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EVE New Citizens Q&A

 
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Rather confused by the basics of travel.

Author
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#1 - 2011-12-26 10:54:03 UTC
Hello,
I have just started out in EVE and have completed the first two tutorial missions but before I continued on I wanted t clear up my confusion with the basic fundamentals of travel and navigation. The tutorial has me select a destination from my mission log and then warp to it. When I arrive I interact with an acceleration gate and I warp travel off somewhere else. I may have missed something but how do I know where I am travelling to? I cant see anything in the acceleration gate info that says where it is sending me. If I travelled to one place by selecting it from the mission log, why am I then using an acceleration gate for the next part of the route? Is that a "jump"? The galaxy map itself didn't seem to shed too much light on where I was or where I was going either I'm afraid.

I would be grateful for any simple info about the basics of selecting a destination, navigation and travel that anyone could offer.
Cheers
Mara Rinn
Cosmic Goo Convertor
#2 - 2011-12-26 11:24:05 UTC  |  Edited by: Mara Rinn
Warp drives depend on certain properties of space-time. It is a frequent occurrence in the EVE universe that parts of space do not have the appropriate properties to support warp travel: these regions of space (smaller than a solar system, often smaller than a planet) are called "deadspace". The only way into these places is to use acceleration gates.

There are three basic types of space structure you will find which impact navigation: acceleration gates, star gates, and jump bridges. Acceleration gates are local space devices, while star gates and jump bridges are mechanisms for interstellar travel.

Acceleration gates exist only to propel your ship somewhere else in the local volume of space: their range is usually in the tens to hundreds of thousands of kilometres. All travel via acceleration gates will be within the local star system. Check your Star System map to see where you are in reference to the local star and other celestial bodies.

Stargates utilise wormholes to send your ship to another star system. Stargates are usually located at positions in space where a natural wormhole would form, and the device exists to tear that wormhole open, shove a spaceship through, and allow the wormhole to collapse in an orderly manner. Of course there are also unstable wormholes, but navigation through those requires advanced training (Astrometrics and associated science skills, player skill), patience, and courage.

Jump bridges are similar to stargates in that they will send you to another star system, but the mechanism they use is based on cynosural field technology.

Hope this helps!
Tubrug1
School of Applied Knowledge
Caldari State
#3 - 2011-12-26 11:40:59 UTC
Mara Rinn wrote:


Stargates utilise wormholes to send your ship to another star system. Stargates are usually located at positions in space where a natural wormhole would form, and the device exists to tear that wormhole open, shove a spaceship through, and allow the wormhole to collapse in an orderly manner.(thats wrong) Of course there are also unstable wormholes, but navigation through those requires advanced training (It dosen't, takes about an hour to train and theres a tutorial agent for it) (Astrometrics and associated science skills), patience, and courage.

If you're going to be an annoying role player, at least get it right. Also there's a difference between between jump bridges and cyno becons.

To the guy who asked the question: you're in the same system as you were before, the only way you can change what system you are in is by jumping through a stargate, a wormhole or using a capital ships jump drive.
Mara Rinn
Cosmic Goo Convertor
#4 - 2011-12-26 12:19:35 UTC
Tubrug1 wrote:
If you're going to be an annoying role player, at least get it right. Also there's a difference between between jump bridges and cyno becons.


You go ahead and jump headfirst into wormhole space with nothing but the gear you get from the tutorial missions and one hour trained in Astrometrics. Good luck Lol

I purposefully left cyno beacons out since they are used as a jump target for jump capable ships: you can't interact with them in space as if they were an acceleration gate, star gate or jump bridge. Someone doing the tutorial missions isn't going to be encountering capital ship jumping or titan/black ops jump portals.
Xercodo
Cruor Angelicus
#5 - 2011-12-26 17:44:03 UTC  |  Edited by: Xercodo
Ya really good luck with that.

You may not NEED advanced training to find and go into a WH but you sure as hell need some more skill before you can do anything inside of it once there.

If you need to further argue this point I have the corpse of a week old newb that would have a few points he'd like to convey...

The Drake is a Lie

Tubrug1
School of Applied Knowledge
Caldari State
#6 - 2011-12-26 17:50:44 UTC
you just mentioned associated science skills and i thought you were i nice person xerc :(
Xercodo
Cruor Angelicus
#7 - 2011-12-26 18:02:56 UTC
Tubrug1 wrote:
you just mentioned associated science skills and i thought you were i nice person xerc :(


I am Big smile

But the aforementioned science skills aren't required to find or make use of WHs, just makes finding them easier. Blink

The Drake is a Lie

Tubrug1
School of Applied Knowledge
Caldari State
#8 - 2011-12-26 18:16:10 UTC
was talking about the other guy who said about the science skills, he shouldn't play eve
Xercodo
Cruor Angelicus
#9 - 2011-12-26 19:02:28 UTC
Oh ya know what, ya, I misread the conversation here lol.

But I'd take the approach of the science skill being required and not required at the same time.

Not required in the sense that it is possible to find WHs without them.
Required int he sense that it will be damn hard to do so without them.

Just like how we'd say drones are required of missioning. You can get away with it if you one shot all the frigates before they get under the guns, but you really should have drones.

