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 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 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 revisiting the scene of the crime
One of the features of the overhauled sovereignty system is system upgrades, allowing claimed systems to be modified to attract more anomalies and probably some other modifications. I don’t know, I live in w-space, where sovereignty cannot even be claimed, let alone the system upgraded. But it got me considering the possibility of an upgrade specific to w-space.
The genesis of my thoughts was the aftermath of assaulting a tower in w-space on Christmas Eve. It was a lovely present, to find an entirely undefended tower in w-space, but the strontium present in the fuel bay stopped Fin and I from doing any real damage. There was enough strontium for the tower to be in reinforced mode for forty hours, and our static wormhole only remains open for sixteen. Without wanting to remain isolated from our home system, and then making our way back via an exit to null-sec, all we could really do was turn around and leave the tower alone.
Such are tower assaults in w-space. I strongly suspect the occupants of this class 3 system rely on strontium to protect their tower from destruction, instead of weapon batteries for an active defence. Either the tower is put in to reinforced mode and the attackers go home, or the attackers remain in the system, severing their own link home, and risk waiting until reinforced mode ends. There is no guaranteed way back in to the same w-space system without leaving at least one scout there. Maybe there could be.
The wormholes in w-space are not entirely random. They are the product of Sleeper technology, opening links between systems, and maybe their randomness is actually a result of the ancient technology gone a bit haywire. Perhaps it is possible to harness this alien technology, much like is already done for strategic cruisers, to stabilise wormhole connections, at least a little.
The w-space upgrade I am thinking of is a celestial beacon. When installed, the beacon links one system to another, creating an anchor for the wormhole technology. When the current static wormhole collapses, the new one created will latch on to the beacon and open to the same system, allowing further journeys between the two systems.
The benefits should be obvious. A tower is no longer completely safe merely for having strontium, as a celestial beacon can be installed allowing a fleet to return after the reinforced mode ends. But there are other benefits. A rarely visited system, with dozens of anomalies or mining sites, can be plundered for profit over a greater period, instead of watching all the resources disappear with the current static wormhole. Or a connection to a system with a convenient exit to high-sec empire space can be utilised over several days, instead of trying to cram all the travel in to a few hours.
Such an upgrade is, of course, supremely powerful. After all, it essentially breaks the randomness of w-space, its defining nature. The way the beacon needs to be installed, and its fragility, hopefully will militate against most concerns of being too powerful. The beacon must be anchored to the K162 in other system, and after the old wormhole collapses any new wormhole will appear in the same position. It is also visible on the overview throughout the system, much like a territorial control unit, or stargate. Any capsuleer can warp to the beacon on a whim, without needing to scan for it. The beacon is also poorly armoured and cannot be repaired, making it an easy target for destruction.
The beacon may give an opportunity for return visits to the same w-space system, but it is far from guaranteed, and far from safe. Being able to see and warp to the beacon allows locals to destroy the beacon easily and keep their system safe. The attackers would need to defend their beacon heavily to ensure a further assault against any tower in the system, which may take too many resources compared to perhaps a simple bombing run or two needed by the defenders. The guarantee of a K162 being at the beacon would also make it a prime target for ambushers from other systems, adding some danger to planting one even in a system marked for profit or its exit.
The only issue that could be a real problem is abusing the beacon to allow greater numbers of ships to travel between systems. Rather than only being able to get a certain number of battleships in and out before the mass allowance is surpassed, a beacon would guarantee further passage between systems, essentially allowing as many ships as possible to enter and exit, a new wormhole being created each time the current one collapses. Perhaps this will be solved by the beacon only renewing wormholes that collapse during their end-of-life stage. Those wormholes that are intentionally collapsed by mass at any other time would also destroy the beacon. That would limit the number of ships that could transit every twelve to twenty hours.
I think a celestial beacon could be an interesting w-space upgrade. Allowing continued passage between systems that could otherwise not connect for months is useful occasionally, and the drawbacks of it being so visible and obvious should limit its appeal to be used relatively scarcely. There may be other drawbacks I haven’t considered that are the reason why there is no such Sleeper technology yet found, or perhaps it simply hasn’t been uncovered yet. Either way, it would be interesting to see if a celestial beacon would enhance w-space life, or ruin it.
