Kosmische Signaturen (Gravimetrisch)
- Average Frontier Deposit
- Common Perimeter Deposit
- Ordinary Perimeter Deposit
- Unexceptional Frontier Deposit
Kosmische Signaturen (Ladar)
Kosmische Anomalien
Kosmische Signaturen (Radar)
Kosmische Signaturen (Magnetometrisch)
Kosmische Anomalien
Kosmische Signaturen (Radar)
Kosmische Signaturen (Magnetometrisch)
Kosmische Anomalien
Kosmische Signaturen (Radar)
Kosmische Signaturen (Magnetometrisch)
Kosmische Anomalien
Kosmische Signaturen (Radar)
Kosmische Signaturen (Magnetometrisch)
Kosmische Anomalien
Kosmische Signaturen (Radar)
Kosmische Signaturen (Magnetometrisch)
Kosmische Anomalien
Kosmische Signaturen (Radar)
Kosmische Signaturen (Magnetometrisch)
F: Warum sind einige Sites und Anos durchgestrichen obwohl die Daten vollständig sind ?
A: Alle Sites die nicht durch gestrichen sind, wurden die Daten pers. überprüft und stimmen
F: Kann man einen Schwierigkeitseinstufung für die Plexe bekommen ?
A: Ja, zuerst einma sind die Sites nach der schwierigkeit sortiert. das oberste is dabei das leichteste. Anos sind leichter wie Sigs.
F: Können Sleeper warp scramblen ?
A: Ja aber erst häufiger in C3 in Sigs und ab C4 überall. Bevorzugt scramblen die Emergend Preserver.
F: Was is der Unterschied zwischen Anomalien (Anos) und Signaturen (Sigs)
A: Anomaliesignale hat man sofort auf 100% und sind leichter als im Gegenteil zu den Sigs die man erst erscannen muss
F: Kann man an den Namen die Sites kategorieren ?
A: Ja unzwar nach folgenden Kriterien :
Deposit = Hidden Belt
Reservoir = Gasclouds
F: Kann ich ungestört minern in Hiddenbelts oder Gasclouds ?
A: Nein, da die Sleeper zufällig nach einer bestimmten Zeit reingewarpt kommen.
F: Welche Skills brauche ich um erfolgreich zu Salvagen, Hacken und Analyzen ?
A: für C3 reicht Salvaging auf 4 , Codebreaking 3 und Analyzing 3
F: Welches Loot ist wie wertvoll und zu welchem Preis sollte ich es verkaufen?
A:
Salvage:
Melted Nanoribbons -> 6,5Mio
Loot:
Ancient Coordinates -> 1,5M
Neural Network -> 0,05M
Sleeper Data Library -> 0,2M
Sleeper Drone AI -> 5M
Hacking:
R.A.M. Hybrid Technology -> 0,325M
Amarr Hybrid Tech Decryptor -> 60k
Caldari Hybrid Tech Decryptor -> 2,2M
Gallente Hybrid Tech Decryptor -> 150k
Minmatar Hybrid Tech Decryptor -> 115k
Analyzing :
Wrecked ….. (Weapon=400k,)
Malfuntioning …. (ca. 5Mio)
Intact …. (+10M)
F: Wenn mein Eingang/Ausgang ins WH kollabiert, bin ich dann hier eingeschlossen ?
A: Nein es gibt eine Regel die besagt das immer min. 1x Wurmloch geöffnet sein muss
Die Daten hier konnte ich leider noch nicht überprüfen, und suche dazu noch die passenden DEV-Blogs. Aber der Großteil hier scheint zu stimmen.
1. Normal despawn rate for an UNTOUCHED site is about 3 or 4 days. Untouched means you found it, maybe warped in but did not engage anything or interact with anything.
1. Normalerweise verschwinden unberührte Sites nach 3-4 Tagen. Unberührt heisst, man warpt rein, und greift nichts an oder öffnet etwas.
2. Clearing out a Gravity or Ladar site of NPC Sleepers in a Wspace cleans it out permenently. The NPCs do NOT respawn.
2. Eine Gravi/Ladar Site wo die NPC ausgelöscht werden, sind direkt gesäubert und es gibt keinen NPC respawn.
3. Bringing a Carrier or Dreadnought to a combat site in a Class 4, 5 or 6 Wspace will spawn 6 additional battleships PER CAPITAL SHIP!
3. Wenn man einen Carrier oder Dreadnought in ein C4,5 oder 6 WH in einen Combat Plex mitbringt, spawnt pro Capital 6x Sleeper-BS.
4. Magnetic and Radar sites will respawn complete Sleeper waves after a downtime to include the reset of the capital ship “additional 6 Sleeper battleships” trigger!
