Hands of Justice

What we have played => EVE Online => Topic started by: Rubino on February 18, 2009, 02:31:39 PM

Title: Wormholes...
Post by: Rubino on February 18, 2009, 02:31:39 PM
(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_2_31_27.png)
Title: Re: Wormholes...
Post by: Mangala on February 18, 2009, 02:33:58 PM
VENI!!!!!


Jesus thats bloody epic!
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 02:35:16 PM
I'll add pics as I explore, the entrance was as the image above but blue and here's another:

(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_2_34_09.png)
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 02:54:23 PM
Closeup of a Sleeper Cruiser in W-Space

(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_2_53_24.png)
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 03:31:40 PM
Some impromptu action in W-Space:

(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_3_23_18.png)

There's an active WH on SISI in 8B-SAJ that leads into W-Space
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 03:39:09 PM
In this system there are:
Belts: 0
Planets: 10
Moons: 36

This is a pic with some action at an exploration site and shows the F11 Map:

(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_3_38_54.png)

(click on the pic to see the map)
Title: Re: Wormholes...
Post by: peo on February 18, 2009, 04:17:52 PM
No belts?
That makes things a bit more complex if we want to "live" there.
Title: Re: Wormholes...
Post by: Caradir on February 18, 2009, 04:49:59 PM
there will be gas clouds for miners to use, but i think the emphasis was on making more use of hacking/salvaging and archaeology beyond there current limits.
Title: Re: Wormholes...
Post by: Mangala on February 18, 2009, 04:56:13 PM
No belts?
That makes things a bit more complex if we want to "live" there.

Remember, thats one system out of 2500 :)
Title: Re: Wormholes...
Post by: peo on February 18, 2009, 05:14:54 PM
there will be gas clouds for miners to use, but i think the emphasis was on making more use of hacking/salvaging and archaeology beyond there current limits.

Yes but without the ability to produce our own ships on station any death becomes nigh on irreplaceable.
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 05:40:33 PM
A wormhole leading to another part of W-Space

(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_5_39_47.png)
Title: Re: Wormholes...
Post by: peo on February 18, 2009, 05:57:31 PM
No belts?
That makes things a bit more complex if we want to "live" there.

Remember, thats one system out of 2500 :)

I suppose, just hope we have belts in the majority.
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 10:52:43 PM
Until the power outages here today I was still exploring deeper into W-Space and having fun.
The probe problems make things hard but not impossible.

One extra thing that came to mind regarding the sleepers...
..
...
....
.....  some use smartbombs
Title: Re: Wormholes...
Post by: Mangala on February 18, 2009, 10:57:38 PM
The more I hear the happier I get!
Title: Re: Wormholes...
Post by: Rubino on February 18, 2009, 11:14:33 PM
lol - sadist.

There's been a mix of npcs so far in the exploration sites I've been to in W-Space.
In terms of numbers - there have been approx 6 exporation sites per system.

Some had a 1/2 BS's to start - then 4 cruisers coming as a second course.
Others started with 4 cruisers - then the dessert was 3 frigs and 4 cruisers.  This one dropped some complete subsystems in the drop (can floated next to the wreck).

So far it's been limited to 2 waves of NPC's
Title: Re: Wormholes...
Post by: Caradir on February 18, 2009, 11:28:05 PM
smartbombs :) OMG

im liking them already

*runs off and checks calendar to see how long until M10*
Title: Re: Wormholes...
Post by: Sinedia on February 19, 2009, 07:16:02 AM
About the belts thingie...

Quote from: CCP Chronotis
In normal space, celestial belts will stay as they are now and nothing is changing there with Apocrypha. In wormhole space, all the belts are hidden and will need to be scanned down.
Title: Re: Wormholes...
Post by: peo on February 19, 2009, 07:59:35 AM
About the belts thingie...

Quote from: CCP Chronotis
In normal space, celestial belts will stay as they are now and nothing is changing there with Apocrypha. In wormhole space, all the belts are hidden and will need to be scanned down.

Thats not too bad then :)

(I really need to learn scanning before m10 it seems hehe)
Title: Re: Wormholes...
Post by: Mangala on February 19, 2009, 08:05:56 AM
Time to learn sentrie drones me thinks :)

They wont get too close to be hit by smarties.
Title: Re: Wormholes...
Post by: Warcold on February 19, 2009, 11:35:20 AM
???



(http://krispycanadian.files.wordpress.com/2008/11/smarties.jpg)
Title: Re: Wormholes...
Post by: Bethor on February 19, 2009, 12:04:27 PM
About the belts thingie...

