have any system effects that would help you with your activities. (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.)
* Ask yourself if you want any system effects (i.e. a Pulsar effect will help shield tanking ships and cripple armor tanking ones.)


=== Example ===
=== Example ===
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Solo players generally thrive in Class 3 systems. C3s have a single static (making them less desirable for evicting groups), their combat sites are easy to run with low or moderate SP, and logistics are simple because many C3 statics lead to high-sec or low-sec. Gas and ore sites also appear regularly, making them good all-around solo homes.
Solo players generally thrive in Class 3 systems. C3s have a single static (making them less desirable for evicting groups), their combat sites are easy to run with low or moderate SP, and logistics are simple because many C3 statics lead to high-sec or low-sec. Gas and ore sites also appear regularly, making them good all-around solo homes.


Small groups often prefer Class 2 or Class 4 systems because both offer dual statics. This provides steady content, exploration routes, and reliable escape paths. Hostile capital ships cannot enter low-class wormholes and must be built inside the system, so the risk of surprise-capital escalations is low. C2s are flexible and easy to live in. C4s provide harder sites and better payouts without the capital escalation gameplay found in C5/C6.
Small groups often prefer Class 2 or Class 4 systems because both offer dual statics. This provides steady content, exploration routes, and reliable logistics paths. Hostile capital ships cannot enter low-class wormholes and must be built inside the system, so the risk of surprise-capital escalations is virtually non-existent. C2s are flexible and easy to live in. C4s provide harder sites and better payouts, without the capital escalation gameplay found in C5/C6.


PvP-focused groups typically aim for Class 5 space, which is the center of wormhole combat. C5 systems support capital escalations, large-scale brawls, and aggressive eviction gameplay. Most organized wormhole PvP happens here, and groups living in C5s usually look for content every day.
PvP-focused groups typically aim for Class 5 space, which is the center of wormhole combat. C5 systems support capital escalations, large-scale brawls, and easy carrier rolling for content. Most organized wormhole PvP either happens in or originates from C5 space.


It's up to you which type of system matches your goals and playstyle. Take the time to scout and find the one that fits.
It's up to you which type of system matches your goals and playstyle. Take the time to scout and find the one that fits.
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* Does it meet your requirements? Class? Effect? Static wormholes?
* Does it meet your requirements? Class? Effect? Static wormholes?
* Have you checked if there is someone already occupying it? Who owns structures, and are they active?
* Have you checked if there is someone already occupying it? Who owns structures, and are they active?
* Have you checked [https://zkillboard.com/ ZKillboard] for activity in that system? Were there any player kills in that system in the last week/month/year? Are there pilots on killmails on several days?
* Have you checked [https://zkillboard.com/ zKillboard] for activity in that system? Do you see any patterns in the groups killing/dying there?
* Are logistic runs to K-space going to be easy/hard?
* Have you placed a scanner alt in the system? (very important, in case you get podded)
* Have you placed a scan-alt in the system? (very important, in case you get podded)


If you are satisfied with the system, it's not occupied, have the exits you want and it's fairly safe it's time to move in and get things started. Let's go shopping then. The single most important thing you need is a place to call home. A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at. You need need a structure to live in (a citadels or engineering complex). POS are still present but used less often. Very few pilots live out of another ship like the [[Orca]].
If you are satisfied with the system, it's not occupied (or is occupied by weak owners), have the exits you want, it's time to move in and get things started. Let's go shopping then. The single most important thing you need is a place to call home. A place where you can keep all your ships, loot, ore, modules and your exotic dancers safe at. You need need a structure to live in (a citadels or engineering complex). POS are still present but used less often. Very few pilots live out of another ship like the [[Orca]] or [[Rorqual]], but these are the only options in [[Shattered wormhole systems|shattered wormholes]].


=== Citadels in Wormhole Space ===
=== Citadels in Wormhole Space ===
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== External links ==
== External links ==
* [https://evemaps.dotlan.net/wormholes Dotlan wormhole stats]
* [https://anoik.is/ Anoik.is]
* Old EVE forums post about [https://forums-archive.eveonline.com/topic/67527 Halada's Mining Guide], 2012
* [https://docs.google.com/spreadsheets/d/e/2PACX-1vSaCHnBRDw8Ki6nuamMzQv3InN978Zh7F6RcwlYdJHnlQkDrrdz5zrG3Of_8eoyxeqJimMHt9-7GjLn/pubhtml# Grubu's Maintained Nolak's Updated Karr's Modified Rykki's Guide 1.5]


[[Category:Wormholes]]
[[Category:Wormholes]]
[[Category:Guides]]
[[Category:Guides]]