GX2 - Go-dl.eve-files.com
GX2 - Go-dl.eve-files.com
GX2 - Go-dl.eve-files.com
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Classified Information<br />
“Exploration is really the essence of human spirit”<br />
- Frank Borman<br />
1
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
TABLE OF CONTENTS<br />
1. Explore and Exploit Teams (<strong>GX2</strong>)……………………………………...<br />
1.1 <strong>GX2</strong> Team Roles and Functions…………………………...……...3<br />
1.2 Policies and Guidelines…………………………………...……….5<br />
1.3 What to do ones a system is located………………………..……..6<br />
2. What you need to know about Wormholes…………………………….<br />
2.1 Facts about Wormholes………………………………..……….…7<br />
2.2 Wormhole Space Behavior…………………………….…..……...8<br />
2.3 Wormhole Behavior…………………………………………..…..9<br />
2.3 Sleeper Data……………………………………..………………..10<br />
3. Exploration Sites……………………………………………………….<br />
3.1 Magnetic Sites………………………………………...……….....12<br />
3.2 Radar Sites………………………………………………………..12<br />
3.3 Gravimetric Sites………………………………………………....13<br />
3.4 Ladar Sites………………………………………………………..14<br />
4. Extra……………………………………………………………………<br />
4.1 Phenomena statistics……………………………………………..15<br />
2
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Wormhole Explore & Exploit Teams (<strong>GX2</strong>)<br />
<strong>GX2</strong> Team Roles & Functions<br />
Following are the roles and functions of the <strong>GX2</strong> Teams.<br />
<strong>GX2</strong> Manager (GXM)<br />
Works with the GalOre Directors to establish the <strong>GX2</strong> Department in the Resource Division drawing upon<br />
skilled members in the Security and Production Division as needed. Recruits, trains, organizes and runs the<br />
<strong>GX2</strong> teams establishing safe and secure practices and methods for the team to follow that minimize risk and<br />
capitalize upon the investment each makes for the profit of the <strong>GX2</strong> Teams, GalOre and its members. The <strong>GX2</strong><br />
Manager is empowered to appoint WH System Exploitation Leaders (managers for individual systems) with the<br />
approval of Directors.<br />
The <strong>GX2</strong> Manager ensures that located wormholes are exploited for the benefit of all in GalOre and makes sure<br />
that all resources make their way safely to GalOre for trading or use in production of T3 technology.<br />
The <strong>GX2</strong> Manager works with the teams to d<strong>eve</strong>lop an Exploitation Plan for each W-space system.<br />
Explorers (Xp)<br />
The Explorers find wormholes in systems close to GalOre locations in New Eden. Explorers enter, map, explore<br />
and bookmark the locations of all items of interest that are located within the wormhole and reports this<br />
information to the Directors and the <strong>GX2</strong> Team Manager (<strong>GX2</strong> Mgr). Copies of the bookmarks are put into<br />
secure containers which are placed in Acquisition and Distribution Hangar at the nearest GalOre bases and<br />
offices. All bookmarks must contain clear designations and be descriptive names that <strong>com</strong>municate<br />
immediately:<br />
• Type of site [Specify these]<br />
• Likely available resources<br />
• Threats<br />
Every member of a team is an Explorer and must be able to find anomalies and be proficient in the use of<br />
probes and launchers.<br />
<strong>GX2</strong> Resource Manager (RM)<br />
3
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Runs the miners and salvagers in the team. Is responsible for the safe and secure acquisition and transportation<br />
of resources from systems approved for exploitation. Ensures that any <strong>GX2</strong> bases located have adequate<br />
supplies and coordinates with GalOre's Resource Director and Ice Miners to ensure that adequate supplies are<br />
always on hand to maintain the operation. Appoints transportation pilots to deliver harvested resources and<br />
materials to GalOre.<br />
<strong>GX2</strong> Miners & Salvagers<br />
Are run by the Resource Manager or another <strong>GX2</strong> Team Leader. They recover minerals and salvage for<br />
transportation to GalOre offices in New Eden.<br />
<strong>GX2</strong> Security Leader (SL)<br />
Is responsible for securing the system, eliminating sleepers, pirates and other threats. When there are threats<br />
