15/05/11 08:39 AM
| Arkonor | 285 |
| Bistot | 217 |
| Mercoxit | 192 |
| Crokite | 187 |
| Hedbergite | 171 |
| Hemorphite | 168 |
| Jaspet | 152 |
| Dark Ochre | 147 |
| Pyroxeres | 118 |
| Kernite | 106 |
| Veldspar | 99 |
| Scordite | 93 |
| Gneiss | 90 |
| Plagioclase | 88 |
| Spodumain | 82 |
| Omber | 81 |
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On Crucibles Of Change
So in a few moments, the universe as we know it will collapse in on itself in a cataclysmic cacophony of conniptions that we will come to call Crucible. There are changes enough for everyone, including everything from lowly munitions all the way up to galaxy spanning goodies. There are new modules/equipment as well as new ships to put them on. There are old types of equipment with new abilities and properties as well as new paint on old ships.
Perhaps more than with other releases I have been keeping an eye on this update. Regular daily Singularity updates and visits have become a part of my routine as much as my morning coffee. Perusing the differences of the new equipments, ships and visuals has become something of a habit. By-and-large, there is little in the changes that will effect my day-to-day routine significantly [with the exception of corporate bookmarks - which still seem only half of a solution]. There is a bit of internal struggle that coincides with all of this change, mostly centered around the question of, “Why do I care so much?” Bear with my introspective, belly-button browsing as I consider how all of this is affecting me so deeply.
In a bit of confession and disclosure, I have toyed with the notion of hanging up my pilot’s license and settling down into a long stasis. Over the last year has seen some interesting flak and change happen in the universe and not all of them have been useful or happy. There were times and days where I could not be arsed to haul my pod into a ship to do much of anything, let alone fly around, shoot, scan, salvage, explore…. So in the midst of all this malaise, comes a rather expected update to the universe with rather unexpected feelings attached to it.
Where there was apathy before, suddenly there is attention. Where before I felt like giving up, I am tending to feel things going up. I look forward to sliding into my ships and launching forth to interact with the others around me. If nothing else, at least there is in Crucible the concern for quality that derides my contempt and compels my attention. I am ready for change. The world is again before me on a plate of stars waiting to be devoured with the utensils of ships and shots.

I would like to leave you all with a quick Wordle of the patch notes mentioned above. I was singularly impressed with the results and how much it reflects the essence of change.

On Publishing Other Colony Thoughts
Someone put together some diagrams for the previous set of posts about how the author generally went about setting up her colonies on planets for Planetary Interaction. In the course of putting the posts together, it was decided that they did not really fit into the general information that was being collecting and thus they were lost on the cutting room floor so-to-speak. Due to some clamouring from a back seat pilot, the editor is posting these with little or no guarantees as to their applicability or relevance. The reader is allowed to determine whether the images are useful or not.
 The Goal
 Submit, Survey & Submit
 BIF's for Spacing
 Import-Export Business
 Rounding It All Out
 The Missing Links
Thus the sites are set-up following a basic methodology of extractor->spaceport->basic industry->linkages.

On Tier 3 Planetary Production – My Current Setup
As I have reviewed what has happened in getting a good sized Planetary Interaction setup organised, several things began to pop up. There was this constant nagging sensation that I was Doing It Wrong™. There also had to be a way to get a better yield and some how make use of the CPU that was not being used. The first idea was to see if would be better to separate extraction and production completely. To do this, I enlisted the help of The Puppet to set up his four planets to extract each of the four P0 needed in the production of Robotics.
