User:Hirmuolio Pine/sandbox2

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Visually identifying wormholes

The visuals of a wormhole gives you information on the wormhole and on the target system without need to jump through. The outline corresponds to jump mass limit and the center contains the skybox of the destination system. The wobbling animation tells the lifetime left anad the visual size of the whole wormhole tells how much mass is left.

Showing info on the wormhole will also tell you less accurate info on the destination system, mass limit and time left.

Wormhole skybox

The center eye of a wormhole will always take the skybox of the destination system This can be used to see what what class wormhole system it leads to or what region it leads to.

Connection to c1.jpg

Wormholes leading to class 1 systems have grayish clouds with some black spots and some blue and cyan details. A wormhole leading to C1 system may look similar to a wormhole leading to C2 or C3 system, the most notable difference is lack of any notable detail.

Connection to c2.jpg

Wormholes leading to class 2 have a brownish hue with some gray clouds. The most notable feature of this skybox is the black spot in the light gray cloud.

Connection to c3.jpg

Wormholes leading to class 3 have again grayish clouds. The distinct red cloud easy to identify mark of a C3 connection.

Connection to c4.jpg

Wormholes leading to class 4 are mainly dark red with one bright white cloud and some distincth black spots.

Connection to c5.jpg

Wormholes leading to class 5 are again dark red but with some brown hues mixed in. The white cloud is not as bright as it in C3 connection.

Connection to c6.jpg

Wormholes leading to class 6 are bright orange.


Here is a table of W-Space connections imported from here and taken by members of the Wormhole Campus.

Leading to Known Space

Wormholes leading to K-Space take the image and color of the region on the other side, as well as the size of the ship they can accommodate. A red K-Space highsec or lowsec wormhole will most likely take you to Metropolis or Heimatar(Minmatar Space).

Leading to Shattered Wormholes

Wormholes leading to Shattered W-Space take the image and color of the class of W-Space system on the other side.


C1 C2 C3 C4 C5 C6
C1
C1 to C1
C1 to C2
C1 to C3
C1 to C4
C1 to C5
C1 to C6
C2
C2 to C1
C2 to C2
C2 to C3
C2 to C4
C2 to C5
C2 to C6
C3
C3 to C1
C3 to C2
C3 to C3
C3 to C4
C3 to C5
C3 to C6
C4
C4 to C1
C4 to C2
C4 to C3
C4 to C4
C4 to C5
C4 to C6
C5
C5 to C1
C5 to C2
C5 to C3
C5 to C4
C5 to C5
C5 to C6
C6
C6 to C1
C6 to C2
C6 to C3
C6 to C4
C6 to C5
C6 to C6


Wormhole Sizes and Restrictions

Wormholes come with different restrictions. Wormholes not only allow certain amounts of mass through them in their lifetime, but they also have mass restrictions for each particular transfer. For example, some wormholes from K-Space to C3 wormhole space will restrict ships going through to destroyers or smaller.

Capital ships with jump drives can go through wormholes, providing the wormhole can support the ship's mass. Cynosural fields can be opened in wormhole space, but ships with jump drives cannot lock on to these fields, nor can they lock on to cynosural fields outside of wormhole space to jump out. Supercapital ships such as Titans and Supercarriers cannot go through wormholes at all, as they are far too large for even the largest wormholes. Capitals can be built in W-space, but they may not be able to take any of exits to K-space or even other W-space connections. Supercapitals cannot be built, as there is no sovereignty in wormhole space.

The color of the flare around a wormhole can tell you the size of ships that can go through. Color Effects for wormholes are described in pictures here and as a video here.

Flare color Meaning
Frigate sized wormhole
A royal blue aurora indicates wormholes that only allow frigate-mass ships. This is the most important one to recognise, particularly when approaching the K162 side.
Medium sized wormhole
A wormhole with a teal aurora won't allow battleships through, and is the indication of a wormhole connecting to or from class 1 w-space.
Large sized wormhole
A turquoise aurora highlights a wormhole that allows every ship below capital hulls.
Capital sized wormhole
A yellow aurora indicates wormholes that freighters and capitals can transit.
Polarization

Jumping through wormholes introduces additional restrictions on how often in a given time a pilot may jump through a particular wormhole. You may not jump through a wormhole in the same direction twice within five minutes. For example, if you jump through a wormhole at 05:00 and then jump back through the wormhole at 05:03, you will be polarized until 05:05, five minutes after your last transit in that direction. When polarized the wormhole will prevent you from jumping through, and present you with a message informing you how much time is left on your polarization timer. Similarly, if you were to jump as soon as the timer was up, you would be polarized on the other side of the hole until 05:08, five minutes after your last transit in that direction.

One way to manage your polarization timer is to check local chat for time stamps (multiple wormhole jump time stamps are kept in the chat, unlike gate jumps in k-space) for your jumps and then plan accordingly.

Keep in mind that this restriction applies to the pilot, not the ship or the account. The same ship can be swapped by ejection and boarding by different capsuleers for immediate transit through the same wormhole. This is very useful for mass reduction operations without need for multiple ships of same type. This is, however, a somewhat more dangerous way to roll a wormhole, as multiple pilots jumping from ship to ship are at least momentarily extremely vulnerable.

Aggression

Aggression timers do not apply in wormhole spaces. You still get them when you aggress capsuleers or Sleepers, but they don't have any effect other than delaying your disappearance from space when you log off. As long as you are not polarized you can jump through a wormhole immediately after aggressing any capsuleer in any manner. There is no CONCORD in W-Space, no stargate sentry guns, and commonly no stations. For this reason many battles in W-Space take place very near wormholes. This can provide escape options even if you are webbed, scrammed, or bubbled.