So this will be fun.
There’s 40-50 hostile Tech 3’s with support in warp to our position. Our fleet? A dozen sentry neuting Geddons and a mix of Guardians, a few Command Ships and some scattered misc. Total numbers for us? 40.
The wormhole is not ours. The tower we’re attacking is alien to us. The fleet we’re in? It’s full of people we’ve never flown with. Our target callers? ST and myself. What’s at stake? A good fight. The primary aim is to bait out the hostile fleet to judge a response on a secondary fleet for the next day to finish the tower. We’ve done that. Objective achieved.
The next objective is to survive.
But perhaps I start us in a bit late, for much has occurred prior. Let’s step back and take a deep breath.
The day begins well. Mick found a Proteus uncloaked in our C4a static and… shot it. It never shot back. This is followed by a small fleet materializing, so we form a counter fleet. After some scanning and probing, their fleet warps out the safespot we located – meaning we merely nail a Prophecy.
A few minutes later, myself and Mick get an EVE-Mail.
It’s from an NPC character and links to a Twitch TV stream of… the fleet we just tried to kill. It’s a feed of their buzzard from inside our home wormhole. They have all of us watchlisted and handily available on their screen. I test the delay on the stream by logging my alt back in and, lo and behold, their stream has no delay. Awesome.
We put it to the side for now, for something IMPORTANT has arisen. Our public channel is flaring and it’s Elroy Skimms looking for a chat. More specifically, he’s looking for assistance. His alliance is seiging a C2 Russian corp and the locals have batphoned in every Russian within 100 jumps. 40 Tech 3s have been confirmed entering the wormhole. The tower exits reinforced in an hour.
“We don’t plan to win” Elroy says, “we plan to get them to show their full force before we bring in our own allies tomorrows and are looking for volunteers to die with us”. Way to rally the troops, Elroy, but WHEN shall assist you.
Myself, Mick and ST grab our ships and make haste through high-sec to their location. On the way we acquire some extra pilots; House2Twist, Xenos and some mixed RvB pilots heed our call. Whilst 6 of the 10 or so RvB are in frigates, any help beats no help.
The alliance we’re assisting is Ocularis Inferno. They have about 20-25 pilots in the wormhole with various Armageddons and Guardians and are awaiting our fleet. A comms mishap means the primary mumble server is out and we swap to Teamspeak with no further issues.
The volunteer fleet is assembled in kspace and the Ocularis fleet in wspace, time to link up. We fleetwarp to the wormhole, jump in, and warp to the staging tower. ST is assigned as primary target caller, with myself as secondary.
The enemy have a couple of Logi out repping the tower but not much else. No time for a drink or a nap, it’s time to start. Leaving the safety of the forcefield behind, it’s out into hell we go. “To those about to die, we salute you” is the only comment in teamspeak as we enter warp.
Landing on an Osprey nails us a single kill but the remaining ships are back into their shields with no issues. The Battleships drop sentries and start shooting the tower.
A minute passes. Two.
“Watchlist spike” — “Multiple T3s incoming via wormhole. Ten. Twenty. Guardians. Falcons. Incoming” — “Estimate 50 ships”
The Russians have arrived. Sentry drones are recalled. Heavies and mediums are deployed in their stead. Capchain is ready. Comms are quiet, for once. The fleet awaits with bated breath.
My overview lights up as a dozen or so targets land 10km off our side, lead by a Loki, We engage the Loki as the overview continues to fill, taking it out quickly.
Enemy logi lands, as does a mass of T3s. Neuts and damps go onto the enemy logi, but jams and ecm drones go onto ours. The fight spirals into chaos as our battleships buckle under the enemy DPS, our 4 Logi thrown into disarray by the jams. Not to be deterred, our dps combines onto a Legion. I train my lasers on two hostile Falcons, but both warp in low structure. A third evades my fire and disrupts our Guardian chain yet again, losing us a couple more battleships. In retaliation, an Ishtar goes down next. Take that.
With our Geddons falling fast, our pressure on the hostile Guardians is greatly reduced and enemy repairs are getting hard to counter. ST does a great job swapping targets as he can, but our DPS is too little for the fleet we face. Nevertheless, a Proteus goes down followed by a Hurricane.
Unfortunately, we’re now in a heap of trouble.
We say thanks to our hosts and the other volunteers and limp back to our home wormhole chain.