Quote from: CCP Chronotis
In normal space, celestial belts will stay as they are now and nothing is changing there with Apocrypha. In wormhole space, all the belts are hidden and will need to be scanned down.

Thats not too bad then :)

(I really need to learn scanning before m10 it seems hehe)

if roid belts are to be found as currently with exploration, it is a severe problem. becouse you cant count on one beeing there and you dont know what will be in it.

if it is just the act of scanning to find them than it is no major problem.

than again, i thought i read somewhere on a defblog that you would need stuff out of both "worlds" so not every mineral etc could be found in w-space.
Title: Re: Wormholes...
Post by: Sinedia on February 19, 2009, 12:26:54 PM
i thought i read somewhere on a defblog that you would need stuff out of both "worlds" so not every mineral etc could be found in w-space.

I read that too indeed
Title: Re: Wormholes...
Post by: Rubino on February 19, 2009, 12:29:25 PM
They want to move all belts to exploration in the near future (so all mining will require exploration).
The implementation in W-Space is to test that principle.

With the probes not working properly it's hard to look for them at the moment on SISI - but I'll take a look and see what 'roids I can find.
Title: Re: Wormholes...
Post by: Bethor on February 19, 2009, 12:49:19 PM
Was thinking, might be that i read that ICE couldnt be found in W-space making it harder to maintain a pos in w-space becouse of fueling (when (not if) a wormhole collapses (how long do they stay) you might not be able to find the POS when you are in Normal space (those wormholes not appearing at the same space etc)
Title: Re: Wormholes...
Post by: Rubino on February 19, 2009, 12:57:17 PM
Aye.  Logistics can be complicated - but it's best to check this thread (http://handsofjustice.co.uk/forum/index.php?topic=654.0) as many of the issues have been discussed and it'll be easier for you to read what's been discussed so far.

Essentially W-Space has depth - shallower systems are more likely to have connections to K-Space; whereas deeper W-Space systems are more likely not to have any connection to K-Space.

While there is a ton still to be done to gather enough knowledge of what deep & shallow means - we do have some information that the maths guys can chew on:
1) There are 49% more systems (around 2500)
2) 1/3 K-Space systems will have at least 1 WH
3) Systems in W-Space will have at least 1 WH
4) Some WH's in K-Space connect to other areas of K-Space
Title: Re: Wormholes...
Post by: Bethor on February 19, 2009, 01:38:27 PM
I've read it, and a lot has been discussed, but seems like a lot of guesswork in the end.

I for one have no idea how Wspace exately works. specially with the moving wormholes and travel between systems in Wspace.

So is it possible to find your way back if you loose access to the wormhole while in Normal space.

Also there is no solid information about player competition in Wspace. If security works like in 0.0 it might be pretty hard to keep a pos online in Wspace, becouse there wont be concorde or anything stopping an alliance from popping a POS in w-space.

And it neednt even be a big alliance who decides to do that. The losses for the corp would be huge. I am not claiming to know a lot about setting up a pos. i do know they arnt that hard to destroy for even a decent sized alliance.

Also you noted in the topic that logistics would be a problem. followed by some short term solutions. But flying 10-20 jumps through camped gates/wormholes might be a bit too much for your average transport. And you will need to do that with an empty and a full transport.

Supplylines are the most important and need to be kept intact if you are in Wspace. Also becouse what you manufacture in Wspace needs to be sold in Normal space. SInce there arnt any hubs in Wspace.

All in all i'd say it would be one big logistical nightmare if you set up the station in Wspace and it would be more logical to operate from normal space.
Title: Re: Wormholes...
Post by: Rubino on February 19, 2009, 01:54:41 PM
There are various ways to setup a POS - the "toughest" setup is very tough and requires significant firepower to destroy.
The mass allowence of WH's means that while you can bring in Dreads to seige a POS - moving them between systems (due to their mass) isn't that simple.
While you might be able to bring one dread into a system - the WH will likely collapse behind them - so amassing many will be a challenge.

You can take down a POS with BS's depending on how it's fit - so the balance in setting up the POS guns is dealing with what you consider the main threat to be.
Additionally - to take down a POS requires first that you take out it's sheilds and put it into reinforced mode - and then come back when it's out of reinforced to destroy it.  The time it stays in reinforced depends on the amount of stront (an ice product) is in the POS. When a POS comes out of reinforced - it can also be repped using shield transfer ships - allowing friendlies to bring the shields up.  Attackers would then have to repeat the above cycle.

