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lee boots
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Posted - 2011.05.17 13:25:00 -
[1]
KK I have heard 2 ways of running wormholes to keep them active. 1, Run the anoms and leave the sigs so the anoms respawn 2, Run the sigs and leave the anoms so the sigs respawn Could some one please confirm if any of the above is true.
Many thanks in advance. o7
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Daneel Trevize
Black Viper Nomads
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Posted - 2011.05.17 13:35:00 -
[2]
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1508537&page=1#24
Quote: Wormhole sites are distributed using the same system as we used for exploration everywhere. This is one of the systems we tend not to talk about much in public as it removes a lot of the mystery when you can see exactly how the sausage is being made.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1508537&page=1#26
Quote: Starbases have absolutely no effect on distributions in WH space, or anywhere else in the game. WH space exploration works exactly the same way as it does everyone else. The effects people are seeing is exactly the same effect that manifests elsewhere in the game
Farm your static. |
Substantia Nigra
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Posted - 2011.05.17 22:57:00 -
[3]
Originally by: lee boots I have heard 2 ways of running wormholes to keep them active. 1, Run the anoms and leave the sigs so the anoms respawn 2, Run the sigs and leave the anoms so the sigs respawn Could some one please confirm if any of the above is true.
leaving either sigs or anoms will have no effect on your other spawn rates ... they will just be potential income sitting there untapped until a neighbour raids and turns them into salvage / loot or another visitor starts their despawn timer.
W-systems do not degrade over time. The rate of spawning of both sigs and anoms depends on other people clearing those sites and the dice-roll deciding that they respawn in your system. You can experience long spells with very few new sigs / anoms spawning and you can get a bundle spawning in a short time ... that's just the nature of w-space life.
If you're after more sigs / anoms than your home system is providing then probably the best way ahead is to farm neighbouring systems. Alternatively, depending on where you are atm, you could shift to a system class that has a higher turnover of sigs / anoms ... debatably C3 or C2, although little debate that C3 provides better income rates.
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Farang Lo
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Posted - 2011.05.18 00:23:00 -
[4]
leaving either sigs or anoms will have no effect on your other spawn rates ... they will just be potential income sitting there untapped until a neighbour raids and turns them into salvage / loot or another visitor starts their despawn timer.
how does the despawn timer work?? I got a guy went in our system and despawn everything we have, about 20 signs, then he black mail us
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Felstaff Celium
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Posted - 2011.05.18 00:41:00 -
[5]
If your invading pilot has already activated the sites, he has already lost control. Once a site has been pinned and warp initiated (you can abort the warp), your timer has already started. Combats may last 1-2 days after the timers starts and gravs and ladars are about 3-5 days. Put a CTA to your corp and run the sites while the helpless scanning pilot sits there and does nothing. It is most like a scanning alt in a Covert Ops which means he has next to zero combat capabilities. At worst he is sitting in a covert T3 (such a waste of a ship) and if you run in numbers you should still be safe (as you can be in W-space!).
As the posts above have indicated your true source of income should be your static. I have scanned, checked, cleaned and collapsed my static up to 5 times in one day. If there are no sigs to ID or combats to run, just add mass and get a new one. You can not do that with your home system. Consider the sites in your home system as icing and the static as your cake.
Fel
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Farang Lo
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Posted - 2011.05.18 01:04:00 -
[6]
thanks, very useful information
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Substantia Nigra
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Posted - 2011.05.18 02:27:00 -
[7]
Originally by: Farang Lo how does the despawn timer work?? I got a guy went in our system and despawn everything we have, about 20 signs, then he black mail us
There are four ways in which non-WH sites in w-space (i.e. cosmic anomalies and radar / magneto / ladar / grav cosmic signatures) despawn and disappear: 1. They despawn soon (usually within minutes if no-one remains on grid) after being completed; 2. Some despawn after a certain point is reached (e.g. the final sleeper spawn is triggered) and the site is abandoned with no-one remaining on grid; 3. They despawn a period of time after they have been otherwise 'activated'; 4. Sometimes they despawn prematurely when EVE crashes.
Once it is 'activated' a site will disappear after a period of time. That time period varies from 1 - 5 days. A site is activated by someone **commencing** a warp onto the grid of the site. Commencing a warp-to-100km-from and then immediately cancelling, even in a cloaked ship, will activate the site.
Once activated there is no way to save the site, although you are able to harvest it before it despawns.
Some people routinely despawn the sites in systems they visit. To do this they need to scan all the sites and commence a warp-to each of them. These people offer various rationalisations and justifications for their actions.
In your example, if he's already started their despawn timer then there's nothing you can do to stop it. If you wished you could try harvest the sites before they disappear, or you could just let them go and wait for the inevitable new sites to spawn.
Wormholes despawn in roughly similar ways: 1. They despawn once their allowable mass limit has been exceeded (kinda like completing an anom); 2. They despawn once their lifetime has been reached (16 hours, 24 hours, whatever) after they are first activated. If it's a K162 it's timer doesnĘt start when you commence a warp to it, it has already been started when the person on the other side first commenced a warp to the grid of the originator wormhole.
Probe scanning and bookmarking a site does not activate it, it's commencing a warp to the grid of the site that starts that timer.
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Test Build
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Posted - 2011.05.18 09:05:00 -
[8]
In other words: despawn everything everywhere. PLEASE.
I can't count the number of times my C2 static opens up to Alladins cave with 15+ anoms and over a dozen combat sites, plus the sheer quantity of industry sites that aren't getting run. (I wont run industry sites outside my own system)
Picture this if you will.
Jump in, hit D-Scan..surprise surprise multiple POS's Check Wormnav, no combat for at least a week. Pop out the probes. Whine audibly as you realise it's going to take an hour to despawn the entire system. BM all the combat and anoms, come back with combat ship.
Kill 500+ sleepers over the next 2-3 hours while your scout sits cloaked 300kms off thier POS, and the dude in the badger hiding inside talks smack in local.
600m in salvage, and the comfort of knowing that in 3 days all those sigs are going somewhere they may get used.
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lee boots
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Posted - 2011.05.18 11:01:00 -
[9]
What can i say ? great advice ty guys..
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