<strong>GX2</strong> Security takes over and his/her orders are followed until the system is safe again. The <strong>GX2</strong> SL role<br />
devolves to those in the system according to role and rank. Makes sure that ammunition and ship replacements<br />
are made and that the team is well trained in securing the space. Is responsible for monitoring the state and<br />
condition of the wormholes that allow egress. Assigns sentries and scouts to system transit points (STPs).<br />
Makes sure the garrison is adequately supplied.<br />
<strong>GX2</strong> Security Squad Members<br />
Work with the <strong>GX2</strong> Security Leader and Manager to secure the system from all threats to resource operations.<br />
Please Note:<br />
Eventhough the team is set up according to the player his/her skills, <strong>eve</strong>ryone is required to have the ability to<br />
perform multiple tasks with a basic skillset/flight operation. The following set of skills apply:<br />
Basic/Advanced Skillset<br />
1. Scanning ( Probing )<br />
2. Directional scan use<br />
3. Cloaking<br />
4. Hauler Pilot (preferably covert hauler/blockade runner)<br />
5. Combat Pilot<br />
6. Salvaging<br />
7. Remote Armor Rep / Shield Rep<br />
Exploration Policies and Guidelines<br />
4
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
The following policies and guidelines apply to all members of the <strong>GX2</strong> Department.<br />
1. The general membership guidelines and policies of GalOre apply.<br />
2. This document will be the guide and manual for all <strong>GX2</strong> members.<br />
3. All <strong>GX2</strong> members will have the <strong>GX2</strong> title designation in their character profile. (Additional roles may be<br />
defined as we firm up the team requirements - see below)<br />
4. Exploration & Exploitation is for the good of the corporation and its members. Hoarding, being selfish<br />
and failing to report finds will be grounds for dismissal.<br />
5. <strong>GX2</strong> is a team effort that relies on the <strong>GX2</strong> team(s) maintaining close contact with the corporation despite<br />
the remoteness of their location.<br />
6. GalOre will provide any necessary supplies to ensure that Wormhole Bases (<strong>GX2</strong> Bases) are well<br />
supplied and provided for.<br />
7. GalOre and/or its members will fund and assist in the formation, preparation and training of <strong>GX2</strong> teams.<br />
8. <strong>GX2</strong> Members will be of proven trust, loyalty, resourcefulness and reliability with the necessary skill set<br />
to support and <strong>com</strong>plement the safe and secure exploitation of systems.<br />
9. All <strong>GX2</strong> Members must know how to scan systems and use probes.<br />
10. All <strong>GX2</strong> Members must have appropriate launchers and probes with them when they enter the any<br />
Wormhole system.<br />
11. Exploration systems should be located near established GalOre bases and not randomly selected from all<br />
over the New Eden universe. As much as possible the explorers should confine wormhole location to<br />
nearby systems that make it easier for them to maintain supply and extrication routes between the<br />
wormhole and New Eden. As GalOre grows and expands its reach around New Eden we will expand the<br />
size of the teams and number of <strong>GX2</strong> bases we are running. This will be dependent upon available skilled<br />
pilots.<br />
12. <strong>GX2</strong> bases and their locations are to remain confidential known only to the team (that found them),<br />
trusted officers (who need to know), and those members of management and the directors. Every location<br />
must be reported to the directors by email/EVEmail and recorded in this document.<br />
13. Establish one <strong>GX2</strong> base at a time.<br />
14. No wormhole system is to be explored and exploited until its exits have been located and mapped<br />
(bookmarked) and those bookmarks delivered to the <strong>GX2</strong> Team Manager.<br />
15. Every wormhole system is to have an Exploitation Plan for that particular system.<br />
16. Every wormhole system is to have a Security Plan for that particular system and this will include the<br />
establishment of system safe spots internally in the system and in each system that has an exit or entrance.<br />