First a quick survey of the system gave us a good rundown of what resources were available on each of the planets [or just glancing online somewhere] and in what quantities they are present at each one. This part was something that I felt was important as it allowed me to eliminate some planets in favor of others. From this survey I whipped up a quick and dirty sheet of numbers to help plan out my strategy:
| Planet |
Aq
Liq |
Base
Mtl |
Carbon
Cmpds |
Micro
Org |
Noble
Mtl |
Hvy
Mtl |
Non-CS
Crys |
Susp
Plas |
Ionic
Sol. |
Noble
Gas |
Reac
Gas |
Plank
Col. |
| I |
25 |
75 |
75 |
75 |
33 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| II |
25 |
75 |
75 |
75 |
25 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| III |
0 |
40 |
0 |
0 |
80 |
40 |
50 |
5 |
0 |
0 |
0 |
0 |
| IV |
60 |
80 |
0 |
0 |
0 |
0 |
0 |
60 |
50 |
60 |
0 |
0 |
| V |
50 |
75 |
0 |
0 |
0 |
0 |
0 |
0 |
55 |
75 |
25 |
0 |
| VI |
50 |
75 |
0 |
0 |
0 |
0 |
0 |
0 |
60 |
75 |
33 |
0 |
| VII |
50 |
75 |
0 |
0 |
0 |
0 |
0 |
0 |
60 |
75 |
25 |
0 |
| VIII |
50 |
75 |
0 |
0 |
0 |
0 |
0 |
0 |
60 |
75 |
20 |
0 |
| IX |
100 |
0 |
0 |
50 |
0 |
100 |
0 |
0 |
0 |
33 |
0 |
50 |
 Kename's Ice Planet
 The Puppet's Ice Planet
The Puppet planned to just extract the raw materials and export the refined P1 materials and store them in the Corporate Hangar Array for me to haul to the planet where I was building Robotics. He set up on the ice planet to extract Heavy Metals as it had the largest concentration of that resource. I added an extraction set up for the ice planet as well and soon we were pulling in a great volume of Heavy Metals and exporting quite a fair amount of Toxic Metals to put toward Cons. Elect. production later. One of the big benefits of the way the new extractor head system works is the ability to move them around freely to adjust to changing deposits of resources or fix and fiddle with any of them without having to destroy and rebuild a colony every time. Due to the way the CPU/power grid worked out, I was not able to get an additional basic industrial facility as I was short about 50 PG. Since there was copious amounts of CPU available, I opted to add a second Landing pad and put the intermediate P1 there for storage and export.
 Kename's Storm Planet
 The Puppet's Storm Planet
For his second installation he set up on the storm world to extract Base Metals. This was a deliberate decision based on my previous survey of the system. All but one of the planets in our wormhole has deposits of Base Metals and at fairly high concentrations. The storm planet has the benefits of being the largest quantity by percentage coupled with a fairly low planetary radius to keep link costs down. It also does not have any other resources necessary for production of robotics. The lower CPU and PG needs for links allows for an additional processor instead of the second spaceport of the ice planet. The Base Metals are refined and converted into Reactive Metals for the later production of Mechanical Parts needed to make Robotics.
 Kename's Plasma Planet
 The Puppet's Plasma Planet
The third move was into toward the plasma planet’s set up. It was initially set up to be both an extraction and production plant. Some conversion was necessary in order for it to fit the new structure of pure extraction instead. The basic industry facilities were retained but in some cases repurposed with new schematics. Additionally the the spaceport for storage and export was kept intact. Production schema were updated and routes modified to match. The radius of the planet is similar to that of the storm and so has a similar number of processors. The Puppet here also set up shop to extract Non-CS Crystals and produce Chiral Structures for later incorporation into Cons. Elect.
 Kename's Barren Extraction Planet
 The Puppet's Barren Planet
Finally the last extraction planet was one of the Barren Planets. There was not much difference between the two and their relative deposits so The Puppet put up an extractor colony on the first planet and I opted to build my extraction facility on the second one. The idea was to avoid interfering with each other’s setup and thereby maximising the returns. The barren planets both have somewhat mediocre deposits of Noble Metals, but the only other planet with the resource is the plasma planet which is already obligated for Non-CS Crystals.
After all of that, it seemed like the bulk of the work was finished. Eight planets had been set up to extract the four necessary P0 materials and refine it into the four Tier 1 Products used to produce Consumer Electronics and Mechanical Parts for final inclusion of the Robotics.
 Making Robots
 Backup Production Facility
The last step was supposed to be the most straight forward as it could be set up on any planet and did not require survey. Again, I opted to have this set up on the second barren planet in our home wormhole system that I was not using for Noble Metals [but The Puppet was] as it had the smallest diameter and thus was the most economical in terms of CPU and PG needed for links. This was a fairly complex setup and in hindsight would do a couple of placements differently [for aesthetic reasons mostly]. The lessons learned in previous iterations and attempts at PI were useful in making sure that things went smoothly.