There is a lot of guesswork - until very recently W-Space wasn't open on SISI - so the only info we had to work with was the dev posts and the slim supply of dev blogs on the subject.
Title: Re: Wormholes...
Post by: Bethor on February 19, 2009, 03:42:24 PM
IT may be very hard, but gets a lot easier when you cant get to a certain position quickly

if the wormhole displaces to unfriendly territory logistics would be in their advantage. (Getting ammo and ships into the vicinitty of the station)
Title: Re: Wormholes...
Post by: Rubino on February 19, 2009, 04:08:36 PM
Aye - but it works both ways.  Bringing in enough to attack the POS would probably close the WH - in which case their logistics would also be cut off.
Any WH going back to K-Space might also drop them into unfriendly space :)

Additionally taking the POS into reinforced without using Dreads would result in losses on their side of a limited fleet.  Which means that should they encounter resistance when they attempt to take out the POS - is likely to lead to heavy, if not, total loss on their side.  Whereas we have the protection of the POS shields :)

It doesn't take much to setup a decent POS, guns, some EW and hardeners and they'll have a hard time taking it down.
Title: Re: Wormholes...
Post by: Mangala on February 19, 2009, 05:13:29 PM
Just had this thought - Im so roaming in W-Space endlessly now. I trained amarr didnt I ;)

Who needs ammo now :D
Title: Re: Wormholes...
Post by: Jarkko on February 19, 2009, 05:19:48 PM
One question regarding POSes and shields. I've seen references to Logistic ships used to buff POS shields. Ie is the POS bubble a shield that can be repped by Logistic ships? Or what exactly does this refer to?
Title: Re: Wormholes...
Post by: Mangala on February 19, 2009, 05:25:46 PM
Its exactly like a ships shield, it can be repped up by other ships - like logistics.
Title: Re: Wormholes...
Post by: Jarkko on February 19, 2009, 05:35:09 PM
Its exactly like a ships shield, it can be repped up by other ships - like logistics.
And can it be done from inside the bubble? Ie lets say I have a Basilisk, I go to sleep in the evening but leave the game on and logged in, thus the Basilisk inside the bubble is repping shields without any risk (except that the bubble would be destroyed)?
Title: Re: Wormholes...
Post by: peo on February 19, 2009, 05:36:17 PM
Its exactly like a ships shield, it can be repped up by other ships - like logistics.
And can it be done from inside the bubble? Ie lets say I have a Basilisk, I go to sleep in the evening but leave the game on and logged in, thus the Basilisk inside the bubble is repping shields without any risk (except that the bubble would be destroyed)?

Think you risk logging off and stopping to repair then.
Title: Re: Wormholes...
Post by: Jarkko on February 19, 2009, 05:46:42 PM
Think you risk logging off and stopping to repair then.
I don't think you auto log off unless you DC or hit the downtime in this game...
Title: Re: Wormholes...
Post by: Rubino on February 19, 2009, 05:56:04 PM
You can't rep the sheilds from inside the shields - only outside.
Unlike ship shields - the POS shields can be seen and extend for a fair distance.

One technique vs hostile ships is to fit POS damp modules - which mean they have to get much closer to get a lock and attack - which means the guns can have more effect.
Title: Re: Wormholes...
Post by: Jarkko on February 19, 2009, 05:57:47 PM
You can't rep the sheilds from inside the shields - only outside.
Ah, too bad :P
Title: Re: Wormholes...
Post by: Rubino on February 22, 2009, 05:44:47 PM
Handy tip if you're looking for WH's on SISI.
Drop a Deep Space Probe and set the range to 1024 AU.  Hit scan and look at the results.

WH's appear to have a set strength with:
- 0.40% wormholes lead to empire
- 0.26% wormholes lead to unkown space
- 0.20% wormholes lead to 0.0
- 0.16% wormholes lead to harder unkown space

Anything else is a Deadspace exploration site, ship or structure.
Title: Re: Wormholes...
Post by: Rubino on February 23, 2009, 05:40:36 PM
There's a nice WH in LX- (geminate area) with a WH that goes deep into W-Space.
It'll be there for the next couple of days from the "Show Info" on the WH.

I'll setup a can with a BM in for you to find it - but it's a damn sexy system with 15+ exploration sites - it's literally teaming with them.  I've not explored any of them yet - so no details to report.

I've also setup a POS on Planet 1, Moon 1 with a corp hanger and a ship maint array - and while there's some eq there (drones, missiles, T2 modules, extra probes, gas harvesters (and the skil), etc) there's not a lot and there's currently no spare ships apart from an Eagle or Golem (depending on what I'm flying at the time).