Security Plans will take into account<br />
17. Recruits (Ensign to Lieutenant Junior Grade) are not permitted to participate in the <strong>GX2</strong> Department<br />
unless cleared by the Security Director.<br />
18. Maintain the necessary l<strong>eve</strong>l of security for each wormhole system and put security plans into action in<br />
each system that are known by <strong>eve</strong>ry member before they enter the system they are assigned to.<br />
19. All <strong>GX2</strong> members must be <strong>com</strong>bat ready.<br />
20. When in the w-space system you are always in a fleet. Always.<br />
21. All <strong>GX2</strong> members must be able to mine ice, ore and gas unless specifically released from this<br />
requirement.<br />
22. All <strong>GX2</strong> members must be able to haul.<br />
What to do once a System is Located<br />
5
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
1. Report to Directors with the name and system location and provide the bookmark in the nearest<br />
local base or office. DO this before you enter the system so that others can find it and <strong>com</strong>e to<br />
help you if needed.<br />
2. Explore and map the system locating the following in the order given.<br />
• System Transit Points - find all transit points and determine where they go. Bookmark each and<br />
establish Observation Points (bookmarks at 240km distance from each WH on both sides). Note the<br />
number of jumps to the nearest GalOre office find the nearest station to that system transit point in<br />
New Eden and determine the rental cost of the office.<br />
• Harvestable Gas Clouds - find them and note what they provide in terms of number, size and<br />
minerals to be harvested.<br />
• Asteroid Belts - note the number and <strong>com</strong>position of the belts and the size and quantity of the<br />
roids.<br />
• Anomalies - Locate all anomalies and inspect their defenses, set up safe points at range from any<br />
threats (260km). Note the type and nature of any and all threats.<br />
• Archaeological sites - Locate and inspect their condition and determine the nature of any defenses.<br />
Set up safe spots and insta warps for the <strong>GX2</strong> team.<br />
3. When exploration of the space is <strong>com</strong>plete return to base (nearest GalOre office or Starbase) and<br />
deliver copies of the bookmarks in a secure named container to Acquisition and Distribution<br />
hangar with the container labeled <strong>GX2</strong>-1, <strong>GX2</strong>-2, etc. depending on the class of W-space system.<br />
If more than one labeled <strong>GX2</strong>-1, or <strong>GX2</strong>-2, etc. give name of nearest GalOre Office. Send an<br />
email to the CEO, Resource and Production Directors stating that the container has been placed in<br />
the hangar and give any relevant information about it. Ensure the <strong>GX2</strong> Manager knows also.<br />
Information Needed<br />
• Threats - Report any threats including pirate presence, NPC, enemy bases, their <strong>com</strong>position and<br />
defenses. Any contact with enemies, or allies.<br />
• Estimated value of system (EVS) - estimate the value of the system's resources.<br />
• Limitations of the wormhole ( Mass limits, Time left )<br />
• Wormhole Behaviour ( Bonusses )<br />
What you need to Know about Wormholes<br />
6
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
FACTS ABOUT WORMHOLES:<br />
1. Normal despawn rate for an UNTOUCHED site is about 3 or 4 days. Untouched means you found it, maybe<br />
warped in but did not engage anything or interact with anything.<br />
7
2. Clearing out a Gravity or Ladar site of NPC Sleepers in a<br />
Wspace cleans it out permenently. The NPCs do NOT respawn.<br />
3. Bringing a capital ship (Carrier or Dreadnought) to a <strong>com</strong>bat site<br />
in a Wspace will spawn 6 additional battleships per capital ship. (<br />
Excluding Orcas )<br />
4. Magnetic and Radar sites will respawn <strong>com</strong>plete Sleeper waves<br />
after a downtime to include the reset of the capital ship “additional<br />
6 Sleeper battleships” trigger!<br />
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
5. Magnetic and Radar sites are rare. Ladar and Gravimetric sites breed like horny bunnies in the spring time.<br />