Back in the chain, Firefly is trying to kill the Twitch streamer. The guy is still broadcasting. We know he’s in a cloaked buzzard 75km from our wormhle, but all our orbiting doesn’t decloak him. He’s also still active, manually evading us. Surely he’s figured out we’re watching his public stream?
We finally grab a pair of Interceptors and go for him. As we orbit the wormhole and play a game of “hot-cold”, he finally makes a fatal error. He warps to a bookmark called “c4”. There’s only one C4 wormhole, so we follow. We miss the distance, but I land 30km away according to his stream. Finally, he realises his folly and disables his stream.
Not before warping to the Sun at 100km. I land and decloak him easily.
Finally, a Fleet Hurricane appears on scan whilst we scout the chain some 30 minutes later. It’s the same guys as the Prophecy/Proteus/buzzard we’ve killed today.
He’s at the same goddamn safespot.
A massive thanks to those in Ocularis Inferno and the other volunteers who joined us. As always, my corpmates did extremely well and a thanks to them for the various kills throughout the night. I am also sad to report the Twitch stream now needs a password to access…
I’m also glad to report our recruitment drive is a success with several new recruits and many more trying to get in. We need a new recruit tower….
There’s activity on scan as I log in. I’m alone in the alliance channel, yet an Ares and combat probes light my directional scan. Interesting. There’s an inbound C5 a few hours old, so I kick the warp drive into gear and head over to check it out. I’m met with a fight.
Two other alliances are currently engaged in combat. In my home! The cheeky gits. It looks like Sleeper Social Club are engaging another force of ships belonging to The Laughing Men. Unable to intervene in any meaningful way, I sit and watch for a few minutes. I do not know the source of either fleet, but my playtime is limited and I am content to watch them fight. I see just one ship (of Laughing Men) die during my time here before a larger SSC force jumps through and they all warp off. A few SSC ships return to loot the wrecks and drones before departing, leaving my home as quiet as before. I choose this moment to safe up and log out.
Some hours later, Silent Terror and Firefly log in. Upon seeing the inbound, they decide to be done with it. I’m told Firefly asked “ST, help me roll this wormhole”.
A quick scout revealed nothing unusual, and they began the rolling process, dropping a Thanatos to close the wormhole for good, leading to a nice quiet system.
Or so we thought.
As our Thanatos jumped home, a new contact appeared on d-scan. A Vigilant had just landed on grid with our Carrier. ST promptly found himself pointed. As it turns out, we had missed an inbound. This mistake could cost us dearly.
As ST begins maneuvering and applying ECM drones, multiple hostile ships land on grid. It’s The Laughing Men, and they fully intend to do away with their prey. A trio of Guardians with various Tech 3 and Recon support lands and completes the ambush. The battle is on.
Not content to watch his friend die, Firefly commits a Loki and a Tengu into the fight, using the Carrier’s remote repairs to try to pressure the opposition away from the Carrier. Meanwhile, ST is busy gathering our forces. I get a message. It has two words. “PvP. Now”
Dropping the PS3 controller (Battlefield 3, yo) I log in alongside Mick, Splut, Lykwidian and Barrak. Our initial plan involves ECM. Lots of ECM. We’re going to jam out the hostile tackle and extract the carrier – we have no eyes or scan of the enemy wormhole and their fleet is increasing by a ship a minute, so we’d like to avoid losing it. We launch 4 Falcons into warp and await a good opportunity to strike. Unfortunately, a Mistake Was Made and 2 of the Falcons miswarped, decloaking early. One Falcon goes down whilst the others bail off field. Plan A is marked as a failure.
Fortunately, we have a plan B – we commit a second Thanatos onto the field and hit them with armour dps, using a Scorpion as an ECM platform to try and break the Guardian chain. Lacking my Absolution (I lost another one) I grab an old Myrmidon for myself. We gear up and send in the second Thanatos first, with our fleet not far behind.
First up? The Curse. We landed about 14km away and promptly blow it up before his repairs land. The pod escapes, likely to reship, and we choose a Guardian as the next primary. Our own Scorpion is primaried and explodes before we can repair it. The Guardian dips into low armour before repairs catch on. Dammit. Our two Carriers are keeping ourselves up nicely now, but the enemy have made no move to disengage. They must have an ace up their sleeve. Disregarding the first Guardian, we swap targets to the Oneiros only to get it to 75% structure before the reps land. Moving quick, we swap all DPS to the original Guardian. The swap catches them off guard (hah) and the first Guardian explodes. We burn down the second Guardian and take it down too. The third Guardian warps off as the Oneiros meets his end.
