Difference between revisions of "User:Uryence/sandbox"

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Every sovereign nullsec solar system has an '''Encounter Surveillance System''' or '''ESS'''. The ESS stockpiles a portion of the bounties awarded in that system, and then slowly pays them out to the pilots who earned them—if, that is, no one else steals the money first.
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Handy links for self:
  
== The ESS field ==
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* [[UniWiki:Manual_of_Style|Manual of Style]]
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* [[UniWiki:To-Do_List|to-do list]]
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* [[UniWiki:Editing_Guide|how-to-edit]]
  
=== Mechanics ===
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Personal goals on the wiki:
  
The ESS is available as a beacon which anyone can warp to. At the beacon there is a deadspace gate, which is restricted to hulls of cruiser, battlecruiser, and battleship size only. The gate leads to the physical ESS itself, which is surrounded by a 150km-diameter field that disables
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* '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)
 +
* [[Forming fleets in EVE University]] badly needs to be brought up to date with current practice.
 +
* [[User:Uryence/Kvasir|Kvasir]]
  
* cloaks
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Personal goals for the teaching dept:
* microwarpdrives
 
* micro jump drives
 
* warp drives
 
* cynos, and
 
* filaments.
 
  
As a result, the fastest method of leaving an ESS is the use of an afterburner to burn the 75km radius from the ESS to the field's edge, and afterburners do not propel ships to anything like the speed provided by MWDs. To enter an ESS usually therefore constitutes a significant commitment to holding the field, as all quick methods of leaving are disabled.
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* Class library revitalised
 +
* Class taxonomy revised
 +
* Retool Careers class
 +
* Spool up reactions class
  
Much as in a faction warfare complex, anyone warping into the ESS from the deadspace gate will arrive at the same point in space, with none of the control over arrival distance available in a normal 'warp to' command.
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=== PvP implications ===
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{| style="float:right; clear:right; margin-left:1em; margin-bottom:1em; border:1px solid #202020; padding:1px; border-collapse:collapse; text-align:center; font-size:11px; width: 15em;"
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|-
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| style="background-color:#000000; padding:0px;" | [[Image:teachinglogo.png|100px|link=]]
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|-
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! style="background:#000000; font-size:15px;" | '''Learning & teaching'''
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|-
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! style="background:#101010; font-size:12px;" | For students
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|-
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| style="background:#202020; font-size:11px;" | [[Classes]]
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|-
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| style="background:#202020; font-size:11px;" | [[Attending classes]]
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|-
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!style="background:#101010; font-size:12px;" | For teachers
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|-
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| style="background:#202020; font-size:11px;" | [[Teaching Classes at EVE University]]
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|-
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| style="background:#202020; font-size:11px;" | [[Good teaching guide]]
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|-
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| style="background:#202020; font-size:11px;" | [[Teaching Department]]
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|}<includeonly>[[Category:Teaching Resources]]</includeonly><noinclude>
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<!--{{documentation}}-->
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</noinclude>
  
The ESS space presents a significantly different set of mechanics to normal known-space PvP situations.
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The fact that anyone entering the ESS field arrives at the same point gives an advantage in initial positioning to anyone who is already in the ESS space.
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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.
  
The ESS space restricts mobility, and an afterburner is the only useful way to increase a ship's speed near an ESS. This gives an advantage either in combat or in escaping to ships fitted with either an afterburner, or both an afterburner and a MWD ("dualprop").  
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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 ganking|suicide gankers]], there are also chokepoints on common trade routes within high-security space. [https://evemaps.dotlan.net/map/The_Citadel/Uedama Uedama] is one notorious chokepoint on high-security trade routes.
  
Since no one in the ESS space can warp or use an MWD, ships designed ''only'' for combat in ESS fields do not need to fit warp disruptors or warp scramblers. Ships fitted in this way cannot, however, take advantage of any juicy targets of opportunity found during travel.
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A '''pocket''' is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. It is possible to seal off a pocket for gate-to-gate travel using a [[Gate camps|gate camp]]. EVE University's [[Null-Sec Campus]] is based in a pocket within Syndicate, with [https://evemaps.dotlan.net/map/Syndicate/PC9-AY PC9-AY] as its only entrance.
  
Battleships are the largest hulls which can enter an ESS field, and while within an ESS field battleship pilots do not have to worry about being dropped by capital ships.
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An '''island''' is an area of one type of space wholly surrounded by another type of space. The region of [https://evemaps.dotlan.net/map/Solitude Solitude] contains several high-security islands surrounded by low-security and null-security space; these are harder to get to than the core of high-security empire space, but for that very reason they can be conveniently quiet. [https://evemaps.dotlan.net/map/Genesis/Ahbazon Ahbazon] is a notable single-system low-security island in high-security space, presenting a tempting and extremely dangerous short-cut for high-security trade.
  
== ESS banks ==
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Since gate-to-gate travel is not the only kind of mobility in New Eden, players cannot ''wholly'' seal off a pocket or a pipe. [[Filaments]] and [[wormholes]] allow pilots to circumvent obstacles, randomness permitting, while [[jump drives]] mean that a pilot with a pre-prepared ally able to light a cyno can teleport into any low- or null-security known-space system which isn't cyno-jammed.
  
