tirsdag 14. april 2015

The death of wormholespace

For a few weeks now I have been reading through the dev posts about new structures and the changes to sov. Big changes are coming, and we are right now seeing the precursor to those changes. CFC is abandoning Fountain and Cloud Ring. Northern Coalition is abandoning Querios. Renter space almost everywhere is left to themselves mostly. Capitals are rendered useless in the capture of structures and space causing huge shift in how groups and alliances approach the aspect of conquering and holding space. From a lot of the threads it seems that a lot of people from wormholespace dont understand how these changes will affect them so this is my humble attempt at pulling some of the strings and trying to anticipate how some of it will play out. The death of wormholespace? Maybe a bit dramatic. But it will change. Change a lot.

I will divide this section into a few of the core game-play aspects we currently have in wormholespace. Let me start with the big ones first.


The act of kicking someone out of their home. Has been one of the major contributors to the way wormholespace function. Even a scout from Bite Me Inc back in the day could be enough to send an entire alliance into depression and panic. You know what? This will be gone. Completely gone. Evictions as we know them will die with the new structures. And here is why:
  • No loss of assets. (i) To accommodate the nullsec groups CCP has decided that loosing all your assets is no longer an option. The new structures will have built in security measures in them that keep your assets safe even if the structure explodes. We don't know in what shape that will be yet and maybe it will be possible to hellcamp a system 23/7 for a few weeks and manage to kill people retrieving their assets. But seriously. No one will have the will to do that.
  • Structures not bound to moons anymore. (i) So there is no way to prevent your target from putting up a new structure and prolonging the siege.
So what does this really mean? CCP is shifting the focus from destruction to conquering. If you want to make a name and take over your neighbors assets you need to move in and conquer their system and live there. Not only blap the pos and be gone.

Is this a good change? In my opinion: YES. Very much so. It will definitely encourage more groups to try wormholespace and there will be more focus on fights instead of structures.

Nullsec relation

I think several of the groups like Hard Knocks Inc and Lazerhawks (and others who enjoy roaming null) already have severely wet themselves when the news about the Entosis link (i) and the new mechanic for capturing sov was released (i).
  • Station Capture
    Hard Knocks have a couple of times made a mockery out of different nullsec groups by capturing their stations. Having a wormholegroup take your station show how little you are actually able to defend it. In june this will be a lot more frequent occurrence. Because why not? Capture a station, freeport it and setup a low tax. Some free isk for a little while by trolling the nullseccers.
  • Bluelists
    Watching the current nullsec megablocks dropping sov and consolidating over a smaller area the relationship between nullsec groups and wormhole groups will alter a lot. We have already seen the Russian community change this and expect a lot more to be seen in the English community in the months to come. We already see a huge influx of nullsec alliances deploying to wormholespace and with wormholegroups affecting the sov war itself I suspect several attempts at diplomatic "arrangements" may be growing forth.
There are probably a few more aspect of the nullsec - wormholespace relationship that will be affected, but the strict divide that has existed between the two spaces earlier will be a lot more blurred after the summer.

Docking and mooring

Probably the hottest subject with the most feels thrown around, docking in wormholespace has always been a hot subject whenever brought up. But we also have very little confirmed information about what will apply to wormholespace and what will not. Lets assume at least that the no-local will stay as is (more on this subject later). Will docking hurt wormholespace? Many will say yes, but lets delve a bit deeper into it. What is the difference between a docked or cloaked player in a no-local enviroment? The docked player can change ship without notice. But everyone will see him undock and can react accordingly. Will you engage at the undock? No ofc not. There will be no docking games with the new structures. Why not? Because every docking structure will have defence. You know what this means? Yes docking games will be gone from 0.0 as well. You will no longer be able to sit on a station without taking the risk of being targeted, scrammed, webbed and shot by the structure! Now go back and read that again.