A silence falls over Mumble as we move towards the next target. A new hostile has landed. “Dreadnaught on grid”. A Phoenix has just landed and began his Siege cycle. This is their ace.
As we start plinking at the Tempest Fleet Issue, a lone Guardian also lands on grid. D-Scan reveals three more. We burn our guns to finish the Tempest and the Loki as the Guardians land. 2 of them burn to range but 2 remain close and we pull the same trick as before, alternating targets to catch one out. We succeed in killing the first. As we start on the second new Guardian, the other remaining two warp, as does the Bhaalgorn – some ECM drones successfully allowing it to evade.
The last Guardian dies and we start clearing up the remaining subcaps. Our first Thanatos is now dipping into structure, but the remaining enemy subcaps no longer have it pointed, so it simply warps away. Op success?
Only a few enemy ships remain and the Phoenix is firmly in Siege, so we eliminate the remaining Proteus and Onyx. Our remaining Carrier is starting to buckle and the tank is failing, so we warp it out too.
Finally, only the Phoenix remains. He exits Siege and tries to warp but is pointed, so he re-sieges. Confident he is not going anywhere, we warp a few people out to prepare some new ships. I grab my Proteus and start scanning for that possible inbound as we ready *our* ace in the hole. Our ace is 4 of our own Dreadnaughts.
The EVE-Kill Battle Report is here but does not include our original Falcons, nor 2 of the hostile Guardians we killed (because they were the same pilots). You can check our alliance kills and losses for a better picture.
All in all, a really fun fight. I’ve never been prouder of our alliance. I honestly thought we were going to end the night down a Carrier. Props to The Laughing Men as well for having the balls to commit such a fleet into an enemy-controlled system.
Following yesterday’s Rorqual kill, I am anticipating today to be rather slow. Logging on shows a C5 inbound to home, along with a Nullsec outbound. A quick scout of the C5 reveals an empty system with only an end-of-life null inside it, so I choose to scout the Nullsec in home. Firefly is out scouting the main chain, so I’ll leave him to it.
I manage to find a ratting Macharial in Nullsec and tackle it, only to have his 5 ECM drones get a lucky jam off and allow him to escape my Proteus. Not a good start to the day.
Some time later, Firefly reports a Highsec down the wormhole chain leading to a system 4 jumps from Jita. In addition, our static C4a has some pilots in their tower, though they’re not doing much right now. Silent Terror logs in and runs an Orca out to the high, only to have a Proteus jump into highsec directly behind it. There’s a corp hunting in the C2 leading to the highsec. Oh good. Meanwhile, the C4a pilots have jumped a probing covert ops frigate into our home system. So they could be hunting us shortly too. Oh good.
Finally, as we assemble a standing PvP force at a tower, a Loki decloaks 150km away before recloaking quickly. Talocan United are in our wormhole. That Loki didn’t decloak by accident. I launch a probe but there’s no new inbounds – they came in from the earlier C5. I warp to it at range to check, merely to see a Sleipnir Command Ship sat on the wormhole. Talocan United.
“Bait” says I. “Trying to provoke a fight”
“OK” says Silent, as he warps a Proteus straight at the Sleipnir and engages. Wait, what?
The wormhole flares. Once. Twice. Three times. More. A second Sleip has jumped in, as has a Devoter and multiple Tech 3 cruisers. ST jumps away and evades them on the far side. Trap sprung – we counted about 11 total.
Time to take stock. We have myself, Silent, Firefly, Mick and Josh online. We’re fighting a larger enemy force with an unknown force awaiting elsewhere in their connection.
We do, however, have the home advantage.
The plan involves us commiting an Archon. We warp it and an armour fleet to the wormhole and attempt a jump, engaging on the far side. If we need to, we simply jump our fleet and Archon back, collapsing the wormhole due to mass. Probably. Josh jumps in his Archon, which causes the Devoter to re-appear and bubble up on the wormhole, thoroughly gutting our plan. We can’t jump a ship if it can’t reach the wormhole.
This raises another query – if they know we have an Archon and willingly bubbled up, what else could they have waiting? They’re obviously willing to fight. Local confirms our suspicions.
[ 2013.01.25 21:25:17 ] Sith1s Spectre > Going to fight today or just pos spin?
[ 2013.01.25 21:25:43 ] tgl3 > Can I go 50/50?
