Difference between revisions of "Wormhole tactical considerations"

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(This document summarizes tactical considerations of wormholes and wormhole space (W-space))
 
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* K-space: "known" space, includes highsec, lowsec, and standard 0.0 space
 
* K-space: "known" space, includes highsec, lowsec, and standard 0.0 space
 
* W-space: "wormhole" space, reachable by wormholes; systems named J######
 
* W-space: "wormhole" space, reachable by wormholes; systems named J######
    * all W-space is effectively nullsec, with no CONCORD intervention or security status hits for aggression
+
** all W-space is effectively nullsec, with no CONCORD intervention or security status hits for aggression
 
* wormhole: analogous to stargates in K-space, wormholes connect systems which may be in either K-space or W-space or both
 
* wormhole: analogous to stargates in K-space, wormholes connect systems which may be in either K-space or W-space or both
  
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* on arrival, you have a standard "jump cloak" that lasts 60 seconds, significantly longer than the session change timer
 
* on arrival, you have a standard "jump cloak" that lasts 60 seconds, significantly longer than the session change timer
 
* on arrival, you will almost always appear within jump-back range of the wormhole
 
* on arrival, you will almost always appear within jump-back range of the wormhole
    * ~30% of the time, you appear <2,000 meters, so too close to activate a cloaking module
+
** ~30% of the time, you appear <2,000 meters, so too close to activate a cloaking module
    * in only ONE time out of 50 jumps I've logged (~2%), did the ship appear at >5,000 meters, outside of jump-back range
+
** in only ONE time out of 50 jumps I've logged (~2%), did the ship appear at >5,000 meters, outside of jump-back range
  
 
* there are NO aggression timers for wormholes; you do NOT need to "de-aggress" before being able to traverse a wormhole
 
* there are NO aggression timers for wormholes; you do NOT need to "de-aggress" before being able to traverse a wormhole
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* if you try to traverse a wormhole before the 5 minute timer elapses, you'll get the message ""A recent transit through this wormhole has polarized your secondary coils, making it unsafe to re-enter right now. The polarity charge should dissipate within # seconds."
 
* if you try to traverse a wormhole before the 5 minute timer elapses, you'll get the message ""A recent transit through this wormhole has polarized your secondary coils, making it unsafe to re-enter right now. The polarity charge should dissipate within # seconds."
 
* Example 1:
 
* Example 1:
    * you jump across a wormhole from system A to B at time T1, then after the 30 second session timer, you can immediately jump back from B to A
+
** you jump across a wormhole from system A to B at time T1, then after the 30 second session timer, you can immediately jump back from B to A
    * however, you will NOT be able to jump from A to B again until time T1 + 5 minutes
+
** however, you will NOT be able to jump from A to B again until time T1 + 5 minutes
 
* Example 2:
 
* Example 2:
    * you jump across a wormhole from system A to B, hang out in B for half an hour (thereby clearing the A to B jump timer), then jump back from B to A at time T2
+
** you jump across a wormhole from system A to B, hang out in B for half an hour (thereby clearing the A to B jump timer), then jump back from B to A at time T2
    * you can immediately jump from A to B again (after the 30 second session change timer)
+
** you can immediately jump from A to B again (after the 30 second session change timer)
    * but, you will NOT be able to jump form B to A again until time T2 + 5 minutes
+
** but, you will NOT be able to jump form B to A again until time T2 + 5 minutes
  
 
==Cloaking==
 
==Cloaking==
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* when on-grid with a wormhole, you can see the wormhole "name" on Overview, which is a letter and 3 numbers: X###
 
* when on-grid with a wormhole, you can see the wormhole "name" on Overview, which is a letter and 3 numbers: X###
 
* when a wormhole is FIRST probed out and warped to, you will see a X### name, from which you can determine some information, including:
 
* when a wormhole is FIRST probed out and warped to, you will see a X### name, from which you can determine some information, including:
    * what type of system the destination will be: i.e., Class 1 (Unknown) to Class 6 (Deadly Unknown) W-space; or highsec, lowsec, or nullsec K-space
+
** what type of system the destination will be: i.e., Class 1 (Unknown) to Class 6 (Deadly Unknown) W-space; or highsec, lowsec, or nullsec K-space
    * maximum amount of mass that can traverse the wormhole
+
** maximum amount of mass that can traverse the wormhole
    * cumulative mass limit before the wormhole will collapse
+
** cumulative mass limit before the wormhole will collapse
    * total lifetime before the wormhole will collapse
+
** total lifetime before the wormhole will collapse
 
* from the OTHER side of the wormhole, the name will ALWAYS be "K162", which does not specify any further information
 
* from the OTHER side of the wormhole, the name will ALWAYS be "K162", which does not specify any further information
    * however, you can "Get info" on a "K162" wormhole to get some vague information about type of destination, mass status, timer status
+
** however, you can "Get info" on a "K162" wormhole to get some vague information about type of destination, mass status, timer status
    * so, if you probe down a wormhole and see that it's called "K162", you KNOW that it's already been probed out by somebody from the OTHER side
+
** so, if you probe down a wormhole and see that it's called "K162", you KNOW that it's already been probed out by somebody from the OTHER side
 
* on my testing, the mass limits are NOT simply "mass of ship + mass of online modules" -- a fresh wormhole collapsed before the predicted # of jumps
 
* on my testing, the mass limits are NOT simply "mass of ship + mass of online modules" -- a fresh wormhole collapsed before the predicted # of jumps
 
* RUMOR has it that traversing a wormhole with an activated MWD increases the amount of "mass" used up by the traversal; I have not confirmed this
 
* RUMOR has it that traversing a wormhole with an activated MWD increases the amount of "mass" used up by the traversal; I have not confirmed this

Revision as of 23:34, 4 July 2009


Work in progress -- VERY early draft

This document summarizes tactical considerations of wormholes and wormhole space (W-space). It does not cover PvE content.

