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Xocoyol Zaraoul
Superior Genetics
1328
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Posted - 2013.11.05 01:46:00 -
[1] - Quote
Introduced in the Apocrypha expansion, Wormhole Space consists of 2499 solar systems in unknown regions. These systems can only be reached through these regions' collective wormhole namesake. Inside of these solar systems are many planets, moons, and exploration sites but asteroid and ice-belts are not available. Wormhole Space systems follow the rules of 0.0 Space when fighting takes place; there is no security penalty for combat and no form of NPC protection from aggression.
Solar systems in Wormhole Space can contain unusual stellar phenomena that may alter the functionality of your ship, such as your shield amount, shield recharge rate, capacitor capacity, or other attributes.
Hidden inside of wormhole space are the Sleeper drones, enigmatic machines with powerful weapons and strong defenses. There are secrets yet to be unraveled about the contents of these solar systems. Functional information is provided below.
Wormhole Space Behavior
Wormhole Class
Wormhole Class is a numeric rating contained within CCP supplied data dumps. In short, Wormholes leading to "unknown space" could lead to a class 1, 2 or 3 Wormhole Space system. A wormhole that leads to "dangerous unknown space" leads to a class 4 or 5 system, while a "deadly unknown space" wormhole always leads to a class 6 wormhole system.
There are specific numbers of each class of wormhole, as determined from the API data dump for the Apocrypha expansion. Class 1: 348, Class 2: 525, Class 3: 495, Class 4: 506, Class 5: 512, Class 6: 113
Where wormholes lead
Wormhole Systems (Wspace) can be connected to any other type of solar system in New Eden. However, sometimes a wormhole system only leads to other wormhole systems; up to three wormhole star systems can be traversed before finding another wormhole back to known space (Kspace).
Wormhole Mass Limits
Different classes of wormholes have different mass limitations. For example, a Class 1 Wormhole System will not have a wormhole capable of allowing ships larger than Battlecruisers through.
Class 2 and other higher level wormholes operate on a mass restriction level. Sometimes, ships might be too heavy to traverse into wormhole space. Taking any equipped Armor Plates offline may reduce your ships mass sufficiently to allow travel. However, you will need time to re-online your modules if you do this.
Starbases
Player Operated Starbases behave as normal. However, Sovereignty cannot be claimed in Wspace; any structures that require sovereignty cannot be anchored in Wormhole Space, including Outposts and capital ship assembly arrays.
The moons in Wormhole Space do not have any minerals to mine.
The Various anomalies in Wormhole Space have no effect on Starbase Modules.
Relative Difficulty
Class 1 and 2 W Space encounters can be done alone with a Drake, Nighthawk or other heavily tanked combat ship. Class 3 solar systems require a very heavy tank to be taken on solo, while class 4, 5, and 6 systems should not be done alone; even a capital ship can be rapidly destroyed by an onslaught of Sleeper Drones.
Local
Other players do NOT show up in local unless they chat there; it is recommended that you keep your directional scanner open, at maximum range and set to 360 degrees, and scan often.
Asteroids and Ice
There are no asteroid belts to be found in Wormhole Space, but asteroid fields can be found in gravimetric signatures. There is no ice anywhere in wormhole space!
Wormhole Behavior
Systems in unknown space ("w-space") can have up to 7 wormholes active at one time. Up to 4 outbound wormholes with 3 inbound (K162) wormholes confirmed.
Certain wormholes will always immediately respawn when they expire due to time or are collapsed due to mass. These wormholes are referred to as GÇ£static wormholesGÇ¥ or "statics". Some systems have two static wormholes.
The graphic of a wormhole indicates which type of space you are going into, if it leads to more unknown space.
"Life cycle has not begun" means you found it within 1 minute of the first warp to it.
GÇ£Probably won't last another dayGÇ¥ means you have more than 25% of the wormhole's life left.
"Nearing the end of its lifeGÇ¥ means it has less than 25% of its life left.
Wormholes last for 16, 24, 36 or 48 hours.
GÇ£Has not yet had its stability reducedGÇ¥ means it has more than 45% of its remaining allowable mass left.
GÇ£Has had its stability reducedGÇ¥, GÇ£but not to a critical degree yetGÇ¥ means it has less than 45% of its remaining allowable mass left.
"This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse." means it has less than 10% of its allowable mass left.