On Reaching A Point Of Change
There are sadly, times when your world changes. While changes are fresh and often refreshing, the are also all about things being different and even the most positive of changes still carries with it a high level of stress. Take for instance some of the most stressful events available to humanity: slipping into your first pod; getting married; plugging in +5 implants; flying your first interceptor; having children; upgrading your medical clone. These are all positive events with great rewards attached to them. We learn, grow and become more than we were through them. And still they give us stress and often force us to re-evaluate our position.
This eustress as it were is a cumulative process in the body and pod pilots are not immune. It is a function of our terrestrial origins and comes ‘part and parcel’ with the biological fleshy sack of bones that we stuff into our pods. This is for the most part a good thing. However – like all stress it needs an outlet. Some people find their relief in mining, other from running missions for various corporations and still others from trying to stop other pilots from completing the first two.
[caption id="attachment_966" align="alignleft" width="150" caption="What We Saw From Outside"]  [/caption]
So to has been the move to a new home in a higher class wormhole. We came into the new home with isk in our eyes and the sun aft. There was great excitement, motivation, participation and preparation. The transition from a class 3 to a class 4 wormhole carried with it an added set of challenges that required adaptation, innovation and adjustments in how we perceived and pursued the profits around us. So too does the shift from a class 4 to a class 5. Here also is the need for adaptation, innovation and adjustment. The rewards are potentially much greater, but also the dangers. There is the ever-looming threat of better pilots with bigger toys coming to visit. The concentrations of enemies and the requirements to face them are both higher. If there is one other thing that remains constant in moving from class to class, it is the progression of difficulty.
[caption id="attachment_967" align="alignright" width="150" caption="What We See From Inside"]  [/caption]
As we have set up our operations and began to prepare for the future, several things have become apparent.
- Change generates a lot of excitement and activity that is not necessarily reflective of ongoing reality.
- Perceptions are based in reality but do not always reflect the whole picture.
- The progression of difficulty is not linear and iterations on a theme are less likely to be as effective.
- While loss can be a motivator and tool for education, it can also and often is disheartening.
- Losses are always painful. Even the small ones.
- Sometimes you can simply be unlucky. Other times it is sheer luck that makes things go great.
So in the end we are having to wrestle with our own perceptions and expectations of what we want out of the whole experience. We are each coming to terms with how we will cope and for some it means more changes. Some have decided that the best way to deal with it is to move on to something else. It is not unlike the earliest of starts when we learned how to die very well and what to watch out for. While we are no longer the idiots in the neighbourhood, we still have a lot of learning to do.
On Making Decisions
In the life cycles of corporations and alliances, there are decisions that have to made and choices that have to be faced. There are often as many or more choices and decisions that need to be ignored and left to wither and die in the desert of inattention. Member pilots are all [or were] human and as such have opinions, ideas and speculations that they feel is necessary to share and express with the leadership. Sometimes these are viable options that need to be considered in the light of the ever changing space-scape, while others are valuable tools and nuggets for future use. Some things that they share are sadly just simple thoughts that they opine at every possible moment. To both groups I say thank you. It helps to know that you care enough to at least speak up and often to put actions to words and make things happen.
There are other decisions that fall into the “Critical” category. These include things like setting standings/treaties, war declarations and responses, recruiting, moving and policies. If the CEO or executor manages to screw a decision like this up, the results can and often are disastrous to the rank and file, the corporation/alliance and can even have a fallout affect on other seemingly unrelated entities. As CCP tries to present in their Butterfly Effect and Causality videos, there can be far reaching consequences to all the choices made in New Eden.
Now is the point where WHEN and GREAT are facing decisions about the future. We have been enjoying our time in the class four wormhole that we call Home. Home is where you anchor your POS, as they say. But lately some of the challenge has been leeched away as anomalies become routine, cosmic signatures are done without concern and – hold on to your hats – combat pilots are even mining and harvesting gas for diversions. Thus we contemplate a shift to a class five wormhole to create more opportunities and potentially more conflict. We are scanning around for systems and will settle on one in the near future. We have some competent pilots and I think personally think we are up to the challenge.