The first installation [after the Command Center] was the Spaceport. Additional Advanced Industrial Facilities [AIFwere placed around the Spaceport in a hexagonal layout while attempting to minimise the distance between them. The result was a tightly packed set of 25 AIF. The next step was to link everything together with the minimum number of links and avoiding any long links. This involved a bit of trial and error and sketching to get it set up with the least number of links without overloading any of them or requiring upgrades if necessary. The final result was 5 branches of 4 AIF connected in a general ‘Y’ or ‘T’ shape and one branch with 5 AIF.

On [Re]-Evaluating the Whole Wormhole Works
Non-Industrialists Must Stop Reading Now and Go Shoot Miners!
For the rest of you – there has always been a small [ok LARGE] part of me that enjoys the industrial side of EVE. I like shooting people in ships, flying around looking for targets, debating how best to fit a ship for a job and if it is even a valid application; however I also like making things. For several reasons I have variously gotten involved in mining ore, making munitions and modules, building ships, inventing Tech 2 items and ships, harvesting gasses, reacting polymers, reverse engineering artifacts, building Tech 3 pieces and putting together planetary colonies for producing various tower fuels, T2 components and raw materials. It is the POS fuels and their production that this post deals with.
There are a multitude of ways to go about this and I will probably forget some along the way, so feel free to point those out to me. In the mean time, the following is a walk-through of how I got to where I am. Remembering how I had started with trying to set everything up in one go I knew that I was going to give it plenty of thought and try and do my homework.
When Penny and I returned to a C4 to live and hunt with a smaller pack, I opted to look at the whole PI process again and evaluate how best to approach it. I opted to see if I could produce enough robotics to keep the tower supplied without having to import them. They are an expensive part of the fuel calculation and would significantly affect what we had to provide on our own. This plan was to use the planets in the system to produce fuel for use and not for sale. The first fuel setup was Robotics as it accounts for about 15% of the total fuel costs and 30% of the non-ice fuel costs. A balanced fuel load [using as much of the fuel cargo space in the tower with all fuels for the same number of days] for our large faction tower means we need 816 units of robotics every 34 days.
In order to do this, we need to be able to produce 24 robotics per day. One Advanced Industry Facility produced 3 [u]nits of robotics per hour given 40u of Mechanical Parts and 40u of Consumer Electronics. This works out to 72u robotics per day if there is sufficient supply of Mechanical Parts and Consumer Electronics. The goal is then to determine how best to go about getting the Mech. Parts and Cons. Elect. supplies necessary to keep the Robotics rolling off the line continuously. The first attempt saw extraction and production spring up on our plasma world for Cons. Elect. and on a Barren planet for Mech. Parts. The second barren planet was then setup to combine the P2 materials into robotics.
One of the things that quickly became apparent when setting up a large scale Planetary Interaction colony was the extreme PG need for a large number of extractor heads. Thus there was always going to be a compromise over the amount of P0 material extracted and the number of basic industrial factories that could convert it to P1. Thus I was able to get about 1,400u each of Mech. Parts and Cons. Elect. This made for about 35u Robotics per day. While this was sufficient for producing the fuel we need for our tower, it was a very depressing return for what seemed like so much work put into clicking, hauling and then clicking again. This also only resulted in 500,000 isk/day in excess revenue which hardly seemed worth the time sink. It is for things like this that I pay people to change the fluids in my planetary vehicle.

On Strip Mining Planets
Moving into a Class 5 wormhole after the Class 4 saw a shift away from producing anything and toward raw extraction. This was the part of the plan where I put down extractor heads and landing pad to rip as much stuff out of each ball of dirt/lava/gas in our system that I could get my greedy little command centres on.
The initial plan here was to stockpile the extracted Planetary resources [P0] materials until a suitable wormhole opened up and then flood the market with it all. The basic tenets involved were: Low Stress; Low Time; Low Margin; Medium Returns. This plan was enacted and working for only a couple days before two things happened to change it all up.
The first was the change from extractors to extractor “control units” and “heads” for getting the P0 out of the planet. This required going back to each planet and restructuring how everything was laid out on the colony. While this was time consuming, it was in all actuality a blessing because of the following reason required some colony restructuring/thinking.
The second issue was probably the more important factor – raw P0 are rather bulky in large quantities. Another pilot and I quickly realised that using the XL ship assembly array as well as the freighter was not going to be sufficient to hold all the stuffing we were pulling out of our plush planets. A quick refit saw the new extractor heads added and a couple dozen basic processors to change our P0 into Tier 1 products [P1]. This resulted in our good only needing 25% of their former volume [3000 units of P0 = 20 units of P1: 30m3 P0 = 7.6m3 P1]. This made storing the produce much easier, moving it out take less time/effort and allow us to wait for a suitable exit that we were comfortable using.