The largest "to high sec" wormhole allows a ship of 1,000,000,000 kg mass to fit through.
Capital ships can get into a class 5 or 6 system only but may be built directly in lower classes.
Nothing -- including scrams, disrupts, and weapons timers -- stops you from jumping through a wormhole.
Jumping through the same wormhole twice inside of 4 mins starts a 4 minute timer during which you can not jump back through.
There is also a Session Change timer that starts when you jump through a wormhole. You can not jump until that timer is up.
The wormhole graphic shrinks when you it passes the 50% and the 10% total mass values. It's been suggested there's a total mass fluctuation of around +/- 10%.
A ship's mass when jumping is affected by modules on that ship, such as armor plates.
GÇ£This wormhole is stable and looks like it could last more than a dayGÇ¥ means it will last longer than 24 hours (or until its total mass is spent).
Wormholes collapse when the mass passing through exceeds the total mass limit of the wormhole. So, if the wormhole has 1kg of mass left you can jump through it with any ship of mass less than the per-jump mass of that wormhole. It will collapse when you are on the other side.
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Xocoyol Zaraoul
Superior Genetics
1328
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Posted - 2013.11.05 01:47:00 -
[2] - Quote
The "polarity" timers that are 4 minutes long on wormholes are per individual wormhole. So, if you jump two times back to back through wormhole X you can not jump back through it for 4 minutes, but if you jump through wormhole X twice and immediately head for wormhole Y, the timer on X will not affect Y.
Wormholes that are close to the end of their life will have a more active graphic: it will be more energetic looking.
All Sites In Wormhole Space
1. Normal despawn rate for an UNTOUCHED site is about 3 or 4 days. Untouched means you found it, maybe warped in but did not engage anything or interact with anything.
2. Clearing out a Gravity or Ladar site of NPC Sleepers in a Wormhole Space (WSpace) cleans it out permenently. The NPCs do NOT respawn.
3. Bringing a capital ship (Carrier or Dreadnought) to a combat site in a Wspace will spawn 6 additional battleships PER CAPITAL SHIP! This only happens in C5 or C6 systems.
4. Magnetic and Radar sites will respawn complete Sleeper waves after a downtime to include the reset of the capital ship GÇ£additional 6 Sleeper battleshipsGÇ¥ trigger!
5. Magnetic and Radar sites are rare. Ladar and Gravimetric sites are extremely common.
6. Assigning Fighters to someone who then goes to certain sites will also cause 6 additional battleships to spawn. This also only happens in C5 and C6 systems.
7. The class of the system does NOT affect the difficulty of the sites. It only determines what KINDS of sites are likely to spawn in the system:
'Perimiter' sites are "easy"
'Frontier' sites are "medium"
'Core' sites are "hard"
There also exist 'Quarantine' at unconfirmed difficulty.
Thus a site with the same name will be equally difficult no matter if it is in a class 1 Wspace or class 6 Wspace. The difference is that 'Core' sites seldom appear in the lower classes (although they certainly can spawn there as well).
8. Orcas do NOT spawn the additional 6 battleships at any site or encounter.
Sleeper Data
1. NPC warp scramble ability starts at Class 3 and above. At class 5 EVERY NPC webs and warp scrams, ALL OF THEM.
2. Tentative resists: armor is 70/70/70/70 with hull being 0/0/0/0
3. The large ADVANCED Sleeper wrecks require Salvaging to level 5. Most other Sleeper wrecks you can do with level 3 or 4. You can do all Sleeper wrecks with Salvage skill to level 4 and using Salvage Tackle rigs (at least one).
4. Use any racial ECM jammer you want, Sleepers donGÇÖt care which you use, they said so.
5. The amount of DPS a common class 5 magnetic site is in the range of 1250 with 76 resist per battleship per volley. You do the math.
Magnetic Sites
Some known magnetic sites:
Forgotten Perimeter Coronation Platform (3 cans)
Forgotten Perimeter Habitation Coils (5 cans)
Forgotten Perimeter Power Array (4 cans, 1 frigate)
Forgotten Core Information Pen site. Class 5 Wspace. (15 cans)
1) Using Carriers OR Dreadnoughts WILL spawn 6 additional Battleships if you use them on Magnetic sites. (Confirmed)
2) They are tougher to clear out than other sites.