On Adding, Subtracting and Finding Yourself Happy
Some things are easily quantified and measured. They can be numbered, totalled, divided, analysed and reported. This is basic maths and accounting, in that you know how much of something there is and how much it is worth in time, effort, profit, etc. These are the things that most people aim for and are more than happy pursuing. More and better ships, profit, ore, isk, research, production, flying, etc.
On the other hand, there are the unquantifiables. The things that defy counting and spurn attempts to wrangle them into mathematical formulae. The time spent teaching a new corporation member the way things are done or walking a newbie through basic scanning 101 can be really hard to put a number on/in/by. How do we assign a value to the logistics pilot that kept several millions or even billions of isk on the field longer in a fight? Is there any quantitative measure for the time spent making sure the POS was set up efficiently so that arrays were easily accessed without flying back and forth all over the bubble? How about the amount of energy and resources put into manning a gate camp?
Still another thing to consider is how much isk is enough? The answer ranges from the PVP pilot who like heroin addicts, just wants enough for the next fix, er, ship to the full-on industrialist/trader who needs all of the isk to be satisfied. Most of us fall somewhere in between where we have a comfortable point, varying slightly by our preferred hulls and fittings. We could all use more and could survive on less.
Orakkus recently wrote about what it takes to be a Solid Pilot, and I think it is just as applicable to the discussion of value [and worth a plug as well]. There is a certain value to a pilot that can fully fit a sniper battleship and the one that knows she needs to stick to something else. It is often immeasurably valuable for fleet commanders to know that the the people in the fleet know their roles and can adequately fill them. I am afraid of only two things in EVE: 1) Logging in and finding that my friends have decided to pack it up and move to some other venue; 2) Idiots.
The first is mitigated by the communication channels that friends share in and outside of New Eden but the second is something that shatters dreams in fits of screaming nightmares. This is another item of value that is hard to quantify. How long do you invest in people that seem to be unable to learn or at least very slow to pick things up? Almost every cost/benefit analysis argument generally boils down into either a he-said-she-said situation or becomes so subjective as to be meaningless.

On Cobwebs, Cans and Cosmic Hygiene
[caption id="attachment_856" align="alignright" width="294" caption="Take It All Out"]  [/caption]
Letrange’s recent post on cleaning up detritus that he finds along the way and the need for people to help keep their own wormholes and the ones they visit clean is something that has been on my list of topics to address. The WH Engineers regularly work to clean up the places we visit and where we live. There is more than enough junk floating around out here for all us to get in on the act. So, “Come On New Eden, Shoot It Clean!”
As an aside, keeping wormholes clean and clear is more than just cans, wrecks, and the occasional barge. Keeping the number of combat anomalies and signatures down to just the wormholes is also good. It presents a good business image, keeps visitors from lingering and trying to capitalise on them.
And finally, good POS arrangement and storage is also essential. Nothing looks worse than cans scattered all over, SMA’s and CHA’s places all over the place and random ships left floating around. If nothing else, it is plain Operational Security to keep things situated cleanly, reducing the amount of possible information that might be collected. They don’t need to know you only fly battlecruisers and Tech 1 astrometrics frigates. The obvious exception to this being capital ships as they are more decoration than trash.
On Scanning, Shooting, Salvaging, Harvesting, Hauling and Helping
In a whirlwind rush, the list of things to get done piles up and begins to look like a impending avalanche. There may be fields of ore just floating out in our system patiently waiting to hear from our barges. There are definitely wormholes that have yet to be found, surveyed, catalogued and stored. There are gases dispersing, hoping to be harvested and stored until processing. There planetary resources to extract, refine, process and export. There are reaction to be run, research to be installed, POS arrays to be unanchored, moved, anchored, onlined and utilised. There are resources to be exported, sold, contracted and traded. There are fuels, modules, ships, ammo and skills to be imported. There are possibly neighbours that would like us to alleviate their shields, scour their armour and generally remove their hulls from them.