6. Assigning Fighters to someone who then goes to certain sites will also cause 6 additional battleships to<br />
spawn.<br />
7. The class of the system does NOT affect the difficulty of the sites. It only determines what KINDS of sites<br />
are likely to spawn in the system:<br />
'Perimiter' sites are "easy"<br />
'Frontier' sites are "medium"<br />
'Core' sites are "hard"<br />
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.<br />
The difference is that 'Core' sites seldom appear in the lower classes (allthough they certainly can spawn there<br />
as well).<br />
WORMHOLE SPACE BEHAVIOR<br />
1. Some Wspaces have effects on your ship both good and bad. Use Wormhole Thingie to type in the Locus<br />
Signature (Jxxxxxx) of your Wspace to find out what it has.<br />
2. Wspaces can be buried (confirmed) up to 3 Wspaces deep. This means that you would have to cross 3<br />
8
Wspaces to get out of Wspace and into the nearest Kspace!<br />
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
3. A class 1 Wspace does not allow anything bigger than a Battle Cruiser through. This is a SHIP class<br />
limitation and not a ship MASS limitation, just like some low l<strong>eve</strong>l mission acceleration gates.<br />
4. Class 2 wormholes have a mass restriction. If your ship has too much mass to fit, try off-lining your plates<br />
(1600mm, 800mm etc.).<br />
5. POSs behave as normal except you can not claim Sovereignty and you can NOT moon mine.<br />
6. Wormhole effects (Pulsars, Cataclysmic etc) are NOT applied to POS’s or their weapons/defenses.<br />
7. Class 1 and 2 encounters are soloable. Class 3 is maybe soloable. Class 4, 5 and 6 can be solo'd only if you<br />
use a Capital Ship (Carrier) but be prepared to sweat bullets as a class 5 can crack a carrier and eat drones<br />
s<strong>eve</strong>rely.<br />
8. All Wspaces are 0.0 security.<br />
9. Wormhole Class is a numeric rating contained in the data dump that CCP put out. In short, wormholes<br />
leading to "unknown space" could lead to a class 1, 2 or 3 Wspace. One leading to a "dangerous unknown<br />
space" leads to a class 4 or 5 and a "dea<strong>dl</strong>y unknown space" wormhole always leads to a class 6 Wspace.<br />
10. Players do NOT show up in local unless they chat there, so scan often with your directional scanner at max<br />
range and set to 360 degrees.<br />
11. Wether intended or not, Wspaces apparently DO bottom out when you take up residence within them. Five<br />
confirmed cases, three with POSs and two without. The Wspaces <strong>eve</strong>ntually dwin<strong>dl</strong>ed to one static wormhole<br />
and one exploration spawn. Sites DESPAWN as usual, but simply to not RESPAWN at the "normal" rate.<br />
12. There are no Ice fields in W-Space.<br />
Please Note:<br />
Refer to the ‘Wormhole Phenomina’ at the end of the document to review all of the effects the wormhole will<br />
provide, both good and bad.<br />
WORMHOLE BEHAVIOR:<br />
1. Wspaces can have up to 7 (4 dev confirmed) wormholes active at one time. THEORY: Up to 4 outbound<br />
wormholes max with 3 inbound (K162) wormholes confirmed.<br />
2. When a wormhole is nearing "end of life" another wormhole can appear before they finish despawning.<br />
When one despawns another one spawns immediatley if it was the ONLY wormhole left. Certain wormholes<br />
ALWAYS immediatley respawn no matter what. These wormholes are refered to as “static” wormholes.<br />
9
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
3. The "color" of the wormhole indicates which type of wormhole you are going into, i.e. a red wormhole means<br />
you go into red space and a blue wormhole puts you into blue space.<br />
4. Use a program called Wormhole Thingie to know what class any given Wspace is (1 through 6) and to tell<br />
how much mass a wormhole can han<strong>dl</strong>e.<br />
5. All classes of Wspaces can open up to any class of Wspace, null sec, low sec or high sec directly.<br />
6. Life cycle has not begun means you found it within 1-2 minutes of spawning.<br />
7. “Probably won't last another day” means you have more than 25% of the wormhole's life left.<br />
8. :Nearing the end of its life” means it has less than 25% of its life left.<br />
9. Wormholes last for 16, 24, 36 or 48 hours.<br />
10. “Has not yet had its stability reduced” means it has more than 45% of its remaining allowable mass left.<br />