3) Forgotten Frontier Quarantine Outpost (7 cans, remote repair, webify, can drop some malfunctioning rather than just wrecked sections).
4) Consider tanking the spawns while opening the cans, there are WAVES of spawn. The second wave could be the web/scram OR the RR variety. The RR variety allows a FRIGATE to TANK 10 FIGHTERS.
5) Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.
6) Opening cans (or the attempt to open) can cause additional spawns for mag sites in Wspaces.
Radar Sites
Some known sites:
Unsecured Perimeter Amplifier (4 cans, occasional frigate)
Unsecured Perimeter Comms Relay (8 cans, occasional frigate)
Unsecured Perimeter Information Center (3 cans)
Unsecured Perimeter Transponder Farm (? cans)
Unsecured Frontier Database (9 cans, 6 cruiser and 5 frigates, all web and scramble)
Unsecured Frontier Enclave Relay (15 cans)
Unsecured Frontier Receiver (7 cans)
On a small sample size it looks like:
Perimeter cans contain 0-3 items:
1-10 Datacore 1-4 racial Hybrid Tech Decryptor 1-2 RAM Hybrid Technology
Frontier cans contain 0-3 items:
1-9 Datacore (I assume 10 is possible) 1-4 racial Hybrid 1-3 RAM Hybrid
1) You can loot the cans while under fire from the spawn.
WARNING: When you tamper with a can and you leave the site, the ENTIRE site will DESPAWN in under a minute!
2) Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.
3) Radar sites can have an Abandoned Talocan Battleship/Cruiser present (the source of T3 hull BPCs). The same site can spawn with or without the abandoned hull, this includes temporary despawns: they may appear or disappear over DT.
4) When an abandoned BS is present, the initial spawn defending the site will have one more Advanced level Sleeper BS guarding it. An equivalent extra guardian is likely present for abandoned cruisers.
Gravimetric Sites
1) Gravimetric sites seem to be the most common exporation site spawn.
Gravimetric sites
Infrequent
Isolated
Ordinary
Uncommon
Average
Unusual
Unexceptional
Exceptional
Rarified
2) Ore types present are dependent on the type of site, i.e. Average or Rarified. It is NOT dependent on the class of Wspace it spawns in.
3) The size of the asteroids (obtained by using a Survey Scanner) in a grav site will be larger in a Wspace system with a high rating. Wspace systems with low ratings will have the same kind of asteroids, just not as big.
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Xocoyol Zaraoul
Superior Genetics
1328
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Posted - 2013.11.05 01:48:00 -
[3] - Quote
To clarify, if you were to compare the same type of Average gravimetric site in a Class-1 Wspace system with a Class-4 Wspace system, the types (and number?) of asteroids present would be the same - they would just be larger sized rocks. Based on note #5 below, the number of asteroids can vary somewhat due to spawning.
4) Using Capital ships on these sites do NOT spawn additional npc ships.
5) The NPCs in a gravemetric site are the easiest to deal with.
6) Additional rocks WILL spawn in over the lifetime of the field.
7) Average lifetime of a field is 3-5 days.
8) An Exceptional field has ALL ore types including Mercoxit. The field is HUGE, 20 Hulks going at it for 24 hours WILL NOT clean it out. ItGÇÖs freaking HUGE.
9) The lower the site the less of each ore type it has per rock.
10) Some ore fields have an environmental effect that will deal about 400 damage each tick to all ships in that field. A average equipped ship can tank this damage, but a scanning frigate might get destroyed after a few ticks.
Ladar Sites
Types of gas and quantities:
Barren has 3000 C50 and 1500 C60
Token has 3000 C60 and 1500 C70
Minor has 3000 C70 and 1500 C72
Ordinary has 3000 C72 and 1500 C84
Sizeable has 3000 C84 and 1500 C50
Bountiful has 5000 C28 and 1000 C32
Vast has 5000 C32 and 1000 C28
Vital has 500 C320 and 6000 C540
Instrumental has 500 C540 and 6000 C320
1) Order from worst to best for Ladar sites: Barren, Token, Minor, Ordinary, Sizeable, Bountiful, Vast and then Instrumental.
2) Ladar sites can have ships AND/OR sentry towers as defence.
3) They always have two gas clouds.
4) Despawns within one hour of being completely drained.
5) Using a capital ship on these sites does NOT spawn additional npc ships.
