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EVE Online Wormhole Space

Basic Survival & Requirements

Requirements from ALL corp members:


A lot of money can be made within Wormholes. We will help and assist you in making a much money
as you can however we will need you to perform basic tasks in order to keep the hole safe and
running smoothly. All Corp Members will be expected to do the following:
1) Whenever a corp member is in the home system, we expect them to scan down any and all
cosmic signatures and to correctly bookmark each of them. This is especially important for
wormholes. Each wormhole needs to be bookmarked from both sides with the correct labelling.
2) Any and all non-friendly ships appearing on D-scan need to be called out to corp mates. Intel is
hugely important within a wormhole and will allow us to both defend and attack hostiles visiting the
system. Whether its a single mining frigate or a battleship fleet, we expect the same level of urgency
when it comes to alerting your corp mates.
3) Listen to security requests and follow their orders completely. This may mean docking up,
swapping to a PVP ship or cloaking. This helps you stay alive and the corp to defend the system
effectively.
4) If youre in the home system doing mining or a combat site, you need to create a fleet advert. This
will allow corp members to assist you quickly and effectively. Any activities outside of the home
system are of a much higher risk due to the travel time required by friends.
5) If youre on communications and the Fleet Commander or Security Members say Check Check
or Check Comms, then stop talking right away. It doesnt matter on the position of the corp
members if youre running security, you have priority. There are three stages we use for
communications:
Comms Red No talking at all from any members in the fleet other than the FC. Exceptions to this
are for members calling out potential threats or if the FC asks someone a question. Any and all
communication should be related to the operation at hand.
Comms Yellow All Fleets members can talk but be ready for complete silence. Try to keep the offtopic chat at a lower volume and refrain from cluttering up the channel. This is the preferred default
stance during operations.
Comms Green Generally we will use this for non-operation communication. You can talk as much
as you like but will still be required to stop talking on request.
6) If required, you will be expected to participate in a PVP scenario. We ask that everyone in corp at
least has a Tech 1 Frigate, fully fitted and able to undock at a moments notice. We suggest new
players dont fly anything larger than a Tech 1 Cruiser for PVP until you have more experience.

7) Never speak in local Youll give away your presence and potential information. Saying good
fight in local is usually okay however.
8) Use common sense. If you choose to run an anomaly with an expensive ship within an unsecured
system, then do so at your own risk. If you see an enemy on D-scan, dock up. If you know there is a
cloaked ship in system, dont warp to site and start killing NPCs.
9) If you are in the Wormhole, make sure to be logged into Siggy so we can map the chain. This also
allows us to find you in an emergency. Its also a good idea to be on Discord, atleast in the AFK
channel so you can quickly communicate with available players.
10) Try and participate in corp events. If you want to run combat sites or mine with another corp
member, then ask in corp chat if anyone wants to join you. Its safer and more profitable this way
and allows corp members to get to know each other. High-sec is for solo play.

Things to be aware of within Wormhole Space:

There is no local player list:


All systems outside of the Wormhole will show any players (Friendly, Neutral & Hostile) within your
current system. The local chat will clearly show when a player leaves or enters the same system as
you via Stargate, Cyno or Wormhole. If a player is in your system, the local chat will display their
character name with the ability to look at their player info.
Within the wormhole, you wont be given this information. Unless you have friendly (Blues) in
system with good intel, it is best to assume you are sharing the hole with 1 or more hostile players.
The absence of local chat means your ability to deduct the safety of the system is hugely reduced. It
does however allow you to also remain anonymous, especially if you are cloaked.
The absence of a local player list makes the use of D-scan essential. Further information on D-scan
will follow.

There are no permanent routes:


Wormholes are not permanent structures in the way Stargates are. Wormholes have a lifetime of
over 24 hours. For example, a wormhole that leads to a specific system may not be there the next
time you return to it. This offers wormhole navigation some benefits and disadvantages.
Some benefits include:
The naturally defensive nature of a wormhole. If a wormhole appears with a large, attacking force,
they only have around 24 hours to effectively carry out attacks on your system. Once the wormhole
leading to their system collapses, they will no longer be able to commit direct reinforcements to

your system. If you are an attacking force however, this is turned into a disadvantage.

Continuous sources of content. Within WHs, you can manually collapse a wormhole by rolling it.
We will go more into this later. Rolling a wormhole allows a corp/alliance to repeatedly refresh
available content. If a neighbouring wormhole has no content (Signatures/Anomalies/Targets) or
money making capabilities, a corp can collapse the hole and spawn a new one with a new list of
signatures. With a big enough fleet, a corp can mass run wormholes and make huge amounts of
money for itself and its members.