If you're interested then setup access to SISI and make your way there in something you wanna try out.  There's a 0.0 NPC station in FDZ that's always open and has pretty much everything seeded - it's about 7 jumps away from LX-
Title: Re: Wormholes...
Post by: Rubino on February 23, 2009, 06:01:15 PM
The current build allows you to scan things down but it takes much longer due to bugs that result in no visual clues as to where the site actually is.  As a result it can take you an hour to find anything.

The next patch or two should fix the remaining issues with probes, scanning & the map - at which point those who are interested in scanning should spend some time on SISI to get the hang of things.  The differences in the M10 patch to the existing system mean you have to learn a different approach to the problem - but when you get the hang of it - you'll be finding sites in no time.
Title: Re: Wormholes...
Post by: Mangala on February 23, 2009, 06:18:18 PM
May pop down in a Tegnu 642 (23132 iirc) missile bitch later and take a look see :)
Title: Re: Wormholes...
Post by: Rubino on February 23, 2009, 07:25:17 PM
Scratch those plans - new mirror on SISI from TQ on the 19th Feb.
WHich means starting from scratch :s
Title: Re: Wormholes...
Post by: Mangala on February 23, 2009, 07:26:19 PM
meh, 4 days I used to train the 1 skill i needed :(  And ive only just started training it on TQ so thats out the window again :(
Title: Re: Wormholes...
Post by: Rubino on February 24, 2009, 04:47:41 PM
There's a WH in O1-FTD that's fresh and will be around for about a day.
Looks like it goes deep into W-Space.

Setting up Red now to take in a POS.

Everybody welcome :)
Title: Re: Wormholes...
Post by: Rubino on March 04, 2009, 12:17:43 PM
Exploration site in W-Space:


(http://handsofjustice.co.uk/forum/gallery/59_04_03_09_12_16_25.png)
Title: Re: Wormholes...
Post by: Mangala on March 05, 2009, 08:55:55 AM
Space is darker?

Wowee, thats great if theyve gone that way :)

And the site looks epiccally sweet too
Title: Re: Wormholes...
Post by: Mangala on March 05, 2009, 10:04:18 PM
Devblog on Wormholes :) Not much new stuff - Rub's already given us a superb amount of info recently, but the tactical environments line makes me moist :D


Where are you going?

"If I told you, you'd never let me go."

Greetings, warriors, mission runners, pirates, miners and hapless victims! I'm not sure if you've heard or not but we've got a new expansion coming out that has these things called wormholes. This blog is intended to help familiarize you with what you can expect from this new feature and try to remove some, but not all, of the grey area. Before we begin, I want to clarify a couple terms you are going to see throughout this blog:

K-space = Known Space, the current systems of New Eden. These are the systems where, depending on your play style, you run your missions, mine your rocks or just plain bash the crap out of each other on a daily basis.

W-space = this is Wormhole Space. This is where the wormholes will take you, should you be brave enough to scan one down and enter it.

So, where are these wormholes?

Well, they are all around you! They are not limited to just one area of space. You can find them in every class of system in EVE. Chances are if you go out looking for one that you will find one in short order by using the new scanning system that CCP Greyscale will explain in greater detail in another blog. What you are searching for will look somewhat like this:

(http://ccp.vo.llnwd.net/o2/devblog/img/wormhole.jpg)

Now, it might be that this particular wormhole takes you on a trip directly to another K-space system but bear in mind that the end destination is going to be random. It will most likely to take you somewhere within the same security class as you started (hisec, lowsec or nullsec) but there is always enough of a random chance that it could land you anywhere. A wormhole stumbled upon in Jita might link to New Caldari (bah!) or to Rens (profit!) or to Rancer (yikes!).

The other place you can end up is what I'm sure you all really want to hear about: W-space.

Descent into Darkness

W-space is where the wonder begins. It is where the riches are. It is where the monsters lurk. Out here is where you will find things you've never seen before in EVE. Some will amaze you while others will probably make you wish you'd left your faction-fit Nightmare docked back in the comparative safety of ‘normal' space.

Of course, not all wormholes are created equal. If you enter a wormhole in a hi-sec system you'll likely end up in the W-space version of the shallow end of the kiddie pool. Enemies here are still quite a challenge compared to ‘normal' NPC's, but if you've made it this far then you're prepared for that, right? Proper preparation, a well fit ship and maybe a few friends along will allow you to explore with confidence.

However, no matter where you start, there is always the risk that you will land down in the deep end. This is more apt to happen when your entry point is low or null sec. Regardless of where you come from, if you enter, be careful what you awaken. Out here, the NPCs are big, angry and carry around baseball bats with nails in them. Obviously they are also guarding the most lucrative rewards.