TL;DR Summary

  • wormholes have a 5 km jump range
  • after jumping, you have a standard 30 second session change timer and a 1 minute jump cloak
  • there is a separate 5 minute jump timer for EACH direction of traversing a wormhole
  • there are NO aggression timers for wormholes
  • you ALMOST always (~98% of the time) emerge from wormholes within jump range
  • you MAY (~30% of the time) emerge from a wormhole too close to allow activation of a cloaking module
  • there is DELAYED LOCAL in W-space; character names do not show up unless they talk in Local


Glossary and definitions

  • K-space: "known" space, includes highsec, lowsec, and standard 0.0 space
  • W-space: "wormhole" space, reachable by wormholes; systems named J######
    • all W-space is effectively nullsec, with no CONCORD intervention or security status hits for aggression
  • wormhole: analogous to stargates in K-space, wormholes connect systems which may be in either K-space or W-space or both

Delayed local

  • unlike in K-space, players in-system do NOT appear in the Local player list, unless they say something in local channel
  • obviously, this is helpful to surprise targets, especially when used in conjunction with cloaking ships

Wormholes

  • do not appear on the overview unless you are on-grid with them
  • are found by using scanner probes
  • wormholes are found under scan probe group "Cosmic Signatures" of type "Unknown"
  • in K-space, "Unknowns" can be either combat exploration sites or wormholes
  • in W-space, ALL "Unknowns" are wormholes

Wormhole jump characteristics

  • must be within 5000 meters to traverse a wormhole
  • traversing a wormhole initiates a standard 30 second session change timer
  • on arrival, you have a standard "jump cloak" that lasts 60 seconds, significantly longer than the session change timer
  • on arrival, you will almost always appear within jump-back range of the wormhole
    • ~30% of the time, you appear <2,000 meters, so too close to activate a cloaking module
    • in only ONE time out of 50 jumps I've logged (~2%), did the ship appear at >5,000 meters, outside of jump-back range
  • there are NO aggression timers for wormholes; you do NOT need to "de-aggress" before being able to traverse a wormhole


Wormhole jump timer

  • wormholes have a 5 minute jump timer
  • there is a SEPARATE jump timer for EACH one-way trip across a given wormhole
  • if you try to traverse a wormhole before the 5 minute timer elapses, you'll get the message ""A recent transit through this wormhole has polarized your secondary coils, making it unsafe to re-enter right now. The polarity charge should dissipate within # seconds."
  • Example 1:
    • you jump across a wormhole from system A to B at time T1, then after the 30 second session timer, you can immediately jump back from B to A
    • however, you will NOT be able to jump from A to B again until time T1 + 5 minutes
  • Example 2:
    • you jump across a wormhole from system A to B, hang out in B for half an hour (thereby clearing the A to B jump timer), then jump back from B to A at time T2
    • you can immediately jump from A to B again (after the 30 second session change timer)
    • but, you will NOT be able to jump form B to A again until time T2 + 5 minutes

Cloaking

  • you can not traverse a wormhole cloaked, either from a "jump cloak" or from a module
  • wormholes will decloak you, or prevent you from cloaking, within 2000 m

Locator agents and Intel

  • level 3 and 4 locator agents are able to report back the J###### system that players are located in
  • DOTLAN can report jumps / NPC kills / player + podkills of W-space systems, e.g. http://evemaps.dotlan.net/system/J170717

Wormhole Designations / Mass Limits / Time Limits

  • W-space systems ALWAYS have at least one wormhole exit
  • K-space systems may or may not have any wormholes
  • when on-grid with a wormhole, you can see the wormhole "name" on Overview, which is a letter and 3 numbers: X###
  • when a wormhole is FIRST probed out and warped to, you will see a X### name, from which you can determine some information, including:
    • what type of system the destination will be: i.e., Class 1 (Unknown) to Class 6 (Deadly Unknown) W-space; or highsec, lowsec, or nullsec K-space
    • maximum amount of mass that can traverse the wormhole
    • cumulative mass limit before the wormhole will collapse
    • total lifetime before the wormhole will collapse
  • from the OTHER side of the wormhole, the name will ALWAYS be "K162", which does not specify any further information
    • however, you can "Get info" on a "K162" wormhole to get some vague information about type of destination, mass status, timer status
    • so, if you probe down a wormhole and see that it's called "K162", you KNOW that it's already been probed out by somebody from the OTHER side
  • on my testing, the mass limits are NOT simply "mass of ship + mass of online modules" -- a fresh wormhole collapsed before the predicted # of jumps
  • RUMOR has it that traversing a wormhole with an activated MWD increases the amount of "mass" used up by the traversal; I have not confirmed this


W-space system effects

  • some W-space systems have effects on all ships within the system
  • in systems with these effects, be careful engaging people who reside there -- in a heavily shield-favored system, your armor-tanked remote rep fleet might not do so well