5. Magnetic and Radar sites are rare. Ladar and Gravimetric sites breed like horny bunnies in the spring time.
6. Assigning Fighters to someone who then goes to certain sites will also cause 6 additional battleships to spawn.
Das zuweisen von Fightern (Carrier Dronen)zu jemanden der dann in eine Site geht, verursacht ein Spawn von 6x Sleeper-BS
7. The class of the system does NOT affect the difficulty of the sites. It only determines what KINDS of sites are likely to spawn in the system:
'Perimiter' sites are "easy"
'Frontier' sites are "medium"
'Core' are sites are "hard"
Thus a site with the same name will be equally difficult no matter if it is in a class 1 Wspace or class 6 Wspace. The difference is that 'Core' sites seldom appear in the lower classes (allthough they certainly can spawn there as well).
8. Orcas do NOT spawn the additional 6 battleships at any site or encounter.
8. Orcas verursachen nicht den 6x Sleeper-BS Spawn wenn sie sich in einer Site bfinden
1. Wspaces can have up to 7 (4 dev confirmed) wormholes active at one time. THEORY: Up to 4 outbound wormholes max with 3 inbound (K162) wormholes confirmed.
1. Wurmlochsysteme können max 7 Wurmlöcher gleichzeitig haben. 4 rausgehende und 3 ankommende (K162).
2. When a wormhole is nearing "end of life" another wormhole can appear before they finish despawning. When one despawns another one spawns immediatley if it was the ONLY wormhole left. Certain wormholes ALWAYS immediatley respawn no matter what. These wormholes are refered to as “static” wormholes.
3. Some Wspaces have TWO “static” wormholes.
4. The "color" of the wormhole indicates which type of wormhole you are going into, i.e. a red wormhole means you go into red space and a blue wormhole puts you into blue space.
5. Use a program called Wormhole Thingie to know what class any given Wspace is (1 through 6) and to tell how much mass a wormhole can handle.
6. All classes of Wspaces can open up to any class of Wspace, null sec, low sec or high sec directly.
7. Life cycle has not begun means you found it within 1-2 minutes of spawning.
8. “Probably won't last another day” means you have more than 25% of the wormhole's life left.
9. :Nearing the end of its life” means it has less than 25% of its life left.
10. Wormholes last for 16, 24, 36 or 48 hours.
11. “Has not yet had its stability reduced” means it has more than 45% of its remaining allowable mass left.
12. “Has had its stability reduced”, “but not to a critical degree yet” means it has less than 45% of its remaining allowable mass left.
13. "This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse." means it has less than 5% of its allowable mass left.
14. The largest "to high sec" wormhole allows a ship of 1,000,000,000 kg mass to fit through.
15. Capital ships can get into a class 4, 5 or 6 wormhole only.
16. CONCORD is the only entity that can prevent you from jumping through a wormhole.
17. Jumping through the same wormhole twice starts a 4 minute timer during which you can not jump back through.
18. There is also a 30 second Session Change timer that starts when you jump through a wormhole. You can not jump until that Session Change timer is up.
19. The wormhole graphic physically gets SMALLER when you make it pass the 45% and the 5% allowable mass values.
20. The maximum allowable mass for a wormhole not only takes into account the mass of your ships themselves, but ALSO THE MODULES ON THEM. 1600mm plates tear a wormhole a new one and will throw off your mass count!
21. “This wormhole is stable and looks like it could last more than a day” means it will last longer than 24 hours or until its allowable mass is spent.
22. Yes, you CAN fit a Dreadnought through some wormholes.
23. Wormholes collapse when the allowable mass is reduced to ZERO or LESS THAN ZERO (negative). So, if the wormhole has 1kg of mass left you can jump through it with any ship that "fits" (fit meaning ship type for class 1 and mass cap for class 2) in the wormhole. It will collapse when you are on the other side.
24. The "polarity" timers that are 4 minutes long on wormholes are PER individual wormhole. So, if you jump two times back to back through wormhole XXXX you can not jump back through it for 4 minutes, BUT, if you jump through wormhole XXXX twice and immediatly head for wormhole YYYY the timer will NOT exist and you may pass through wormhole YYYY twice before incuring a 4 minute timer for wormhole YYYY.
25. Wormholes that are close to thier end of life will have a more active graphic, it will be more energetic looking.
SLEEPER DATA:
1. NPC warp scramble ability starts at Class 3 and above. At class 5 EVERY NPC webs and warp scrams, ALL OF THEM. Some do not scram right away, but they are capable.
2. Tentative resists: armor is 70/70/70/70 with hull being 0/0/0/0
3. NPCs in wormholes DO get SOME wormhole effects applied to them.
4. The large ADVANCED Sleeper wrecks require Salvaging to level 5. Most other Sleeper wrecks you can do with level 3 or 4. You can do all Sleeper wrecks with Salvage skill to level 4 and using Salvage Tackle rigs (at least one).
5. Use any racial ECM jammer you want, Sleepers don’t care which you use, they said so.
6. The amount of DPS a common class 5 magnetic site is in the range of 1250 with 76 resist per battleship per volley. You do the math.
7. Some Sleepers can peg you 250km away.
8. (Confirmed) scram ranges of 120km+ with webs to boot.
9. Sleeper ships speed of 1000 m/s for BS and 3-3500 m/s for cruiser and frigates. (Confirmed).
10. Sleeper sensor strength is around 24 for battleships, lower class Sleepers are thought to be equally comparable to other player ships of the same class.