11. “Has had its stability reduced”, “but not to a critical degree yet”<br />
means it has less than 45% of its remaining allowable mass left.<br />
12. The largest "to high sec" wormhole allows a ship of 1,000,000,000<br />
kg mass to fit through.<br />
13. Capital ships can get into a class 4, 5 or 6 wormhole only.<br />
14. Nothing stops you from jumping through a wormhole, not scrams<br />
not webs, nothing.<br />
15. Jumping through the same wormhole twice starts a 4 minute timer<br />
during which you can not jump back through.<br />
16. There is also a 30 second Session Change timer that starts when<br />
you jump through a wormhole. You can not jump until that Session<br />
Change timer is up.<br />
17. The wormhole graphic physically gets SMALLER when you make it pass the 45% and the 5% allowable<br />
mass values.<br />
18. The maximum allowable mass for a wormhole not only takes into account the mass of your ships<br />
themselves, but ALSO THE MODULES ON THEM. 1600mm plates tear a wormhole a new one and will throw<br />
off your mass count!<br />
19. "This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and<br />
is on the verge of collapse." means it has less than 5% of its allowable mass left.<br />
10
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
20. “This wormhole is stable and looks like it could last more than a day” means it will last longer than 24 hours<br />
or until its allowable mass is spent.<br />
21. Wormholes collapse when the allowable mass is reduced to ZERO or LESS THAN ZERO (negative). So, if<br />
the wormhole has 1kg of mass left you can jump through it with any ship that "fits" (fit meaning ship type for<br />
class 1 and mass cap for class 2) in the wormhole. It will collapse when you are on the other side.<br />
Outpost Frontier<br />
Stronghold<br />
Fortification<br />
Frontier<br />
Stronghold<br />
The Oruze<br />
Construct<br />
Unsecured Frontier<br />
Database<br />
Solar Cell<br />
22. The "polarity" timers that are 4 minutes long on wormholes are PER individual wormhole. So, if you jump<br />
two times back to back through wormhole XXXX you can not jump back through it for 4 minutes, BUT, if you<br />
jump through wormhole XXXX twice and immediatly head for wormhole YYYY the timer will NOT exist and<br />
you may pass through wormhole YYYY twice before incuring a 4 minute timer for wormhole YYYY.<br />
23. Wormholes that are close to their end of life will have a more active graphic, it will be more energetic<br />
looking.<br />
SLEEPER DATA:<br />
1. NPC warp scramble ability starts at Class 3 and above. At<br />
class 5 EVERY NPC webs and warp scrams, ALL OF<br />
THEM. Some do not scram right away, but they are capable.<br />
2. Tentative resists: armor is 70/70/70/70 with hull being<br />
0/0/0/0.<br />
3. NPCs in wormholes DO get SOME wormhole effects<br />
applied to them.<br />
4. The large ADVANCED Sleeper wrecks require Salvaging<br />
to l<strong>eve</strong>l 5. Most other Sleeper wrecks you can do with l<strong>eve</strong>l 3<br />
or 4. You can do all Sleeper wrecks with Salvage skill to<br />
l<strong>eve</strong>l 4 and using Salvage Tackle rigs (at least one).<br />
5. Use any racial ECM jammer you want, Sleepers don’t<br />
care which you use, they said so.<br />
11
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
1x Sleepless<br />
Defender (Trigger)<br />
3x Argos<br />
2x Awakened<br />
Defender (Trigger)<br />
2x Emergent<br />
Defender<br />
2x Argos Sentries<br />
4x Awakened<br />
Upholder (Trigger)<br />
1x Awakened<br />
Preserver<br />
3x Awakened<br />
Defender<br />
3x Emergent<br />
Preserver (Trigger)<br />
1x Sleepless<br />
Defender<br />
1x Awakened<br />
Upholder<br />
1x Emergent<br />
Preserver (Trigger)<br />
4x Awakened<br />
Defender (Trigger)<br />
2x Awakened<br />
Upholder (Trigger)<br />
2x Awakened<br />
Defender<br />
1x Sleepless<br />
Defender (Trigger)<br />
4x Emergent<br />
Defender<br />
4x Awakened<br />
Defender (Trigger)<br />
4x Awakened<br />
Upholder<br />
1x Awakened<br />
Upholder<br />
2x Awakened<br />
Defender<br />
2x Emergent<br />
Upholder (Trigger)<br />
2x Emergent<br />
Defender<br />
2x Sleepless<br />
Defender<br />
4x Emergent<br />
Defender<br />
1x Sleepless<br />
Upholder<br />
1x Awakened<br />
Preserver<br />
1x Awakened<br />
Upholder<br />
2x Awakened<br />