Lack of foresight out here will result in you being in a pod and having to rely upon a friend to use his probe launcher (he did fit one, right??) to help you find a way home. This is not an altogether easy thing either.

While there will always be a way ‘out' of whatever W-space system you are in, there are no guarantees that it will take you where you want to go. The mechanic is deliberately designed so that you can get lost and it may take some time for you to escape back to K-space with whatever treasures you've managed to salvage. The only sure fire option that will get you where you want to go is to eject in your pod and clone jump home the old fashioned way.

One additional point - none of the above takes into account the other intrepid explorers who you might run across... or who might run across you at the worst possible time. Don't bother glancing at your ‘Local' chat channel; out here in the darkness, the only warning you will get is what your eyes or your scanners give you.

This is what true exploration is all about.

The ‘Mass' Effect

In the end, everything about wormholes comes down to one factor - mass. You can think of the ‘mass budget' of a wormhole much the same as fuel in car; once it's empty, everything stops. Wormholes become more and more unstable as things pass through them, things like your starship. Once a certain threshold is passed, the wormhole collapses and hopefully you are on the side you want to be when this happens because there is no going back and you'll have to find a new way home.

There are several ‘indicators' that can assist you in determining if a wormhole is close to closing. For one thing, as a wormhole's mass budget is reduced you will actually see them get physically smaller. Additionally, you can always right-click and ‘Show Info' on any wormhole and be presented with the following information:

(http://ccp.vo.llnwd.net/o2/devblog/img/whinfo.jpg)

The text in the information box is dynamic and changes as the stability of the wormhole is altered.

Wormholes come in different ‘sizes'. In simple terms this means that your ship may not always fit into the wormhole you find. Wormholes have a maximum ship mass that can transit through them. This prevents ‘bad things' from happening like... a squadron of carriers ending up in Jita or something. This will present you with some interesting dilemmas if you are in W-space looking for a way out. Not every ‘exit' may be one you can use!

As a wormhole's mass budget does not regenerate, any expedition into W-space will require careful forethought. A wormhole may be a two-way street but every passage deducts from the overall budget. This means that once you commit to an exploration and go through there are no ‘do-overs'. Be sure of what you want to take with you.

Lastly, there is one other factor that affects wormhole stability and that is time. Once you find a wormhole that you want to use, you will need to move swiftly to take advantage of it as all wormholes have a maximum stable lifetime after which they will collapse whether anyone has gone through them or not.

Laws of W-space

As fun as it is to let you find out things for yourselves, there are a few things that I need to tell you without being ‘mysterious'.

Starbases are allowed to be anchored in W-space but cannot claim sovereignty. Additionally, there are no minable moon minerals in W-space.
The wormholes into W-space are too small to allow the transit of Titans and Motherships. All dreams of Quad-DDing a Sleeper fleet, as much as they might deserve it, are now shattered. (Awww!)
Even though you can bring your Rorquals into W-space, their clone vat bay functionality will be unavailable.
You cannot activate a cynosural beacon in W-space nor can you activate your jump drive (on those ships equipped with one) to escape.

Tactical Environments

Oh, yeah... one last bit of info. Far too often does the dangerous turn mundane so we've introduced a final element that lends itself to destabilizing that. As I've said, in W-space you will see things you've never seen in EVE before. Black Holes, Pulsars and Red Giants are just some of these wonders.

(http://ccp.vo.llnwd.net/o2/devblog/img/whpulsar.jpg)

So when you enter a wormhole system and see something ‘unusual' off your port bow, proceed with the knowledge that some of the things you know about how your ship performs may no longer be true. Your ship drives may push you faster, your weapons may hit harder, you may find yourself with no shields or less effective armor... and just when you think you've got it all figured out, things may change again!

Welcome to W-space and enjoy your stay... however long it might be!

- Abathur
Title: Re: Wormholes...
Post by: Caradir on March 05, 2009, 10:51:47 PM
So when you enter a wormhole system and see something ‘unusual' off your port bow, proceed with the knowledge that some of the things you know about how your ship performs may no longer be true. Your ship drives may push you faster, your weapons may hit harder, you may find yourself with no shields or less effective armor... and just when you think you've got it all figured out, things may change again!

Welcome to W-space and enjoy your stay... however long it might be!

- Abathur

*drools*
Title: Re: Wormholes...
Post by: Rubino on March 07, 2009, 02:06:38 AM
Here's another Blackhole:

(http://handsofjustice.co.uk/forum/gallery/59_07_03_09_1_40_13.png)
Title: Re: Wormholes...
Post by: Rubino on March 09, 2009, 09:49:58 AM
Moonwych has updated her XLS for working with probes in the new exploration system (Thread and download: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1005459).