In a typical day I could collect about 18,000 units of Oxidizing Compounds [there was a lot of gas] over three planets. A fourth planet was setup on our temperate world for exporting mass quantities of Industrial Fibers which could theoretically generate about 12,000 units. If you noticed from the previous paragraph, this is a still a lot of cubic meters of stuff. So much so that in order to keep enough space free in the spaceport I was forced to export my planetary goods 2-3 times per day. This was also an unworkable solution not to mention unsustainable from a resource point of view.
In the end I scaled back the extraction and production on the gas planets to about 3,100 units of P1 each day [ending with a full spaceport] and then could export and restart the whole process over again. This was all worth about 500,000 isk per planet per day logged on. This meant with my 5 planets, I would be able to generate 2.5 million isk per day for about 20 mins of clicking. Yeah – it took a while for that to sink in. This was not going to be a long term cash cow but it was certainly something to fill in the space between scanning, running anomalies, hauling crap and running reactions.

On Colonising and Mining a Planet
In my first foray into Planetary Interaction [PI], there was a mythical 4th Tier [P4] level product that could then be used to potentially build POS arrays and structures. I scoured the ‘show info’ windows and read as much as I could about how it all stacked together [P0->P1->P2->P3->P4], which planets were necessary and even which POS arrays were moving and selling, how much of what it took to make them, which planets were optimal for that, what skills would be needed, et cetera. I briefly [nearly non-existent moment in time] toyed with the idea of building Corporate Hangar Arrays as a lot of them were showing up on tower kills [a few that I happened to be a part of – shooting them that is]. I have seen a lot of other pilots talking about their planetary colonies, how they set them up, what they are producing and what they have found to work well for them. I wanted to share my experience and hopefully offer help for someone else looking to set up their own PI production chain.
As it turns out, this was going to be quite beyond what would be profitable for a single pilot [or even two] to effectively manage with sufficient appreciable return. Perhaps if an entire corporation were committed to producing all of the parts involved it could be a profitable venture. Realising full well that the first ‘M’ in MMO is for multiplayer [the second is for migraine], I still thought there must be something that a single player could do with PI that would be a least somewhat profitable.
I spent a fair amount of time looking at the spreadsheets, making my own, pulling up prices from the late eve-metrics and eve-central and deciding what might be possible. In the end I opted to start with just a couple of little things to help offset POS fuel. Enriched Uranium seemed good as it could all be produced at the plasma planet we already had and then could be used to help fuel the POS we were living out of. Easy, right?
It took a couple of tries [including a full tear down and rebuild of the colony] to get everything situated in some semblance of order. Along the way I learned important lessons about planet size [bigger means longer, more expensive links], production set up [work in reverse – more on this later], and repetitive stress syndrome from the click-a-palooza involved in turning everything on. As I learned I also read more and discovered several great tools for planning:
Additionally I began to become more efficient in planning my colonies to try an squeeze the most out of them. This is a fairly difficult pursuit as the changes made to PI since incursion have affected the ability to do single planet construction.

On Getting Lost Without Losing Your Way
Recently I managed to end up on the wrong side of a wormhole. Many of you read about Penny’s side of the story and search to find a safe passage for me back into the wormhole system we call home. In a multi-part series she recounts how over several days it was necessary to scan, scan and scan again. For those of you who might have missed it:
Well, the reality is that I often end up on the wrong side and often without it being the end of the world. It is a regular occurrence to see “20:33:35 Notify As you pass through the wormhole you realize that it collapses behind you.Have you become trapped?” in my logs. I was going to get a picture to illustrate, but sadly my fingers have not been cooperating quickly enough to generate the screen shot as I jump through the last time. New image of what you see when you close the hole now included.
As residents of a class 4 system with a static class 3 wormhole, it takes 2,000,000,000 Kilogrammes to close the hole and force a new static wormhole to spawn. For the sake of protecting my zero key and facilitate a slightly faster representation, I will be abbreviating that number as 2,000M(illion). It is also relevant in that ship masses are all larger than 1,000,000 Kilogrammes [shuttles and pods excluded]. Thus as we scan, haul, hunt and pew in and around our various wormhole connections, it is often essential to maintain fairly accurate accounting with regard to both the type and number of ships we have pushed through the holes.