Each ESS is divided between a small and easily compromised 'Main Bank' and a much larger and much more secure 'Reserve Bank'. Note that, counterintuitively, it is the Main Bank which is the smaller of the two.
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=== Jumps versus gates ===
  
=== Main Bank ===
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[[Jump drive]] range is calculated based on the straight-line distance between systems, in light-years. The gate network does not neatly map onto straight-line distances. Some systems which are close in gate-to-gate terms, being only a few jumps apart to a ship travelling by gate, might be relatively distant in light years; equally, some systems which are physical "close" to each other in straight-line light-year measurements might be rather more distant in gate-to-gate travel. Furthermore, a ship with a jump drive cannot jump ''into'' high security space, but can jump ''out of'' it. New Eden's topography therefore appears different, sometimes strikingly different, to a jump- or bridge-capable ship.
 
 
The Main Bank is accessed by sitting within 10km of the ESS and selecting the 'Link' button which appears over the ESS. This initiates a countdown of usually around five minutes, which is visible to all pilots in the solar system concerned. During the countdown the pilot accessing the Main Bank must remain within 10km of the ESS; travelling further away will end the countdown, which must then be restarted from the beginning.
 
 
 
If the countdown reaches zero and the pilot accessing the ESS has not either left or been removed by enemy action, the accessing pilot then receives tags in their cargohold which can be exchanged for the value of the Main Bank's contents at any CONCORD station. Since the ISK concerned was stored up to be disbursed to pilots who had been ratting in the system, the pilot has effectively stolen part of their income.
 
 
 
Sovereign nullsec corporations usually therefore respond quickly to attempts on their main banks, if they know about them.
 
 
 
=== Reserve Bank ===
 
 
 
The much larger Reserve Bank can be accessed using special keys which are themselves expensive and difficult to acquire. When these are used the money in the Reserve Bank is paid out over time at a rate that spools up and then drops down.
 
 
 
Unlocking a Reserve Bank sends an alert to everyone in the region concerned, not just in the immediate solar system.
 
 
 
The time spent paying out is set by the looters, and by setting a higher time they can collect more of the money alongside more risk.
 
 
 
=== Agency information ===
 
 
 
The Agency window includes, in its Exploration tab, a section which displays ESS bank amounts, which can be filtered by proximity (2, 5, or 10 jumps) or by specific map region, and by the amount stored up.
 
 
 
Clicking on a particular ESS in this interface will also let you see a measure of whether there is a long or a short time left before the ESS pays out, which helps pilots judge whether they can travel to an ESS in time to raid it.
 
 
 
== Robbing banks ==
 
 
 
Though it is risky, and though it is not especially profitable in ISK-per-hour compared to some more reliable moneymaking schemes, bank robbery can bring in money, has a low start-up cost, and is a good way to learn about moving through hostile nullsec territory.
 
 
 
Since the notification when the Main Bank is compromised is only solar-system-wide, it is possible for a single player to sneak into quiet nullsec territory and empty out a Main Bank, or indeed several Main Banks.
 
 
 
To avoid passing through well-guarded entry-points to nullsec in known space, players can use filaments or wormholes to enter and exit nullsec. Anyone entering hostile sovereign nullsec space should use an expendable [[Jump clone|clone]].
 
 
 
A good, cheap starting ship for this activity is a [[Stabber]] fitted with a buffer shield tank, no guns, speed modules, warp speed rigs, and an oversized (100MN) [[Propulsion equipment|afterburner]], which gives it near-unbeatable speed for making a quick getaway within the ESS field. A probe launcher lets the pilot do basic probing for wormholes, while a prototype cloak is useful for waiting out timers, waiting while probing, and hiding from enemies. The Stabber insures well and can be blown up with little financial loss.
 
 
 
A small PvP-fitted gang can also use the ESS system to try to provoke a fight in enemy territory, with the prospect of an ISK payout if the enemy won't engage.
 

Latest revision as of 18:45, 21 January 2023

Handy links for self:

Personal goals on the wiki:

  • '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)
  • Forming fleets in EVE University badly needs to be brought up to date with current practice.
  • Kvasir

Personal goals for the teaching dept:

  • Class library revitalised
  • Class taxonomy revised
  • Retool Careers class
  • Spool up reactions class

Teachinglogo.png
Learning & teaching
For students
Classes
Attending classes
For teachers
Teaching Classes at EVE University
Good teaching guide
Teaching Department



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. Uedama is one notorious chokepoint on high-security trade routes.

A pocket is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. It is possible to seal off a pocket for gate-to-gate travel using a gate camp. EVE University's Null-Sec Campus is based in a pocket within Syndicate, with PC9-AY as its only entrance.

An island is an area of one type of space wholly surrounded by another type of space. The region of Solitude contains several high-security islands surrounded by low-security and null-security space; these are harder to get to than the core of high-security empire space, but for that very reason they can be conveniently quiet. Ahbazon is a notable single-system low-security island in high-security space, presenting a tempting and extremely dangerous short-cut for high-security trade.

Since gate-to-gate travel is not the only kind of mobility in New Eden, players cannot wholly seal off a pocket or a pipe. Filaments and wormholes allow pilots to circumvent obstacles, randomness permitting, while jump drives mean that a pilot with a pre-prepared ally able to light a cyno can teleport into any low- or null-security known-space system which isn't cyno-jammed.

Jumps versus gates

Jump drive range is calculated based on the straight-line distance between systems, in light-years. The gate network does not neatly map onto straight-line distances. Some systems which are close in gate-to-gate terms, being only a few jumps apart to a ship travelling by gate, might be relatively distant in light years; equally, some systems which are physical "close" to each other in straight-line light-year measurements might be rather more distant in gate-to-gate travel. Furthermore, a ship with a jump drive cannot jump into high security space, but can jump out of it. New Eden's topography therefore appears different, sometimes strikingly different, to a jump- or bridge-capable ship.