It's pretty simple to use - fill in the yellow sections at the top of the xls with values appropriate to your skills/ship/implants/etc (hints to the right of the yellow section).
You'll then see the tables below updated with Signal Strengths that reflect your skills and what you're flying.

Wormholes generally fall into several categories - usually between a Target Size of 4-10.  Wormholes in W-Space always appear have a target size of 10.
The XLS helps scan a system quickly and give you an idea of what signals you're seeing before you hit the higher signal strengths.

Here's the link to the eveWiki about scanning with the new system that some of us have been working on: http://wiki.eveonline.com/w/index.php?title=Exploration:_Apocrypha

Generally scanning is pretty simple - but requires you to unlearn the previous eve approach and to wrap you head around the new approach.  If it's something you're interested in - then a couple of hours on SISI should bring you up to speed pretty quickly.  Join the "exploration" channel for hints/tips/general advice.

You don't need uber skills to use the new system - the most important is Astrometric Triangulation which improves the signal strength - you'll be able to use the Core Launcher and the Core Probes.
If you have developed your exploration skills and have Astrometrics V - then you're able to use the Expanded Launcher and the Deep Space Probes.  This helps in scanning an entire system with a single Deep Space Probe (256 AU range).

Like the previous system in eve - a rigged covops is ideal.

Update: Greyscale has finally posted his blog and gives a walkthrough of the new scanning system: http://www.eveonline.com/devblog.asp?a=blog&bid=642
Title: Re: Wormholes...
Post by: Rubino on March 09, 2009, 10:25:02 AM
Wormholes are the mechanism that allows you to reach Wormhole Space (W-Space) a new, exciting and dangerous area in eve that provide riches and technology beyond your wildest dreams.
They can be found using Exploration Probes (Deep Space or Core Probes) using a form of Triangulation.  Scanning with probes is now nolonger chance based.  While you may not be able to track down a signal - they will always appear as a result.

There are essentially 2 types of Signals (ignoring ships & structures) - Cosmic Anomaly & Cosmic Signatures.  Cosmic Anomalies tend to be always warpable even without probes and can be found within 5AU using your system scanner without probes launched.  Cosmic Signatures require probes to triangulate the signal position.

Essentially you launch a probe to locate a Cosmic Signature and then cluster 3-4 probes around the Signal to "home" in on it.
As you get closer the system map & scanner will provide you information about how "close" or accurate your positioning of the probes to the signal is.

Results:
When you open the scanner and look at the results from your probes - the first 3 columns will provide you with some details of what the signal is:

Scan Group:
The Scan Group essentially provides top level information about what the signal is.  You can use the "Scan Filters" to ensure you only search of one type of Signal.
This information will always be filled from probe results.

Group:
This information is filled in once you have >24.99% signal strength and provides a little more information about what the signal is.
This is essentially Gravimetric, Radar, etc with an addition to handle WH's which appear as Unknown.

Type:
This information is filled in once you have >74.99% signal strength and gives you the name of the site, ie "Outpost Frontier Stronghold".  Wormholes appear as "Unstable Wormhole"


Visual Indicators (or clues) on the System Map

3D Red Sphere
When a single probe is within range of a signal - then you'll be able to click on a result from the scanner and see a 3d red Sphere.  This will show the approximate location of the signal.  But be warned - the signal may be outside of the sphere due to deviation.

2D Red Ring
When you have 2 probes in range of a signal - the plane (or cross section) is identified with the display of a 2D red ring. 

Small filled circles
When you have 3 or more probes over a signal and within range - the System Map will show coloured small circles giving you the approximate and generally deviated location of the signal.  While you now have more information - you'll usually find multiple results for the same signal.  This is due to "echos" where the probes don't have optimal placement or range.  The information from the probes means that your on-board scanner can't "pin-down" the location with enough probes.  The colour of the circle is based on the signal strength with multiple probes with Red being low signal strength from multiple probes, Yellow being good and Green being excellent (and therefore warpable).


Distance:
The distance column in the scanning results window often confuses people.  Essentially when you have only 1 probe in range of the signal (3d red sphere) the distance column represents the distance from the probe to the signal.  When you have 2 or more probes in range of a signal - the distance of the result will show the range from you to the signal.  The distance is subject to deviation (whereas the signal strength isn't subject to deviation). 

Warpable Results:
To be able to warp to a result requires that you have 3-4 probes in range and around a signal at 100% strength.  The result on the system map will be a small green filled circle.