6) Upon initial arrival there will not be NPCs, they take a little while to spawn in. There is a spawn that can be there on arrival: 5 sentry towers in a circle, so be ready!
7) A well tanked battleship (Megathron in the test case) can solo these sites in a class 5 Wspace.
8) Competes with gravity sites as the most prolific.
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Xocoyol Zaraoul
Superior Genetics
1335
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Posted - 2013.11.05 01:51:00 -
[4] - Quote
Now that we've talked about wormhole space, here is general information about the wormholes themselves:
Wormholes
Wormholes are space anomalies that are like rifts in space, connecting two separate locations. Like stargates, they allow the travel of ships from one system to another. Unlike stargates, wormholes are not permanent. They connect two systems for only a short time, and collapse when too much time has passed, or too much mass has passed through them. Wormholes can connect two systems quite far from each other, and can provide temporary shortcuts to areas that would otherwise take many jumps to get to. Wormholes can also connect to uncharted space, or wormhole space. These systems are uncharted, and do not operate like normal systems do. Take all precautions when exploring wormholes and the space beyond, as what might wait on the other side is a mystery.
Where to find Wormholes
Wormholes can be found through the exploration system by probing for them with scan probes. Much like exploration sites, wormholes can be found by probing for Cosmic Signatures.
Where Wormholes Lead
Even though the exact destination of each wormhole remains a mystery (before you jump through and take a look), there are some visual pointers which can be used to roughly determine what you might encounter on the other side of the wormhole. It is possible to see a part of the nebula the wormhole will lead to before entering through the wormhole itself. Looking at the Show Info description for the wormhole may give an indication of where it will lead. A wormhole leading to 0.0 space can be seen in this picture: https://wiki.eveonline.com/wikiEN/images/e/e3/Wormhole_-_1.PNG
When entering a wormhole located in GÇ£known spaceGÇ¥ (all Empire systems and regular 0.0 space), there are two possibilities for where your ship might be taken.
First, it is possible that the wormhole will simply lead to another area in known space (or what is coloquially known as GÇ£k-spaceGÇ¥). This can be a system with a different security status than the system you are in, so it pays to be careful when deciding whether to go through a wormhole or not. For example, if you enter a wormhole in a 0.8 system, you might be taken into a system deep in 0.0 space, and the same thing can apply for going through a wormhole in 0.0. Depending on your own security status, you might be entering a system where you are not welcome.
Secondly, the wormhole might lead to an area of undiscovered and uncharted wormhole space (or GÇ£w-spaceGÇ¥). There are six levels of wormhole space, graded from 1 to 6. Class 1 to Class 3 wormhole space can connect to known, or k-space, as well as other w-space. Class 4 to Class 6 wormhole space usually connects to w-space areas, however, there are some cases known where Class 4 to Class 6 wormholes connect to k-space. So far, no one has found w-space extending more than five wormholes from an exit wormhole to k-space.
Polarization
Jumping into a wormhole has a nasty little effect. Wormhole jump range is 5,000m. You tend to end up anywhere from 200 to 7000 meters from the wormhole when you load system. What then is in place to prevent constant jumping in the face of a hostile fleet? Polarisation. If you jump the same wormhole twice within 5 minutes, you are polarised and cannot jump that wormhole any more until 5 minutes after the initial jump.
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Xocoyol Zaraoul
Superior Genetics
1335
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Posted - 2013.11.05 01:52:00 -
[5] - Quote
Leaving Wormhole Space
If the wormhole takes you to known space, then jumping through will land you in a system that is somewhere on the map. It will have a name, and you can navigate normally once in the new system. If the wormhole hasnGÇÖt collapsed behind you, you may go back to where you started by jumping back through. Remember that wormholes decay by both time and the amount of mass that goes through it, so it wonGÇÖt be there for too long.
If the wormhole takes you to unknown space, or wormhole space, then the primary concern for most pilots will be how to get back to known space. In some instances, the wormhole you came through will still remain, and you can return back to where you came from using the same wormhole. As before, any wormhole may collapse and no longer allow you passage through. Now you have to find a new way out. There will always be a minimum of one wormhole in an uncharted system at a time, but there can also be multiple wormholes in any given system at any given time. These wormholes can connect back to known space, but they might also take you deeper into uncharted wormhole space, often into more dangerous territory. To find new wormholes, youGÇÖll have to use scan probes again, and look for cosmic signatures.