Defender<br />
1x Sleepless<br />
Upholder<br />
2x Awakened<br />
Preserver<br />
1x Sleepless<br />
Upholder (Trigger)<br />
3x Awakened<br />
Upholder<br />
3x Emergent<br />
Defender<br />
1x Sleepless<br />
Preserver<br />
1x Sleepless<br />
Defender<br />
2x Awakened<br />
Defender<br />
2x Sleepless<br />
Upholder<br />
3x Awakened<br />
Upholder<br />
2x Emergent<br />
Preserver<br />
MAGNETIC SITES:<br />
Some known magnetic sites:<br />
Forgotten Perimeter Coronation Platform (3 cans)<br />
12
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Forgotten Perimeter Habitation Coils (5 cans)<br />
Forgotten Perimeter Power Array (4 cans, 1 frigate)<br />
1. Using Carriers OR Dreadnoughts WILL spawn 6 additional Battleships if you use them on Magnetic sites.<br />
(Confirmed)<br />
2. They are tougher to clear out than other sites.<br />
3. A Class 5 Wspace that I tried had 9 cans.<br />
4. Forgotten Frontier Quarantine Outpost (7 cans, remote repair, webify, can drop some malfunctioning rather<br />
than just wrecked sections).<br />
5. Consider tanking the spawns while opening the cans, there are WAVES of spawn. The second wave could be<br />
the web/scram OR the RR variety. The RR variety allows a FRIGATE to TANK 10 FIGHTERS.<br />
6. Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next<br />
wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.<br />
RADAR SITES:<br />
1. In the 4 weeks I was in a Class 5 Wspace, only once did this type spawn. It was a Frontier Unsecured Enclave<br />
Relay something. It had 15 cans. 3 Battleships in initial spawn, Killing the last spawned 2 BS, 4 cruisers and 5<br />
frigates that remote repped like you would not beli<strong>eve</strong>.<br />
2. You can loot the cans while under fire from the spawn.<br />
WARNING: When you tamper with a can and you leave the site, the ENTIRE site will DESPAWN in under a<br />
minute! CONFIRMED for it happening in Wspace.<br />
Unsecure Frontier Database<br />
3. Some known sites:<br />
3x Awakaned Defender<br />
3x Emergent Preserver ( Trigger )<br />
Unsecured Perimeter Amplifer (4 cans, occasional frigate)<br />
4x Awakaned Defender ( Trigger)<br />
Unsecured Perimeter Comms Relay (8 cans, occasional frigate) 4x Awakened Upholder<br />
Unsecured Perimeter Information Center (3 cans)<br />
1x Sleepless Upholder (Trigger)<br />
Unsecured Perimeter Transponder Farm ( cans)<br />
3x Awakened Upholder<br />
3x Emergent Defender<br />
Unsecured Frontier Database (9 cans, 1 cruiser)<br />
2x Sleepless Upholder<br />
Unsecured Frontier Enclave Relay (15 cans)<br />
3x Awakened Upholder<br />
Unsecured Frontier Receiver (7 cans)<br />
2x Emergent Preserver<br />
On a small sample size it looks like:<br />
Perimeter cans contain 0-3 items:<br />
1-10 Datacore<br />
1-4 racial Hybrid Tech Decryptor<br />
1-2 RAM Hybrid Technology<br />
13
Frontier cans contain 0-3 items:<br />
1-9 Datacore (I assume 10 is possible)1-4 racial Hybrid<br />
1-3 RAM Hybrid<br />
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
4. Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next<br />
wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.<br />
5. Radar sites can have an Abandoned Talocan Battleship/Cruiser present (the source of T3 hull BPCs). The<br />
same site can spawn with or without the abandoned hull, this includes temporary despawns: they may appear or<br />
disappear over DT.<br />
6. When an abandoned BS is present, the initial spawn defending the site will have one more Advanced l<strong>eve</strong>l<br />
Sleeper BS guarding it. An equivalent extra guardian is likely present for abandoned cruisers.<br />
GRAVIMETRIC SITES:<br />
1. Gravimetric sites seem to be the most <strong>com</strong>mon exporation site spawn.<br />
2. Gravimetric sites:<br />
Infrequent<br />
Isolated<br />
Ordinary<br />
Un<strong>com</strong>mon<br />
Unusual<br />
Average<br />
Unexceptional<br />
Exceptional<br />
Rarified.<br />
Ore Types ( Any site )<br />
Veldspar<br />
Pyroxeres<br />
….. etc etc<br />
Arkanor<br />
Bistot<br />
Crokite<br />
Mercoxit<br />
3. Ore types present are dependent on the type of site, i.e. Average or Rarified. It is NOT dependent on the<br />
class of Wspace it spawns in.<br />
4. Using Capital ships on these sites do NOT spawn additional npc ships.<br />
5. The NPCs in a gravity site are the easiest to deal with.<br />