And none of that even begins to include the number of people that need to be thanked, congratulated, hailed, ignored, watched, befriended, shot, reshipped, berated and/or bereaved. Throw in some ongoing conversations about the nature of the universe, whether ships really fly in space or swim through it, who did what to whom and where to go to get some good, hard spiked Quafe.
The world we live and fly and fight and engineer in is rich, deep and very, very personal. It takes more than just a passing interest in spaceships and spreadsheets to appreciate it fully. This is not to say it’s perfect. The interface confounds me on a regular basis, my ship seems to occasionally have a mind of its own, the drones only respond 100% correctly on the second Tuesday of each week and occasionally my overview tells me I’m somewhere else.
We are busy little Wormhole Engineers. We like our part and the jobs we do. If you are looking for a stable source of income and relaxed, arm-chair piloting – keep flying. There is none of that out here.
On Moving Slowly And Taking Notes
[caption id="attachment_813" align="alignright" width="309" caption="Sisters of the Guardian"]  [/caption]
We managed to scan out our static and a connecting class 5 wormhole with some nice gas and anomalies. The static was a class two, which no doubt affected the desirability of said wormhole. After some random dithering and discussion, we decided we had sufficient fleet strength and numbers to check out some of the combat opportunities. It helped to sway us that the system contained a Cataclysmic Variable spacial anomaly that works heavily in favour of our chose remote repair strategy. In fact, it means that the large remote armor repair modules mounted on our Guardian logistics ships are 85% more effective!
The Vital Core Reservoir is known to have a couple of Sleepless Keeper battleship sized drones in it and we haven’t faced this particular kind before. Our initial plan of attack involves a fleet of Mr.’s Maelstrom, Scorpion, Dominix and Rook, and finally the Sisters of the Guardian2 for the first encounter. Since the person who scanned down the site had warped to it previously, the enemy was right at hand and waiting to be studied and evaluated. The Guardians quickly set up their logistics lock while Mr.’s Scorpion and Rook began to jam the two battleship class ships. Someone somewhere was writing all this down and making notes about comparable lock times, ECM resistance levels and initial alpha strikes from the ships. Once the initial observations were made, first one and then both battleships were allowed to regain locks and incoming damage assessment began. We were pleasantly surprised with our results and proceeded to just pummel the poor ships after gaining our data.
After gathering some basic intelligence reports from this Ladar, we opted to do the same with a combat site. The results were similarly enlightening and led to some nice discussions about the prospects of future class 5 wormhole colonisation. One of the things we noticed was the slight change from a higher alpha strike to a more sustained DPS. Whereas when we moved from a class 3 to the first class 4 site was the noticeable increase in the first wave of incoming damage. This was probably due in part to our slightly lower skills, unknown expectations and difficult fleet composition. The intervening months have taught us a great deal about how to operate together more efficiently. We were later joined by our Ms. Abaddon pilot and Mr. Frigate Ganking Harbinger. The increased DPS mitigated some of the ECM needs, so Mr. Rook flew off to expedite the salvage operation.
While not an overall cake walk [buy ticket, listen to music, note number, pick up cake] it was certainly an enjoyable exploration of a possible future direction. Little Mr. Harbi took one in the chin as without an explosive armor hardner, even the 8 combined, staggered, drone-assisted, Cataclysmic Variable boosted remote repairs from the Sisters of G2 could help survive the incoming damage. He ping-ponged in and out of structure [full armor, then 95% structure, full armor, 80% structure, full armor, then still lower structure, full armor, 25% structure, full armor, 5% structure] until finally entertaining us with a nice puff of atmospherics and some light. It helped that it was a highly profitable evening with the combat portion of the exploration hovering around 1 billion in revenue for a couple hours work and research.
To cap off the night, a couple of ran back and harvested the 300 million isk gas cloud as there are some friends who would like those polymers. Good deeds and all.
On Making Stupid Mistakes & Learning
As I looked over the last year or two of posts, I realised that I very often only present the upside to the efforts and events that we go through. I don’t often mention some of the accidents, problems and outright stupid mistakes that my colleagues or I make on a seemingly regular basis. To further entertain you, I’ll try to recall some of them and tell you what we’ve learned in the process.