[ 2013.01.25 21:25:53 ] tgl3 > Perhaps phone a friend?
[ 2013.01.25 21:25:53 ] Sith1s Spectre > nosir 🙂
[ 2013.01.25 21:28:39 ] tgl3 > Y’all know if that null in that c5 is gone by now?
[ 2013.01.25 21:28:48 ] tgl3 > I need to update our bookmarks, yo.
[ 2013.01.25 21:28:55 ] xZardoZx > Yup
[ 2013.01.25 21:29:04 ] tgl3 > ❤
[ 2013.01.25 21:29:17 ] xZardoZx > oh shucks
Meanwhile, I’m watching for their bubble to drop. They currently have the Devoter and 2 Sleipnirs – one Loki confirmed cloaked in system and everything else is next door, being watched by Silent. We can’t afford to throw the carrier at the bubble and if we go for Guardians we then lack the DPS to break the Sleipnirs. Tricky situation.
Suddenly, the bubble drops.
“Bubble down. Fleet go. Warp.”
Our initial Archon, Loki and Absolution warps to the wormhole. I warp away for my own Absolution as Mick warps his Typhoon in. Both Mick and I get caught on the now re-deployed bubble. The wormhole flares repeatedly as we engage.
Mick comes under heavy fire – the slow Battleship off the wormhole making it an easy target. The Archon keeps him alive and Firefly decloaks a Falcon alt to relieve the DPS, causing the Falcon to come under fire. Each ship we primary jumps away, but there’s nothing we can do about chasing them right now. We’ll chase whatever is left – the early leavers do not matter. Both Sleips are forced through the wormhole, as are several of their Tech 3 ships. A hostile Falcon jumps in and is volleyed to armour before he jumps away. Our Falcon is ping-ponging armour as one of the Sleipnirs jumps back in, now polarised. Works for us.
We go for their Devoter next, expecting them to fall back alongside it when it runs low since we’d be able to warp reinforcements in freely (if we had them).
Most of their fleet has jumped away and as the Devoter falls, so do the rest. We follow with what we can of our fleet and tackle a few before they can run. The Devoter is first.
Most of their Tech 3s are away, but we also grab the Sleipnir and try to grab the Loki.
The problem is that this is a Black Hole – meaning 85% increased speed, but also a decrease to agility. The Loki, which is webbing, is flying off far faster than we can be bothered to chase. In the mean time, a Falcon is hampering our efforts to catch the Loki anyway.
The Loki does indeed escape, but I manage to tackle the Falcon. I get him to half armour before he gets a Jam on me and warps away. Argh!
That’s that. We throw “gf”s into local and jump home, collapsing the wormhole behind us.
Not exactly a record breaking amount of kills, but we’re happy to take what we could! Kudos for the Talocan guys for staying around, too!
The static Class 4 wormhole is half mass. It appears my corp were sieging a POS whilst I was at work. Gits. Regardless, I best get scouting.
C4a leads to a C2 with a lot of connections – a High, C2b and C4b connect to it. On jumping back from the C2b, I am greeted with a surprise – there’s 14 Sister’s Core Probes on my scans. A new inbound?
I launch my own probes to confirm and find an inbound C5z. I jump in to see a Proteus awaiting on the wormhole. I pulse my MWD away from the wormhole and cloak just in time to see two Legions jump in behind me. Guess I found their scanners.
I set up a 200km watch point and sit them out. Josh logs on and watches their camp for me. They don’t move, so I setup an off-scan safe and log out. They jump home and warp away minutes later, so I log back in and jump to safety. Crisis averted.
We roll the C4a and log out for some Planetside.
That is until Silent Terror appears in our Mumble channel. During our furious defence of the Crown against the TR airforce, Silent has scanned 8 jumps down the chain and found us something to shoot.
“3 Hulks mining in a Grav” he reports. “12 cans out and a Rorqual in their POS”
3 Hulks are a good kill alone and a smart Rorqual never leaves a POS. Silent is in a Class 2 that is 7 jumps down from our Home, so we log on a few cloaky T3s and start heading down the chain one by one. As we do, Silent reports some movement.
“Rorqual is moving”
We log on an emergency neuting Battleship and start jumping it down the chain. Myself and Firefly are 2 jumps out when comms lights up.
“Rorqual warped to Grav”
Acting quick, Silent scans the Grav on his first try and warps to it as we scramble over. Silent manages to kill a Hulk before the other 2 warp away and has the Rorqual locked down. Fire lands just before me and we establish secondary tackles.