So if you want to be able to camp a station/structure you need a fleet able to tank the structure defense doing full aggro by manually manned guns. Same as with POS currently. So will docking make a big difference in wormholespace? Actually I think not. Will it alter wormholespace? Yes a lot. But players will adapt and new tactics will evolve. But I don't see docking games being a part of it.

Market hubs (i)

Now CCP has given us absolutely NOTHING to indicate this will be in wormholes or not. Personally I would LOVE it. Different concerns have been voiced in regards to market hubs but I think it would both allow different style of gameplay to evolve and also make it easier to actually live in a wormhole.

Drilling platforms (i)

Again. Little from CCP about this in relation to wormholes but I would love to see it as possible. Especially if it would scale with the classes. To give it short. I want this structure to spawn gas and ore sites that need to be scanned down. Scannable ore sites have been a request since they were moved and this is a perfect opportunity to bring them back. At the same time go ahead and nerf all the ore anoms and belts. That will make this structure very useful in both null and wspace.


And here is the elephant in the room. The really big change that will literally change a LOT. Gates in wormholespace? Yes it looks like it :o
I'll start this with a few quotes from the thread:
We are planning on some of the structure to be placed in W-space yes, the exact type and numbers are up to discussion based on the gameplay consequences they are going to have there. It all depends if we feel they're going to negatively impact this area of space or spice up gameplay. (i)
 But the most interesting is this:
Interesting points, thanks - however, if possible, we would like to open up as many structures as possible for people not participating in Sovereignty warfare.
Why should we penalize players in high-security space by preventing them to anchor their own gates? If they're willing to pay, face the risk of having them attacked and maintenance of having them, I don't see why it should be for Sovereignty space only.

A large group of players willing to bypass Niarja by building a network of gates around it should be able to do so. Smugglers in low-sec, or FW pilots should be able to use their own gates to get a tactical edge over their opponents.

We may find out later that it may not be wise to do so for whatever design / technical reason, but we'd really like to keep the system as open-ended as possible for now until proven otherwise Pirate. (i) in reply to (i)
Now this deserves some thoughts. Basically what they are saying is that they are changing EVE. Completely. They are changing the way all travel mechanics work. Who can go where etc. We have no clue what this will actually result in especially for wormholespace. But holding a constellation of c4's i.e. may actually become a thing. That alters a lot. A lot. And I'm not sure its a good thing. But it does mean that farming several c5's or c6's in a night will be possible. How you can disrupt the gates will also be a very vital element in their affect. An example could be you are looking at hurting a c5 group that hold 4 wormholes in the same constellation. You start seeding all the wormholes and as they are all gathered farming in one wormhole you attack the gates with entosis link. Now they cant engage you everywhere and using bubbles you can hinder them enough to disconnect two of the systems from the others. Now you can proceed to clear out the disconnected systems and they have to use alts scanners to get a way back in. But with structure loot gone whats really the point of destroying for the sake of destruction? Unless the structure itself gives a 60b killmail? Yeah I can see that being a good enough incentive for a lot of groups. So possible interesting gameplay, but most interesting is the possible validation of the atlas project. 

Observatories on the other hand has some interesting uses. Most don't apply to us as it affect showing of statistics on the system map. But the decloaking effect that was teased can be interesting in itself. But we have no clue how that will work. However I don't see any good gameplay contribution coming from it to wormholespace. The cloaky meta is the signature of wormholespace and I don't want to see it gone. So please Fozzie! No decloaking in wormholespace.

This thread is however one I will keep an constant eye on as it evolves.