The Drake is a Lie

Tas Nok
Hedion University
Amarr Empire
#10 - 2011-12-26 19:12:07 UTC
Mara's response is accurate but here is another way of looking at it:

when you undock and look at your overview (list of ships planets etc and their distances) everything listed in KM is on your grid (nearby and rather close). Your grid is determined by where you are but is usually 300km in every direction (lots of exceptions here but none to worry about early on, and I'll leave better description of grids to someone else)

when you warp to a mission... it won't be listed on the overview, it it were anyone could find it, it is your mission only you can warp to it easily (but others CAN warp to you once you arrive invited or not)

Acceleration gates are simply an access point to a deadspace pocket which prevents you from warping there directly, the empires and pirates have helpfully erected them all over new eden to enable you to visit :P

stargates in their various forms will always change your star system (check upper left corner for system name)

as mentioned by others there are other structures and places, jump bridges and actual wormholes among them, but require more introduction.
Mara Rinn
Cosmic Goo Convertor
#11 - 2011-12-26 22:41:48 UTC
Tubrug1 wrote:
was talking about the other guy who said about the science skills, he shouldn't play eve


There you go, edited my post to include mention that advanced training includes player skill.

I would never recommend that a rookie pilot with no game experience head into unknown space: especially not in the T1 astrometrics frigate and one hour of skill training in Astrometrics.
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#12 - 2011-12-26 23:22:39 UTC
Regarding warp acceleration gates - in game mechanics terms, is their function simply to break up your travel so that players or NPCs can "interact" while travelling? I.e. they prevent us from zipping back and forth from places with low ambush risk?

If I am warping somewhere and arrive at an acceleration gate, will that gate always move me in the right direction of travel?
Tas Nok
Hedion University
Amarr Empire
#13 - 2011-12-27 00:13:02 UTC
Grakulus Silmaril wrote:
Regarding warp acceleration gates - in game mechanics terms, is their function simply to break up your travel so that players or NPCs can "interact" while travelling? I.e. they prevent us from zipping back and forth from places with low ambush risk?

If I am warping somewhere and arrive at an acceleration gate, will that gate always move me in the right direction of travel?

yes, the acc gates only have one direction and they will always send you onward to your destination, they pop up in missions, anomalies and incursions (ie you make an effort to go there, like asking an agent for a mission)

I believe they exist to control which types of ships are allowed in the mission and they do break up some missions that have several areas involved (ie warp in, kill everything, use acc gate, kill everything there, use acc gate....repeat until mission ends)

your risk of ambush is not changed by the acc gate, if you get probed down they warp to the same gate you did and except for some special gates, they are unlocked; anyone can use them.

your risk of ambush in HS in early missions in low tier ships should be minimal. In LS or Null or WH the risk is much higher, just remember Concord exists to Punish after the fact, not protect before. Ganks happen everywhere... welcome to eve.
Xercodo
Cruor Angelicus
#14 - 2011-12-27 07:16:08 UTC
The game mechanic purpose of acc gates are to break up deadspace areas into "rooms" like in a dungeon of other MMOs

The Drake is a Lie

Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#15 - 2011-12-27 09:32:48 UTC
One thing of note is that the distance an acceleration gate warps you is about 10000 km.

Now this is not something you have to worry about as a newbie, but once you find out about d-scan and missioning in low-sec, this little piece of information might become quite useful.....Cool

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Vuiko Tarasovich
Bound In Blood
#16 - 2011-12-27 15:18:13 UTC
The best way to think of Deadspace is like the dungeon of another MMO

an acceleration gate is the only "door" into the dungeon of deadspace (space that you cannot naturally warp into).

Each acceleration gate is another door. If you leave the deadspace pocket via warp you will have to go to the first acceleration gate and work your way through the deadspace complex (dungeon) again.


With the exception of deadspace pockets, your ship's warp drive allows you to arbitrarily warp to any object in a solar system. To get further you use jump gates. Don't worry about cynos and jump bridges 'n **** for now. that's for later.


if you watch star trek, then your normal engines are impulse, your warp drive is warp, and yeah it would take weeks to travel between the eve stars at warp speeds, so we have jump gates (wormholes).
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#17 - 2011-12-28 18:09:34 UTC
Thank you for the help. That makes sense.
Idicious Lightbane
Garoun Investment Bank
Gallente Federation
#18 - 2011-12-29 12:26:02 UTC
As has been said it is basically different 'rooms' of the mission, don't forget though that other people are able to scan you down there and get in as well. Doing trial missions this most likely won't happen but just a heads up :-)
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#19 - 2011-12-29 13:45:25 UTC
So is there a way to go back a room? or to see a map of the "rooms" travelled on a journey? Is there ever a reason to do so or is it pretty much forward movement to a destination? I can see the analogy with rooms in a dungeon but I'm not sure about moving hack and forward between them.

However, I've not got too lost yet so maybe I'm worrying about nothing.
Emiko Luan
Aliastra
Gallente Federation
#20 - 2011-12-30 02:24:12 UTC
Some deadspaces have gates that go back, but normally you can't without warping out (the nearest celestial is under your system name if you need a quick exit)

The dungeon room analogy is a good one, but think of the gates are "jumps" down to a new area.

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