Tips:
If you have more than 1 probe in space - you're able to move all probes at once by holding down the shift key and dragging by the arrows on the probe or by a face of the probe cube.
Title: Re: Wormholes...
Post by: Rubino on March 09, 2009, 10:50:50 AM
Wormhole Details

Wormholes (WH) appear on the overview when you're on the same grid as them.  You'll need to be within 5km of the WH to be able to use it and jump through to the other side.

WH's exist allowing travel between:

On avg 1 in 3 systems in Known Space will have a WH leading somewhere regardless of the System Sec (0.0 -> 1.0).  As illustrated below a WH to Known Space will indicate the Security level of the destination system.  They don't however provide the Region/System name.  You'll need to jump through it to get that information.

Jumping through a WH is like jumping through a gate - you'll be cloaked on the other side.  Jumping back through will give you a 3 min session timer.  When finding or jumping through a WH - BM it's location  without a BM the only way to find the WH again is through using probes and scanning it out.  The Directional and System Scanner (without probes) won't show a WH.

WH's appear on the overview with a gate icon and a name ie "V281"; show info will give you some information about where it leads, it's lifetime and how much mass it left on it.  The information is very vauge and doesn't provide anything precise (like the number of hours/mins or the amount of mass).

Show Info:
Quote
An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.

This wormhole seems to lead into low security space.

This wormhole is beginning to decay, and probably won't last another day.
This wormhole has not yet had its stability significantly disrupted by ships passing through it.

The second line tells you where the WH leads.
For a WH to W-Space it will show one of the following (in order of easiest to hardest)

Quote
This wormhole seems to lead into unknown parts of space.
Quote
This wormhole seems to lead into dangerous unknown parts of space.
Quote
This wormhole seems to lead into deadly unknown parts of space.


Wormholes always have 2 sides or faces to them.  One side will be K162 - the other will be "named" (ie NOT K162).  The K162 face is the return face of the "named" side.  As wormholes can originally be spawned both in Known Space (K-Space) or Wormhole Space (W-Space) the K162 face can appear in either location.

The "named" face provides some information about the max ship size allowed through the WH. 

While we don't have complete information yet (I have many more WH's recorded but without known size limits) - the following WH's have known limits:
Title: Re: Wormholes...
Post by: Rubino on March 09, 2009, 11:08:04 AM
Ok - you'll be thankful this is the last post in the series today about Wormholes and W-Space.

In W-Space you'll find a whole host of new challenges and everything revolves around exploration.
You'll be able to find a few things without probes (Cosmic Anomalies) but generally you'll need to use Probes to find anything.  Mining, exploration & gas cloud harvesting all require probes to be found.

Generally a high resist passive tank works best.  Sleepers, the new NPCs found in W-Space have high resists and a heafty buffer tank.  Thier missiles tend to do Kinetic/Explosive dmg while their lasers tend to do EM/Thermal.

In the easier reaches of W-Space you'll be able to solo them in a well fitted ship, the harder and extreem W-Space systems will require a BS and/or Gang to kill.

Exploration:
In exploration sites the subsequent waves are triggered when the first wave has been cleared and are usually harder than the first wave.
Exploration sites often contain cans that need Hacking/Archaeology skills/modules for you to obtain their contents.  These sites will be providing the content required for Tech 3.

Mining:
In mining the NPC's appear at timed intervals - much like belt rats appear.  They are usually fairly small spawns.
All ores can be found in W-Space - from Veld to Mercox and everything in-between.  Additionally you'll find Gas Clouds that can be harvested to create polymers used in Tech 3 construction.
The Gas Cloud Harvesting skill & modules will be seeded more and will be generally more available.  The changes to the Procurer to give it a bonus for Gas Harvesting aren't yet on SISI  - and it's unclear if it will happen in time for the patch.  There is already a small patch planned for after the main delivery tomorrow - so it may be in the followup.

Bounties:
Sleepers don't provide any bounties - however the salvage/loot from Sleepers provide the materials needed for Tech 3.

But!
In order to promote W-Space - there are NPC buy orders up for Sleeper salvage/loot.  While you can't rely on SISI prices - it appears that the buy orders will provide a substantial revenue from just selling the loot.
Title: Re: Wormholes...
Post by: peo on March 09, 2009, 11:46:59 AM
So if I understand things here, when we find a WH it will have a name (lets say N432) which we see from the K-space side and can from that deduce we can fly in with orca and support?
Or does every single wh have a unique name?
Title: Re: Wormholes...
Post by: Rubino on March 09, 2009, 03:35:01 PM
So if I understand things here, when we find a WH it will have a name (lets say N432) which we see from the K-space side and can from that deduce we can fly in with orca and support?

