User:Uryence/sandbox

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Handy links for self:

Personal goals:

  • 'Scouting' needs serious work for tone, and has too personal and idiosyncratic a taxonomy of scout activities (might need to bother Yto and other friendly scouts for their tips)
  • 'Gate camps' needs to be rationalized and updated
  • ditto the 'fitting a ship worked example' page.
  • The free-standing projectile ammo page needs TLC
  • Topology is good but should introduce general concepts (pipe, chokepoint, pocket, and nods to wormholes and filaments; jump distance vs gate distance; significance of in-system warp distances), and focuses on highsec (EVE's least interesting and weirdest kind of space)
  • pages on daily log-in rewards and the "skilling spree" mechanic
  • Kvasir



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A pipe is a linear chain of systems each containing only two gates. The navigation of targets and hunters within a pipe is predictable, and pipes can be used to trap a fleet.

A chokepoint is a single system through which players must pass to make a desirable move between one area and another. Many of the links between different sorts of space (e.g. high security space to low security space, or low security space to nullsec) are chokepoints. From the perspective of high-sec suicide gankers, there are also chokepoints on common trade routes within high-security space.

A pocket is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. Although filaments, wormholes and jump drives make it near-impossible to wholly secure a pocket, it is possible to seal off a pocket for gate-to-gate travel. EVE University's Null-Sec Campus is based in a pocket within Syndicate.