A Hulk swaps for a Chimera in the POS but never so much as twitches back to save his Corpmate. A shame. We land the rest of our cloakies and proceed to tear the Rorqual a new one.
Mad props to Silent Terror for finding and catching this thing. Makes a nice change!
Welcome to Part 2 of this wormhole guide. This will cover wormhole statics, mass limits, polarization and wormhole mapping.
As mentioned in Part 1, every wormhole system in the game has what we call a “static” wormhole. If this wormhole ever closes, a new one of a similar type will spawn after about 60 seconds. What do I mean by “similar type”? All statics are also assigned a Wormhole Class or K-Space. This means that a wormhole system with a “Class 2 Static” will always have a wormhole leading to a Class 2. A “Highsec Static” wormhole will always lead to Highsec. The system the Static leads to obviously changes, but gives you an idea of where it will lead to.
If you ever get stuck in a wormhole, look for the Static. Want to know what Static your wormhole has? You can use a site such as Wormhol.es to check! Want to know if the wormhole you found is the Static? See if the Wormhole Designation matches Wormhol.es or check this list for reference. Here’s a handy tutorial:
I’m in a wormhole. Designation J121941. I need to find the Static, since Wormhol.es tells me…
Highsecs are good, so I scan down the first wormhole I find. I find this.
Whilst this obviously doesn’t match the static, we might be able to glean some information from this. Checking “K162” on here tells us it’s a generic Exit Wormhole. We could get more information from the wormhole itself, but it’s not what we were looking for. Best keep scanning.
The next wormhole is what we want.
Statics are not the only wormholes you can find, as we just discovered.
Inbound Wormholes & Roaming Wormholes
Say a friend jumps into wormhole. What does it look like in the system he jumped into? It’ll say “K162“. Wormholes that spawn in a system always get their unique Designation – N110 and E175 are two examples – whereas wormholes that do not originally spawn in your system are always labelled K162. That means someone found the other side. A K162 can appear at any time as wormholes shift every minute so keep an eye out! You can also find wormholes that are neither K162 or Static.
“Roaming” or “Random” wormholes are exactly what they say on the tin. Wormholes can (and will), spawn random connections. Roaming wormholes usually lead out to K-Space, but can lead to other wormhole systems too. These tend to be rarer than K162s, depending on your wormhole Class. Class 4s, for example, do not have kspace connections and as such tend to never have Roaming Outbound wormholes.
So, to recap.
Static Outbound – A wormhole type that is always present. Will always lead to a certain class of wspace or kspace depending on your system. Spawns a new one elsewhere in your system when it closes.
Random Outbound – A wormhole that can appear anywhere, anytime. Tends to lead to High, Low or Null. Fairly uncommon.
Inbound – A K162 wormhole that has been opened from the entrance side. Will be a Static or Random on the other side. Origin system varies.
I’ve mentioned wormholes “opening” on the entrance side. There’s a subtle science to this. What determines when the exit K162 wormholes appears in the destination wormhole? Is it just when the wormhole spawns?
When a new wormhole “spawns” it has not actually spawned. When you scan a wormhole, it still has not spawned. The K162 has not appeared and the wormhole-time limit is not ticking down. Only when someone initiates warp to a new wormhole does it spawn. At that point, the K162 appears in the end system and the wormhole time limit starts counting.
This is especially important to note because this means you can “close off” a system by closing existing wormholes (more on this in a minute) and then scanning the new one but not warping to it. No Static wormhole. No inbound wormholes. Closed off. Mostly. K162s and Roaming wormholes could still appear and any enemy ships trapped with you could activate the Static instead. But it’s as close as you can get.
So we know how wormholes open. They appear and you warp to it. So how do we close them?
Wormholes have two “attributes” that effect when they close. Time and Mass. This can be checked by getting the wormhole designation and checking on here again.
Time is fairly simple but not exact. It’s nothing we can change. A N110 wormhole has a 24 hour timer. Roughly 24 hours after opening, it closes. Simple. What happens if you didn’t open the wormhole and don’t have the open time? You can get an estimation, of course! Simply click “Show Info”. It will say one of three things;
- “Life cycle has not begun” – Brand new wormhole. You’ve literally warped to it as it was spawning.
- “Probably won’t last another day” – Normal life cycle. Means it has over 25% time left.