Frigates tend to hover around 1M Kilogrammes, destroyers are about 1.5M, cruisers are about 11-13M, battlecruisers are 13-15M, battleships are around 100M and an Orca is 250M. To these values are then added afterburner [AB] or micro warp drive [MWD] effects if they are active on the ship when jumping. 1MN AB/MWD adds 0.5M Kilogrammes, 10MN AB/MWD adds 5M and the 100MN AB/MWD adds 50M Kilogrammes. There are a few anomalous ships in this schema like the Caldari black-ops battleship Widow which tips the scales at a massive [for a battleship] 150M Kilogrammes. Together these ships can form quite a variety of mass combinations to push though and close a wormhole with ships arriving on the same side at the same time as planned.
Thus for our situation, a typical closure [which we refer to in-house as "rolling the hole"] will look something like:
| Beginning WH Mass |
Ship Transit |
Direction |
Mass Used |
Remaining WH Mass |
| 2,000M |
Orca with AB/MWD |
Outbound |
300M |
1,700M |
| 1,700M |
Orca with AB/MWD |
Inbound |
300M |
1,400M |
| 1,400M |
Orca with AB/MWD |
Outbound |
300M |
1,100M |
| 1,100M |
Orca with AB/MWD |
Inbound |
300M |
800M [WH should indicate change] |
| 800M |
Orca with AB/MWD |
Outbound |
300M |
500M |
| 500M |
BS with AB/MWD |
Outbound |
150M |
350M |
| 350M |
BS with AB/MWD |
Inbound |
150M |
200M [WH should indicate critical] |
| 200M |
Orca with AB/MWD |
Inbound |
300M |
-100M [WH should collapse] |
There is one final issue to consider – the fundamentally unstable nature of wormholes. They can vary by as much as ±200M Kilogrammes which is slightly less than an Orca, 2 battleships, 10 AB/MWD cruisers… et cetra. This also means that if the hole is on the light side [closer to 1,800M Kilogrammes] then you will likely find yourself sitting in a fairly expensive ship in a system that is not quite friendly. Thanks to a good deal we brokered with Mr. Murphy, this most often happens under perfect conditions when the system I end up is:
- Full of Hostiles
- Null-Security Static Exit
- Approximately 5 minutes before they all come online
- Smaller than 14 AU across in diameter
These perfect storm conditions are surprisingly easy to come across and account for a surprising number of incidents for getting trapped outside of the system I call Home.
Oddly enough, the most recent exclusion event happened as a result of properties unknown and unknowable with regard to wormholes. I took a picture of the situation as it manages to baffle me to this day. I returned to this bookmarked [former] wormhole and it remained just like this for several hours. As Penny mentioned, one of the highlights is the fact that I trapped some tourists from high-security inside the wormhole and got a cool picture of an apparent illusion or apparition. It is logically impossible to prove an absolute negative. But one thing I can state absolutely, there was no way back the way I came. Oddly enough there never was a message about the wormhole closing behind me.
In retrospect, the whole situation reminded me of a quote that will probably live in infamy for those poor pilots living in the USA during the reign of Bush the Younger. His senior hounds-of-war-master issued the following statement about not really knowing if things were true or not:
“Reports that say that something hasn’t happened are always interesting to me, because as we know, there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns — the ones we don’t know we don’t know.” –D. Rumsfeld
So in the end, I guess we will never know if we know or not.

On Making More Mining
There is a certain need felt by many profession miners to be able to get more ore from their rock collections than the next guy. The thought of not having the very best possible set-up for ore extraction is nearly unbearable and they will risk gang and gank for a maximum yield mining boat. I have known more than a few pilots who have fit their ships to mine more ore in a cycle than they can hold at one time in their cargohold. And yet, there is still more ore to be had, more cubic meters of matter to collect. To scramble some popular culture, let’s see how deep the rabbit can mine.
