Difference between revisions of "Wormhole tactical considerations"

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Revision as of 23:52, 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
Wormhole Name Class Mass Allowed Quota Lifetime
A641 High sec 1,000,000,000 2,000,000,000 16h
A982 Class 6 Deadly 300,000,000 3,000,000,000 24h
B041 Class 6 Deadly 300,000,000 5,000,000,000 48h
B274 High sec 300,000,000 2,000,000,000 24h
B449 High sec 1,000,000,000 2,000,000,000 16h
B520 High sec 300,000,000 5,000,000,000 24h
C125 Class 2 Unknown 20,000,000 1,000,000,000 16h
C140 Low sec 1,350,000,000 3,000,000,000 24h
C247 Class 3 Dangerous 300,000,000 2,000,000,000 16h
C248 Null sec 1,800,000,000 5,000,000,000 24h
C391 Low sec 1,800,000,000 5,000,000,000 24h
D364 Class 2 Unknown 300,000,000 1,000,000,000 16h
D382 Class 2 Unknown 300,000,000 2,000,000,000 16h
D792 High sec 1,000,000,000 3,000,000,000 24h
D845 High sec 300,000,000 5,000,000,000 24h
E175 Class 4 Dangerous 300,000,000 2,000,000,000 16h
E545 Null sec 300,000,000 2,000,000,000 24h
G024 Class 2 Unknown 300,000,000 2,000,000,000 16h
H121 Class 1 Unknown 20,000,000 500,000,000 16h
H296 Class 5 Dangerous 1,350,000,000 3,000,000,000 24h
H900 Class 5 Dangerous 300,000,000 3,000,000,000 24h
I182 Class 2 Unknown 300,000,000 2,000,000,000 16h
J224 Low sec 20,000,000 1,000,000,000 24h
K162 n/a
K329 Null sec 1,800,000,000 5,000,000,000 24h
K346 Null sec 300,000,000 3,000,000,000 24h
L477 Class 3 Dangerous 300,000,000 2,000,000,000 16h
L614 Class 5 Dangerous 20,000,000 1,000,000,000 24h
M267 Class 3 Dangerous 300,000,000 1,000,000,000 16h
M555 Class 5 Dangerous 1,000,000,000 3,000,000,000 24h
M609 Class 4 Dangerous 20,000,000 1,000,000,000 16h
N062 Class 5 Dangerous 300,000,000 3,000,000,000 24h
N110 High sec 20,000,000 1,000,000,000 24h
N290 Low sec 1,800,000,000 5,000,000,000 24h
N432 Class 5 Dangerous 1,350,000,000 3,000,000,000 24h
N766 Class 2 Unknown 300,000,000 2,000,000,000 16h
N770 Class 5 Dangerous 300,000,000 3,000,000,000 24h
N944 Low sec 1,350,000,000 3,000,000,000 24h
N968 Class 3 Dangerous 300,000,000 2,000,000,000 16h
O128 Class 4 Dangerous 300,000,000 1,000,000,000 24h
O477 Class 3 Dangerous 300,000,000 2,000,000,000 16h
O883 Class 3 Dangerous 20,000,000 1,000,000,000 16h
P060 Class 1 Unknown 20,000,000 500,000,000 16h
Q317 Class 1 Unknown 20,000,000 500,000,000 16h
R051 Low sec 1,000,000,000 3,000,000,000 16h
R474 Class 6 Deadly 300,000,000 3,000,000,000 24h
R943 Class 2 Unknown 300,000,000 750,000,000 16h
S047 High sec 300,000,000 3,000,000,000 24h
S199 Null sec 1,350,000,000 3,000,000,000 24h
S804 Class 6 Deadly 20,000,000 1,000,000,000 24h
T405 Class 4 Dangerous 300,000,000 2,000,000,000 16h
U210 Low sec 300,000,000 300,000,000 24h
U319 Class 6 Deadly 1,800,000,000 50,000,000,000 48h
U574 Class 6 Deadly 300,000,000 3,000,000,000 24h
V283 Null sec 1,000,000,000 3,000,000,000 24h
V301 Class 1 Unknown 20,000,000 500,000,000 16h
V753 Class 6 Deadly 1,350,000,000 3,000,000,000 24h
V911 Class 5 Dangerous 1,350,000,000 3,000,000,000 24h
W237 Class 6 Deadly 1,350,000,000 3,000,000,000 24h
X702 Class 3 Dangerous 300,000,000 1,000,000,000 24h
X877 Class 4 Dangerous 300,000,000 2,000,000,000 16h
Y683 Class 4 Dangerous 300,000,000 2,000,000,000 16h
Y790 Class 1 Unknown 20,000,000 500,000,000 16h
Z060 Null sec 20,000,000 1,000,000,000 24h
Z142 Null sec 1,350,000,000 3,000,000,000 24h
Z457 Class 4 Dangerous 300,000,000 2,000,000,000 16h
Z647 Class 1 Unknown 20,000,000 500,000,000 16h
Z971 Class 1 Unknown 20,000,000 100,000,000 16h

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