Closing observations

As the work progress with the new structures it will be interesting to see what comes out of it. I doubt we will have much confirmed before after the June sov patch goes out. But your welcome to surprise me CCP :D

One thing is certain however. The entire game looks like it will be changing. Will it kill wormholespace? No not at all, but it may be the death of wormholespace as we know it today. Ages come and ages go. What was once present pass into history and then into myth.

fredag 3. april 2015

Choose a wormhole, Part 2

Part 2: Home system

(check out part 1 here about what static to choose)

This should always be your second choice but its still an important choice.Wormholespace is kinda divided in two. The systems who have a kspace static (c1-3) and those who don't (c4-5). You can also divide between the systems where capitals can transverse (c5-6. Also known as high class) and those where capitals can not enter or leave (c1-4. Also known as low class). Capitals change both pvp and pve a lot. In high class, warping capitals to the anomalies trigger extra sleepers who are worth a lot. In low class this doesn't happen. Also in pvp the tactic known as "dread blapping"(where you use webbing ships to slow down and target paint ships cruiser class and up so the dreads can one-shot them) is common practice in high class. Invasions and evictions is also far more frequent where capitals can leave and enter than where they cant. This will be an interesting change with the new structures that leaves the dreads useless except for additional fighting power. We will have to see how that turns out when the time comes.

This time I have listed the most obvious benefits of each class as I see them, connections (including how much traffic you can expect through your system) and vital considerations for homedefence.

Do you have a different experience with one of these classes? Let me know in the comments below.

Class Benefit Connections Homedefence
C1 The pve in these doesn't give much but good potential as industry base and PI farm. Keep an eye out for nullsec data or relic sites tho. Possible to be a good base for solo or small group doing industry. If you want a null/ls static for pvp-roams I rather recommend a c3 due to the tiny entrance and difficult of rolling c1 wormholes. Outgoing: Static known space
Incoming: Roaming mostly lower classes

Traffic: little
Always having a static kspace these system are very easy to bring mercs into and very hard to roll due to the small size. Keep 5-10 bill spare in your wallet and you will most likely never be bothered. Set up large or medium towers with loads of online ecm and neuts and offline guns. Do not build caps in system!
C2 I would argue this is the perfect class for a new corp to wormholespace. If your aim is to experience the best from wormholespace then this is a good entry. Depending on the statics you can either have steady access to good small group pve or occasional small gang pvp. You will from time to time have big groups connecting to you as well. Don't be afraid, try to gank their haulers. Camp the Kspace static. Skirmish with kiting ships. Bomb with bombers. And always scan out your wormholechain as far as possible. You never know what you find. Most often your own system will be devoid of pve sites so make sure to make a decent choice of static!
Outgoing: Dual static: Known space, Wormholespace
Incoming: Roaming and static from all classes

Traffic: loads
This is the most sought after wormhole class currently. Its the starting spot for a lot of corporations. If you only have a single tower and no obvious friends you may find yourself an easy prey. Having a heavy defended large POS may deter attackers bashing your POS directly but I have personally heard about several people seeing unknown groups still move into the same wormhole. Keeping some spare isk for mercs can be handy if you need. Having a spare dread if you plan to settle for several years may be useful but never heard of anyone who actually had any use of it. Rather try to give fights or ambush connecting groups and make some friends instead. May serve you a lot better than throwing isk at unused capitals.
C3 Can provide decent solo pve content for a few hours but the real strength of these wormholes are the direct kspace that have a 300k mass allowance. Depending on the static this class really shine as either industrial base or staging ground for pvp roams in null or lowsec. Of course also keep in mind how easy it is to make a powerful PI farm ;)
Outgoing: Static known space
Incoming: Roaming mostly lower classes

Traffic: little
With a single kspace exit this is again very easy to bring mercs into. Have some spare isk for that. But unlike the c1 the static is easier to roll making wormholecontrol for any invading force a lot easier. However as these systems don't give a lot for smaller++ groups and is primarily good for soloplayers, having a decent POS setup will most often prevent you from being evicted but if someone else decide to move in its hard to stop. Again. Having spare isk for mercs may help.
C4 Home sites really cant supply more than 2-3 active people but the major benefit is from the dual statics these systems now have. Please check my blogpost on why I personally love our c4 here. But c4's are all about the statics and can support everything from 3-4 active players up to unlimited number of people depending on statics. Outgoing: Dual static to wormholespace
Incoming: Mostly k162 from C4 but also other classes