The hardwirings for a miner are much more limited and are likely to see the pilot either leaving slots empty or putting semi-unrelated things in her head. The main hardwiring is the slot 10 ‘Highwall’ HX-series of mining yield improvements. Given that mining is done over time [for some pilots, any time mining is mind-numbing, stupor inducing, interminable hours/days/weeks/month/years], even the 1% boost can be significant. If you are an ice miner, then you will fill slot 10 with a ‘Yeti’ BX-series hardwire which reduces ice miner cycle time. There is an additional implant for slot 10, the ‘Highwall’ HY-series which reduce the CPU need for mining upgrades, but this is more easily accomplished with the CPU implant ‘Gypsy’ KMB-series which keeps slot 10 open for either mining or ice implant upgrades. Using the KMB-series of implants will also be beneficial while flying other ships.
As mentioned in other posts, the capacitor implants, namely the ‘Squire’ CC2/4/8 and the ‘Squire’ CR2/4/8, for increased capacitor and faster capacitor recharge will benefit the miner just as much as the PVP and PVE pilots as well as being just as useful for jumping in other ships and maintaining capacitor while flying.
The last hardwiring implant for a miner to consider is the slot 10, Mining Foreman Mindlink. This is an advanced hardwiring [requiring Cybernetics V] that improves the effect of the pilot as a mining booster on his or her fleet. This is almost essential for a corporate mining leader and the cost quickly recovered by an Orca pilot who is boosting a fleet of Hulks. For a Rorqual pilot, it should be a minimum requirement as it creates a set of insane yield boosts for the rest of the miners.

On what wormholes can tell you without your asking
There is more to navigating w-space than simply scanning for wormholes. Knowing the designations of the wormholes and what they mean can help with expectations and reduce confusion or misunderstandings. First, it must be understood that there are two ‘ends’ to a wormhole, the ‘entrance’ and the ‘exit’. There are no specific restrictions on movements through a wormhole dependent on it being the entrance or exit, but knowing what side you have found gives information in itself.
If you are looking at the exit of a wormhole you will always see the designation ‘K162′, with no exceptions. That is the only designation ever given to an exit. The entrance of a wormhole has a designation made up in the similar way of having a letter and three numbers, but unlike the exit each specific designation essentially determines where the wormhole leads. For example, seeing an X877 signature in a class 4 w-space system will tell you that the wormhole leads to another class 4 w-space system. On the other side, of course, will be a K162.
The second snippet of information needed to be understood is that an entrance wormhole can either be ‘static’ or random. The meaning of ‘static’ in the sense of a wormhole simply means that a particular type of wormhole will always be present within the system. It won’t remain in the same position, just that once the previous wormhole collapses the new one will be have the same designation. A random wormhole is an anomalous signature that has a chance of spawning anywhere but, once collapsed, will not automatically return. Understanding the static types and, by inference, the random types of wormhole designations will therefore let you imply more information about connections within any specific system.
Whilst it is possible to determine the class of w-space system from the colours seeping through the wormhole this is not the information I wish to impart today. I am more interested in the implications of finding certain designations of wormholes, and the importance in recognising the designations.
Let’s look at what we can tell about a system by the wormholes you visit.
- If you find an entrance wormhole that leads to further w-space you can be sure of finding at least one more wormhole in the system beyond.
- You are jumping through an outbound wormhole that leads to a system that must contain at least its own static wormhole, so you there is definitely another wormhole to find.
- If you find an entrance wormhole that is not a static designation you can be sure of finding at least one more wormhole in the current system.
- Each w-space system has one static wormhole, and class 2 w-space has two, so finding a wormhole that isn’t the static wormhole always leaves the static wormhole to be found.
- If you find an exit wormhole in w-space you can be sure of finding at least one more wormhole in the current system.
- The exit wormhole cannot be the static wormhole of the current system, which must be an entrance, so the static wormhole is still to be found.
- If you find an exit wormhole that leads to w-space there is no guarantee that further wormholes will be found in the system beyond.
- The entrance to the wormhole has been opened in another system, but you need to jump through the wormhole and see the designation of the entrance before you can determine further exploration possibilities.
- If you jump through a K162 to see a static designation on the other side you are not guaranteed to find any further wormholes.
- The system’s static connection is the only guaranteed wormhole in the system, and you’ve found it indirectly by jumping through the K162.
- Check the system for occupation. If there is none, there could be another K162 to find, as a capsuleer must have entered the system to activate the static wormhole you jumped through. Even this is not a guarantee, though, as the wormhole may already be collapsed.
- If you jump through a K162 in to w-space to see a random designation on the other side you can be sure of finding at least one more wormhole.