6. Additional rocks WILL spawn in over the lifetime of the field.<br />
7. Average lifetime of a field is 3-5 days.<br />
8. An Exceptional field as ALL ore types including Mercoxit. The field is HUGE, 20 Hulks going at it for<br />
24 hours WILL NOT clean it out. It’s freaking HUGE.<br />
9. The lower the site the less of each ore type it has per rock.<br />
14
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
LADAR SITES:<br />
1. Order from worst to best for Ladar sites: Barren, Token, Minor, Ordinary, Sizeable, Bountiful, Vast and<br />
then Instrumental.<br />
Types of gas and quantities:<br />
Barren has C50 and C60<br />
Token has 3000 C60 and 1500 C70<br />
Minor has 3000 C70 and 1500 C72<br />
Ordinary has 3000 C72 and 1500 C84<br />
Sizeable has 3000 C84 and 1000 C50<br />
Bountiful has 5000 C28 and 1000 C32<br />
Vast has 1000 C28 and 5000 C32<br />
Vital has 500 C320 and 6000 C540<br />
Instrumental has 500 C540 and 6000 C320<br />
2. Ladar sites can have ships AND/OR sentry towers as defence.<br />
3. They always have two gas clouds.<br />
4. Despawns within one hour of being <strong>com</strong>pletely drained.<br />
5. Using a capital ship on these sites does NOT spawn additional npc ships.<br />
6. Upon initial arrival there will not be NPCs, they take a little while to spawn in. There is a spawn that can<br />
be there on arrival: 5 sentry towers in a circle, so be ready!<br />
7. A well tanked battleship (Megathron in the test case) can solo these sites in a class 5 Wspace<br />
(CONFIRMED).<br />
15
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Black Hole Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />
Inertia Multiplier 1.12 1.44 1.55 1.68 1.85 2.0<br />
Max Range Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />
Faloff Modifier 0.9 0.81 0.73 0.66 0.59 0.5<br />
Max Velocity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Control Range Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />
Missile Velocity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Cataclysmic Variable Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />
Armor Repair Amount Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />
Shield Repair Amount Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />
Shield Transfer Amount Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Remote Repair amount Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Capacitor Capacity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Capacitor Recharge Time Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
16
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Magnetar Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />
Targeting Range Bonus 0.9 0.81 0.73 0.66 0.59 0.5<br />
Damage Multiplier Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Tracking/Optimal Penalty Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Sensor STR Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />
Target Painter Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Range Damp / Resolution Damp Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />
Tracking Speed Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />
AOE Velocity / Drone Velocity Bonus 0.90 0.81 0.73 0.66 0.59 0.5<br />
Red Giant Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />
Heat Damage Multiplier 1.10 1.18 1.22 1.27 1.34 .15<br />
Overload Bonus Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Smartbomb Range Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Smartbomb Damage 1.25 1.44 1.55 1.68 1.85 2.0<br />
17
[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />
Pulsar Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />
Shield HP Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />
Targeting Range Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />
Signature Penalty 1.25 1.44 1.55 1.68 1.85 2.0<br />
Armor Resistance Loss -10% -18% -22% -27% -34% -50%<br />
Capacitor Recharge Time Multiplier 0.9 0.81 0.73 0.66 0.59 0.50<br />
Wolf Rayet Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />
Signature Penalty 0.90 0.81 0.73 0.66 0.59 0.5<br />
Armor Resistance Bonus +10% +18% +22% +27% +34% +50%<br />
Shield Resistance -10% -18% -22% -27% -34% -50%<br />
Small Weapon Damage Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
Capacitor Capacity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />
18