- “Reaching the end of its natural lifetime” – Less than 25% of it’s time remaining
Mass is where Capsuleers come in. Like time, a wormhole starts with a mass “allowance”. As ships jump, the mass depletes. When the mass hits 0, the wormhole collapses. We can use this to our advantage. We can force wormholes to close (spawning a new static, perhaps) or get it to a point where anything jumping will collapse it, leaving them trapped. Like Time, this can be checked on that wormhole list (click the wormhole type). From here, it’s a case of “Maths”. Fortunately, there’s some awesome tricks we use to help with this. First you need a ship’s mass, which you can find in the Show Info window of your ship.
Here my Proteus has 11,341,000 Mass. We’ll shorten that to 11.3. That means we’d need to jump it around 265 times through a N770 wormhole to close it, since a N770 has 3 Billion Mass (3000). That’s fine, because a Proteus is a Cruiser and has small mass. An Orca will have about 250,000,000 mass (250). That takes 12 jumps. Then you turn on a Propulsion Mod (Afterburner or Microwarpdrive). This takes the Proteus to 16.3. An Orca goes to 300 with a MWD. Down to 10 jumps with an Orca, or 5 “Return” jumps. Getting somewhere. We can’t jump constantly due to Polarisation (explained shortly), but it’s do-able. We can add Battleships to the mix as well. To make sure you don’t lose anyone, you want to jump the big ship back last to strike the “killing blow” and close the wormhole. How do you tell when to jump the big ship back? Just like Time, you can find Mass approximations in Show Info.
- “Has not yet had its stability significantly disrupted” – Over 50% mass left.
- “Has had its stability reduced, but not to a critical degree yet” – Known as “Halved”, the wormhole has under 50% mass remaining.
- “This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse.” – Known as “Crit”, the wormhole has less then 10% of it’s mass.
Keeping track of the wormhole when jumping gives you clues on your progress or the mass of ships that came before. When you think you’re getting close to “Crit”, you’ll want to use smaller ships. It’s a good idea to keep an Orca (or Carrier!) on the far side of the wormhole, then jumping back when the wormhole Crits. This will normally collapse it, since the Orca’s mass is more than the 5% the wormhole has left when it Crits.
But what if you’re unsure, and the wormhole is really close to being Crit? Or what if your big ship didn’t close the wormhole so it’s really close to death? There’s an amazing trick. Amazing, I tell you. This tip is free of charge! It’s a little bit advanced, but fairly simple at the end of the day.
You need a Heavy Interdictor with 2 Warp Disruption Generators. These reduce mass when active by a lot. Here’s a Phobos normally.
Time Limits – Cannot be changed by Capsuleers. Can be estimated based on wormhole limit and “Show Info” display.
Mass Limits – Generally limits the amount of ships that can use a wormhole. Can be manipulated to close a wormhole or leave it so close to collapse that noone jumps.
You can find even more in-depth information about collapsing wormholes on Tiger Ears here.
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. There is no onscreen timer unless you try jumping when Polarised. Be aware.
Wormhole chains & Mapping
A wormhole can lead to a wormhole system. This wormhole can then lead to another wormhole. Then another. Maybe a kspace. Maybe another wh. The link between these systems, however temporary, creates a “Wormhole Chain”. We can then use several tools to map it for easy reference. You can do it manually or use one of many tools to do so. Siggy is one such tool.
Mapping a chain depends on your corp. Some use Siggy. Some use a Google Document. Naming schemes vary too since calling every sysem by it’s actual name would get tiresome. Say your static is a Class 4. That wormhole is now C4a. The next one is a Class 3, so that’s C3b. The next is another Class 4 – C4b. So on.
Take our chain yesterday for example;
We use Siggy, so this is what you’d see if you used it. Obviously it can differ. Just for demonstration purposes, you can see this is a fairly basic chain. The C1 has not been custom named, hence it displaying as such. Chains can get a lot more complex. Take this old one from a few months ago.
This is a good example of how many wormholes you can actually find. One leads to many. There are two C3as, but that’s because one was mislabeled when I created it. Always have a way of mapping – imagine trying to navigate that chain without a guide! If you’re looking to try Siggy, check their info page here.
Chains – Refers to the current link of wormholes to your location. Can be just a couple, can be a lot!
Mapping – Refers to a diagram or list of current wormhole connections. Vital for navigation and reference.
That’s all for this post. As usual, notify me via EVE Mail or comment if you notice a mistake or have a suggestion for a future post. The next post will cover Scanning, Anomalies and Directional Scan.