Hmmm…. Nope…. Can’t think of anything.
Wormhole Mass
We learned this very early on and it is a lesson that has been repeated for us several times. Wormholes have a dedicated amount of mass available for ships to transit after which they summarily collapse.
On our very first expedition, Project Move In, we managed to try and squeeze a freighter through a wormhole leading to a class 3. Oranges can’t fit through drinking straws and survive. The battleships jumped ahead and the freighter went back to downsize to an Orca which, according to research, should fit through. Paring down our crap into 1/10th of the space was a bit of nightmare, but a helpful second Orca accompanying the replacement Orca made the essentials fit.
Right – we’re idiots. The essentials were some small guns, medium tower, week of fuel, cargo array and ship array. The electronic warfare batteries were too big to fit so we left them in the staging station, as was the rest of the fuel. I think we also might have miscalculated the fuel ratios and didn’t really have a whole week.
The Orcae returned to the wormhole to find it strangely wibbly, but this was “unknown” space so there had to be things we couldn’t know. The first Orca with the tower and some fuel jumped in to the wormhole. End of story. Really – no more wormhole, no more connection. Just some very confused pilots floating around in Amarrian high security space trying to figure out what had happened for sure. The lesson we learned from this first experience were really good and helped us to prepare for some future operations and moves…, but not completely. The main lessons we learned were.
- Too Much Ship = Do Not Enter
- Too Many Ships = No More Wormhole
- Bring the combat/industrial ships in after the tower is ready.
- POS + Fuel should likely travel in same ship.
- Wormhole MASS is often the limiting factor in large moves.
Offline
Apparently it is possible to time the rebalancing of fuel in the tower at the precise instant the tower decided to “cycle” through its hourly fuel needs. Should this cycle happen at the exact moment when say, some of the coolant was being moved out to make room for more isotopes, nothing bad should happen. When you accidentally split the coolant stack with an extra digit and move ALMOST ALL of it out right as the tower cycles – bad things do happen. First thing you might notice is that the wibbly, wobbly shield bubbled between you and oblivion is no longer floating around out there in space. The second thing you might notice is that the array next to you is offline. In point of fact, you may notice that ALL of them are offline. And finally, you may notice your disembodied consciousness looking down at the interior of the arbitrary station where you had installed a medical clone [you did update your clone right?].
- Double check your digits when moving fuel.
- Keep an eye on the fuel levels when moving.
- Try to add fuel in balanced ratios to begin with.
Combat
You will die. A lot. Hopefully over time you will die less often. Some of our losses were due to a superior force with better ships and fittings and skills than ours. Most were just stupidity, laziness and incompetence on the part of high sec industrialist trying to learn how to harvest resources in null security space. To say we were ready for 0.0 is true, but these were wormholes and we were IN them. So were the pirates, gankers, griefers, some more pirates, bigger territorial industrialists, and solo PVP artists. Other times we just didn’t know the ships we were used to flying and what they would/could do when faced with certain situations.
- Be willing to use and lose your ships.
- TRY and learn from each death. [This is very hard. Expect to fail at it as well.]
- When attacking a POS, warping to the nearest celestial object will fail.
- Going after a bait ship is dangerous.
- Chasing a bait ship into an enemy’s home system is not dangerous, it’s a free ticket to your medical clone [You did remember to update your clone, right?].
Industry
Ore takes up volume. Calculations of yield are based in m3/time, so it shouldn’t surprise anyone that all of those cubic meters add up. Remember our first lesson about wormhole mass. Two corollaries are spun off from it that apply in this situation. A) It takes a lot of industrial ships to collapse a wormhole. And, B) not much high end ore fits in an industrial [at best about a jet can]. An Orca helps both of these situations immensely, but also suffers from being highly susceptible to being intercepted along the way. Losing a fully rigged and fit Itty V is mere pocket change compared to replacing the Orca that didn’t make it back to the POS.
- Intensive Refining Arrays are a good investment for any corporation that is mining in wormhole space.
- Losing 25% of your yield/profit/potential is better than flying multiple trips to known space.
I’m quite sure I could come up with more examples of our incompetence, but would likely ruin our reputation for flawless execution.
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