- The w-space system you have entered has a random wormhole, which still leaves the static wormhole to be found.
All of the above information can be discerned without having to launch scanning probes, which can save time and help maintain covert operations. And it should be seen that being able to determine static and random wormhole designations is useful when exploring w-space. There are plenty to memorise, but in practice only a few are necessary. Certain connections between w-space systems will be seen time and again, particularly if you settle in w-space, and will become obvious given a little time. Others can be determined by scrutinising the information panel, most notably those heading out to k-space. And wormholes to and from deadly class 6 w-space are unmistakable.

On Using The Noctis [or not]
In a recent discussion with Penny [thank you for helping to keep Our Eve stocked and readable], the subject of the Noctis was brought up. Penny and I [and the boys too] have popped a couple Noctises [Nocti? Noctae? Noctices?] in wormholes since ORE began shipping the blueprints for manufacture and have seen a few different fits. This has raised several questions about the usage of and consequently the fitting for a Noctis. In view of my own usage, the Noctis – I would have to say that the answer to the first question is a resounding, “Maybe” and the second question has an even more amorphous answer.
On the one hand, a pilot could try and fit his salvage ship to survive. Plates and resists for protection and rigs to round out its ability to tank. This seems like a fairly tenuous position as the ship is quite fragile and will not be able to mount a very effective escape with such a high armor burden. The other option might be to generate as much speed as possible though it will be impossible to outrun all but the most inexperienced pilots.
Still a third option might be to use a cloak in a high slot to help “hide” for a moment to possibly confuse and confound a potential attacker. This can work for some ships, but the Noctis is still a big target that will be hard to miss when it does uncloak. Another problem with the cloak is the amount of time it adds to the job that the ship is supposed to be performing. Every decloak will engender a delay in targeting and the fitting of the cloak will increase the amount of time necessary to target the wrecks themselves. This can be mitigated to some extent by the application of Sensor Boosters and Signal Amplifiers. This is akin to ships fitting Ancillary Current Router rigs on Caldari ships so that anything “proper” will fit.
Penny is of the opinion that the best way to protect a Noctis is to let it do its job as quickly as possible. The less time that it spends in open space, the less time its pilot will spend updating his clone. This is true to a large extent and I believe that the fitting is only a small part of it. I would suggest that with the added bonuses to salvagers [and especially if you fit Salvage Tackle] that the onus for efficiency will fall on the tractors. Thus in general, a five-three split of tractors and salvagers will likely serve you better. This should hold true for high-sec as well as wormhole clean-up. I would suggest against a cloak as it is going to decrease the speed at which you get the wrecks locked and consequently the speed at which to process the trash floating around in space.
For the mids slots I would lean toward a microwarp drive for its ability to burn toward a gate or wormhole. It is going to make little or no difference in salvation of the ship should sneaky seeds of Satan show up to snatch your scow from you. It will however potentially get you to your destination in a more timely manner. A Sensor Booster [SeBo] is going to help get the wrecks locked more quickly and generally enable you to spend more time frantically mashing F1-F8 to clean the mess that was left floating behind. The other alternative is a Capacitor Recharger but will largely be a matter of choice.
Finally in the low slots do we come to the bones of contention. Cargo, Speed, Armor – which direction should you head? From the beginning I would suggest against a plate. It will do more harm that good to try and slap on a plate that eats up your powergrid, offers only limited improvement in tank and slows down your ability to turn, accelerate and go fast. Resists are a great option and will generally help bolster your tank so that your fleet-mates can arrive on grid in time to see you explode save you. I would avoid the expanded cargoholds unless you are working in High Security Space and you need the 3-4k m3 to store the level 4 mission loot you are collecting. Speed then is a great option to help you get close to the wrecks that are just outside your 68-80km tractor range or align when local/dscan spikes.
Your rigs are likely to just be Salvage Tackle and possibly a Low Friction Nozzlejoint or CCC if you have poor cap skills.
As I write this I am hearing and seeing a lot of negative commentary to the discussion of ship fitting in general and industrial ships in particular. Not everyone understands why they are told to fit a ship certain ways, and many more will believe whatever it is they want about ship fitting in denial of and with disregard for any suggested fittings. For those of you looking to shoot the Noctis, the best advice is just get in and apply alpha as it will go down very quickly. For those of you trying to survive, your best bet is to keep your eyes open and stay out of harms way.
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