Traffic: sometimes a lot, other times nothing at all
If you have an attractive system with good PI and good statics then "maybe" someone want to take it from you. But right now there are enough empty ones to fill. You should have more than a bare few people people so fielding a fleet for homedefence should be viable. Use large towers with a proper varied defense to demotivate attackers. Hardeners and ecm to make initial bash a pain and then loads of offline guns as well to online if needed.The more towers the safer but you need to stay cost efficient.
C5 Not very solo friendly but possible for small groups depending on static. Very good isk-making potential with capital escalation but also somewhat risky. Most of the c5's are inhabited by corporations primarily focused on the pve (of which several are alt corps of the few big pvp-wormholecorps/alliances still around).

Recommended for corporations with 5-10++ active members but there are also several common ways of doing it solo as well for the high skilled players with several alts.
Outgoing: Single Static wormholespace
Incoming: Mostly someone else's c5 static. Occasional direct roaming low, null or very rare hs.

Traffic: very little. Usually just scouts and then occasionally huge fleets.
Large POS only for defense. Medium can work few pilots but will be easy to RF with dreads no matter what defense you put on it. Large ones with neuts, ecm and guns can cause problem for a small fleet even with dreads. Large fleets there is no defense against with the current structure system. Just keep anchoring and onlining neuts while they bash to drag out the time and bore them to death. Make it as boring as possible for the attackers. Neuts to neut out dreads, hardeners to make the bash as long as possible. Batphone whatever friends you have and keep everyone online even if afk just to make sure hostiles have to be ready for defending hole control at all times. If possible batphone whoever you can and take hole control at opportune moment to get them inside.

There are several lesser pvp groups that make a living out of invading and evicting small corps in c5 space so be sure to either have friends or fat wallets to hire mercs if needed.
C6 Not at all solo friendly. Right now most c6 is occupied by a russian renter alliance called w-Space citizen. If you look like a small squishy target and someone have a russian corp willing to pay for your wormhole expect to be evicted. If you have a decent group it is however a easy place to grab a system. As in c5 you have the potential for isk from capital escalations. For pvp its very much up to the static you choose. Don't expect many to roll into you as there is at most 2-3 pvp groups who do any decent kind of rolling. Outgoing: Single Static wormholespace
Incoming: Mostly a c6 static from an empty system that someone else deeper in chain scanned. Occasional direct roaming low, null or very rare hs.

Traffic: very little. Usually just scouts and then occasionally huge fleets.
Same as c5 but anyone invading have a lot easier time seeding your system with capitals due to how easy it is to roll for a specific c6 (only 100 in total opposed to the approx 500 c5 systems)

Also be prepared to be seeded for siteganking. Read up on relevant tactics on how to deal with that.

onsdag 1. april 2015

Why I love our C4

So I havent really told much about how it is like living in a c4 with static c4 and c2. So today I'll reveal a little bit of what its like. To the left you see our chain from 31. march. No its not uncommon. This is in fact somewhat regular to get these chains. We dont always go deep, but when we do it spreads all over.

So this is a good example of our regular chain. Now basicly the only hinderance here is the 2 bill mass on our statics and the lack of ability to bring capitals through. But other than that we basicly got all of eve at our doorstep. Nothing in the wormholes? Check some of the lowsecs. Or null. Or go gas mining in a c5.

In this particular chain we actually had Sleeper Social Club scout in our c4 static. So our scouts went hunting for their home, but couldnt find it. At the same time someone found a ishtar ratting in the c3c so we went out and killed that. Then another went off into lowsec from LSA and found some guys. We tried to get a fight but when a few of us showed up the locals just ran away.

Shattered wormholes? Daily. (here its the one with a orange border around it). If we got bored we could ofc go and scan that. They usually open up another 3-7 wormholes.

Do I miss the c5 farming with capitals? No not really. Sure its good isk but right now I consider our lovely wh the best place we have lived in wormholespace. We never close our home and 23.5/7 all of these wormholes are avaiable to our pilots to do whatever they want in.

Yes, we are recruiting. 
Join "Unsettled" channel in game.