Exactly.  I've been spending some time on SISI to get as much information & hands on experience as possible so we're ready as soon as TQ comes up.
Title: Re: Wormholes...
Post by: peo on March 09, 2009, 04:47:42 PM
Cool, then we have a clue what to look for since being able to move 2 orcas and stuff for example would make things a lot easier for a extended stay I believe.
Title: Re: Wormholes...
Post by: peo on March 14, 2009, 03:37:04 PM
So will we try some corp wh op to look around soon?
Title: Re: Wormholes...
Post by: Rubino on March 14, 2009, 04:36:49 PM
Aye - but it probably won't happen as a corp until I finishing ship/eq moves.
Will be doing another batch today but it'll take a couple of days more.
Title: Re: Wormholes...
Post by: Caradir on March 14, 2009, 04:39:10 PM
what rub said ;) the logistics of moving everything to 0.0 is taking up time but once all ships/gear are in place we will see what we find ;)
Title: Re: Wormholes...
Post by: Mangala on March 16, 2009, 05:00:55 PM
Wormhole environments and their benefits/reductions:

| Pulsar          |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|-----------------+------+------+------+------+------+-------|
| Shield          | +25% | +44% | +55% | +68% | +85% | +100% |
| Armor Resists   | -10% | -18% | -22% | -27% | -34% |  -50% |
| Cap recharge    | -10% | +44% | -27% | -34% | -41% |  -50% |
| Targeting range | +25% | +44% | +55% | +68% | +85% | +100% |
| Signature       | +25% | +44% | +55% | +68% | +85% | +100% |

| Black Hole          |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|---------------------+------+------+------+------+------+-------|
| Missile velocity    | -10% | -19% | -27% | -34% | -41% |  -50% |
| Ship velocity       | +25% | +44% | +55% | +68% | +85% | +100% |
| Drone control range | -10% | -19% | -27% | -34% | -41% |  -50% |
| Inertia             | +25% | +44% | +55% | +68% | +85% | +100% |
| Lock Range          | -10% | -19% | -27% | -34% | -41% |  -50% |
| Falloff             | -10% | -19% | -27% | -34% | -41% |  -50% |

| Cataclysmic Variable   |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|------------------------+------+------+------+------+------+-------|
| Repair amount          | -10% | -19% | -27% | -34% | -41% |  -50% |
| Shield transfer amount | -10% | -19% | -27% | -34% | -41% |  -50% |
| Shield repair          | +25% | +44% | +55% | +68% | +85% | +100% |
| Remote repair          | +25% | +44% | +55% | +68% | +85% | +100% |
| Capacitor capacity     | +25% | +44% | +55% | +68% | +85% | +100% |
| Capacitor recharge     | +25% | +44% | +55% | +68% | +85% | +100% |

| Magnetar        |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|-----------------+------+------+------+------+------+-------|
| ECM eff.        | +25% | +44% | +55% | +68% | +85% | +100% |
| TP eff.         | +25% | +44% | +55% | +68% | +85% | +100% |
| Damp eff.       | +25% | +44% | +55% | +68% | +85% | +100% |
| TD eff.         | +25% | +44% | +55% | +68% | +85% | +100% |
| Damage          | +25% | +44% | +55% | +68% | +85% | +100% |
| AOE Velocity    | -10% | -19% | -27% | -34% | -41% |  -50% |
| Drone Velocity  | -10% | -19% | -27% | -34% | -41% |  -50% |
| Targeting Range | -10% | -19% | -27% | -34% | -41% |  -50% |
| Tracking Speed  | -10% | -19% | -27% | -34% | -41% |  -50% |

| Red Giant         |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|-------------------+------+------+------+------+------+-------|
| Heat Damage       | +10% | +18% | +22% | +27% | +34% |  +50% |
| Overload Bonus    | +25% | +44% | +55% | +68% | +85% | +100% |
| Smart Bomb Range  | +25% | +44% | +55% | +68% | +85% | +100% |
| Smart Bomb Damage | +25% | +44% | +55% | +68% | +85% | +100% |

| Wolf Rayet          |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|---------------------+------+------+------+------+------+-------|
| Armor Resist        | +10% | +18% | +22% | +27% | +34% |  +50% |
| Shield Resist       | -10% | -18% | -22% | -27% | -34% |  -50% |
| Small Weapon Damage | +25% | +44% | +55% | +68% | +85% | +100% |
| Signature Size      | -10% | -19% | -27% | -34% | -41% |  -50% |