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Wormholes

 
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Pre wormhole plan?

Author
DeLoad
Doomheim
#1 - 2017-06-07 11:06:34 UTC
Hello all, I'm looking to try the game again and one thing I've never done is live in a Wormhole, I'm really into small gang stuff but I seem to never find small gangs to do anything with as they tend to be very closed circle.

Is there a certain skill plan or certain ships I should be skilling towards? any alts I should make? what are the roles in a WH? I want to kind of plan this out before I apply to any corps, head out there not knowing anything and catch an anxiety attack Lol
Soel Reit
The Scope
Gallente Federation
#2 - 2017-06-07 12:05:49 UTC
uh...
join a wh corp recruitment channel and fire questions forever.

it depends on the class of wh you wanna live in.
ships it depends on the corp you are gonna join, their doctrine etc.
most common doctrine see t3c+bhaalgorn+command ships+t2 logi.

for your alts... infinite possibilities! at least one scanning alt to get back in the hole i presume Blink
Tung Yoggi
University of Caille
#3 - 2017-06-07 15:30:01 UTC
Skills you want to have:

- Scanning skills. If you have a second account, get at least one scanning alt (Astro IV-V, support skills IV). If you don't, a couple injectors or training time on an alt, on your main account should do.

- Combat skills. Favored ships: tactical destroyers, tech 3 cruisers, stratios. Money making ships: C1/2 is battlecruiser friendly, C3 is best farmed with a Rattlesnake, still works in C4/5 but mostly in pairs, or even larger groups.

- Hauling skills: one of your characters has to be able to fly a T1 industrial at the very least, best would be to fly Transport Ships.

- Industrial (moneymaking) skills: I would highly recommend you get PI skills on a maximum numbers of characters. By the time you will be bored of PI, you will have made enough money out of it. You can also get mining frigates, for high class gas, ore, or even ice (to be found in shattered wormholes or in 0.0 exits).


I would highly recommend two accounts, with all slots filled. For instance acc 1: Main / PI / PI - acc 2: Scan / Haul - PI / PI. don't forget a neutral hauler is awesome to have, mainly to dodge wardecs.
There are no more specific roles in WH corps. You don't have "dedicated scanners": every wh player has to be able to scan.

Good luck !
RolandofGilead Hakaari
NC Positronics Ltd
#4 - 2017-06-07 22:41:27 UTC  |  Edited by: RolandofGilead Hakaari
What Tung Yoggi said, 100%

Scanning is the most crucial thing, or cloaky scanning. Then creating a subsistance living for yourself (PI) then combat so you can do what you really (hopefully) came to do (kill motherfkerz). THEN being able to Krab it up in whatever ship u Krab in. Basically (my opinion) Gila for C1/2 or Rattlesnake for C3. If your brand newbie to Jspace id recommend starting off in a C2 w/HS just so its an easy break in peeiod. This is by no means hard/fast tho. Look in the recruitment forums and chat w/any of the tons of corp that operate in low class holes. Ask questions, be honest about what u want to do, long as youre willing to learn youll find a home. Theres tons of great groups in the WH community. I will say for sure tho, joining a competent Corp willing to 'learn you the ropes' is pretty key to a happy WH existence, compared to going it alone.

Almost everything in WHs is best enjoyed in a group.
Trevor Dalech
Nobody in Local
Deepwater Hooligans
#5 - 2017-06-08 16:13:39 UTC
Absolute basics: 1 day character with basic (lvl 2 or 3) scanning and hacking skills may be useful to a WH group if you're willing to map out chains. Your income will come from hacking unguarded relic sites. You can train the rest as you go along, and according to the doctrines of whatever corp you join.

Without a covert ops cloak however you need to expect to get blown up a lot though, possibly podded, which means you need to find your way back to your wormhole. It's still profitable but may get frustrating.
Mileena Starbreeze
Clan Kalderash
#6 - 2017-06-09 10:04:02 UTC  |  Edited by: Mileena Starbreeze
You need a ship(s) to handle the sites you will do

Typically you will be living in one wormhole, and visiting the random WHs that connect to your home WH, since you otherwise would farm all the sites in your home WH and have nothing to do. In this case, you need ships to handle the connecting WH type (C1 easy - C6 instant death when solo)

PI is different... you always do PI in your home WH! If you start PI in a connecting WH, once the WH closes you can't reconnect to it unless you left a scanning alt... which is crazy as your home WH should have all the planets you need.

Activities:

Combat sites - skill up a ship which will handle the level of WH you plan to farm.
Data/Relic sites - hacking/archeology + the 2 mid modules
Gas mining - venture/prospect + gas mining modules. Ninja huffing = gas mining 10-15 minutes without a combat ... leave the site when sleepers show up.
PI - Planet skills + Customs Code Expertise to get lower import/export tax rate
Asteroid mining - meh. That's alot of volume to be tranporting back to K-space to sell

Storage:
Pure nomad - no deployables, use only the ship(s) you fly in as storage. Highly recommend you do not store loot in your combat ship! Combat/relic/data best since your loot volume is much much lower than PI/mining/gas mining
POS (for now) and citadels
ORCA only - semi-nomad
Custom Office gantry - if for some reason a planet doesn't have a CO/POCO or you want to blow up the hi-tax POCOs in what you think is a deserted WH. You can store 35k m3 of PI mats in a CO/POCO.
industrials - including specialized indies like miasmos for storing gas, epithal for storing PI
more secure transport back to k-space... ore/pi - DST. if you are doing combat sites, you can use a smaller stealthy ship as the volume is much much less.

Use alts as storage - when they safely log out, your storage is absolutely safe! If you have a second account alt with a DST/miasmos/epithal, you can transfer directly to the fleet hangar. You can also eject/jetcan and make a corp bookmark and retrieve it on an alt on the same account.

Mobile depot with scan probe modules so you can scan WHs, sites, and the exit to k-space! With a mobile depot, you can remove your scan module/cloak and replace with combat hi modules. Swap back to scan probe when needed. Mobile tractors are handy too.

Other players are your biggest threat.... finding you at your mobile depot, CO, site, or at WHs. Always assume in W-space that there are a dozen stealth bombers cloaked within 20km of your ship!