In the event that your ship runs out of probes and the wormhole you came through has collapsed, there is not much that can be done. You could wait around for rescue from others, but this is unlikely. Sometimes pilots will sell exit wormhole locations, but most times they are just as happy to shoot you and loot your wreck. Many pilots choose to abandon their ships and self destruct their capsules to wake up in a new clone in their medical bay. As such, make sure to verify the following before jumping into uncharted space:
Ensure that you have the skills and modules necessary to use scan probes. Bring enough probes to be able to scan your way out. Verify that your clone is up-to-date and located within a friendly outpost or station. Do not use a clone with implants if you cannot afford to replace them.
Wormhole Size
Wormholes come with different restrictions. Wormholes not only allow certain amounts of mass through them in their lifetime, but they may also have mass restrictions for each and every transfer. For example, wormholes from known space to Class 1 wormhole space will restrict ships going through to battlecruisers or lower.
Capital ships with jump drives can go through wormholes, provided that the wormhole can support the mass of the ship. Cynosural fields, however, cannot be opened in uncharted space, nor can ships with jump drives lock on to cynosural fields outside of wormhole space to jump out. Supercapital ships, such as Titans and Motherships, cannot go through wormholes as they are far too large to get through even the largest wormholes. Capital ships with jump drives that normally cannot go to high security space cannot enter wormholes which lead to high security systems. For example, an Archon Carrier cannot enter systems with a security status of 1.0 to 0.5. They cannot jump from w-space to these systems via a wormhole, either.
Wormholes and Player Owned Structures (POSes)
Starbases (or POSes) can be deployed in wormhole space, but the logistics involved in refueling them as well as even getting back to them should the wormhole collapse behind you can make it a difficult task. Some explorers may find it lucrative to set up a temporary POS in uncharted space to use as a base of operations and a defensive structure to retreat to. As it is not possible to claim sovereignty in uncharted space, it is not possible to deploy outposts.
There are planets and moons in wormhole space. No moons in wormhole space, however, contain moon minerals to be harvested.
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Xocoyol Zaraoul
Superior Genetics
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Posted - 2013.11.05 01:53:00 -
[6] - Quote
Wormhole Collapse
There comes a time in every wormholeGÇÖs life when it will collapse into the ether. Wormholes are inherently unstable, and will eventually collapse. However, wormholes also come in differing varieties of stability and heavy usage of a wormhole can cause it to collapse prematurely. When a show info is done on a wormhole (refer to the picture below), there will be some indications as to how long its remaining lifespan is, as well as whether its stability has been disrupted or not due to the mass of ships traveling through it.
For time collapse:
"Life cycle has not begun" - This means you've found a wormhole just as it is forming, and it will spawn in a minute or two. "Probably won't last another day" - This is the wormhole's main life, and has over 25% of it's total time remaining. "Reaching the end of its natural lifetime" - This signifies the wormhole will be naturally collapsing soon, having less than 25% of it's total time remaining. Collapse is imminent. For mass collapse:
"Has not yet had its stability significantly disrupted" - This indicates the wormhole is still quite stable, and has over 50% of its total allowable mass left. "Has had its stability reduced, but not to a critical degree yet" - This means the wormhole has seen a decent amount of travel, and has less than 50% of its total allowable mass left. "This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse." - This means exactly what it says. The wormhole has had most of its total allowable mass used up, and has less than 10% left. Collapse is imminent.
https://wiki.eveonline.com/wikiEN/images/1/14/Wormhole_-_2.PNG
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Xocoyol Zaraoul
Superior Genetics
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Posted - 2013.11.05 01:55:00 -
[7] - Quote
Now you know the main points of wormholes, as well as wormhole space.
The summary is basically a pocket of space with one of many types of an environment that effects your ship in a noticable way, filled with powerful NPCs with incredible goodies (Good way to make hundreds of millions of ISK an hour), pirates, and has "hidden gateways" that will take a limit of traffic before opening to a random pocket of space.
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Xocoyol Zaraoul
Superior Genetics
1336
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Posted - 2013.11.05 02:02:00 -
[8] - Quote
Forlorn Destrier wrote:No one knows anything about wormholes. Capsuleers that go through never come back. Hence the "unknown" space term. Done.
Lies!
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