Predictable target sizes. Certain wormholes can only jump ships of certain sizes. In a C2 wormhole
for instance, you will be facing Battleship size players and below. Most ships you see in a wormhole
however will be of the Cruiser Hull and below. This also makes the chance of being dropped on by a
Capital ship much lower.

Disadvantages include:
You will have to scan down each entrance/exit. Wormholes are not instantly added to your
navigation list. If yourself or the corp hasnt found a wormhole, you will have to use a Probe
Launcher to scan down the wormholes. Once you have found them, you will be required to
bookmark the holes which will allow blues to navigate to the same location. If you enter a
wormhole system without a ship fitted with a probe launcher, you may risk getting stuck inside. This
can happen if you dont bookmark the exit or if the wormhole collapses behind you.
Unpredictable routing. This means you can never know how far your exit will be from a trade hub
such as Jita or Dodixie. Once you are established in a hole, this isnt such a big issue. When you are
looking to bring equipment/ships into a hole, this can cause large time delays. Some Wormholes will
need you to travel through multiple other wormholes in order to get back to Empire Space.
Modules and Skills essential for Wormhole Space
Modules:
Warp Core Stabiliser Each of these gives you +1 to your Warp Core Strength. This allows you to
escape from an attacker if you equip enough of them in your low slots. Each Warp Core Stabiliser will
also reduce your Scan Resolution and Targeting Distance. Never equip these to your PVP ships.
Sisters/Core Probe Launcher These allow you to launch the Core Probes necessary to scan down
Wormholes and Cosmic Signatures.
Prototype Cloaking Device & Covert Ops Cloak II Proto Cloak allows you to cloak your ship and
disappear off of both the D-scan and the overview. The Covops cloak allows you to warp cloak and is
vital for a Wormhole. The latter is only usable on certain ships such as Recon Ships.
Warp Disruptor/Scrambler These are essential for PVP. Just having these modules on a T1 Frigate
can help a corp greatly in PVP.

Skills:
Cloaking IV This will allow you to use Covert Ops cloaking Device II. We will at some point be
requesting everyone in corp is able to do this and has a ship capable of using it ready to go.
Astrometrics IV Very important in using the Probe Launcher to scan down signatures. Each level
adds +1 probe from the starting amount of 3
Astrometrics Rangefinding IV Adds 10% to your scan strength per level.
Astrometrics Acquisition III Reduces your scan time by 10% per level.
Astrometrics Poinpointing III Reduces scan deviation by 10% per level.
Ships:
We request you bring at least one of the following ships into the hole in order to scan signatures.
Caldari Heron
Gallente Imicus
Minmitar Probe
Amarr Magnate
The Heron is the least able to survive an attack due to having only 2 low slots. To start with, we
recommend fitting all low slots with warp core stabilisers.
General Fitting Tips for Wormholes

If you are mining by yourself, focus on making your warp core as stable as possible. If you get caught
at a site by the enemy and are unable to warp, a ton of shield and armour wont help you. Focusing
on tank usually delays the inevitable death whereas focusing on escaping will usually yield better
results. If the system is more secure with players ready to come to your aid, focusing on a decent
tank will buy your corp mates more time to arrive on the scene. Fit your ships accordingly. You could
also consider adding a Burst Jammer to break the lock of attacking ships.
More expensive ships are not always more effective. Buying a poorly fitted 350mill ship and losing it
to a PVP gank is never nice. A well fitted Drake or Caracal can run a C2 at 10% - 30% the cost. You
may not run missions as quickly but youll lose less money if you die. If you insist on buying an
expensive ship as a newer player, we recommend you only use it when other corp members are
available to run security for you.
More tank isnt always the answer. Speed tanking is very efficient in mission running and also helps
to avoid getting caught near combat site landing points. Speed tanking can allow players to run
missions above their standard tanking capabilities.

Bigger guns arent always better. Fit your ship for a purpose and try to understand the weaknesses
when you design it. If youre mainly fighting (or expecting to be fighting) smaller ships, fit smaller
guns with better tracking. Full size artillery is not going to help you fight a frigate at 5km. If youre
going to be fighting Battleships, consider using bigger guns and maybe use drones to any smaller
targets. Smaller guns can also help you spend more Powergrid and CPU on utility and defense.
Run your fits past the corp older players may be able to plug weak points in your ships fitting or
find a more effective alternative to what you currently have.

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